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Revision: 1.15
Committed: Thu Mar 23 08:55:55 2006 UTC (18 years, 2 months ago) by root
Branch: MAIN
Changes since 1.14: +36 -2 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 attack_movement_bits_0_3 => {
111 0 => 'default',
112 1 => 'attack from distance',
113 2 => 'run away',
114 3 => 'hit and run',
115 4 => 'wait, then hit, then move',
116 5 => 'rush blindly',
117 6 => 'always run',
118 7 => 'attack from distance if hit',
119 8 => 'do not approach'
120 },
121 attack_movement_bits_4_7 => {
122 0 => 'none',
123 16 => 'pet',
124 32 => 'small circle',
125 48 => 'large circle',
126 64 => 'small horizontal',
127 80 => 'large horizontal',
128 96 => 'random direction',
129 112 => 'random movement',
130 128 => 'small vertical',
131 144 => 'large vertical'
132 },
133 direction => {
134 0 => '<none>',
135 1 => 'north',
136 2 => 'northeast',
137 3 => 'east',
138 4 => 'southeast',
139 5 => 'south',
140 6 => 'southwest',
141 7 => 'west',
142 8 => 'northwest'
143 },
144 event_type => {
145 0 => 'none',
146 1 => 'apply',
147 2 => 'attack',
148 3 => 'death',
149 4 => 'drop',
150 5 => 'pickup',
151 6 => 'say',
152 7 => 'stop',
153 8 => 'time',
154 9 => 'throw',
155 10 => 'trigger',
156 11 => 'close',
157 12 => 'timer',
158 28 => 'move'
159 },
160 mood => {
161 0 => 'furious',
162 1 => 'angry',
163 2 => 'calm',
164 3 => 'sleep',
165 4 => 'charm'
166 },
167 potion_effect => {
168 0 => '<none>',
169 65536 => 'life restoration',
170 1048576 => 'improvement'
171 },
172 skill_type => {
173 1 => 'lockpicking',
174 2 => 'hiding',
175 3 => 'smithery',
176 4 => 'bowyer',
177 5 => 'jeweler',
178 6 => 'alchemy',
179 7 => 'stealing',
180 8 => 'literacy',
181 9 => 'bargaining',
182 10 => 'jumping',
183 11 => 'detect magic',
184 12 => 'oratory',
185 13 => 'singing',
186 14 => 'detect curse',
187 15 => 'find traps',
188 16 => 'mediatation',
189 17 => 'punching',
190 18 => 'flame touch',
191 19 => 'karate',
192 20 => 'climbing',
193 21 => 'woodsman',
194 22 => 'inscription',
195 23 => 'one handed weapons',
196 24 => 'missile weapons',
197 25 => 'throwing',
198 26 => 'use magic item',
199 27 => 'disarm traps',
200 28 => 'set traps',
201 29 => 'thaumaturgy',
202 30 => 'praying',
203 31 => 'clawing',
204 32 => 'levitation',
205 33 => 'summoning',
206 34 => 'pyromancy',
207 35 => 'evocation',
208 36 => 'sorcery',
209 37 => 'two handed weapons'
210 },
211 spell_type => {
212 1 => 'raise dead',
213 2 => 'rune',
214 3 => 'make mark',
215 4 => 'bolt',
216 5 => 'bullet',
217 6 => 'explosion',
218 7 => 'cone',
219 8 => 'bomb',
220 9 => 'wonder',
221 10 => 'smite',
222 11 => 'magic missile',
223 12 => 'summon golem',
224 13 => 'dimension door',
225 14 => 'magic mapping',
226 15 => 'magic wall',
227 16 => 'destruction',
228 17 => 'perceive self',
229 18 => 'word of recall',
230 19 => 'invisible',
231 20 => 'probe',
232 21 => 'healing',
233 22 => 'create food',
234 23 => 'earth to dust',
235 24 => 'change ability',
236 25 => 'bless',
237 26 => 'curse',
238 27 => 'summon monster',
239 28 => 'recharge',
240 29 => 'polymorph',
241 30 => 'alchemy',
242 31 => 'remove curse',
243 32 => 'identify',
244 33 => 'detection',
245 34 => 'mood change',
246 35 => 'moving ball',
247 36 => 'swarm',
248 37 => 'charge mana',
249 38 => 'dispel rune',
250 39 => 'create missile',
251 40 => 'consecrate',
252 41 => 'animate weapon',
253 42 => 'light',
254 43 => 'change map light',
255 44 => 'faery fire',
256 45 => 'disease',
257 46 => 'aura',
258 47 => 'town portal'
259 },
260 weapon_type => {
261 0 => '<unknown>',
262 1 => 'sword',
263 2 => 'arrows',
264 3 => 'axe',
265 4 => 'katana',
266 5 => 'knife, dagger',
267 6 => 'whip, chain',
268 7 => 'hammer, flail',
269 8 => 'club, stick'
270 }
271 );
272
273 our %IGNORE_LIST = (
274 non_pickable => [
275 'value',
276 'nrof',
277 'weight',
278 'name_pl',
279 'material',
280 'no_pick',
281 'unpaid',
282 'title',
283 'identified'
284 ],
285 system_object => [
286 'value',
287 'nrof',
288 'weight',
289 'name_pl',
290 'material',
291 'no_pick',
292 'unpaid',
293 'title',
294 'glow_radius',
295 'identified',
296 'blocksview',
297 'invisible'
298 ]
299 );
300
301 our %DEFAULT_ATTR = (
302 attr => [
303 [
304 'name',
305 {
306 desc => 'This is the name of the object, displayed to the player.',
307 name => 'name',
308 type => 'string'
309 }
310 ],
311 [
312 'name_pl',
313 {
314 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.',
315 name => 'plural name',
316 type => 'string'
317 }
318 ],
319 [
320 'title',
321 {
322 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.',
323 name => 'title',
324 type => 'string'
325 }
326 ],
327 [
328 'face',
329 {
330 desc => 'The image-name defines what image is displayed for this object in-game.',
331 name => 'image',
332 type => 'string'
333 }
334 ],
335 [
336 'nrof',
337 {
338 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.',
339 name => 'number',
340 type => 'int'
341 }
342 ],
343 [
344 'weight',
345 {
346 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 ;) ).',
347 name => 'weight',
348 type => 'int'
349 }
350 ],
351 [
352 'value',
353 {
354 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.',
355 name => 'value',
356 type => 'int'
357 }
358 ],
359 [
360 'glow_radius',
361 {
362 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.',
363 name => 'glow radius',
364 type => 'int'
365 }
366 ],
367 [
368 'material',
369 {
370 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.',
371 name => 'material',
372 type => 'bitmask',
373 value => $BITMASK{material}
374 }
375 ],
376 [
377 'no_pick',
378 {
379 desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
380 name => 'non-pickable',
381 type => 'bool'
382 }
383 ],
384 [
385 'invisible',
386 {
387 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.',
388 name => 'invisible',
389 type => 'bool'
390 }
391 ],
392 [
393 'blocksview',
394 {
395 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.',
396 name => 'block view',
397 type => 'bool'
398 }
399 ],
400 [
401 'identified',
402 {
403 desc => 'If an item is identified, the player has full knowledge about it.',
404 name => 'identified',
405 type => 'bool'
406 }
407 ],
408 [
409 'unpaid',
410 {
411 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.',
412 name => 'unpaid',
413 type => 'bool'
414 }
415 ]
416 ]
417 );
418
419 our %TYPE = (
420 Ability => {
421 attr => [
422 [
423 'invisible',
424 {
425 type => 'fixed',
426 value => 1
427 }
428 ],
429 [
430 'no_drop',
431 {
432 type => 'fixed',
433 value => 1
434 }
435 ],
436 [
437 'sp',
438 {
439 desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
440 name => 'short range spell',
441 type => 'spell'
442 }
443 ],
444 [
445 'hp',
446 {
447 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.',
448 name => 'long range spell',
449 type => 'nz_spell'
450 }
451 ],
452 [
453 'maxsp',
454 {
455 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".',
456 name => 'importance',
457 type => 'int'
458 }
459 ],
460 [
461 'attacktype',
462 {
463 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.',
464 name => 'is magical',
465 type => 'bool',
466 value => [
467 0,
468 2
469 ]
470 }
471 ]
472 ],
473 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;.',
474 ignore => [
475 $IGNORE_LIST{system_object}
476 ],
477 name => 'Ability',
478 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?'
479 },
480 Altar => {
481 attr => [
482 [
483 'no_pick',
484 {
485 type => 'fixed',
486 value => 1
487 }
488 ],
489 [
490 'move_on',
491 {
492 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
493 name => 'movement type',
494 type => 'bitmask',
495 value => $BITMASK{movement_type}
496 }
497 ],
498 [
499 'slaying',
500 {
501 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")',
502 name => 'match item name',
503 type => 'string'
504 }
505 ],
506 [
507 'food',
508 {
509 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.',
510 name => 'drop amount',
511 type => 'int'
512 }
513 ],
514 [
515 'connected',
516 {
517 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
518 name => 'connection',
519 type => 'int'
520 }
521 ],
522 [
523 'sp',
524 {
525 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.',
526 name => 'spell',
527 type => 'spell'
528 }
529 ],
530 [
531 'msg',
532 {
533 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
534 end => 'endmsg',
535 name => 'message',
536 type => 'text'
537 }
538 ]
539 ],
540 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.',
541 ignore => [
542 $IGNORE_LIST{non_pickable}
543 ],
544 name => 'Altar'
545 },
546 'Altar Trigger' => {
547 attr => [
548 [
549 'no_pick',
550 {
551 type => 'fixed',
552 value => 1
553 }
554 ],
555 [
556 'slaying',
557 {
558 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")',
559 name => 'match item name',
560 type => 'string'
561 }
562 ],
563 [
564 'food',
565 {
566 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.',
567 name => 'drop amount',
568 type => 'int'
569 }
570 ],
571 [
572 'connected',
573 {
574 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
575 name => 'connection',
576 type => 'int'
577 }
578 ],
579 [
580 'sp',
581 {
582 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.',
583 name => 'spell',
584 type => 'spell'
585 }
586 ],
587 [
588 'exp',
589 {
590 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.',
591 name => 'reset time',
592 type => 'int'
593 }
594 ],
595 [
596 'last_sp',
597 {
598 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.',
599 name => 'ignore reset',
600 type => 'bool'
601 }
602 ],
603 [
604 'move_on',
605 {
606 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
607 name => 'movement type',
608 type => 'bitmask',
609 value => $BITMASK{movement_type}
610 }
611 ],
612 [
613 'msg',
614 {
615 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
616 end => 'endmsg',
617 name => 'message',
618 type => 'text'
619 }
620 ]
621 ],
622 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.',
623 ignore => [
624 $IGNORE_LIST{non_pickable}
625 ],
626 name => 'Altar Trigger',
627 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. =)'
628 },
629 Amulet => {
630 attr => [
631 [
632 'ac',
633 {
634 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.',
635 name => 'armour class',
636 type => 'int'
637 }
638 ],
639 [
640 'wc',
641 {
642 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.',
643 name => 'weapon class',
644 type => 'int'
645 }
646 ],
647 [
648 'item_power',
649 {
650 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>.',
651 name => 'item power',
652 type => 'int'
653 }
654 ],
655 [
656 'damned',
657 {
658 desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
659 name => 'damnation',
660 type => 'bool'
661 }
662 ],
663 [
664 'cursed',
665 {
666 desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
667 name => 'curse',
668 type => 'bool'
669 }
670 ],
671 [
672 'lifesave',
673 {
674 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!',
675 name => 'save life',
676 type => 'bool'
677 }
678 ],
679 [
680 'unique',
681 {
682 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
683 name => 'unique item',
684 type => 'bool'
685 }
686 ],
687 [
688 'startequip',
689 {
690 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
691 name => 'godgiven item',
692 type => 'bool'
693 }
694 ],
695 [
696 'applied',
697 {
698 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.',
699 name => 'is applied',
700 type => 'bool'
701 }
702 ],
703 [
704 'msg',
705 {
706 desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
707 end => 'endmsg',
708 name => 'description',
709 type => 'text'
710 }
711 ]
712 ],
713 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
714 name => 'Amulet',
715 section => [
716 [
717 'resistance',
718 [
719 [
720 'resist_physical',
721 {
722 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.',
723 name => 'resist physical %',
724 type => 'int'
725 }
726 ],
727 [
728 'resist_magic',
729 {
730 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.',
731 name => 'resist magic %',
732 type => 'int'
733 }
734 ],
735 [
736 'resist_fire',
737 {
738 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.',
739 name => 'resist fire %',
740 type => 'int'
741 }
742 ],
743 [
744 'resist_electricity',
745 {
746 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.',
747 name => 'resist electricity %',
748 type => 'int'
749 }
750 ],
751 [
752 'resist_cold',
753 {
754 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.',
755 name => 'resist cold %',
756 type => 'int'
757 }
758 ],
759 [
760 'resist_confusion',
761 {
762 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).',
763 name => 'resist confusion %',
764 type => 'int'
765 }
766 ],
767 [
768 'resist_acid',
769 {
770 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.',
771 name => 'resist acid %',
772 type => 'int'
773 }
774 ],
775 [
776 'resist_drain',
777 {
778 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).',
779 name => 'resist draining %',
780 type => 'int'
781 }
782 ],
783 [
784 'resist_weaponmagic',
785 {
786 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.',
787 name => 'resist weaponmagic %',
788 type => 'int'
789 }
790 ],
791 [
792 'resist_ghosthit',
793 {
794 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.',
795 name => 'resist ghosthit %',
796 type => 'int'
797 }
798 ],
799 [
800 'resist_poison',
801 {
802 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.',
803 name => 'resist poison %',
804 type => 'int'
805 }
806 ],
807 [
808 'resist_slow',
809 {
810 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.',
811 name => 'resist slow %',
812 type => 'int'
813 }
814 ],
815 [
816 'resist_paralyze',
817 {
818 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).',
819 name => 'resist paralyze %',
820 type => 'int'
821 }
822 ],
823 [
824 'resist_fear',
825 {
826 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.',
827 name => 'resist fear %',
828 type => 'int'
829 }
830 ],
831 [
832 'resist_deplete',
833 {
834 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).',
835 name => 'resist depletion %',
836 type => 'int'
837 }
838 ],
839 [
840 'resist_death',
841 {
842 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!',
843 name => 'resist death-attack %',
844 type => 'int'
845 }
846 ],
847 [
848 'resist_chaos',
849 {
850 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.',
851 name => 'resist chaos %',
852 type => 'int'
853 }
854 ],
855 [
856 'resist_blind',
857 {
858 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.',
859 name => 'resist blinding %',
860 type => 'int'
861 }
862 ],
863 [
864 'resist_holyword',
865 {
866 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.',
867 name => 'resist holy power %',
868 type => 'int'
869 }
870 ]
871 ]
872 ],
873 [
874 'stats',
875 [
876 [
877 'Str',
878 {
879 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
880 name => 'strength',
881 type => 'int'
882 }
883 ],
884 [
885 'Dex',
886 {
887 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
888 name => 'dexterity',
889 type => 'int'
890 }
891 ],
892 [
893 'Con',
894 {
895 desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
896 name => 'constitution',
897 type => 'int'
898 }
899 ],
900 [
901 'Int',
902 {
903 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
904 name => 'intelligence',
905 type => 'int'
906 }
907 ],
908 [
909 'Pow',
910 {
911 desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
912 name => 'power',
913 type => 'int'
914 }
915 ],
916 [
917 'Wis',
918 {
919 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
920 name => 'wisdom',
921 type => 'int'
922 }
923 ],
924 [
925 'Cha',
926 {
927 desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
928 name => 'charisma',
929 type => 'int'
930 }
931 ]
932 ]
933 ],
934 [
935 'misc',
936 [
937 [
938 'luck',
939 {
940 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.',
941 name => 'luck bonus',
942 type => 'int'
943 }
944 ],
945 [
946 'hp',
947 {
948 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
949 name => 'health regen.',
950 type => 'int'
951 }
952 ],
953 [
954 'sp',
955 {
956 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
957 name => 'mana regen.',
958 type => 'int'
959 }
960 ],
961 [
962 'grace',
963 {
964 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!!',
965 name => 'grace regen.',
966 type => 'int'
967 }
968 ],
969 [
970 'food',
971 {
972 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.',
973 name => 'food bonus',
974 type => 'int'
975 }
976 ],
977 [
978 'xrays',
979 {
980 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.',
981 name => 'xray vision',
982 type => 'bool'
983 }
984 ],
985 [
986 'stealth',
987 {
988 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)',
989 name => 'stealth',
990 type => 'bool'
991 }
992 ],
993 [
994 'reflect_spell',
995 {
996 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!',
997 name => 'reflect spells',
998 type => 'bool'
999 }
1000 ],
1001 [
1002 'reflect_missile',
1003 {
1004 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.',
1005 name => 'reflect missiles',
1006 type => 'bool'
1007 }
1008 ],
1009 [
1010 'move_type',
1011 {
1012 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1013 name => 'movement type',
1014 type => 'bitmask',
1015 value => $BITMASK{movement_type}
1016 }
1017 ],
1018 [
1019 'path_attuned',
1020 {
1021 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1022 name => 'attuned paths',
1023 type => 'bitmask',
1024 value => $BITMASK{spellpath}
1025 }
1026 ],
1027 [
1028 'path_repelled',
1029 {
1030 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1031 name => 'repelled paths',
1032 type => 'bitmask',
1033 value => $BITMASK{spellpath}
1034 }
1035 ],
1036 [
1037 'path_denied',
1038 {
1039 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1040 name => 'denied paths',
1041 type => 'bitmask',
1042 value => $BITMASK{spellpath}
1043 }
1044 ]
1045 ]
1046 ]
1047 ],
1048 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1049 },
1050 Battleground => {
1051 attr => [
1052 [
1053 'no_pick',
1054 {
1055 type => 'fixed',
1056 value => 1
1057 }
1058 ],
1059 [
1060 'is_floor',
1061 {
1062 type => 'fixed',
1063 value => 1
1064 }
1065 ],
1066 [
1067 'hp',
1068 {
1069 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1070 name => 'destination X',
1071 type => 'int'
1072 }
1073 ],
1074 [
1075 'sp',
1076 {
1077 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1078 name => 'destination Y',
1079 type => 'int'
1080 }
1081 ]
1082 ],
1083 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.',
1084 ignore => [
1085 $IGNORE_LIST{non_pickable}
1086 ],
1087 name => 'Battleground',
1088 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.)'
1089 },
1090 Book => {
1091 attr => [
1092 [
1093 'level',
1094 {
1095 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.',
1096 name => 'literacy level',
1097 type => 'int'
1098 }
1099 ],
1100 [
1101 'startequip',
1102 {
1103 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1104 name => 'godgiven item',
1105 type => 'bool'
1106 }
1107 ],
1108 [
1109 'unique',
1110 {
1111 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1112 name => 'unique item',
1113 type => 'bool'
1114 }
1115 ],
1116 [
1117 'msg',
1118 {
1119 desc => 'This is the text that appears "written" in the book.',
1120 end => 'endmsg',
1121 name => 'book content',
1122 type => 'text'
1123 }
1124 ],
1125 [
1126 'slaying',
1127 {
1128 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)',
1129 name => 'key string',
1130 type => 'string'
1131 }
1132 ]
1133 ],
1134 desc => 'Applying a book, the containing message is displayed to the player.',
1135 name => 'Book'
1136 },
1137 Boots => {
1138 attr => [
1139 [
1140 'exp',
1141 {
1142 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.',
1143 name => 'speed bonus',
1144 type => 'int'
1145 }
1146 ],
1147 [
1148 'magic',
1149 {
1150 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>.',
1151 name => 'magic bonus',
1152 type => 'int'
1153 }
1154 ]
1155 ],
1156 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1157 import => [
1158 $TYPE{Amulet}
1159 ],
1160 name => 'Boots',
1161 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1162 },
1163 Bracers => {
1164 attr => [
1165 [
1166 'magic',
1167 {
1168 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.',
1169 name => 'magic bonus',
1170 type => 'int'
1171 }
1172 ]
1173 ],
1174 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.',
1175 import => [
1176 $TYPE{Amulet}
1177 ],
1178 name => 'Bracers',
1179 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1180 },
1181 'Brestplate Armour' => {
1182 attr => [
1183 [
1184 'last_heal',
1185 {
1186 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1187 name => 'spellpoint penalty',
1188 type => 'int'
1189 }
1190 ],
1191 [
1192 'last_sp',
1193 {
1194 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1195 name => 'slowdown penalty',
1196 type => 'int'
1197 }
1198 ],
1199 [
1200 'magic',
1201 {
1202 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.',
1203 name => 'magic bonus',
1204 type => 'int'
1205 }
1206 ]
1207 ],
1208 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1209 import => [
1210 $TYPE{Amulet}
1211 ],
1212 name => 'Brestplate Armour',
1213 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1214 },
1215 Button => {
1216 attr => [
1217 [
1218 'move_on',
1219 {
1220 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1221 name => 'movement type',
1222 type => 'bitmask',
1223 value => $BITMASK{movement_type}
1224 }
1225 ],
1226 [
1227 'move_off',
1228 {
1229 desc => 'Which movement types deactivate this object (e.g. button).',
1230 name => 'movement type',
1231 type => 'bitmask',
1232 value => $BITMASK{movement_type}
1233 }
1234 ],
1235 [
1236 'no_pick',
1237 {
1238 type => 'fixed',
1239 value => 1
1240 }
1241 ],
1242 [
1243 'weight',
1244 {
1245 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1246 name => 'press weight',
1247 type => 'int'
1248 }
1249 ],
1250 [
1251 'connected',
1252 {
1253 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1254 name => 'connection',
1255 type => 'int'
1256 }
1257 ],
1258 [
1259 'msg',
1260 {
1261 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1262 end => 'endmsg',
1263 name => 'description',
1264 type => 'text'
1265 }
1266 ]
1267 ],
1268 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.',
1269 ignore => [
1270 $IGNORE_LIST{non_pickable}
1271 ],
1272 name => 'Button'
1273 },
1274 'Button Trigger' => {
1275 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.',
1276 ignore => [
1277 $IGNORE_LIST{non_pickable}
1278 ],
1279 import => [
1280 $TYPE{Button}
1281 ],
1282 name => 'Button Trigger'
1283 },
1284 'Class Changer' => {
1285 attr => [
1286 [
1287 'randomitems',
1288 {
1289 desc => 'This entry determines which initial items the character receives.',
1290 name => 'class items',
1291 type => 'treasurelist'
1292 }
1293 ]
1294 ],
1295 desc => 'Class changer are used while creating a character.',
1296 ignore => [
1297 $IGNORE_LIST{non_pickable}
1298 ],
1299 name => 'Class Changer',
1300 section => [
1301 [
1302 'stats',
1303 [
1304 [
1305 'Str',
1306 {
1307 desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1308 name => 'strength',
1309 type => 'int'
1310 }
1311 ],
1312 [
1313 'Dex',
1314 {
1315 desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1316 name => 'dexterity',
1317 type => 'int'
1318 }
1319 ],
1320 [
1321 'Con',
1322 {
1323 desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1324 name => 'constitution',
1325 type => 'int'
1326 }
1327 ],
1328 [
1329 'Int',
1330 {
1331 desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1332 name => 'intelligence',
1333 type => 'int'
1334 }
1335 ],
1336 [
1337 'Pow',
1338 {
1339 desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1340 name => 'power',
1341 type => 'int'
1342 }
1343 ],
1344 [
1345 'Wis',
1346 {
1347 desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1348 name => 'wisdom',
1349 type => 'int'
1350 }
1351 ],
1352 [
1353 'Cha',
1354 {
1355 desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1356 name => 'charisma',
1357 type => 'int'
1358 }
1359 ]
1360 ]
1361 ]
1362 ]
1363 },
1364 Cloak => {
1365 attr => [
1366 [
1367 'magic',
1368 {
1369 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>.',
1370 name => 'magic bonus',
1371 type => 'int'
1372 }
1373 ]
1374 ],
1375 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.',
1376 import => [
1377 $TYPE{Amulet}
1378 ],
1379 name => 'Cloak',
1380 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1381 },
1382 Clock => {
1383 attr => [
1384 [
1385 'msg',
1386 {
1387 desc => 'This text may describe the item',
1388 end => 'endmsg',
1389 name => 'description',
1390 type => 'text'
1391 }
1392 ]
1393 ],
1394 desc => 'Applying a clock, the time is displayed to the player.',
1395 name => 'Clock'
1396 },
1397 Container => {
1398 attr => [
1399 [
1400 'race',
1401 {
1402 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.',
1403 name => 'container class',
1404 type => 'string'
1405 }
1406 ],
1407 [
1408 'slaying',
1409 {
1410 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1411 name => 'key string',
1412 type => 'string'
1413 }
1414 ],
1415 [
1416 'container',
1417 {
1418 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.',
1419 name => 'maximum weight',
1420 type => 'int'
1421 }
1422 ],
1423 [
1424 'Str',
1425 {
1426 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.',
1427 name => 'reduce weight %',
1428 type => 'int'
1429 }
1430 ],
1431 [
1432 'is_cauldron',
1433 {
1434 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.',
1435 name => 'alchemy cauldron',
1436 type => 'bool'
1437 }
1438 ],
1439 [
1440 'unique',
1441 {
1442 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.',
1443 name => 'unique item',
1444 type => 'bool'
1445 }
1446 ],
1447 [
1448 'startequip',
1449 {
1450 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1451 name => 'godgiven item',
1452 type => 'bool'
1453 }
1454 ],
1455 [
1456 'other_arch',
1457 {
1458 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.',
1459 name => 'animation arch',
1460 type => 'string'
1461 }
1462 ],
1463 [
1464 'msg',
1465 {
1466 desc => 'This text may contain a description of the container.',
1467 end => 'endmsg',
1468 name => 'description',
1469 type => 'text'
1470 }
1471 ]
1472 ],
1473 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.',
1474 name => 'Container',
1475 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>'
1476 },
1477 Converter => {
1478 attr => [
1479 [
1480 'no_pick',
1481 {
1482 type => 'fixed',
1483 value => 1
1484 }
1485 ],
1486 [
1487 'slaying',
1488 {
1489 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1490 name => 'cost arch',
1491 type => 'string'
1492 }
1493 ],
1494 [
1495 'food',
1496 {
1497 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>.',
1498 name => 'cost number',
1499 type => 'int'
1500 }
1501 ],
1502 [
1503 'other_arch',
1504 {
1505 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.',
1506 name => 'receive arch',
1507 type => 'string'
1508 }
1509 ],
1510 [
1511 'sp',
1512 {
1513 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>.',
1514 name => 'receive number',
1515 type => 'int'
1516 }
1517 ],
1518 [
1519 'msg',
1520 {
1521 desc => 'This text may contain a description of the converter.',
1522 end => 'endmsg',
1523 name => 'description',
1524 type => 'text'
1525 }
1526 ]
1527 ],
1528 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.',
1529 ignore => [
1530 'value',
1531 'nrof',
1532 'name_pl',
1533 'no_pick',
1534 'unpaid',
1535 'title'
1536 ],
1537 name => 'Converter',
1538 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.'
1539 },
1540 Creator => {
1541 attr => [
1542 [
1543 'no_pick',
1544 {
1545 type => 'fixed',
1546 value => 1
1547 }
1548 ],
1549 [
1550 'other_arch',
1551 {
1552 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.',
1553 name => 'create arch',
1554 type => 'string'
1555 }
1556 ],
1557 [
1558 'connected',
1559 {
1560 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1561 name => 'connection',
1562 type => 'int'
1563 }
1564 ],
1565 [
1566 'lifesave',
1567 {
1568 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1569 name => 'infinit uses',
1570 type => 'bool'
1571 }
1572 ],
1573 [
1574 'hp',
1575 {
1576 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).',
1577 name => 'number of uses',
1578 type => 'int'
1579 }
1580 ],
1581 [
1582 'slaying',
1583 {
1584 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.',
1585 name => 'name of creation',
1586 type => 'string'
1587 }
1588 ],
1589 [
1590 'level',
1591 {
1592 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1593 name => 'level of creation',
1594 type => 'int'
1595 }
1596 ]
1597 ],
1598 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.',
1599 ignore => [
1600 $IGNORE_LIST{system_object}
1601 ],
1602 name => 'Creator',
1603 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1604 },
1605 Detector => {
1606 attr => [
1607 [
1608 'no_pick',
1609 {
1610 type => 'fixed',
1611 value => 1
1612 }
1613 ],
1614 [
1615 'slaying',
1616 {
1617 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.',
1618 name => 'match name',
1619 type => 'string'
1620 }
1621 ],
1622 [
1623 'connected',
1624 {
1625 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1626 name => 'connection',
1627 type => 'int'
1628 }
1629 ],
1630 [
1631 'speed',
1632 {
1633 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.',
1634 name => 'detection speed',
1635 type => 'float'
1636 }
1637 ]
1638 ],
1639 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.',
1640 ignore => [
1641 $IGNORE_LIST{system_object}
1642 ],
1643 name => 'Detector',
1644 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.'
1645 },
1646 Director => {
1647 attr => [
1648 [
1649 'sp',
1650 {
1651 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).',
1652 name => 'direction',
1653 type => 'list',
1654 value => $LIST{direction}
1655 }
1656 ],
1657 [
1658 'move_on',
1659 {
1660 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1661 name => 'movement type',
1662 type => 'bitmask',
1663 value => $BITMASK{movement_type}
1664 }
1665 ]
1666 ],
1667 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.',
1668 ignore => [
1669 $IGNORE_LIST{non_pickable}
1670 ],
1671 name => 'Director',
1672 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.'
1673 },
1674 Disease => {
1675 attr => [
1676 [
1677 'invisible',
1678 {
1679 type => 'fixed',
1680 value => 1
1681 }
1682 ],
1683 [
1684 'level',
1685 {
1686 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.',
1687 name => 'plaque level',
1688 type => 'int'
1689 }
1690 ],
1691 [
1692 'race',
1693 {
1694 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1695 name => 'infect race',
1696 type => 'string'
1697 }
1698 ],
1699 [
1700 'ac',
1701 {
1702 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1703 name => 'progressiveness',
1704 type => 'int'
1705 }
1706 ],
1707 [
1708 'msg',
1709 {
1710 desc => 'This text is displayed to the player every time the symptoms strike.',
1711 end => 'endmsg',
1712 name => 'message',
1713 type => 'text'
1714 }
1715 ]
1716 ],
1717 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.',
1718 ignore => [
1719 $IGNORE_LIST{system_object}
1720 ],
1721 name => 'Disease',
1722 section => [
1723 [
1724 'spreading',
1725 [
1726 [
1727 'wc',
1728 {
1729 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.',
1730 name => 'infectiosness',
1731 type => 'int'
1732 }
1733 ],
1734 [
1735 'last_grace',
1736 {
1737 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1738 name => 'attenuation',
1739 type => 'int'
1740 }
1741 ],
1742 [
1743 'magic',
1744 {
1745 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.',
1746 name => 'infection range',
1747 type => 'int'
1748 }
1749 ],
1750 [
1751 'maxhp',
1752 {
1753 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).',
1754 name => 'persistence',
1755 type => 'int'
1756 }
1757 ],
1758 [
1759 'maxgrace',
1760 {
1761 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.',
1762 name => 'curing duration',
1763 type => 'int'
1764 }
1765 ],
1766 [
1767 'speed',
1768 {
1769 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1770 name => 'moving speed',
1771 type => 'float'
1772 }
1773 ]
1774 ]
1775 ],
1776 [
1777 'symptoms',
1778 [
1779 [
1780 'attacktype',
1781 {
1782 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1783 name => 'attacktype',
1784 type => 'bitmask',
1785 value => $BITMASK{attacktype}
1786 }
1787 ],
1788 [
1789 'dam',
1790 {
1791 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.',
1792 name => 'damage',
1793 type => 'int'
1794 }
1795 ],
1796 [
1797 'other_arch',
1798 {
1799 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.',
1800 name => 'create arch',
1801 type => 'string'
1802 }
1803 ],
1804 [
1805 'last_sp',
1806 {
1807 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1808 name => 'slowdown penalty',
1809 type => 'int'
1810 }
1811 ],
1812 [
1813 'exp',
1814 {
1815 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1816 name => 'exp. for curing',
1817 type => 'int'
1818 }
1819 ],
1820 [
1821 'maxsp',
1822 {
1823 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.',
1824 name => 'mana depletion',
1825 type => 'int'
1826 }
1827 ],
1828 [
1829 'last_eat',
1830 {
1831 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.',
1832 name => 'food depletion',
1833 type => 'int'
1834 }
1835 ],
1836 [
1837 'hp',
1838 {
1839 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1840 name => 'health regen.',
1841 type => 'int'
1842 }
1843 ],
1844 [
1845 'sp',
1846 {
1847 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1848 name => 'mana regen.',
1849 type => 'int'
1850 }
1851 ]
1852 ]
1853 ],
1854 [
1855 'disability',
1856 [
1857 [
1858 'Str',
1859 {
1860 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1861 name => 'strength',
1862 type => 'int'
1863 }
1864 ],
1865 [
1866 'Dex',
1867 {
1868 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1869 name => 'dexterity',
1870 type => 'int'
1871 }
1872 ],
1873 [
1874 'Con',
1875 {
1876 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1877 name => 'constitution',
1878 type => 'int'
1879 }
1880 ],
1881 [
1882 'Int',
1883 {
1884 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1885 name => 'intelligence',
1886 type => 'int'
1887 }
1888 ],
1889 [
1890 'Pow',
1891 {
1892 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1893 name => 'power',
1894 type => 'int'
1895 }
1896 ],
1897 [
1898 'Wis',
1899 {
1900 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1901 name => 'wisdom',
1902 type => 'int'
1903 }
1904 ],
1905 [
1906 'Cha',
1907 {
1908 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1909 name => 'charisma',
1910 type => 'int'
1911 }
1912 ]
1913 ]
1914 ]
1915 ],
1916 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.'
1917 },
1918 Door => {
1919 attr => [
1920 [
1921 'no_pick',
1922 {
1923 type => 'fixed',
1924 value => 1
1925 }
1926 ],
1927 [
1928 'alive',
1929 {
1930 type => 'fixed',
1931 value => 1
1932 }
1933 ],
1934 [
1935 'move_block',
1936 {
1937 desc => 'Objects using these movement types cannot move over this space.',
1938 name => 'blocked movement',
1939 type => 'bitmask',
1940 value => $BITMASK{movement_type}
1941 }
1942 ],
1943 [
1944 'move_allow',
1945 {
1946 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
1947 name => 'allowed movement',
1948 type => 'bitmask',
1949 value => $BITMASK{movement_type}
1950 }
1951 ],
1952 [
1953 'move_slow',
1954 {
1955 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
1956 name => 'slowed movement',
1957 type => 'bitmask',
1958 value => $BITMASK{movement_type}
1959 }
1960 ],
1961 [
1962 'move_slow_penalty',
1963 {
1964 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)',
1965 name => 'slow movement penalty',
1966 type => 'int'
1967 }
1968 ],
1969 [
1970 'hp',
1971 {
1972 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
1973 name => 'hitpoints',
1974 type => 'int'
1975 }
1976 ],
1977 [
1978 'ac',
1979 {
1980 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
1981 name => 'armour class',
1982 type => 'int'
1983 }
1984 ],
1985 [
1986 'other_arch',
1987 {
1988 desc => 'This string defines the object that will be created when the door was defeated.',
1989 name => 'drop arch',
1990 type => 'string'
1991 }
1992 ],
1993 [
1994 'randomitems',
1995 {
1996 desc => 'This entry determines what kind of traps will appear in the door.',
1997 name => 'treasurelist',
1998 type => 'treasurelist'
1999 }
2000 ]
2001 ],
2002 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.',
2003 ignore => [
2004 $IGNORE_LIST{non_pickable}
2005 ],
2006 name => 'Door'
2007 },
2008 Duplicator => {
2009 attr => [
2010 [
2011 'other_arch',
2012 {
2013 desc => 'Only objects of matching archtype, lying ontop of the dublicator will be dublicated, multiplied or removed. All other objects will be ignored.',
2014 name => 'target arch',
2015 type => 'string'
2016 }
2017 ],
2018 [
2019 'level',
2020 {
2021 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.',
2022 name => 'multiply factor',
2023 type => 'int'
2024 }
2025 ],
2026 [
2027 'connected',
2028 {
2029 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!',
2030 name => 'connection',
2031 type => 'int'
2032 }
2033 ]
2034 ],
2035 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.',
2036 ignore => [
2037 $IGNORE_LIST{system_object}
2038 ],
2039 name => 'Duplicator',
2040 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%.'
2041 },
2042 'Event Connector' => {
2043 attr => [
2044 [
2045 'subtype',
2046 {
2047 desc => 'The type of event that triggers a notify to the plug-in.',
2048 name => 'event type',
2049 type => 'list',
2050 value => $LIST{event_type}
2051 }
2052 ],
2053 [
2054 'title',
2055 {
2056 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.',
2057 name => 'plug-in',
2058 type => 'string'
2059 }
2060 ],
2061 [
2062 'slaying',
2063 {
2064 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.',
2065 name => 'extension',
2066 type => 'string'
2067 }
2068 ],
2069 [
2070 'name',
2071 {
2072 desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2073 name => 'options',
2074 type => 'string'
2075 }
2076 ]
2077 ],
2078 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2079 name => 'Event Connector'
2080 },
2081 Exit => {
2082 attr => [
2083 [
2084 'slaying',
2085 {
2086 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".',
2087 name => 'exit path',
2088 type => 'string'
2089 }
2090 ],
2091 [
2092 'hp',
2093 {
2094 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.',
2095 name => 'destination X',
2096 type => 'int'
2097 }
2098 ],
2099 [
2100 'sp',
2101 {
2102 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.',
2103 name => 'destination Y',
2104 type => 'int'
2105 }
2106 ],
2107 [
2108 'move_on',
2109 {
2110 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2111 name => 'movement type',
2112 type => 'bitmask',
2113 value => $BITMASK{movement_type}
2114 }
2115 ],
2116 [
2117 'msg',
2118 {
2119 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. =)',
2120 end => 'endmsg',
2121 name => 'exit message',
2122 type => 'text'
2123 }
2124 ],
2125 [
2126 'unique',
2127 {
2128 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.',
2129 name => 'unique destination',
2130 type => 'bool'
2131 }
2132 ]
2133 ],
2134 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.',
2135 ignore => [
2136 $IGNORE_LIST{non_pickable}
2137 ],
2138 name => 'Exit',
2139 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.'
2140 },
2141 Flesh => {
2142 attr => [
2143 [
2144 'food',
2145 {
2146 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2147 name => 'foodpoints',
2148 type => 'int'
2149 }
2150 ],
2151 [
2152 'level',
2153 {
2154 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.',
2155 name => 'flesh level',
2156 type => 'int'
2157 }
2158 ],
2159 [
2160 'startequip',
2161 {
2162 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2163 name => 'godgiven item',
2164 type => 'bool'
2165 }
2166 ],
2167 [
2168 'msg',
2169 {
2170 desc => 'This text may describe the item.',
2171 end => 'endmsg',
2172 name => 'description',
2173 type => 'text'
2174 }
2175 ]
2176 ],
2177 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.',
2178 name => 'Flesh',
2179 section => [
2180 [
2181 'resistance',
2182 [
2183 [
2184 'resist_physical',
2185 {
2186 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.',
2187 name => 'resist physical %',
2188 type => 'int'
2189 }
2190 ],
2191 [
2192 'resist_magic',
2193 {
2194 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.',
2195 name => 'resist magic %',
2196 type => 'int'
2197 }
2198 ],
2199 [
2200 'resist_fire',
2201 {
2202 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.',
2203 name => 'resist fire %',
2204 type => 'int'
2205 }
2206 ],
2207 [
2208 'resist_electricity',
2209 {
2210 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.',
2211 name => 'resist electricity %',
2212 type => 'int'
2213 }
2214 ],
2215 [
2216 'resist_cold',
2217 {
2218 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.',
2219 name => 'resist cold %',
2220 type => 'int'
2221 }
2222 ],
2223 [
2224 'resist_confusion',
2225 {
2226 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.',
2227 name => 'resist confusion %',
2228 type => 'int'
2229 }
2230 ],
2231 [
2232 'resist_acid',
2233 {
2234 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.',
2235 name => 'resist acid %',
2236 type => 'int'
2237 }
2238 ],
2239 [
2240 'resist_drain',
2241 {
2242 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.',
2243 name => 'resist draining %',
2244 type => 'int'
2245 }
2246 ],
2247 [
2248 'resist_weaponmagic',
2249 {
2250 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.',
2251 name => 'resist weaponmagic %',
2252 type => 'int'
2253 }
2254 ],
2255 [
2256 'resist_ghosthit',
2257 {
2258 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.',
2259 name => 'resist ghosthit %',
2260 type => 'int'
2261 }
2262 ],
2263 [
2264 'resist_poison',
2265 {
2266 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.',
2267 name => 'resist poison %',
2268 type => 'int'
2269 }
2270 ],
2271 [
2272 'resist_slow',
2273 {
2274 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.',
2275 name => 'resist slow %',
2276 type => 'int'
2277 }
2278 ],
2279 [
2280 'resist_paralyze',
2281 {
2282 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.',
2283 name => 'resist paralyze %',
2284 type => 'int'
2285 }
2286 ],
2287 [
2288 'resist_fear',
2289 {
2290 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.',
2291 name => 'resist fear %',
2292 type => 'int'
2293 }
2294 ],
2295 [
2296 'resist_deplete',
2297 {
2298 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.',
2299 name => 'resist depletion %',
2300 type => 'int'
2301 }
2302 ],
2303 [
2304 'resist_death',
2305 {
2306 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.',
2307 name => 'resist death-attack %',
2308 type => 'int'
2309 }
2310 ],
2311 [
2312 'resist_chaos',
2313 {
2314 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.',
2315 name => 'resist chaos %',
2316 type => 'int'
2317 }
2318 ],
2319 [
2320 'resist_blind',
2321 {
2322 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.',
2323 name => 'resist blinding %',
2324 type => 'int'
2325 }
2326 ]
2327 ]
2328 ]
2329 ],
2330 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.'
2331 },
2332 Floor => {
2333 attr => [
2334 [
2335 'is_floor',
2336 {
2337 type => 'fixed',
2338 value => 1
2339 }
2340 ],
2341 [
2342 'no_pick',
2343 {
2344 type => 'fixed',
2345 value => 1
2346 }
2347 ],
2348 [
2349 'no_magic',
2350 {
2351 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2352 name => 'no spells',
2353 type => 'bool'
2354 }
2355 ],
2356 [
2357 'damned',
2358 {
2359 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2360 name => 'no prayers',
2361 type => 'bool'
2362 }
2363 ],
2364 [
2365 'unique',
2366 {
2367 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>.',
2368 name => 'unique map',
2369 type => 'bool'
2370 }
2371 ],
2372 [
2373 'msg',
2374 {
2375 desc => 'This text may describe the object.',
2376 end => 'endmsg',
2377 name => 'description',
2378 type => 'text'
2379 }
2380 ]
2381 ],
2382 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2383 ignore => [
2384 $IGNORE_LIST{non_pickable}
2385 ],
2386 name => 'Floor',
2387 required => {
2388 alive => 0,
2389 is_floor => 1
2390 },
2391 section => [
2392 [
2393 'terrain',
2394 [
2395 [
2396 'move_block',
2397 {
2398 desc => 'Objects using these movement types cannot move over this space.',
2399 name => 'blocked movement',
2400 type => 'bitmask',
2401 value => $BITMASK{movement_type}
2402 }
2403 ],
2404 [
2405 'move_allow',
2406 {
2407 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2408 name => 'allowed movement',
2409 type => 'bitmask',
2410 value => $BITMASK{movement_type}
2411 }
2412 ],
2413 [
2414 'move_slow',
2415 {
2416 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2417 name => 'slowed movement',
2418 type => 'bitmask',
2419 value => $BITMASK{movement_type}
2420 }
2421 ],
2422 [
2423 'move_slow_penalty',
2424 {
2425 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)',
2426 name => 'slow movement penalty',
2427 type => 'int'
2428 }
2429 ],
2430 [
2431 'is_wooded',
2432 {
2433 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2434 name => 'wooded terrain',
2435 type => 'bool'
2436 }
2437 ],
2438 [
2439 'is_hilly',
2440 {
2441 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2442 name => 'hilly terrain',
2443 type => 'bool'
2444 }
2445 ]
2446 ]
2447 ]
2448 ]
2449 },
2450 'Floor (Encounter)' => {
2451 attr => [
2452 [
2453 'is_floor',
2454 {
2455 type => 'fixed',
2456 value => 1
2457 }
2458 ],
2459 [
2460 'no_pick',
2461 {
2462 type => 'fixed',
2463 value => 1
2464 }
2465 ],
2466 [
2467 'no_magic',
2468 {
2469 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2470 name => 'no spells',
2471 type => 'bool'
2472 }
2473 ],
2474 [
2475 'damned',
2476 {
2477 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2478 name => 'no prayers',
2479 type => 'bool'
2480 }
2481 ],
2482 [
2483 'unique',
2484 {
2485 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>.',
2486 name => 'unique map',
2487 type => 'bool'
2488 }
2489 ],
2490 [
2491 'msg',
2492 {
2493 desc => 'This text may describe the object.',
2494 end => 'endmsg',
2495 name => 'description',
2496 type => 'text'
2497 }
2498 ]
2499 ],
2500 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.',
2501 ignore => [
2502 $IGNORE_LIST{non_pickable}
2503 ],
2504 name => 'Floor (Encounter)',
2505 section => [
2506 [
2507 'terrain',
2508 [
2509 [
2510 'move_block',
2511 {
2512 desc => 'Objects using these movement types cannot move over this space.',
2513 name => 'blocked movement',
2514 type => 'bitmask',
2515 value => $BITMASK{movement_type}
2516 }
2517 ],
2518 [
2519 'move_allow',
2520 {
2521 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2522 name => 'allowed movement',
2523 type => 'bitmask',
2524 value => $BITMASK{movement_type}
2525 }
2526 ],
2527 [
2528 'move_slow',
2529 {
2530 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2531 name => 'slowed movement',
2532 type => 'bitmask',
2533 value => $BITMASK{movement_type}
2534 }
2535 ],
2536 [
2537 'move_slow_penalty',
2538 {
2539 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)',
2540 name => 'slow movement penalty',
2541 type => 'int'
2542 }
2543 ],
2544 [
2545 'is_wooded',
2546 {
2547 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2548 name => 'wooded terrain',
2549 type => 'bool'
2550 }
2551 ],
2552 [
2553 'is_hilly',
2554 {
2555 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2556 name => 'hilly terrain',
2557 type => 'bool'
2558 }
2559 ]
2560 ]
2561 ]
2562 ]
2563 },
2564 Food => {
2565 attr => [
2566 [
2567 'food',
2568 {
2569 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2570 name => 'foodpoints',
2571 type => 'int'
2572 }
2573 ],
2574 [
2575 'startequip',
2576 {
2577 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2578 name => 'godgiven item',
2579 type => 'bool'
2580 }
2581 ]
2582 ],
2583 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2584 name => 'Food'
2585 },
2586 Gate => {
2587 attr => [
2588 [
2589 'no_pick',
2590 {
2591 type => 'fixed',
2592 value => 1
2593 }
2594 ],
2595 [
2596 'connected',
2597 {
2598 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2599 name => 'connection',
2600 type => 'int'
2601 }
2602 ],
2603 [
2604 'wc',
2605 {
2606 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.',
2607 name => 'position state',
2608 type => 'int'
2609 }
2610 ],
2611 [
2612 'move_block',
2613 {
2614 desc => 'Objects using these movement types cannot move over this space.',
2615 name => 'blocked movement',
2616 type => 'bitmask',
2617 value => $BITMASK{movement_type}
2618 }
2619 ],
2620 [
2621 'move_allow',
2622 {
2623 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2624 name => 'allowed movement',
2625 type => 'bitmask',
2626 value => $BITMASK{movement_type}
2627 }
2628 ],
2629 [
2630 'move_slow',
2631 {
2632 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2633 name => 'slowed movement',
2634 type => 'bitmask',
2635 value => $BITMASK{movement_type}
2636 }
2637 ],
2638 [
2639 'move_slow_penalty',
2640 {
2641 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)',
2642 name => 'slow movement penalty',
2643 type => 'int'
2644 }
2645 ],
2646 [
2647 'no_magic',
2648 {
2649 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2650 name => 'restrict spells',
2651 type => 'bool'
2652 }
2653 ],
2654 [
2655 'damned',
2656 {
2657 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2658 name => 'restrict prayers',
2659 type => 'bool'
2660 }
2661 ]
2662 ],
2663 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.',
2664 ignore => [
2665 $IGNORE_LIST{non_pickable}
2666 ],
2667 name => 'Gate',
2668 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".'
2669 },
2670 Girdle => {
2671 attr => [
2672 [
2673 'magic',
2674 {
2675 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.',
2676 name => 'magic bonus',
2677 type => 'int'
2678 }
2679 ]
2680 ],
2681 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.',
2682 import => [
2683 $TYPE{Amulet}
2684 ],
2685 name => 'Girdle',
2686 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2687 },
2688 Gloves => {
2689 attr => [
2690 [
2691 'magic',
2692 {
2693 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.',
2694 name => 'magic bonus',
2695 type => 'int'
2696 }
2697 ]
2698 ],
2699 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2700 import => [
2701 $TYPE{Amulet}
2702 ],
2703 name => 'Gloves',
2704 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2705 },
2706 Handle => {
2707 attr => [
2708 [
2709 'no_pick',
2710 {
2711 type => 'fixed',
2712 value => 1
2713 }
2714 ],
2715 [
2716 'connected',
2717 {
2718 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2719 name => 'connection',
2720 type => 'int'
2721 }
2722 ],
2723 [
2724 'msg',
2725 {
2726 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2727 end => 'endmsg',
2728 name => 'description',
2729 type => 'text'
2730 }
2731 ]
2732 ],
2733 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2734 ignore => [
2735 $IGNORE_LIST{non_pickable}
2736 ],
2737 name => 'Handle',
2738 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.'
2739 },
2740 'Handle Trigger' => {
2741 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.',
2742 ignore => [
2743 $IGNORE_LIST{non_pickable}
2744 ],
2745 import => [
2746 $TYPE{Handle}
2747 ],
2748 name => 'Handle Trigger',
2749 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.'
2750 },
2751 'Hazard Floor' => {
2752 attr => [
2753 [
2754 'is_floor',
2755 {
2756 type => 'fixed',
2757 value => 1
2758 }
2759 ],
2760 [
2761 'lifesave',
2762 {
2763 type => 'fixed',
2764 value => 1
2765 }
2766 ],
2767 [
2768 'move_on',
2769 {
2770 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2771 name => 'movement type',
2772 type => 'bitmask',
2773 value => $BITMASK{movement_type}
2774 }
2775 ],
2776 [
2777 'no_pick',
2778 {
2779 type => 'fixed',
2780 value => 1
2781 }
2782 ],
2783 [
2784 'attacktype',
2785 {
2786 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.',
2787 name => 'attacktype',
2788 type => 'bitmask',
2789 value => $BITMASK{attacktype}
2790 }
2791 ],
2792 [
2793 'dam',
2794 {
2795 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.',
2796 name => 'base damage',
2797 type => 'int'
2798 }
2799 ],
2800 [
2801 'wc',
2802 {
2803 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.',
2804 name => 'weaponclass',
2805 type => 'int'
2806 }
2807 ],
2808 [
2809 'level',
2810 {
2811 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.',
2812 name => 'attack level',
2813 type => 'int'
2814 }
2815 ],
2816 [
2817 'no_magic',
2818 {
2819 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2820 name => 'no spells',
2821 type => 'bool'
2822 }
2823 ],
2824 [
2825 'damned',
2826 {
2827 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2828 name => 'no prayers',
2829 type => 'bool'
2830 }
2831 ],
2832 [
2833 'unique',
2834 {
2835 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>.',
2836 name => 'unique map',
2837 type => 'bool'
2838 }
2839 ]
2840 ],
2841 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.',
2842 ignore => [
2843 $IGNORE_LIST{non_pickable}
2844 ],
2845 name => 'Hazard Floor',
2846 required => {
2847 is_floor => 1
2848 },
2849 section => [
2850 [
2851 'terrain',
2852 [
2853 [
2854 'move_block',
2855 {
2856 desc => 'Objects using these movement types cannot move over this space.',
2857 name => 'blocked movement',
2858 type => 'bitmask',
2859 value => $BITMASK{movement_type}
2860 }
2861 ],
2862 [
2863 'move_allow',
2864 {
2865 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2866 name => 'allowed movement',
2867 type => 'bitmask',
2868 value => $BITMASK{movement_type}
2869 }
2870 ],
2871 [
2872 'move_slow',
2873 {
2874 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2875 name => 'slowed movement',
2876 type => 'bitmask',
2877 value => $BITMASK{movement_type}
2878 }
2879 ],
2880 [
2881 'move_slow_penalty',
2882 {
2883 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)',
2884 name => 'slow movement penalty',
2885 type => 'int'
2886 }
2887 ],
2888 [
2889 'is_wooded',
2890 {
2891 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2892 name => 'wooded terrain',
2893 type => 'bool'
2894 }
2895 ],
2896 [
2897 'is_hilly',
2898 {
2899 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2900 name => 'hilly terrain',
2901 type => 'bool'
2902 }
2903 ]
2904 ]
2905 ]
2906 ],
2907 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.'
2908 },
2909 Helmet => {
2910 attr => [
2911 [
2912 'magic',
2913 {
2914 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>.',
2915 name => 'magic bonus',
2916 type => 'int'
2917 }
2918 ]
2919 ],
2920 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.',
2921 import => [
2922 $TYPE{Amulet}
2923 ],
2924 name => 'Helmet',
2925 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2926 },
2927 'Holy Altar' => {
2928 attr => [
2929 [
2930 'no_pick',
2931 {
2932 type => 'fixed',
2933 value => 1
2934 }
2935 ],
2936 [
2937 'other_arch',
2938 {
2939 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.',
2940 name => 'god name',
2941 type => 'string'
2942 }
2943 ],
2944 [
2945 'level',
2946 {
2947 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.',
2948 name => 'reconsecrate level',
2949 type => 'int'
2950 }
2951 ]
2952 ],
2953 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.',
2954 ignore => [
2955 $IGNORE_LIST{non_pickable}
2956 ],
2957 name => 'Holy Altar'
2958 },
2959 Horn => {
2960 attr => [
2961 [
2962 'sp',
2963 {
2964 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!',
2965 name => 'spell',
2966 type => 'spell'
2967 }
2968 ],
2969 [
2970 'level',
2971 {
2972 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
2973 name => 'casting level',
2974 type => 'int'
2975 }
2976 ],
2977 [
2978 'hp',
2979 {
2980 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
2981 name => 'initial spellpoints',
2982 type => 'int'
2983 }
2984 ],
2985 [
2986 'maxhp',
2987 {
2988 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.',
2989 name => 'max. spellpoints',
2990 type => 'int'
2991 }
2992 ],
2993 [
2994 'startequip',
2995 {
2996 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2997 name => 'godgiven item',
2998 type => 'bool'
2999 }
3000 ],
3001 [
3002 'msg',
3003 {
3004 desc => 'This text may contain a description of the horn.',
3005 end => 'endmsg',
3006 name => 'description',
3007 type => 'text'
3008 }
3009 ]
3010 ],
3011 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.',
3012 ignore => [
3013 'title'
3014 ],
3015 name => 'Horn',
3016 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.'
3017 },
3018 Inorganic => {
3019 attr => [
3020 [
3021 'is_dust',
3022 {
3023 name => 'is dust',
3024 type => 'bool'
3025 }
3026 ]
3027 ],
3028 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3029 name => 'Inorganic',
3030 section => [
3031 [
3032 'resistance',
3033 [
3034 [
3035 'resist_physical',
3036 {
3037 name => 'resist physical %',
3038 type => 'int'
3039 }
3040 ],
3041 [
3042 'resist_magic',
3043 {
3044 name => 'resist magic %',
3045 type => 'int'
3046 }
3047 ],
3048 [
3049 'resist_fire',
3050 {
3051 name => 'resist fire %',
3052 type => 'int'
3053 }
3054 ],
3055 [
3056 'resist_electricity',
3057 {
3058 name => 'resist electricity %',
3059 type => 'int'
3060 }
3061 ],
3062 [
3063 'resist_cold',
3064 {
3065 name => 'resist cold %',
3066 type => 'int'
3067 }
3068 ],
3069 [
3070 'resist_acid',
3071 {
3072 name => 'resist acid %',
3073 type => 'int'
3074 }
3075 ],
3076 [
3077 'resist_weaponmagic',
3078 {
3079 name => 'resist weaponmagic %',
3080 type => 'int'
3081 }
3082 ],
3083 [
3084 'resist_ghosthit',
3085 {
3086 name => 'resist ghosthit %',
3087 type => 'int'
3088 }
3089 ],
3090 [
3091 'resist_poison',
3092 {
3093 name => 'resist poison %',
3094 type => 'int'
3095 }
3096 ],
3097 [
3098 'resist_death',
3099 {
3100 name => 'resist death-attack %',
3101 type => 'int'
3102 }
3103 ],
3104 [
3105 'resist_chaos',
3106 {
3107 name => 'resist chaos %',
3108 type => 'int'
3109 }
3110 ],
3111 [
3112 'resist_holyword',
3113 {
3114 name => 'resist holy power %',
3115 type => 'int'
3116 }
3117 ]
3118 ]
3119 ]
3120 ]
3121 },
3122 'Inventory Checker' => {
3123 attr => [
3124 [
3125 'no_pick',
3126 {
3127 type => 'fixed',
3128 value => 1
3129 }
3130 ],
3131 [
3132 'slaying',
3133 {
3134 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.',
3135 name => 'match key string',
3136 type => 'string'
3137 }
3138 ],
3139 [
3140 'race',
3141 {
3142 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>.',
3143 name => 'match arch name',
3144 type => 'string'
3145 }
3146 ],
3147 [
3148 'hp',
3149 {
3150 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. ;)',
3151 name => 'match type',
3152 type => 'int'
3153 }
3154 ],
3155 [
3156 'last_sp',
3157 {
3158 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3159 name => 'match = having',
3160 type => 'bool'
3161 }
3162 ],
3163 [
3164 'connected',
3165 {
3166 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3167 name => 'connection',
3168 type => 'int'
3169 }
3170 ],
3171 [
3172 'move_block',
3173 {
3174 desc => 'Objects using these movement types cannot move over this space.',
3175 name => 'blocked movement',
3176 type => 'bitmask',
3177 value => $BITMASK{movement_type}
3178 }
3179 ],
3180 [
3181 'move_allow',
3182 {
3183 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3184 name => 'allowed movement',
3185 type => 'bitmask',
3186 value => $BITMASK{movement_type}
3187 }
3188 ],
3189 [
3190 'move_slow',
3191 {
3192 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3193 name => 'slowed movement',
3194 type => 'bitmask',
3195 value => $BITMASK{movement_type}
3196 }
3197 ],
3198 [
3199 'move_slow_penalty',
3200 {
3201 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)',
3202 name => 'slow movement penalty',
3203 type => 'int'
3204 }
3205 ],
3206 [
3207 'last_heal',
3208 {
3209 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!',
3210 name => 'remove match',
3211 type => 'bool'
3212 }
3213 ]
3214 ],
3215 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.',
3216 ignore => [
3217 $IGNORE_LIST{system_object}
3218 ],
3219 name => 'Inventory Checker',
3220 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.'
3221 },
3222 'Item Transformer' => {
3223 attr => [
3224 [
3225 'food',
3226 {
3227 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3228 name => 'number of uses',
3229 type => 'int'
3230 }
3231 ],
3232 [
3233 'slaying',
3234 {
3235 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3236 name => 'verb',
3237 type => 'string'
3238 }
3239 ],
3240 [
3241 'startequip',
3242 {
3243 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3244 name => 'godgiven item',
3245 type => 'bool'
3246 }
3247 ],
3248 [
3249 'msg',
3250 {
3251 desc => 'This text may contain a description of the item transformer.',
3252 end => 'endmsg',
3253 name => 'description',
3254 type => 'text'
3255 }
3256 ]
3257 ],
3258 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.',
3259 name => 'Item Transformer',
3260 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\'.'
3261 },
3262 Jewel => {
3263 attr => [
3264 [
3265 'race',
3266 {
3267 type => 'fixed',
3268 value => 'gold and jewels'
3269 }
3270 ],
3271 [
3272 'msg',
3273 {
3274 desc => 'This text may describe the object.',
3275 end => 'endmsg',
3276 name => 'description',
3277 type => 'text'
3278 }
3279 ]
3280 ],
3281 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.',
3282 name => 'Jewel'
3283 },
3284 Key => {
3285 attr => [
3286 [
3287 'startequip',
3288 {
3289 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3290 name => 'godgiven item',
3291 type => 'bool'
3292 }
3293 ]
3294 ],
3295 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3296 name => 'Key'
3297 },
3298 'Locked Door' => {
3299 attr => [
3300 [
3301 'move_type',
3302 {
3303 type => 'fixed',
3304 value => 0
3305 }
3306 ],
3307 [
3308 'no_pick',
3309 {
3310 type => 'fixed',
3311 value => 1
3312 }
3313 ],
3314 [
3315 'slaying',
3316 {
3317 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".',
3318 name => 'key string',
3319 type => 'string'
3320 }
3321 ],
3322 [
3323 'no_magic',
3324 {
3325 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).',
3326 name => 'restrict spells',
3327 type => 'bool'
3328 }
3329 ],
3330 [
3331 'damned',
3332 {
3333 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3334 name => 'restrict prayers',
3335 type => 'bool'
3336 }
3337 ],
3338 [
3339 'msg',
3340 {
3341 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.',
3342 end => 'endmsg',
3343 name => 'lock message',
3344 type => 'text'
3345 }
3346 ]
3347 ],
3348 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3349 ignore => [
3350 $IGNORE_LIST{non_pickable}
3351 ],
3352 name => 'Locked Door',
3353 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).'
3354 },
3355 'Magic Ear' => {
3356 attr => [
3357 [
3358 'no_pick',
3359 {
3360 type => 'fixed',
3361 value => 1
3362 }
3363 ],
3364 [
3365 'connected',
3366 {
3367 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3368 name => 'connection',
3369 type => 'int'
3370 }
3371 ],
3372 [
3373 'msg',
3374 {
3375 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!',
3376 end => 'endmsg',
3377 name => 'keyword-matching',
3378 type => 'text'
3379 }
3380 ]
3381 ],
3382 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3383 ignore => [
3384 $IGNORE_LIST{system_object}
3385 ],
3386 name => 'Magic Ear',
3387 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.'
3388 },
3389 'Magic Wall' => {
3390 attr => [
3391 [
3392 'dam',
3393 {
3394 desc => 'The magic wall will cast this <spell>.',
3395 name => 'spell',
3396 type => 'spell'
3397 }
3398 ],
3399 [
3400 'level',
3401 {
3402 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.',
3403 name => 'spell level',
3404 type => 'int'
3405 }
3406 ],
3407 [
3408 'connected',
3409 {
3410 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.',
3411 name => 'connection',
3412 type => 'int'
3413 }
3414 ],
3415 [
3416 'speed',
3417 {
3418 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".',
3419 name => 'casting speed',
3420 type => 'float'
3421 }
3422 ],
3423 [
3424 'sp',
3425 {
3426 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.',
3427 name => 'direction',
3428 type => 'list',
3429 value => $LIST{direction}
3430 }
3431 ],
3432 [
3433 'move_block',
3434 {
3435 desc => 'Objects using these movement types cannot move over this space.',
3436 name => 'blocked movement',
3437 type => 'bitmask',
3438 value => $BITMASK{movement_type}
3439 }
3440 ],
3441 [
3442 'move_allow',
3443 {
3444 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3445 name => 'allowed movement',
3446 type => 'bitmask',
3447 value => $BITMASK{movement_type}
3448 }
3449 ],
3450 [
3451 'move_slow',
3452 {
3453 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3454 name => 'slowed movement',
3455 type => 'bitmask',
3456 value => $BITMASK{movement_type}
3457 }
3458 ],
3459 [
3460 'move_slow_penalty',
3461 {
3462 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)',
3463 name => 'slow movement penalty',
3464 type => 'int'
3465 }
3466 ]
3467 ],
3468 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.',
3469 ignore => [
3470 $IGNORE_LIST{non_pickable}
3471 ],
3472 name => 'Magic Wall',
3473 section => [
3474 [
3475 'destroyable',
3476 [
3477 [
3478 'alive',
3479 {
3480 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.',
3481 name => 'is destroyable',
3482 type => 'bool'
3483 }
3484 ],
3485 [
3486 'hp',
3487 {
3488 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3489 name => 'hitpoints',
3490 type => 'int'
3491 }
3492 ],
3493 [
3494 'maxhp',
3495 {
3496 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3497 name => 'max hitpoints',
3498 type => 'int'
3499 }
3500 ],
3501 [
3502 'ac',
3503 {
3504 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>.',
3505 name => 'armour class',
3506 type => 'int'
3507 }
3508 ]
3509 ]
3510 ],
3511 [
3512 'resistance',
3513 [
3514 [
3515 'resist_physical',
3516 {
3517 name => 'resist physical %',
3518 type => 'int'
3519 }
3520 ],
3521 [
3522 'resist_magic',
3523 {
3524 name => 'resist magic %',
3525 type => 'int'
3526 }
3527 ],
3528 [
3529 'resist_fire',
3530 {
3531 name => 'resist fire %',
3532 type => 'int'
3533 }
3534 ],
3535 [
3536 'resist_electricity',
3537 {
3538 name => 'resist electricity %',
3539 type => 'int'
3540 }
3541 ],
3542 [
3543 'resist_cold',
3544 {
3545 name => 'resist cold %',
3546 type => 'int'
3547 }
3548 ],
3549 [
3550 'resist_confusion',
3551 {
3552 name => 'resist confusion %',
3553 type => 'int'
3554 }
3555 ],
3556 [
3557 'resist_acid',
3558 {
3559 name => 'resist acid %',
3560 type => 'int'
3561 }
3562 ],
3563 [
3564 'resist_drain',
3565 {
3566 name => 'resist draining %',
3567 type => 'int'
3568 }
3569 ],
3570 [
3571 'resist_weaponmagic',
3572 {
3573 name => 'resist weaponmagic %',
3574 type => 'int'
3575 }
3576 ],
3577 [
3578 'resist_ghosthit',
3579 {
3580 name => 'resist ghosthit %',
3581 type => 'int'
3582 }
3583 ],
3584 [
3585 'resist_poison',
3586 {
3587 name => 'resist poison %',
3588 type => 'int'
3589 }
3590 ],
3591 [
3592 'resist_slow',
3593 {
3594 name => 'resist slow %',
3595 type => 'int'
3596 }
3597 ],
3598 [
3599 'resist_paralyze',
3600 {
3601 name => 'resist paralyze %',
3602 type => 'int'
3603 }
3604 ],
3605 [
3606 'resist_fear',
3607 {
3608 name => 'resist fear %',
3609 type => 'int'
3610 }
3611 ],
3612 [
3613 'resist_deplete',
3614 {
3615 name => 'resist depletion %',
3616 type => 'int'
3617 }
3618 ],
3619 [
3620 'resist_turn_undead',
3621 {
3622 name => 'resist turn undead %',
3623 type => 'int'
3624 }
3625 ],
3626 [
3627 'resist_death',
3628 {
3629 name => 'resist death-attack %',
3630 type => 'int'
3631 }
3632 ],
3633 [
3634 'resist_chaos',
3635 {
3636 name => 'resist chaos %',
3637 type => 'int'
3638 }
3639 ],
3640 [
3641 'resist_blind',
3642 {
3643 name => 'resist blinding %',
3644 type => 'int'
3645 }
3646 ],
3647 [
3648 'resist_holyword',
3649 {
3650 name => 'resist holy power %',
3651 type => 'int'
3652 }
3653 ],
3654 [
3655 'resist_godpower',
3656 {
3657 name => 'resist godpower %',
3658 type => 'int'
3659 }
3660 ]
3661 ]
3662 ]
3663 ],
3664 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".'
3665 },
3666 Marker => {
3667 attr => [
3668 [
3669 'no_pick',
3670 {
3671 type => 'fixed',
3672 value => 1
3673 }
3674 ],
3675 [
3676 'slaying',
3677 {
3678 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.',
3679 name => 'key string',
3680 type => 'string'
3681 }
3682 ],
3683 [
3684 'connected',
3685 {
3686 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3687 name => 'connection',
3688 type => 'int'
3689 }
3690 ],
3691 [
3692 'speed',
3693 {
3694 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.',
3695 name => 'marking speed',
3696 type => 'float'
3697 }
3698 ],
3699 [
3700 'food',
3701 {
3702 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.',
3703 name => 'mark duration',
3704 type => 'int'
3705 }
3706 ],
3707 [
3708 'name',
3709 {
3710 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.',
3711 name => 'delete mark',
3712 type => 'string'
3713 }
3714 ],
3715 [
3716 'msg',
3717 {
3718 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.',
3719 end => 'endmsg',
3720 name => 'marking message',
3721 type => 'text'
3722 }
3723 ]
3724 ],
3725 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.',
3726 ignore => [
3727 $IGNORE_LIST{system_object}
3728 ],
3729 name => 'Marker',
3730 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.'
3731 },
3732 Misc => {
3733 attr => [
3734 [
3735 'move_block',
3736 {
3737 desc => 'Objects using these movement types cannot move over this space.',
3738 name => 'blocked movement',
3739 type => 'bitmask',
3740 value => $BITMASK{movement_type}
3741 }
3742 ],
3743 [
3744 'move_allow',
3745 {
3746 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3747 name => 'allowed movement',
3748 type => 'bitmask',
3749 value => $BITMASK{movement_type}
3750 }
3751 ],
3752 [
3753 'move_slow',
3754 {
3755 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3756 name => 'slowed movement',
3757 type => 'bitmask',
3758 value => $BITMASK{movement_type}
3759 }
3760 ],
3761 [
3762 'move_slow_penalty',
3763 {
3764 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)',
3765 name => 'slow movement penalty',
3766 type => 'int'
3767 }
3768 ],
3769 [
3770 'cursed',
3771 {
3772 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3773 name => 'cursed',
3774 type => 'bool'
3775 }
3776 ],
3777 [
3778 'damned',
3779 {
3780 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.',
3781 name => 'damned',
3782 type => 'bool'
3783 }
3784 ],
3785 [
3786 'unique',
3787 {
3788 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3789 name => 'unique item',
3790 type => 'bool'
3791 }
3792 ],
3793 [
3794 'startequip',
3795 {
3796 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3797 name => 'godgiven item',
3798 type => 'bool'
3799 }
3800 ],
3801 [
3802 'msg',
3803 {
3804 desc => 'This text may describe the object.',
3805 end => 'endmsg',
3806 name => 'description',
3807 type => 'text'
3808 }
3809 ]
3810 ],
3811 name => 'Misc'
3812 },
3813 Money => {
3814 attr => [
3815 [
3816 'race',
3817 {
3818 type => 'fixed',
3819 value => 'gold and jewels'
3820 }
3821 ]
3822 ],
3823 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.',
3824 ignore => [
3825 'unpaid'
3826 ],
3827 name => 'Money'
3828 },
3829 'Monster & NPC' => {
3830 attr => [
3831 [
3832 'alive',
3833 {
3834 type => 'fixed',
3835 value => 1
3836 }
3837 ],
3838 [
3839 'randomitems',
3840 {
3841 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>.',
3842 name => 'treasurelist',
3843 type => 'treasurelist'
3844 }
3845 ],
3846 [
3847 'level',
3848 {
3849 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3850 name => 'level',
3851 type => 'int'
3852 }
3853 ],
3854 [
3855 'race',
3856 {
3857 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.',
3858 name => 'race',
3859 type => 'string'
3860 }
3861 ],
3862 [
3863 'exp',
3864 {
3865 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!',
3866 name => 'experience',
3867 type => 'int'
3868 }
3869 ],
3870 [
3871 'speed',
3872 {
3873 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3874 name => 'speed',
3875 type => 'float'
3876 }
3877 ],
3878 [
3879 'other_arch',
3880 {
3881 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.',
3882 name => 'breed monster',
3883 type => 'string'
3884 }
3885 ],
3886 [
3887 'generator',
3888 {
3889 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.',
3890 name => 'multiply',
3891 type => 'bool'
3892 }
3893 ],
3894 [
3895 'use_content_on_gen',
3896 {
3897 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.',
3898 name => 'template generation',
3899 type => 'bool'
3900 }
3901 ],
3902 [
3903 'move_type',
3904 {
3905 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
3906 name => 'movement type',
3907 type => 'bitmask',
3908 value => $BITMASK{movement_type}
3909 }
3910 ],
3911 [
3912 'undead',
3913 {
3914 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3915 name => 'undead',
3916 type => 'bool'
3917 }
3918 ],
3919 [
3920 'carrying',
3921 {
3922 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3923 name => 'carries weight',
3924 type => 'int'
3925 }
3926 ],
3927 [
3928 'msg',
3929 {
3930 end => 'endmsg',
3931 name => 'npc message',
3932 type => 'text'
3933 }
3934 ]
3935 ],
3936 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.',
3937 ignore => [
3938 'material',
3939 'name_pl',
3940 'nrof',
3941 'value',
3942 'unpaid'
3943 ],
3944 name => 'Monster & NPC',
3945 required => {
3946 alive => 1,
3947 is_floor => 0,
3948 tear_down => 0
3949 },
3950 section => [
3951 [
3952 'melee',
3953 [
3954 [
3955 'attacktype',
3956 {
3957 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.',
3958 name => 'attacktype',
3959 type => 'bitmask',
3960 value => $BITMASK{attacktype}
3961 }
3962 ],
3963 [
3964 'dam',
3965 {
3966 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.',
3967 name => 'damage',
3968 type => 'int'
3969 }
3970 ],
3971 [
3972 'wc',
3973 {
3974 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
3975 name => 'weapon class',
3976 type => 'int'
3977 }
3978 ],
3979 [
3980 'hp',
3981 {
3982 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>.',
3983 name => 'health points',
3984 type => 'int'
3985 }
3986 ],
3987 [
3988 'maxhp',
3989 {
3990 desc => '<max health> is the maximum amount of <health points> this monster can have.',
3991 name => 'max health',
3992 type => 'int'
3993 }
3994 ],
3995 [
3996 'ac',
3997 {
3998 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).',
3999 name => 'armour class',
4000 type => 'int'
4001 }
4002 ],
4003 [
4004 'Con',
4005 {
4006 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4007 name => 'healing rate',
4008 type => 'int'
4009 }
4010 ],
4011 [
4012 'reflect_missile',
4013 {
4014 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4015 name => 'reflect missiles',
4016 type => 'bool'
4017 }
4018 ],
4019 [
4020 'hitback',
4021 {
4022 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.',
4023 name => 'hitback',
4024 type => 'bool'
4025 }
4026 ],
4027 [
4028 'one_hit',
4029 {
4030 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4031 name => 'one hit only',
4032 type => 'bool'
4033 }
4034 ]
4035 ]
4036 ],
4037 [
4038 'spellcraft',
4039 [
4040 [
4041 'can_cast_spell',
4042 {
4043 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4044 name => 'can cast spell',
4045 type => 'bool'
4046 }
4047 ],
4048 [
4049 'reflect_spell',
4050 {
4051 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.',
4052 name => 'reflect spells',
4053 type => 'bool'
4054 }
4055 ],
4056 [
4057 'sp',
4058 {
4059 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>.',
4060 name => 'spellpoints',
4061 type => 'int'
4062 }
4063 ],
4064 [
4065 'maxsp',
4066 {
4067 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.',
4068 name => 'max spellpoints',
4069 type => 'int'
4070 }
4071 ],
4072 [
4073 'Pow',
4074 {
4075 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.',
4076 name => 'spellpoint regen.',
4077 type => 'int'
4078 }
4079 ],
4080 [
4081 'path_attuned',
4082 {
4083 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4084 name => 'attuned paths',
4085 type => 'bitmask',
4086 value => $BITMASK{spellpath}
4087 }
4088 ],
4089 [
4090 'path_repelled',
4091 {
4092 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4093 name => 'repelled paths',
4094 type => 'bitmask',
4095 value => $BITMASK{spellpath}
4096 }
4097 ],
4098 [
4099 'path_denied',
4100 {
4101 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4102 name => 'denied paths',
4103 type => 'bitmask',
4104 value => $BITMASK{spellpath}
4105 }
4106 ]
4107 ]
4108 ],
4109 [
4110 'ability',
4111 [
4112 [
4113 'Int',
4114 {
4115 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.',
4116 name => 'detect hidden',
4117 type => 'int'
4118 }
4119 ],
4120 [
4121 'see_invisible',
4122 {
4123 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.',
4124 name => 'see invisible',
4125 type => 'bool'
4126 }
4127 ],
4128 [
4129 'can_see_in_dark',
4130 {
4131 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.',
4132 name => 'see in darkness',
4133 type => 'bool'
4134 }
4135 ],
4136 [
4137 'can_use_weapon',
4138 {
4139 desc => 'Monster is able to wield weapon type objects.',
4140 name => 'can use weapons',
4141 type => 'bool'
4142 }
4143 ],
4144 [
4145 'can_use_bow',
4146 {
4147 desc => 'Monster is able to use missile-weapon type objects.',
4148 name => 'can use bows',
4149 type => 'bool'
4150 }
4151 ],
4152 [
4153 'can_use_armour',
4154 {
4155 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4156 name => 'can use armour',
4157 type => 'bool'
4158 }
4159 ],
4160 [
4161 'can_use_ring',
4162 {
4163 desc => 'Monster is able to wear rings.',
4164 name => 'can use rings',
4165 type => 'bool'
4166 }
4167 ],
4168 [
4169 'can_use_wand',
4170 {
4171 desc => 'Monster is able to use wands and staves.',
4172 name => 'can use wands',
4173 type => 'bool'
4174 }
4175 ],
4176 [
4177 'can_use_rod',
4178 {
4179 desc => 'Monster is able to use rods.',
4180 name => 'can use rods',
4181 type => 'bool'
4182 }
4183 ],
4184 [
4185 'can_use_scroll',
4186 {
4187 desc => 'Monster is able to read scrolls.',
4188 name => 'can use scrolls',
4189 type => 'bool'
4190 }
4191 ],
4192 [
4193 'can_use_skill',
4194 {
4195 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>.',
4196 name => 'can use skills',
4197 type => 'bool'
4198 }
4199 ]
4200 ]
4201 ],
4202 [
4203 'behave',
4204 [
4205 [
4206 'monster',
4207 {
4208 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.',
4209 name => 'monster behaviour',
4210 type => 'bool'
4211 }
4212 ],
4213 [
4214 'unaggressive',
4215 {
4216 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4217 name => 'unaggressive',
4218 type => 'bool'
4219 }
4220 ],
4221 [
4222 'friendly',
4223 {
4224 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4225 name => 'friendly',
4226 type => 'bool'
4227 }
4228 ],
4229 [
4230 'stand_still',
4231 {
4232 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.',
4233 name => 'stand still',
4234 type => 'bool'
4235 }
4236 ],
4237 [
4238 'sleep',
4239 {
4240 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.',
4241 name => 'asleep',
4242 type => 'bool'
4243 }
4244 ],
4245 [
4246 'will_apply',
4247 {
4248 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4249 name => 'misc. actions',
4250 type => 'bitmask',
4251 value => $BITMASK{will_apply}
4252 }
4253 ],
4254 [
4255 'pick_up',
4256 {
4257 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.',
4258 name => 'pick up',
4259 type => 'bitmask',
4260 value => $BITMASK{pick_up}
4261 }
4262 ],
4263 [
4264 'Wis',
4265 {
4266 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.',
4267 name => 'sensing range',
4268 type => 'int'
4269 }
4270 ],
4271 [
4272 'attack_movement_bits_0_3',
4273 {
4274 desc => 'If this is set to default, the standard mode of movement will be used.',
4275 name => 'attack movement',
4276 type => 'list',
4277 value => $LIST{attack_movement_bits_0_3}
4278 }
4279 ],
4280 [
4281 'attack_movement_bits_4_7',
4282 {
4283 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4284 name => 'normal movement',
4285 type => 'list',
4286 value => $LIST{attack_movement_bits_4_7}
4287 }
4288 ],
4289 [
4290 'run_away',
4291 {
4292 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.',
4293 name => 'run at % health',
4294 type => 'int'
4295 }
4296 ]
4297 ]
4298 ],
4299 [
4300 'resistance',
4301 [
4302 [
4303 'resist_physical',
4304 {
4305 name => 'resist physical %',
4306 type => 'int'
4307 }
4308 ],
4309 [
4310 'resist_magic',
4311 {
4312 name => 'resist magic %',
4313 type => 'int'
4314 }
4315 ],
4316 [
4317 'resist_fire',
4318 {
4319 name => 'resist fire %',
4320 type => 'int'
4321 }
4322 ],
4323 [
4324 'resist_electricity',
4325 {
4326 name => 'resist electricity %',
4327 type => 'int'
4328 }
4329 ],
4330 [
4331 'resist_cold',
4332 {
4333 name => 'resist cold %',
4334 type => 'int'
4335 }
4336 ],
4337 [
4338 'resist_confusion',
4339 {
4340 name => 'resist confusion %',
4341 type => 'int'
4342 }
4343 ],
4344 [
4345 'resist_acid',
4346 {
4347 name => 'resist acid %',
4348 type => 'int'
4349 }
4350 ],
4351 [
4352 'resist_drain',
4353 {
4354 name => 'resist draining %',
4355 type => 'int'
4356 }
4357 ],
4358 [
4359 'resist_weaponmagic',
4360 {
4361 name => 'resist weaponmagic %',
4362 type => 'int'
4363 }
4364 ],
4365 [
4366 'resist_ghosthit',
4367 {
4368 name => 'resist ghosthit %',
4369 type => 'int'
4370 }
4371 ],
4372 [
4373 'resist_poison',
4374 {
4375 name => 'resist poison %',
4376 type => 'int'
4377 }
4378 ],
4379 [
4380 'resist_slow',
4381 {
4382 name => 'resist slow %',
4383 type => 'int'
4384 }
4385 ],
4386 [
4387 'resist_paralyze',
4388 {
4389 name => 'resist paralyze %',
4390 type => 'int'
4391 }
4392 ],
4393 [
4394 'resist_fear',
4395 {
4396 name => 'resist fear %',
4397 type => 'int'
4398 }
4399 ],
4400 [
4401 'resist_deplete',
4402 {
4403 name => 'resist depletion %',
4404 type => 'int'
4405 }
4406 ],
4407 [
4408 'resist_turn_undead',
4409 {
4410 name => 'resist turn undead %',
4411 type => 'int'
4412 }
4413 ],
4414 [
4415 'resist_death',
4416 {
4417 name => 'resist death-attack %',
4418 type => 'int'
4419 }
4420 ],
4421 [
4422 'resist_chaos',
4423 {
4424 name => 'resist chaos %',
4425 type => 'int'
4426 }
4427 ],
4428 [
4429 'resist_blind',
4430 {
4431 name => 'resist blinding %',
4432 type => 'int'
4433 }
4434 ],
4435 [
4436 'resist_holyword',
4437 {
4438 name => 'resist holy power %',
4439 type => 'int'
4440 }
4441 ],
4442 [
4443 'resist_godpower',
4444 {
4445 name => 'resist godpower %',
4446 type => 'int'
4447 }
4448 ]
4449 ]
4450 ]
4451 ],
4452 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. :-)'
4453 },
4454 'Monster (Grimreaper)' => {
4455 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4456 ignore => [
4457 'material',
4458 'name_pl',
4459 'nrof',
4460 'value',
4461 'unpaid'
4462 ],
4463 import => [
4464 $TYPE{'Monster & NPC'}
4465 ],
4466 name => 'Monster (Grimreaper)',
4467 section => [
4468 [
4469 'grimreaper',
4470 [
4471 [
4472 'value',
4473 {
4474 desc => 'The object vanishes after this number of draining attacks.',
4475 name => 'attacks',
4476 type => 'int'
4477 }
4478 ]
4479 ]
4480 ]
4481 ]
4482 },
4483 'Mood Floor' => {
4484 attr => [
4485 [
4486 'no_pick',
4487 {
4488 type => 'fixed',
4489 value => 1
4490 }
4491 ],
4492 [
4493 'last_sp',
4494 {
4495 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!',
4496 name => 'mood',
4497 type => 'list',
4498 value => $LIST{mood}
4499 }
4500 ],
4501 [
4502 'connected',
4503 {
4504 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!',
4505 name => 'connection',
4506 type => 'int'
4507 }
4508 ],
4509 [
4510 'no_magic',
4511 {
4512 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4513 name => 'no spells',
4514 type => 'bool'
4515 }
4516 ],
4517 [
4518 'damned',
4519 {
4520 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4521 name => 'no prayers',
4522 type => 'bool'
4523 }
4524 ]
4525 ],
4526 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.',
4527 ignore => [
4528 $IGNORE_LIST{system_object}
4529 ],
4530 name => 'Mood Floor',
4531 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.)'
4532 },
4533 Mover => {
4534 attr => [
4535 [
4536 'attacktype',
4537 {
4538 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.',
4539 name => 'forced movement',
4540 type => 'bool'
4541 }
4542 ],
4543 [
4544 'maxsp',
4545 {
4546 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.',
4547 name => 'freeze duration',
4548 type => 'int'
4549 }
4550 ],
4551 [
4552 'speed',
4553 {
4554 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4555 name => 'movement speed',
4556 type => 'float'
4557 }
4558 ],
4559 [
4560 'sp',
4561 {
4562 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.',
4563 name => 'direction',
4564 type => 'list',
4565 value => $LIST{direction}
4566 }
4567 ],
4568 [
4569 'lifesave',
4570 {
4571 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.',
4572 name => 'gets used up',
4573 type => 'bool'
4574 }
4575 ],
4576 [
4577 'hp',
4578 {
4579 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).',
4580 name => 'number of uses',
4581 type => 'int'
4582 }
4583 ]
4584 ],
4585 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.',
4586 ignore => [
4587 $IGNORE_LIST{non_pickable}
4588 ],
4589 name => 'Mover',
4590 section => [
4591 [
4592 'targets',
4593 [
4594 [
4595 'level',
4596 {
4597 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.',
4598 name => 'move players',
4599 type => 'bool'
4600 }
4601 ],
4602 [
4603 'move_on',
4604 {
4605 desc => 'Which movement types activate the mover.',
4606 name => 'movement type',
4607 type => 'movement_type'
4608 }
4609 ]
4610 ]
4611 ]
4612 ],
4613 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).'
4614 },
4615 Pedestal => {
4616 attr => [
4617 [
4618 'no_pick',
4619 {
4620 type => 'fixed',
4621 value => 1
4622 }
4623 ],
4624 [
4625 'slaying',
4626 {
4627 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.',
4628 name => 'match race',
4629 type => 'string'
4630 }
4631 ],
4632 [
4633 'connected',
4634 {
4635 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4636 name => 'connection',
4637 type => 'int'
4638 }
4639 ],
4640 [
4641 'move_on',
4642 {
4643 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4644 name => 'movement type',
4645 type => 'bitmask',
4646 value => $BITMASK{movement_type}
4647 }
4648 ]
4649 ],
4650 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.',
4651 ignore => [
4652 $IGNORE_LIST{non_pickable}
4653 ],
4654 name => 'Pedestal',
4655 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.'
4656 },
4657 Pit => {
4658 attr => [
4659 [
4660 'no_pick',
4661 {
4662 type => 'fixed',
4663 value => 1
4664 }
4665 ],
4666 [
4667 'connected',
4668 {
4669 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4670 name => 'connection',
4671 type => 'int'
4672 }
4673 ],
4674 [
4675 'hp',
4676 {
4677 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!',
4678 name => 'destination X',
4679 type => 'int'
4680 }
4681 ],
4682 [
4683 'sp',
4684 {
4685 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!',
4686 name => 'destination Y',
4687 type => 'int'
4688 }
4689 ],
4690 [
4691 'wc',
4692 {
4693 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.',
4694 name => 'position state',
4695 type => 'int'
4696 }
4697 ],
4698 [
4699 'move_on',
4700 {
4701 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4702 name => 'movement type',
4703 type => 'bitmask',
4704 value => $BITMASK{movement_type}
4705 }
4706 ]
4707 ],
4708 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.',
4709 ignore => [
4710 $IGNORE_LIST{non_pickable}
4711 ],
4712 name => 'Pit',
4713 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.'
4714 },
4715 'Poison Food' => {
4716 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.',
4717 name => 'Poison Food'
4718 },
4719 Potion => {
4720 attr => [
4721 [
4722 'level',
4723 {
4724 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.',
4725 name => 'potion level',
4726 type => 'int'
4727 }
4728 ],
4729 [
4730 'sp',
4731 {
4732 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".',
4733 name => 'spell',
4734 type => 'spell'
4735 }
4736 ],
4737 [
4738 'attacktype',
4739 {
4740 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.',
4741 name => 'special effect',
4742 type => 'list',
4743 value => $LIST{potion_effect}
4744 }
4745 ],
4746 [
4747 'cursed',
4748 {
4749 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 >:)',
4750 name => 'cursed',
4751 type => 'bool'
4752 }
4753 ],
4754 [
4755 'startequip',
4756 {
4757 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4758 name => 'godgiven item',
4759 type => 'bool'
4760 }
4761 ]
4762 ],
4763 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4764 name => 'Potion',
4765 section => [
4766 [
4767 'stats',
4768 [
4769 [
4770 'Str',
4771 {
4772 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.',
4773 name => 'strength',
4774 type => 'int'
4775 }
4776 ],
4777 [
4778 'Dex',
4779 {
4780 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.',
4781 name => 'dexterity',
4782 type => 'int'
4783 }
4784 ],
4785 [
4786 'Con',
4787 {
4788 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.',
4789 name => 'constitution',
4790 type => 'int'
4791 }
4792 ],
4793 [
4794 'Int',
4795 {
4796 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.',
4797 name => 'intelligence',
4798 type => 'int'
4799 }
4800 ],
4801 [
4802 'Pow',
4803 {
4804 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.',
4805 name => 'power',
4806 type => 'int'
4807 }
4808 ],
4809 [
4810 'Wis',
4811 {
4812 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.',
4813 name => 'wisdom',
4814 type => 'int'
4815 }
4816 ],
4817 [
4818 'Cha',
4819 {
4820 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.',
4821 name => 'charisma',
4822 type => 'int'
4823 }
4824 ]
4825 ]
4826 ],
4827 [
4828 'resistance',
4829 [
4830 [
4831 'resist_physical',
4832 {
4833 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!',
4834 name => 'resist physical %',
4835 type => 'int'
4836 }
4837 ],
4838 [
4839 'resist_magic',
4840 {
4841 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!',
4842 name => 'resist magic %',
4843 type => 'int'
4844 }
4845 ],
4846 [
4847 'resist_fire',
4848 {
4849 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!',
4850 name => 'resist fire %',
4851 type => 'int'
4852 }
4853 ],
4854 [
4855 'resist_electricity',
4856 {
4857 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!',
4858 name => 'resist electricity %',
4859 type => 'int'
4860 }
4861 ],
4862 [
4863 'resist_cold',
4864 {
4865 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!',
4866 name => 'resist cold %',
4867 type => 'int'
4868 }
4869 ],
4870 [
4871 'resist_acid',
4872 {
4873 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!',
4874 name => 'resist acid %',
4875 type => 'int'
4876 }
4877 ],
4878 [
4879 'resist_confusion',
4880 {
4881 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!',
4882 name => 'resist confusion %',
4883 type => 'int'
4884 }
4885 ],
4886 [
4887 'resist_weaponmagic',
4888 {
4889 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!',
4890 name => 'resist weaponmagic %',
4891 type => 'int'
4892 }
4893 ],
4894 [
4895 'resist_paralyze',
4896 {
4897 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!',
4898 name => 'resist paralyze %',
4899 type => 'int'
4900 }
4901 ],
4902 [
4903 'resist_drain',
4904 {
4905 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!',
4906 name => 'resist draining %',
4907 type => 'int'
4908 }
4909 ],
4910 [
4911 'resist_deplete',
4912 {
4913 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!',
4914 name => 'resist depletion %',
4915 type => 'int'
4916 }
4917 ],
4918 [
4919 'resist_poison',
4920 {
4921 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!',
4922 name => 'resist poison %',
4923 type => 'int'
4924 }
4925 ]
4926 ]
4927 ]
4928 ],
4929 use => 'One potion should never give multiple benefits at once.'
4930 },
4931 'Power Crystal' => {
4932 attr => [
4933 [
4934 'sp',
4935 {
4936 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
4937 name => 'initial mana',
4938 type => 'int'
4939 }
4940 ],
4941 [
4942 'maxsp',
4943 {
4944 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.',
4945 name => 'mana capacity',
4946 type => 'int'
4947 }
4948 ]
4949 ],
4950 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.',
4951 name => 'Power Crystal'
4952 },
4953 Projectile => {
4954 attr => [
4955 [
4956 'attacktype',
4957 {
4958 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.',
4959 name => 'attacktype',
4960 type => 'bitmask',
4961 value => $BITMASK{attacktype}
4962 }
4963 ],
4964 [
4965 'race',
4966 {
4967 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>.',
4968 name => 'ammunition class',
4969 type => 'string'
4970 }
4971 ],
4972 [
4973 'slaying',
4974 {
4975 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.',
4976 name => 'slaying race',
4977 type => 'string'
4978 }
4979 ],
4980 [
4981 'dam',
4982 {
4983 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
4984 name => 'damage',
4985 type => 'int'
4986 }
4987 ],
4988 [
4989 'wc',
4990 {
4991 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.',
4992 name => 'weaponclass',
4993 type => 'int'
4994 }
4995 ],
4996 [
4997 'food',
4998 {
4999 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).',
5000 name => 'chance to break',
5001 type => 'int'
5002 }
5003 ],
5004 [
5005 'magic',
5006 {
5007 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5008 name => 'magic bonus',
5009 type => 'int'
5010 }
5011 ],
5012 [
5013 'unique',
5014 {
5015 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5016 name => 'unique item',
5017 type => 'bool'
5018 }
5019 ],
5020 [
5021 'startequip',
5022 {
5023 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5024 name => 'godgiven item',
5025 type => 'bool'
5026 }
5027 ],
5028 [
5029 'no_drop',
5030 {
5031 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.',
5032 name => 'don\'t drop',
5033 type => 'bool'
5034 }
5035 ],
5036 [
5037 'msg',
5038 {
5039 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5040 end => 'endmsg',
5041 name => 'description',
5042 type => 'text'
5043 }
5044 ]
5045 ],
5046 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.',
5047 name => 'Projectile',
5048 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.'
5049 },
5050 Ring => {
5051 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.',
5052 import => [
5053 $TYPE{Amulet}
5054 ],
5055 name => 'Ring',
5056 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.'
5057 },
5058 Rod => {
5059 attr => [
5060 [
5061 'sp',
5062 {
5063 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!',
5064 name => 'spell',
5065 type => 'spell'
5066 }
5067 ],
5068 [
5069 'level',
5070 {
5071 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5072 name => 'casting level',
5073 type => 'int'
5074 }
5075 ],
5076 [
5077 'hp',
5078 {
5079 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5080 name => 'initial spellpoints',
5081 type => 'int'
5082 }
5083 ],
5084 [
5085 'maxhp',
5086 {
5087 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.',
5088 name => 'max. spellpoints',
5089 type => 'int'
5090 }
5091 ],
5092 [
5093 'startequip',
5094 {
5095 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5096 name => 'godgiven item',
5097 type => 'bool'
5098 }
5099 ],
5100 [
5101 'msg',
5102 {
5103 desc => 'This text may contain a description of the rod.',
5104 end => 'endmsg',
5105 name => 'description',
5106 type => 'text'
5107 }
5108 ]
5109 ],
5110 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.',
5111 ignore => [
5112 'title'
5113 ],
5114 name => 'Rod',
5115 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>'
5116 },
5117 Rune => {
5118 attr => [
5119 [
5120 'no_pick',
5121 {
5122 type => 'fixed',
5123 value => 1
5124 }
5125 ],
5126 [
5127 'move_on',
5128 {
5129 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5130 name => 'movement type',
5131 type => 'bitmask',
5132 value => $BITMASK{movement_type}
5133 }
5134 ],
5135 [
5136 'level',
5137 {
5138 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.',
5139 name => 'rune level',
5140 type => 'int'
5141 }
5142 ],
5143 [
5144 'Cha',
5145 {
5146 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.',
5147 name => 'visibility',
5148 type => 'int'
5149 }
5150 ],
5151 [
5152 'hp',
5153 {
5154 desc => 'The rune will detonate <number of charges> times before disappearing.',
5155 name => 'number of charges',
5156 type => 'int'
5157 }
5158 ],
5159 [
5160 'dam',
5161 {
5162 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.',
5163 name => 'direct damage',
5164 type => 'int'
5165 }
5166 ],
5167 [
5168 'attacktype',
5169 {
5170 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.',
5171 name => 'attacktype',
5172 type => 'bitmask',
5173 value => $BITMASK{attacktype}
5174 }
5175 ],
5176 [
5177 'msg',
5178 {
5179 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5180 end => 'endmsg',
5181 name => 'detonation text',
5182 type => 'text'
5183 }
5184 ]
5185 ],
5186 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.',
5187 ignore => [
5188 'no_pick',
5189 'title',
5190 'name_pl',
5191 'weight',
5192 'value',
5193 'material',
5194 'unpaid'
5195 ],
5196 name => 'Rune',
5197 section => [
5198 [
5199 'spellcraft',
5200 [
5201 [
5202 'sp',
5203 {
5204 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5205 name => 'spell',
5206 type => 'spell'
5207 }
5208 ],
5209 [
5210 'slaying',
5211 {
5212 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5213 name => 'spell name',
5214 type => 'string'
5215 }
5216 ],
5217 [
5218 'other_arch',
5219 {
5220 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.',
5221 name => 'spell arch',
5222 type => 'string'
5223 }
5224 ],
5225 [
5226 'maxsp',
5227 {
5228 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.',
5229 name => 'direction',
5230 type => 'list',
5231 value => $LIST{direction}
5232 }
5233 ],
5234 [
5235 'race',
5236 {
5237 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.',
5238 name => 'summon monster',
5239 type => 'string'
5240 }
5241 ],
5242 [
5243 'maxhp',
5244 {
5245 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5246 name => 'summon amount',
5247 type => 'int'
5248 }
5249 ]
5250 ]
5251 ]
5252 ],
5253 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5254 },
5255 Savebed => {
5256 attr => [
5257 [
5258 'no_pick',
5259 {
5260 type => 'fixed',
5261 value => 1
5262 }
5263 ],
5264 [
5265 'no_magic',
5266 {
5267 type => 'fixed',
5268 value => 1
5269 }
5270 ],
5271 [
5272 'damned',
5273 {
5274 type => 'fixed',
5275 value => 1
5276 }
5277 ]
5278 ],
5279 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.',
5280 ignore => [
5281 $IGNORE_LIST{non_pickable}
5282 ],
5283 name => 'Savebed',
5284 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>'
5285 },
5286 Scroll => {
5287 attr => [
5288 [
5289 'level',
5290 {
5291 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5292 name => 'casting level',
5293 type => 'int'
5294 }
5295 ],
5296 [
5297 'sp',
5298 {
5299 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5300 name => 'spell',
5301 type => 'spell'
5302 }
5303 ],
5304 [
5305 'startequip',
5306 {
5307 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5308 name => 'godgiven item',
5309 type => 'bool'
5310 }
5311 ]
5312 ],
5313 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.',
5314 ignore => [
5315 'title'
5316 ],
5317 name => 'Scroll',
5318 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5319 },
5320 Shield => {
5321 attr => [
5322 [
5323 'magic',
5324 {
5325 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.',
5326 name => 'magic bonus',
5327 type => 'int'
5328 }
5329 ]
5330 ],
5331 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.',
5332 import => [
5333 $TYPE{Amulet}
5334 ],
5335 name => 'Shield',
5336 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5337 },
5338 'Shooting Weapon' => {
5339 attr => [
5340 [
5341 'race',
5342 {
5343 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.',
5344 name => 'ammunition class',
5345 type => 'string'
5346 }
5347 ],
5348 [
5349 'sp',
5350 {
5351 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).',
5352 name => 'shooting speed',
5353 type => 'int'
5354 }
5355 ],
5356 [
5357 'dam',
5358 {
5359 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.',
5360 name => 'base damage',
5361 type => 'int'
5362 }
5363 ],
5364 [
5365 'wc',
5366 {
5367 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.',
5368 name => 'weaponclass',
5369 type => 'int'
5370 }
5371 ],
5372 [
5373 'item_power',
5374 {
5375 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>.',
5376 name => 'item power',
5377 type => 'int'
5378 }
5379 ],
5380 [
5381 'no_strength',
5382 {
5383 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.',
5384 name => 'ignore strength',
5385 type => 'bool'
5386 }
5387 ],
5388 [
5389 'damned',
5390 {
5391 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5392 name => 'damnation',
5393 type => 'bool'
5394 }
5395 ],
5396 [
5397 'cursed',
5398 {
5399 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5400 name => 'curse',
5401 type => 'bool'
5402 }
5403 ],
5404 [
5405 'unique',
5406 {
5407 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5408 name => 'unique item',
5409 type => 'bool'
5410 }
5411 ],
5412 [
5413 'startequip',
5414 {
5415 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5416 name => 'godgiven item',
5417 type => 'bool'
5418 }
5419 ],
5420 [
5421 'msg',
5422 {
5423 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5424 end => 'endmsg',
5425 name => 'description',
5426 type => 'text'
5427 }
5428 ]
5429 ],
5430 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.',
5431 name => 'Shooting Weapon',
5432 section => [
5433 [
5434 'stats',
5435 [
5436 [
5437 'Str',
5438 {
5439 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5440 name => 'strength',
5441 type => 'int'
5442 }
5443 ],
5444 [
5445 'Dex',
5446 {
5447 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5448 name => 'dexterity',
5449 type => 'int'
5450 }
5451 ],
5452 [
5453 'Con',
5454 {
5455 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5456 name => 'constitution',
5457 type => 'int'
5458 }
5459 ],
5460 [
5461 'Int',
5462 {
5463 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5464 name => 'intelligence',
5465 type => 'int'
5466 }
5467 ],
5468 [
5469 'Pow',
5470 {
5471 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5472 name => 'power',
5473 type => 'int'
5474 }
5475 ],
5476 [
5477 'Wis',
5478 {
5479 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5480 name => 'wisdom',
5481 type => 'int'
5482 }
5483 ],
5484 [
5485 'Cha',
5486 {
5487 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5488 name => 'charisma',
5489 type => 'int'
5490 }
5491 ]
5492 ]
5493 ],
5494 [
5495 'bonus',
5496 [
5497 [
5498 'luck',
5499 {
5500 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.',
5501 name => 'luck bonus',
5502 type => 'int'
5503 }
5504 ],
5505 [
5506 'magic',
5507 {
5508 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.',
5509 name => 'magic bonus',
5510 type => 'int'
5511 }
5512 ]
5513 ]
5514 ]
5515 ],
5516 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.'
5517 },
5518 'Shop Floor' => {
5519 attr => [
5520 [
5521 'is_floor',
5522 {
5523 type => 'fixed',
5524 value => 1
5525 }
5526 ],
5527 [
5528 'no_pick',
5529 {
5530 type => 'fixed',
5531 value => 1
5532 }
5533 ],
5534 [
5535 'no_magic',
5536 {
5537 type => 'fixed',
5538 value => 1
5539 }
5540 ],
5541 [
5542 'auto_apply',
5543 {
5544 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.',
5545 name => 'generate goods',
5546 type => 'bool'
5547 }
5548 ],
5549 [
5550 'randomitems',
5551 {
5552 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.',
5553 name => 'treasurelist',
5554 type => 'treasurelist'
5555 }
5556 ],
5557 [
5558 'exp',
5559 {
5560 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.',
5561 name => 'quality level',
5562 type => 'int'
5563 }
5564 ],
5565 [
5566 'damned',
5567 {
5568 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.)',
5569 name => 'no prayers',
5570 type => 'bool'
5571 }
5572 ]
5573 ],
5574 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).',
5575 ignore => [
5576 $IGNORE_LIST{non_pickable}
5577 ],
5578 name => 'Shop Floor',
5579 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.'
5580 },
5581 'Shop Mat' => {
5582 attr => [
5583 [
5584 'no_pick',
5585 {
5586 type => 'fixed',
5587 value => 1
5588 }
5589 ],
5590 [
5591 'move_on',
5592 {
5593 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5594 name => 'movement type',
5595 type => 'bitmask',
5596 value => $BITMASK{movement_type}
5597 }
5598 ]
5599 ],
5600 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).',
5601 ignore => [
5602 $IGNORE_LIST{non_pickable}
5603 ],
5604 name => 'Shop Mat',
5605 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5606 },
5607 'Sign & MagicMouth' => {
5608 attr => [
5609 [
5610 'connected',
5611 {
5612 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.',
5613 name => 'connection',
5614 type => 'int'
5615 }
5616 ],
5617 [
5618 'move_on',
5619 {
5620 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5621 name => 'movement type',
5622 type => 'bitmask',
5623 value => $BITMASK{movement_type}
5624 }
5625 ],
5626 [
5627 'food',
5628 {
5629 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).',
5630 name => 'counter',
5631 type => 'int'
5632 }
5633 ],
5634 [
5635 'msg',
5636 {
5637 desc => 'This text will be displayed to the player.',
5638 end => 'endmsg',
5639 name => 'message',
5640 type => 'text'
5641 }
5642 ]
5643 ],
5644 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).',
5645 ignore => [
5646 $IGNORE_LIST{non_pickable}
5647 ],
5648 name => 'Sign & MagicMouth',
5649 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.'
5650 },
5651 Skill => {
5652 attr => [
5653 [
5654 'invisible',
5655 {
5656 type => 'fixed',
5657 value => 1
5658 }
5659 ],
5660 [
5661 'no_drop',
5662 {
5663 type => 'fixed',
5664 value => 1
5665 }
5666 ],
5667 [
5668 'skill',
5669 {
5670 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.',
5671 name => 'skill name',
5672 type => 'string'
5673 }
5674 ],
5675 [
5676 'expmul',
5677 {
5678 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.',
5679 name => 'exp multiplier',
5680 type => 'float'
5681 }
5682 ],
5683 [
5684 'subtype',
5685 {
5686 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.',
5687 name => 'skill type',
5688 type => 'list',
5689 value => $LIST{skill_type}
5690 }
5691 ],
5692 [
5693 'level',
5694 {
5695 name => 'level',
5696 type => 'int'
5697 }
5698 ],
5699 [
5700 'exp',
5701 {
5702 name => 'experience',
5703 type => 'int'
5704 }
5705 ],
5706 [
5707 'can_use_skill',
5708 {
5709 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.',
5710 name => 'is native skill',
5711 type => 'bool'
5712 }
5713 ]
5714 ],
5715 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.',
5716 ignore => [
5717 $IGNORE_LIST{system_object}
5718 ],
5719 name => 'Skill',
5720 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>'
5721 },
5722 'Skill Scroll' => {
5723 attr => [
5724 [
5725 'race',
5726 {
5727 type => 'fixed',
5728 value => 'scrolls'
5729 }
5730 ],
5731 [
5732 'skill',
5733 {
5734 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5735 name => 'skill name',
5736 type => 'string'
5737 }
5738 ]
5739 ],
5740 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5741 name => 'Skill Scroll',
5742 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.'
5743 },
5744 'Special Key' => {
5745 attr => [
5746 [
5747 'slaying',
5748 {
5749 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.',
5750 name => 'key string',
5751 type => 'string'
5752 }
5753 ],
5754 [
5755 'material',
5756 {
5757 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5758 name => 'material',
5759 type => 'bitmask',
5760 value => $BITMASK{material}
5761 }
5762 ],
5763 [
5764 'unique',
5765 {
5766 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.',
5767 name => 'unique item',
5768 type => 'bool'
5769 }
5770 ],
5771 [
5772 'startequip',
5773 {
5774 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5775 name => 'godgiven item',
5776 type => 'bool'
5777 }
5778 ],
5779 [
5780 'msg',
5781 {
5782 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.',
5783 end => 'endmsg',
5784 name => 'description',
5785 type => 'text'
5786 }
5787 ]
5788 ],
5789 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.',
5790 ignore => [
5791 'material'
5792 ],
5793 name => 'Special Key',
5794 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".'
5795 },
5796 Spell => {
5797 attr => [
5798 [
5799 'no_drop',
5800 {
5801 type => 'fixed',
5802 value => 1
5803 }
5804 ],
5805 [
5806 'invisible',
5807 {
5808 type => 'fixed',
5809 value => 1
5810 }
5811 ],
5812 [
5813 'skill',
5814 {
5815 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.',
5816 name => 'skill name',
5817 type => 'string'
5818 }
5819 ],
5820 [
5821 'subtype',
5822 {
5823 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5824 name => 'spell type',
5825 type => 'list',
5826 value => $LIST{spell_type}
5827 }
5828 ],
5829 [
5830 'level',
5831 {
5832 name => 'spell level',
5833 type => 'int'
5834 }
5835 ],
5836 [
5837 'casting_time',
5838 {
5839 name => 'casting time',
5840 type => 'int'
5841 }
5842 ],
5843 [
5844 'duration',
5845 {
5846 name => 'duration',
5847 type => 'int'
5848 }
5849 ],
5850 [
5851 'other_arch',
5852 {
5853 name => 'create object',
5854 type => 'string'
5855 }
5856 ],
5857 [
5858 'sp',
5859 {
5860 name => 'cost spellpoints',
5861 type => 'int'
5862 }
5863 ],
5864 [
5865 'grace',
5866 {
5867 name => 'cost grace',
5868 type => 'int'
5869 }
5870 ],
5871 [
5872 'maxsp',
5873 {
5874 name => 'double cost per level',
5875 type => 'int'
5876 }
5877 ]
5878 ],
5879 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.',
5880 ignore => [
5881 $IGNORE_LIST{system_object}
5882 ],
5883 name => 'Spell',
5884 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.'
5885 },
5886 Spellbook => {
5887 attr => [
5888 [
5889 'skill',
5890 {
5891 type => 'fixed',
5892 value => 'literacy'
5893 }
5894 ],
5895 [
5896 'randomitems',
5897 {
5898 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.',
5899 name => 'treasurelist',
5900 type => 'treasurelist'
5901 }
5902 ],
5903 [
5904 'startequip',
5905 {
5906 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5907 name => 'godgiven item',
5908 type => 'bool'
5909 }
5910 ],
5911 [
5912 'msg',
5913 {
5914 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
5915 end => 'endmsg',
5916 name => 'description',
5917 type => 'text'
5918 }
5919 ]
5920 ],
5921 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.',
5922 name => 'Spellbook',
5923 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.'
5924 },
5925 Spinner => {
5926 attr => [
5927 [
5928 'sp',
5929 {
5930 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.',
5931 name => 'direction number',
5932 type => 'int'
5933 }
5934 ],
5935 [
5936 'move_on',
5937 {
5938 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5939 name => 'movement type',
5940 type => 'bitmask',
5941 value => $BITMASK{movement_type}
5942 }
5943 ]
5944 ],
5945 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.',
5946 ignore => [
5947 $IGNORE_LIST{non_pickable}
5948 ],
5949 name => 'Spinner',
5950 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.'
5951 },
5952 Swamp => {
5953 attr => [
5954 [
5955 'is_floor',
5956 {
5957 type => 'fixed',
5958 value => 1
5959 }
5960 ],
5961 [
5962 'is_wooded',
5963 {
5964 type => 'fixed',
5965 value => 1
5966 }
5967 ],
5968 [
5969 'speed',
5970 {
5971 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.',
5972 name => 'drowning speed',
5973 type => 'float'
5974 }
5975 ],
5976 [
5977 'move_on',
5978 {
5979 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5980 name => 'movement type',
5981 type => 'bitmask',
5982 value => $BITMASK{movement_type}
5983 }
5984 ],
5985 [
5986 'move_block',
5987 {
5988 desc => 'Objects using these movement types cannot move over this space.',
5989 name => 'blocked movement',
5990 type => 'bitmask',
5991 value => $BITMASK{movement_type}
5992 }
5993 ],
5994 [
5995 'move_allow',
5996 {
5997 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5998 name => 'allowed movement',
5999 type => 'bitmask',
6000 value => $BITMASK{movement_type}
6001 }
6002 ],
6003 [
6004 'move_slow',
6005 {
6006 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6007 name => 'slowed movement',
6008 type => 'bitmask',
6009 value => $BITMASK{movement_type}
6010 }
6011 ],
6012 [
6013 'move_slow_penalty',
6014 {
6015 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)',
6016 name => 'slow movement penalty',
6017 type => 'int'
6018 }
6019 ],
6020 [
6021 'no_magic',
6022 {
6023 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6024 name => 'no spells',
6025 type => 'bool'
6026 }
6027 ],
6028 [
6029 'damned',
6030 {
6031 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6032 name => 'no prayers',
6033 type => 'bool'
6034 }
6035 ]
6036 ],
6037 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.',
6038 ignore => [
6039 $IGNORE_LIST{non_pickable}
6040 ],
6041 name => 'Swamp'
6042 },
6043 Teleporter => {
6044 attr => [
6045 [
6046 'slaying',
6047 {
6048 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.',
6049 name => 'exit path',
6050 type => 'string'
6051 }
6052 ],
6053 [
6054 'hp',
6055 {
6056 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.',
6057 name => 'destination X',
6058 type => 'int'
6059 }
6060 ],
6061 [
6062 'sp',
6063 {
6064 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.',
6065 name => 'destination Y',
6066 type => 'int'
6067 }
6068 ],
6069 [
6070 'connected',
6071 {
6072 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.',
6073 name => 'connection',
6074 type => 'int'
6075 }
6076 ],
6077 [
6078 'speed',
6079 {
6080 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!',
6081 name => 'activation speed',
6082 type => 'float'
6083 }
6084 ]
6085 ],
6086 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.',
6087 ignore => [
6088 $IGNORE_LIST{non_pickable}
6089 ],
6090 name => 'Teleporter',
6091 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.'
6092 },
6093 'Timed Gate' => {
6094 attr => [
6095 [
6096 'no_pick',
6097 {
6098 type => 'fixed',
6099 value => 1
6100 }
6101 ],
6102 [
6103 'connected',
6104 {
6105 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.',
6106 name => 'connection',
6107 type => 'int'
6108 }
6109 ],
6110 [
6111 'wc',
6112 {
6113 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.',
6114 name => 'position state',
6115 type => 'int'
6116 }
6117 ],
6118 [
6119 'move_block',
6120 {
6121 desc => 'Objects using these movement types cannot move over this space.',
6122 name => 'blocked movement',
6123 type => 'bitmask',
6124 value => $BITMASK{movement_type}
6125 }
6126 ],
6127 [
6128 'move_allow',
6129 {
6130 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6131 name => 'allowed movement',
6132 type => 'bitmask',
6133 value => $BITMASK{movement_type}
6134 }
6135 ],
6136 [
6137 'move_slow',
6138 {
6139 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6140 name => 'slowed movement',
6141 type => 'bitmask',
6142 value => $BITMASK{movement_type}
6143 }
6144 ],
6145 [
6146 'move_slow_penalty',
6147 {
6148 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)',
6149 name => 'slow movement penalty',
6150 type => 'int'
6151 }
6152 ],
6153 [
6154 'no_magic',
6155 {
6156 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6157 name => 'restrict spells',
6158 type => 'bool'
6159 }
6160 ],
6161 [
6162 'damned',
6163 {
6164 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6165 name => 'restrict prayers',
6166 type => 'bool'
6167 }
6168 ],
6169 [
6170 'hp',
6171 {
6172 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6173 name => 'open duration',
6174 type => 'int'
6175 }
6176 ]
6177 ],
6178 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.',
6179 ignore => [
6180 $IGNORE_LIST{non_pickable}
6181 ],
6182 name => 'Timed Gate',
6183 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".'
6184 },
6185 Trap => {
6186 attr => [
6187 [
6188 'no_pick',
6189 {
6190 type => 'fixed',
6191 value => 1
6192 }
6193 ],
6194 [
6195 'move_on',
6196 {
6197 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6198 name => 'movement type',
6199 type => 'bitmask',
6200 value => $BITMASK{movement_type}
6201 }
6202 ],
6203 [
6204 'level',
6205 {
6206 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.',
6207 name => 'trap level',
6208 type => 'int'
6209 }
6210 ],
6211 [
6212 'Cha',
6213 {
6214 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.',
6215 name => 'visibility',
6216 type => 'int'
6217 }
6218 ],
6219 [
6220 'hp',
6221 {
6222 desc => 'The trap will detonate <number of charges> times before disappearing.',
6223 name => 'number of charges',
6224 type => 'int'
6225 }
6226 ],
6227 [
6228 'dam',
6229 {
6230 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6231 name => 'direct damage',
6232 type => 'int'
6233 }
6234 ],
6235 [
6236 'attacktype',
6237 {
6238 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6239 name => 'attacktype',
6240 type => 'bitmask',
6241 value => $BITMASK{attacktype}
6242 }
6243 ],
6244 [
6245 'connected',
6246 {
6247 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6248 name => 'connection',
6249 type => 'int'
6250 }
6251 ],
6252 [
6253 'msg',
6254 {
6255 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6256 end => 'endmsg',
6257 name => 'detonation text',
6258 type => 'text'
6259 }
6260 ]
6261 ],
6262 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.',
6263 ignore => [
6264 'no_pick',
6265 'title',
6266 'name_pl',
6267 'weight',
6268 'value',
6269 'material',
6270 'unpaid'
6271 ],
6272 name => 'Trap',
6273 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.'
6274 },
6275 Trapdoor => {
6276 attr => [
6277 [
6278 'no_pick',
6279 {
6280 type => 'fixed',
6281 value => 1
6282 }
6283 ],
6284 [
6285 'move_on',
6286 {
6287 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6288 name => 'movement type',
6289 type => 'bitmask',
6290 value => $BITMASK{movement_type}
6291 }
6292 ],
6293 [
6294 'weight',
6295 {
6296 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.',
6297 name => 'hold weight',
6298 type => 'int'
6299 }
6300 ],
6301 [
6302 'hp',
6303 {
6304 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!',
6305 name => 'destination X',
6306 type => 'int'
6307 }
6308 ],
6309 [
6310 'sp',
6311 {
6312 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!',
6313 name => 'destination Y',
6314 type => 'int'
6315 }
6316 ]
6317 ],
6318 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.',
6319 ignore => [
6320 $IGNORE_LIST{non_pickable}
6321 ],
6322 name => 'Trapdoor',
6323 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.'
6324 },
6325 Treasure => {
6326 attr => [
6327 [
6328 'randomitems',
6329 {
6330 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6331 name => 'treasurelist',
6332 type => 'treasurelist'
6333 }
6334 ],
6335 [
6336 'auto_apply',
6337 {
6338 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.',
6339 name => 'auto-generate',
6340 type => 'bool'
6341 }
6342 ],
6343 [
6344 'hp',
6345 {
6346 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.',
6347 name => 'create number',
6348 type => 'int'
6349 }
6350 ],
6351 [
6352 'exp',
6353 {
6354 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).',
6355 name => 'quality level',
6356 type => 'int'
6357 }
6358 ]
6359 ],
6360 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6361 ignore => [
6362 'nrof',
6363 'title',
6364 'name_pl',
6365 'weight',
6366 'value',
6367 'material'
6368 ],
6369 name => 'Treasure',
6370 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.'
6371 },
6372 'Trigger Marker' => {
6373 attr => [
6374 [
6375 'no_pick',
6376 {
6377 type => 'fixed',
6378 value => 1
6379 }
6380 ],
6381 [
6382 'slaying',
6383 {
6384 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.',
6385 name => 'key string',
6386 type => 'string'
6387 }
6388 ],
6389 [
6390 'connected',
6391 {
6392 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6393 name => 'connection',
6394 type => 'int'
6395 }
6396 ],
6397 [
6398 'food',
6399 {
6400 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.',
6401 name => 'mark duration',
6402 type => 'int'
6403 }
6404 ],
6405 [
6406 'name',
6407 {
6408 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.',
6409 name => 'delete mark',
6410 type => 'string'
6411 }
6412 ],
6413 [
6414 'msg',
6415 {
6416 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.',
6417 end => 'endmsg',
6418 name => 'marking message',
6419 type => 'text'
6420 }
6421 ]
6422 ],
6423 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.',
6424 ignore => [
6425 $IGNORE_LIST{system_object}
6426 ],
6427 name => 'Trigger Marker',
6428 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.'
6429 },
6430 Wall => {
6431 attr => [
6432 [
6433 'move_block',
6434 {
6435 desc => 'Objects using these movement types cannot move over this space.',
6436 name => 'blocked movement',
6437 type => 'bitmask',
6438 value => $BITMASK{movement_type}
6439 }
6440 ],
6441 [
6442 'move_allow',
6443 {
6444 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6445 name => 'allowed movement',
6446 type => 'bitmask',
6447 value => $BITMASK{movement_type}
6448 }
6449 ],
6450 [
6451 'move_slow',
6452 {
6453 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6454 name => 'slowed movement',
6455 type => 'bitmask',
6456 value => $BITMASK{movement_type}
6457 }
6458 ],
6459 [
6460 'move_slow_penalty',
6461 {
6462 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)',
6463 name => 'slow movement penalty',
6464 type => 'int'
6465 }
6466 ],
6467 [
6468 'can_roll',
6469 {
6470 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6471 name => 'moveable',
6472 type => 'bool'
6473 }
6474 ],
6475 [
6476 'no_magic',
6477 {
6478 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6479 name => 'restrict spells',
6480 type => 'bool'
6481 }
6482 ],
6483 [
6484 'damned',
6485 {
6486 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6487 name => 'restrict prayers',
6488 type => 'bool'
6489 }
6490 ]
6491 ],
6492 desc => 'Walls usually block passage and sight.',
6493 ignore => [
6494 'nrof',
6495 'title',
6496 'name_pl',
6497 'value',
6498 'unpaid'
6499 ],
6500 name => 'Wall',
6501 required => {
6502 alive => 0,
6503 is_floor => 0,
6504 move_block => 255
6505 }
6506 },
6507 'Wand & Staff' => {
6508 attr => [
6509 [
6510 'sp',
6511 {
6512 desc => 'The <spell> specifies the contained spell.',
6513 name => 'spell',
6514 type => 'spell'
6515 }
6516 ],
6517 [
6518 'level',
6519 {
6520 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6521 name => 'casting level',
6522 type => 'int'
6523 }
6524 ],
6525 [
6526 'food',
6527 {
6528 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6529 name => 'number of charges',
6530 type => 'int'
6531 }
6532 ],
6533 [
6534 'startequip',
6535 {
6536 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6537 name => 'godgiven item',
6538 type => 'bool'
6539 }
6540 ],
6541 [
6542 'msg',
6543 {
6544 desc => 'This text may contain a description of the wand.',
6545 end => 'endmsg',
6546 name => 'description',
6547 type => 'text'
6548 }
6549 ]
6550 ],
6551 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.',
6552 name => 'Wand & Staff',
6553 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.'
6554 },
6555 'Weak Wall' => {
6556 attr => [
6557 [
6558 'alive',
6559 {
6560 type => 'fixed',
6561 value => 1
6562 }
6563 ],
6564 [
6565 'no_pick',
6566 {
6567 type => 'fixed',
6568 value => 1
6569 }
6570 ],
6571 [
6572 'tear_down',
6573 {
6574 type => 'fixed',
6575 value => 1
6576 }
6577 ],
6578 [
6579 'race',
6580 {
6581 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.',
6582 name => 'race',
6583 type => 'string'
6584 }
6585 ],
6586 [
6587 'level',
6588 {
6589 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.',
6590 name => 'level',
6591 type => 'int'
6592 }
6593 ],
6594 [
6595 'hp',
6596 {
6597 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.',
6598 name => 'health points',
6599 type => 'int'
6600 }
6601 ],
6602 [
6603 'maxhp',
6604 {
6605 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.',
6606 name => 'max health',
6607 type => 'int'
6608 }
6609 ],
6610 [
6611 'ac',
6612 {
6613 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6614 name => 'armour class',
6615 type => 'int'
6616 }
6617 ]
6618 ],
6619 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.',
6620 ignore => [
6621 $IGNORE_LIST{non_pickable}
6622 ],
6623 name => 'Weak Wall',
6624 required => {
6625 alive => 1,
6626 is_floor => 0,
6627 tear_down => 1
6628 },
6629 section => [
6630 [
6631 'resistance',
6632 [
6633 [
6634 'resist_physical',
6635 {
6636 name => 'resist physical %',
6637 type => 'int'
6638 }
6639 ],
6640 [
6641 'resist_magic',
6642 {
6643 name => 'resist magic %',
6644 type => 'int'
6645 }
6646 ],
6647 [
6648 'resist_fire',
6649 {
6650 name => 'resist fire %',
6651 type => 'int'
6652 }
6653 ],
6654 [
6655 'resist_electricity',
6656 {
6657 name => 'resist electricity %',
6658 type => 'int'
6659 }
6660 ],
6661 [
6662 'resist_cold',
6663 {
6664 name => 'resist cold %',
6665 type => 'int'
6666 }
6667 ],
6668 [
6669 'resist_confusion',
6670 {
6671 name => 'resist confusion %',
6672 type => 'int'
6673 }
6674 ],
6675 [
6676 'resist_acid',
6677 {
6678 name => 'resist acid %',
6679 type => 'int'
6680 }
6681 ],
6682 [
6683 'resist_drain',
6684 {
6685 name => 'resist draining %',
6686 type => 'int'
6687 }
6688 ],
6689 [
6690 'resist_weaponmagic',
6691 {
6692 name => 'resist weaponmagic %',
6693 type => 'int'
6694 }
6695 ],
6696 [
6697 'resist_ghosthit',
6698 {
6699 name => 'resist ghosthit %',
6700 type => 'int'
6701 }
6702 ],
6703 [
6704 'resist_poison',
6705 {
6706 name => 'resist poison %',
6707 type => 'int'
6708 }
6709 ],
6710 [
6711 'resist_slow',
6712 {
6713 name => 'resist slow %',
6714 type => 'int'
6715 }
6716 ],
6717 [
6718 'resist_paralyze',
6719 {
6720 name => 'resist paralyze %',
6721 type => 'int'
6722 }
6723 ],
6724 [
6725 'resist_fear',
6726 {
6727 name => 'resist fear %',
6728 type => 'int'
6729 }
6730 ],
6731 [
6732 'resist_deplete',
6733 {
6734 name => 'resist depletion %',
6735 type => 'int'
6736 }
6737 ],
6738 [
6739 'resist_turn_undead',
6740 {
6741 name => 'resist turn undead %',
6742 type => 'int'
6743 }
6744 ],
6745 [
6746 'resist_death',
6747 {
6748 name => 'resist death-attack %',
6749 type => 'int'
6750 }
6751 ],
6752 [
6753 'resist_chaos',
6754 {
6755 name => 'resist chaos %',
6756 type => 'int'
6757 }
6758 ],
6759 [
6760 'resist_blind',
6761 {
6762 name => 'resist blinding %',
6763 type => 'int'
6764 }
6765 ],
6766 [
6767 'resist_holyword',
6768 {
6769 name => 'resist holy power %',
6770 type => 'int'
6771 }
6772 ],
6773 [
6774 'resist_godpower',
6775 {
6776 name => 'resist godpower %',
6777 type => 'int'
6778 }
6779 ]
6780 ]
6781 ]
6782 ],
6783 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.'
6784 },
6785 Weapon => {
6786 attr => [
6787 [
6788 'attacktype',
6789 {
6790 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.',
6791 name => 'attacktype',
6792 type => 'bitmask',
6793 value => $BITMASK{attacktype}
6794 }
6795 ],
6796 [
6797 'weapontype',
6798 {
6799 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.',
6800 name => 'weapontype',
6801 type => 'list',
6802 value => $LIST{weapon_type}
6803 }
6804 ],
6805 [
6806 'skill',
6807 {
6808 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6809 name => 'skill name',
6810 type => 'string'
6811 }
6812 ],
6813 [
6814 'dam',
6815 {
6816 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.',
6817 name => 'damage',
6818 type => 'int'
6819 }
6820 ],
6821 [
6822 'slaying',
6823 {
6824 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.',
6825 name => 'slaying race',
6826 type => 'string'
6827 }
6828 ],
6829 [
6830 'last_sp',
6831 {
6832 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.',
6833 name => 'weapon speed',
6834 type => 'int'
6835 }
6836 ],
6837 [
6838 'wc',
6839 {
6840 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.',
6841 name => 'weapon class',
6842 type => 'int'
6843 }
6844 ],
6845 [
6846 'magic',
6847 {
6848 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.',
6849 name => 'magic bonus',
6850 type => 'int'
6851 }
6852 ],
6853 [
6854 'item_power',
6855 {
6856 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>.',
6857 name => 'item power',
6858 type => 'int'
6859 }
6860 ],
6861 [
6862 'damned',
6863 {
6864 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6865 name => 'damnation',
6866 type => 'bool'
6867 }
6868 ],
6869 [
6870 'cursed',
6871 {
6872 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
6873 name => 'curse',
6874 type => 'bool'
6875 }
6876 ],
6877 [
6878 'lifesave',
6879 {
6880 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!',
6881 name => 'save life',
6882 type => 'bool'
6883 }
6884 ],
6885 [
6886 'unique',
6887 {
6888 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6889 name => 'unique item',
6890 type => 'bool'
6891 }
6892 ],
6893 [
6894 'startequip',
6895 {
6896 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6897 name => 'godgiven item',
6898 type => 'bool'
6899 }
6900 ],
6901 [
6902 'msg',
6903 {
6904 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6905 end => 'endmsg',
6906 name => 'description',
6907 type => 'text'
6908 }
6909 ]
6910 ],
6911 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.',
6912 name => 'Weapon',
6913 section => [
6914 [
6915 'resistance',
6916 [
6917 [
6918 'resist_physical',
6919 {
6920 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.',
6921 name => 'resist physical %',
6922 type => 'int'
6923 }
6924 ],
6925 [
6926 'resist_magic',
6927 {
6928 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.',
6929 name => 'resist magic %',
6930 type => 'int'
6931 }
6932 ],
6933 [
6934 'resist_fire',
6935 {
6936 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.',
6937 name => 'resist fire %',
6938 type => 'int'
6939 }
6940 ],
6941 [
6942 'resist_electricity',
6943 {
6944 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.',
6945 name => 'resist electricity %',
6946 type => 'int'
6947 }
6948 ],
6949 [
6950 'resist_cold',
6951 {
6952 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.',
6953 name => 'resist cold %',
6954 type => 'int'
6955 }
6956 ],
6957 [
6958 'resist_confusion',
6959 {
6960 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).',
6961 name => 'resist confusion %',
6962 type => 'int'
6963 }
6964 ],
6965 [
6966 'resist_acid',
6967 {
6968 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.',
6969 name => 'resist acid %',
6970 type => 'int'
6971 }
6972 ],
6973 [
6974 'resist_drain',
6975 {
6976 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).',
6977 name => 'resist draining %',
6978 type => 'int'
6979 }
6980 ],
6981 [
6982 'resist_weaponmagic',
6983 {
6984 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.',
6985 name => 'resist weaponmagic %',
6986 type => 'int'
6987 }
6988 ],
6989 [
6990 'resist_ghosthit',
6991 {
6992 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.',
6993 name => 'resist ghosthit %',
6994 type => 'int'
6995 }
6996 ],
6997 [
6998 'resist_poison',
6999 {
7000 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.',
7001 name => 'resist poison %',
7002 type => 'int'
7003 }
7004 ],
7005 [
7006 'resist_slow',
7007 {
7008 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.',
7009 name => 'resist slow %',
7010 type => 'int'
7011 }
7012 ],
7013 [
7014 'resist_paralyze',
7015 {
7016 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).',
7017 name => 'resist paralyze %',
7018 type => 'int'
7019 }
7020 ],
7021 [
7022 'resist_fear',
7023 {
7024 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.',
7025 name => 'resist fear %',
7026 type => 'int'
7027 }
7028 ],
7029 [
7030 'resist_deplete',
7031 {
7032 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).',
7033 name => 'resist depletion %',
7034 type => 'int'
7035 }
7036 ],
7037 [
7038 'resist_death',
7039 {
7040 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!',
7041 name => 'resist death-attack %',
7042 type => 'int'
7043 }
7044 ],
7045 [
7046 'resist_chaos',
7047 {
7048 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.',
7049 name => 'resist chaos %',
7050 type => 'int'
7051 }
7052 ],
7053 [
7054 'resist_blind',
7055 {
7056 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.',
7057 name => 'resist blinding %',
7058 type => 'int'
7059 }
7060 ],
7061 [
7062 'resist_holyword',
7063 {
7064 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.',
7065 name => 'resist holy power %',
7066 type => 'int'
7067 }
7068 ]
7069 ]
7070 ],
7071 [
7072 'stats',
7073 [
7074 [
7075 'Str',
7076 {
7077 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
7078 name => 'strength',
7079 type => 'int'
7080 }
7081 ],
7082 [
7083 'Dex',
7084 {
7085 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
7086 name => 'dexterity',
7087 type => 'int'
7088 }
7089 ],
7090 [
7091 'Con',
7092 {
7093 desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
7094 name => 'constitution',
7095 type => 'int'
7096 }
7097 ],
7098 [
7099 'Int',
7100 {
7101 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
7102 name => 'intelligence',
7103 type => 'int'
7104 }
7105 ],
7106 [
7107 'Pow',
7108 {
7109 desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
7110 name => 'power',
7111 type => 'int'
7112 }
7113 ],
7114 [
7115 'Wis',
7116 {
7117 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
7118 name => 'wisdom',
7119 type => 'int'
7120 }
7121 ],
7122 [
7123 'Cha',
7124 {
7125 desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
7126 name => 'charisma',
7127 type => 'int'
7128 }
7129 ]
7130 ]
7131 ],
7132 [
7133 'misc',
7134 [
7135 [
7136 'luck',
7137 {
7138 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.',
7139 name => 'luck bonus',
7140 type => 'int'
7141 }
7142 ],
7143 [
7144 'hp',
7145 {
7146 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7147 name => 'health regen.',
7148 type => 'int'
7149 }
7150 ],
7151 [
7152 'sp',
7153 {
7154 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7155 name => 'mana regen.',
7156 type => 'int'
7157 }
7158 ],
7159 [
7160 'grace',
7161 {
7162 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!!',
7163 name => 'grace regen.',
7164 type => 'int'
7165 }
7166 ],
7167 [
7168 'food',
7169 {
7170 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.',
7171 name => 'food bonus',
7172 type => 'int'
7173 }
7174 ],
7175 [
7176 'xrays',
7177 {
7178 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.',
7179 name => 'xray vision',
7180 type => 'bool'
7181 }
7182 ],
7183 [
7184 'stealth',
7185 {
7186 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)',
7187 name => 'stealth',
7188 type => 'bool'
7189 }
7190 ],
7191 [
7192 'reflect_spell',
7193 {
7194 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!',
7195 name => 'reflect spells',
7196 type => 'bool'
7197 }
7198 ],
7199 [
7200 'reflect_missile',
7201 {
7202 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.',
7203 name => 'reflect missiles',
7204 type => 'bool'
7205 }
7206 ],
7207 [
7208 'path_attuned',
7209 {
7210 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7211 name => 'attuned paths',
7212 type => 'bitmask',
7213 value => $BITMASK{spellpath}
7214 }
7215 ],
7216 [
7217 'path_repelled',
7218 {
7219 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7220 name => 'repelled paths',
7221 type => 'bitmask',
7222 value => $BITMASK{spellpath}
7223 }
7224 ],
7225 [
7226 'path_denied',
7227 {
7228 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7229 name => 'denied paths',
7230 type => 'bitmask',
7231 value => $BITMASK{spellpath}
7232 }
7233 ]
7234 ]
7235 ]
7236 ],
7237 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.'
7238 }
7239 );
7240
7241 our @ATTR0 = (
7242 $TYPE{Floor},
7243 $TYPE{'Monster & NPC'},
7244 $TYPE{Wall},
7245 $TYPE{'Weak Wall'}
7246 );
7247
7248 our %ATTR = (
7249 3 => $TYPE{Rod},
7250 4 => $TYPE{Treasure},
7251 5 => $TYPE{Potion},
7252 6 => $TYPE{Food},
7253 7 => $TYPE{'Poison Food'},
7254 8 => $TYPE{Book},
7255 9 => $TYPE{Clock},
7256 13 => $TYPE{Projectile},
7257 14 => $TYPE{'Shooting Weapon'},
7258 15 => $TYPE{Weapon},
7259 16 => $TYPE{'Brestplate Armour'},
7260 17 => $TYPE{Pedestal},
7261 18 => $TYPE{Altar},
7262 20 => $TYPE{'Locked Door'},
7263 21 => $TYPE{'Special Key'},
7264 23 => $TYPE{Door},
7265 24 => $TYPE{Key},
7266 26 => $TYPE{'Timed Gate'},
7267 27 => $TYPE{'Handle Trigger'},
7268 28 => $TYPE{'Monster (Grimreaper)'},
7269 29 => $TYPE{'Magic Ear'},
7270 30 => $TYPE{'Button Trigger'},
7271 31 => $TYPE{'Altar Trigger'},
7272 33 => $TYPE{Shield},
7273 34 => $TYPE{Helmet},
7274 35 => $TYPE{Horn},
7275 36 => $TYPE{Money},
7276 37 => $TYPE{'Class Changer'},
7277 39 => $TYPE{Amulet},
7278 40 => $TYPE{Mover},
7279 41 => $TYPE{Teleporter},
7280 42 => $TYPE{Creator},
7281 43 => $TYPE{Skill},
7282 51 => $TYPE{Detector},
7283 52 => $TYPE{'Trigger Marker'},
7284 55 => $TYPE{Marker},
7285 56 => $TYPE{'Holy Altar'},
7286 58 => $TYPE{Battleground},
7287 60 => $TYPE{Jewel},
7288 62 => $TYPE{'Magic Wall'},
7289 64 => $TYPE{'Inventory Checker'},
7290 65 => $TYPE{'Mood Floor'},
7291 66 => $TYPE{Exit},
7292 67 => $TYPE{'Floor (Encounter)'},
7293 68 => $TYPE{'Shop Floor'},
7294 69 => $TYPE{'Shop Mat'},
7295 70 => $TYPE{Ring},
7296 72 => $TYPE{Flesh},
7297 73 => $TYPE{Inorganic},
7298 83 => $TYPE{Duplicator},
7299 85 => $TYPE{Spellbook},
7300 87 => $TYPE{Cloak},
7301 88 => $TYPE{'Hazard Floor'},
7302 90 => $TYPE{Spinner},
7303 91 => $TYPE{Gate},
7304 92 => $TYPE{Button},
7305 93 => $TYPE{Handle},
7306 94 => $TYPE{Pit},
7307 95 => $TYPE{Trapdoor},
7308 98 => $TYPE{'Sign & MagicMouth'},
7309 99 => $TYPE{Boots},
7310 100 => $TYPE{Gloves},
7311 101 => $TYPE{Spell},
7312 103 => $TYPE{Converter},
7313 104 => $TYPE{Bracers},
7314 106 => $TYPE{Savebed},
7315 109 => $TYPE{'Wand & Staff'},
7316 110 => $TYPE{Ability},
7317 111 => $TYPE{Scroll},
7318 112 => $TYPE{Director},
7319 113 => $TYPE{Girdle},
7320 116 => $TYPE{'Event Connector'},
7321 122 => $TYPE{Container},
7322 130 => $TYPE{'Skill Scroll'},
7323 138 => $TYPE{Swamp},
7324 154 => $TYPE{Rune},
7325 155 => $TYPE{Trap},
7326 156 => $TYPE{'Power Crystal'},
7327 158 => $TYPE{Disease},
7328 163 => $TYPE{'Item Transformer'}
7329 );
7330
7331 our %TYPENAME = (
7332 0 => '*NONE*',
7333 1 => 'PLAYER',
7334 2 => 'TRANSPORT',
7335 3 => 'ROD',
7336 4 => 'TREASURE',
7337 5 => 'POTION',
7338 6 => 'FOOD',
7339 7 => 'POISON',
7340 8 => 'BOOK',
7341 9 => 'CLOCK',
7342 12 => 'LIGHTNING',
7343 13 => 'ARROW',
7344 14 => 'BOW',
7345 15 => 'WEAPON',
7346 16 => 'ARMOUR',
7347 17 => 'PEDESTAL',
7348 18 => 'ALTAR',
7349 20 => 'LOCKED_DOOR',
7350 21 => 'SPECIAL_KEY',
7351 22 => 'MAP',
7352 23 => 'DOOR',
7353 24 => 'KEY',
7354 26 => 'TIMED_GATE',
7355 27 => 'TRIGGER',
7356 28 => 'GRIMREAPER',
7357 29 => 'MAGIC_EAR',
7358 30 => 'TRIGGER_BUTTON',
7359 31 => 'TRIGGER_ALTAR',
7360 32 => 'TRIGGER_PEDESTAL',
7361 33 => 'SHIELD',
7362 34 => 'HELMET',
7363 35 => 'HORN',
7364 36 => 'MONEY',
7365 37 => 'CLASS',
7366 38 => 'GRAVESTONE',
7367 39 => 'AMULET',
7368 40 => 'PLAYERMOVER',
7369 41 => 'TELEPORTER',
7370 42 => 'CREATOR',
7371 43 => 'SKILL',
7372 44 => 'EXPERIENCE',
7373 45 => 'EARTHWALL',
7374 46 => 'GOLEM',
7375 48 => 'THROWN_OBJ',
7376 49 => 'BLINDNESS',
7377 50 => 'GOD',
7378 51 => 'DETECTOR',
7379 52 => 'TRIGGER_MARKER',
7380 53 => 'DEAD_OBJECT',
7381 54 => 'DRINK',
7382 55 => 'MARKER',
7383 56 => 'HOLY_ALTAR',
7384 57 => 'PLAYER_CHANGER',
7385 58 => 'BATTLEGROUND',
7386 59 => 'PEACEMAKER',
7387 60 => 'GEM',
7388 62 => 'FIREWALL',
7389 63 => 'ANVIL',
7390 64 => 'CHECK_INV',
7391 65 => 'MOOD_FLOOR',
7392 66 => 'EXIT',
7393 67 => 'ENCOUNTER',
7394 68 => 'SHOP_FLOOR',
7395 69 => 'SHOP_MAT',
7396 70 => 'RING',
7397 71 => 'FLOOR',
7398 72 => 'FLESH',
7399 73 => 'INORGANIC',
7400 74 => 'SKILL_TOOL',
7401 75 => 'LIGHTER',
7402 76 => 'TRAP_PART',
7403 77 => 'WALL',
7404 78 => 'LIGHT_SOURCE',
7405 79 => 'MISC_OBJECT',
7406 80 => 'MONSTER',
7407 81 => 'SPAWN_GENERATOR',
7408 82 => 'LAMP',
7409 83 => 'DUPLICATOR',
7410 84 => 'TOOL',
7411 85 => 'SPELLBOOK',
7412 86 => 'BUILDFAC',
7413 87 => 'CLOAK',
7414 90 => 'SPINNER',
7415 91 => 'GATE',
7416 92 => 'BUTTON',
7417 93 => 'CF_HANDLE',
7418 94 => 'HOLE',
7419 95 => 'TRAPDOOR',
7420 98 => 'SIGN',
7421 99 => 'BOOTS',
7422 100 => 'GLOVES',
7423 101 => 'SPELL',
7424 102 => 'SPELL_EFFECT',
7425 103 => 'CONVERTER',
7426 104 => 'BRACERS',
7427 105 => 'POISONING',
7428 106 => 'SAVEBED',
7429 107 => 'POISONCLOUD',
7430 108 => 'FIREHOLES',
7431 109 => 'WAND',
7432 111 => 'SCROLL',
7433 112 => 'DIRECTOR',
7434 113 => 'GIRDLE',
7435 114 => 'FORCE',
7436 115 => 'POTION_EFFECT',
7437 116 => 'EVENT_CONNECTOR',
7438 121 => 'CLOSE_CON',
7439 122 => 'CONTAINER',
7440 123 => 'ARMOUR_IMPROVER',
7441 124 => 'WEAPON_IMPROVER',
7442 130 => 'SKILLSCROLL',
7443 138 => 'DEEP_SWAMP',
7444 139 => 'IDENTIFY_ALTAR',
7445 150 => 'MENU',
7446 154 => 'RUNE',
7447 155 => 'TRAP',
7448 156 => 'POWER_CRYSTAL',
7449 157 => 'CORPSE',
7450 158 => 'DISEASE',
7451 159 => 'SYMPTOM',
7452 160 => 'BUILDER',
7453 161 => 'MATERIAL',
7454 162 => 'GPS',
7455 163 => 'ITEM_TRANSFORMER',
7456 164 => 'QUEST'
7457 );
7458
7459 our %SPELL = (
7460 0 => 'magic bullet',
7461 1 => 'small fireball',
7462 2 => 'medium fireball',
7463 3 => 'large fireball',
7464 4 => 'burning hands',
7465 5 => 'small lightning',
7466 6 => 'large lightning',
7467 7 => 'magic missile',
7468 8 => 'create bomb',
7469 9 => 'summon golem',
7470 10 => 'summon fire elemental',
7471 11 => 'summon earth elemental',
7472 12 => 'summon water elemental',
7473 13 => 'summon air elemental',
7474 14 => 'dimension door',
7475 15 => 'create earth wall',
7476 16 => 'paralyze',
7477 17 => 'icestorm',
7478 18 => 'magic mapping',
7479 19 => 'turn undead',
7480 20 => 'fear',
7481 21 => 'poison cloud',
7482 22 => 'wonder',
7483 23 => 'destruction',
7484 24 => 'perceive self',
7485 25 => 'word of recall',
7486 26 => 'invisible',
7487 27 => 'invisible to undead',
7488 28 => 'probe',
7489 29 => 'large bullet',
7490 30 => 'improved invisibility',
7491 31 => 'holy word',
7492 32 => 'minor healing',
7493 33 => 'medium healing',
7494 34 => 'major healing',
7495 35 => 'heal',
7496 36 => 'create food',
7497 37 => 'earth to dust',
7498 38 => 'armour',
7499 39 => 'strength',
7500 40 => 'dexterity',
7501 41 => 'constitution',
7502 42 => 'charisma',
7503 43 => 'create fire wall',
7504 44 => 'create frost wall',
7505 45 => 'protection from cold',
7506 46 => 'protection from electricity',
7507 47 => 'protection from fire',
7508 48 => 'protection from poison',
7509 49 => 'protection from slow',
7510 50 => 'protection from paralysis',
7511 51 => 'protection from draining',
7512 52 => 'protection from magic',
7513 53 => 'protection from attack',
7514 54 => 'levitate',
7515 55 => 'small speedball',
7516 56 => 'large speedball',
7517 57 => 'hellfire',
7518 58 => 'dragonbreath',
7519 59 => 'large icestorm',
7520 60 => 'charging',
7521 61 => 'polymorph',
7522 62 => 'cancellation',
7523 63 => 'confusion',
7524 64 => 'mass confusion',
7525 65 => 'summon pet monster',
7526 66 => 'slow',
7527 67 => 'regenerate spellpoints',
7528 68 => 'cure poison',
7529 69 => 'protection from confusion',
7530 70 => 'protection from cancellation',
7531 71 => 'protection from depletion',
7532 72 => 'alchemy',
7533 73 => 'remove curse',
7534 74 => 'remove damnation',
7535 75 => 'identify',
7536 76 => 'detect magic',
7537 77 => 'detect monster',
7538 78 => 'detect evil',
7539 79 => 'detect curse',
7540 80 => 'heroism',
7541 81 => 'aggravation',
7542 82 => 'firebolt',
7543 83 => 'frostbolt',
7544 84 => 'shockwave',
7545 85 => 'color spray',
7546 86 => 'haste',
7547 87 => 'face of death',
7548 88 => 'ball lightning',
7549 89 => 'meteor swarm',
7550 90 => 'comet',
7551 91 => 'mystic fist',
7552 92 => 'raise dead',
7553 93 => 'resurrection',
7554 94 => 'reincarnation',
7555 95 => 'immunity to cold',
7556 96 => 'immunity to electricity',
7557 97 => 'immunity to fire',
7558 98 => 'immunity to poison',
7559 99 => 'immunity to slow',
7560 100 => 'immunity to paralysis',
7561 101 => 'immunity to draining',
7562 102 => 'immunity to magic',
7563 103 => 'immunity to attack',
7564 104 => 'invulnerability',
7565 105 => 'defense',
7566 106 => 'rune of fire',
7567 107 => 'rune of frost',
7568 108 => 'rune of shocking',
7569 109 => 'rune of blasting',
7570 110 => 'rune of death',
7571 111 => 'marking rune',
7572 112 => 'build director',
7573 113 => 'create pool of chaos',
7574 114 => 'build bullet wall',
7575 115 => 'build lightning wall',
7576 116 => 'build fireball wall',
7577 117 => 'magic rune',
7578 118 => 'rune of magic drain',
7579 119 => 'antimagic rune',
7580 120 => 'rune of transferrence',
7581 121 => 'transferrence',
7582 122 => 'magic drain',
7583 123 => 'counterspell',
7584 124 => 'disarm',
7585 125 => 'cure confusion',
7586 126 => 'restoration',
7587 127 => 'summon evil monster',
7588 128 => 'counterwall',
7589 129 => 'cause light wounds',
7590 130 => 'cause medium wounds',
7591 131 => 'cause serious wounds',
7592 132 => 'charm monsters',
7593 133 => 'banishment',
7594 134 => 'create missile',
7595 135 => 'show invisible',
7596 136 => 'xray',
7597 137 => 'pacify',
7598 138 => 'summon fog',
7599 139 => 'steambolt',
7600 140 => 'command undead',
7601 141 => 'holy orb',
7602 142 => 'summon avatar',
7603 143 => 'holy possession',
7604 144 => 'bless',
7605 145 => 'curse',
7606 146 => 'regeneration',
7607 147 => 'consecrate',
7608 148 => 'summon cult monsters',
7609 149 => 'cause critical wounds',
7610 150 => 'holy wrath',
7611 151 => 'retributive strike',
7612 152 => 'finger of death',
7613 153 => 'insect plague',
7614 154 => 'call holy servant',
7615 155 => 'wall of thorns',
7616 156 => 'staff to snake',
7617 157 => 'light',
7618 158 => 'darkness',
7619 159 => 'nightfall',
7620 160 => 'daylight',
7621 161 => 'sunspear',
7622 162 => 'faery fire',
7623 163 => 'cure blindness',
7624 164 => 'dark vision',
7625 165 => 'bullet swarm',
7626 166 => 'bullet storm',
7627 167 => 'cause many wounds',
7628 168 => 'small snowstorm',
7629 169 => 'medium snowstorm',
7630 170 => 'large snowstorm',
7631 171 => 'cure disease',
7632 172 => 'cause red death',
7633 173 => 'cause flu',
7634 174 => 'cause black death',
7635 175 => 'cause leprosy',
7636 176 => 'cause smallpox',
7637 177 => 'cause white death',
7638 178 => 'cause anthrax',
7639 179 => 'cause typhoid',
7640 180 => 'mana blast',
7641 181 => 'small manaball',
7642 182 => 'medium manaball',
7643 183 => 'large manaball',
7644 184 => 'mana bolt',
7645 185 => 'dancing sword',
7646 186 => 'animate weapon',
7647 187 => 'cause cold',
7648 188 => 'divine shock',
7649 189 => 'windstorm',
7650 190 => 'sanctuary',
7651 191 => 'peace',
7652 192 => 'spiderweb',
7653 193 => 'conflict',
7654 194 => 'rage',
7655 195 => 'forked lightning',
7656 196 => 'poison fog',
7657 197 => 'flaming aura',
7658 198 => 'vitriol',
7659 199 => 'vitriol splash',
7660 200 => 'ironwood skin',
7661 201 => 'wrathful eye',
7662 202 => 'town portal',
7663 203 => 'missile swarm',
7664 204 => 'cause rabies',
7665 205 => 'glyph'
7666 );
7667
7668
7669 =head1 AUTHOR
7670
7671 Marc Lehmann <schmorp.de>
7672 http://home.schmorp.de/
7673
7674 The source files are part of the CFJavaEditor.
7675
7676 =cut
7677
7678 1