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Revision: 1.16
Committed: Thu Mar 23 20:15:08 2006 UTC (18 years, 2 months ago) by root
Branch: MAIN
Changes since 1.15: +2 -1 lines
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File Contents

# Content
1 =head1 NAME
2
3 Crossfire::Data - various data structures useful for understanding archs and objects
4
5 =head1
6
7 THIS FILE IS AUTOGENERATED, DO NOT EDIT!
8
9 It's a translation of the following files:
10
11 res/spells.xml
12 res/types.xml
13 res/typenumbers.xml
14
15 See F<res/README> for more info.
16
17 =cut
18
19 package Crossfire::Data;
20
21 our %BITMASK = (
22 attacktype => {
23 0 => 'Physical',
24 1 => 'Magical',
25 2 => 'Fire',
26 3 => 'Electricity',
27 4 => 'Cold',
28 5 => 'Confusion',
29 6 => 'Acid',
30 7 => 'Drain',
31 8 => 'Weaponmagic',
32 9 => 'Ghosthit',
33 10 => 'Poison',
34 11 => 'Slow',
35 12 => 'Paralyze',
36 13 => 'Turn Undead',
37 14 => 'Fear',
38 15 => 'Cancellation',
39 16 => 'Depletion',
40 17 => 'Death',
41 18 => 'Chaos',
42 19 => 'Counterspell',
43 20 => 'God Power',
44 21 => 'Holy Power',
45 22 => 'Blinding'
46 },
47 material => {
48 0 => 'Paper',
49 1 => 'Iron',
50 2 => 'Glass',
51 3 => 'Leather',
52 4 => 'Wood',
53 5 => 'Organics',
54 6 => 'Stone',
55 7 => 'Cloth',
56 8 => 'Adamantite',
57 9 => 'Liquid',
58 10 => 'Soft Metal',
59 11 => 'Bone',
60 12 => 'Ice',
61 13 => '(supress name on display)'
62 },
63 movement_type => {
64 0 => 'Walk',
65 1 => 'Fly Low',
66 2 => 'Fly High',
67 3 => 'Swim',
68 4 => 'Boat',
69 16 => 'Other'
70 },
71 pick_up => {
72 0 => 'Nothing',
73 1 => 'Wealth',
74 2 => 'Food',
75 3 => 'Weapons',
76 4 => 'Armour',
77 5 => 'Inverse',
78 6 => 'All'
79 },
80 spellpath => {
81 0 => 'Protection',
82 1 => 'Fire',
83 2 => 'Frost',
84 3 => 'Electricity',
85 4 => 'Missiles',
86 5 => 'Self',
87 6 => 'Summoning',
88 7 => 'Abjuration',
89 8 => 'Restoration',
90 9 => 'Detonation',
91 10 => 'Mind',
92 11 => 'Creation',
93 12 => 'Teleportation',
94 13 => 'Information',
95 14 => 'Transmutation',
96 15 => 'Transferrence',
97 16 => 'Turning',
98 17 => 'Wounding',
99 18 => 'Death',
100 19 => 'Light'
101 },
102 will_apply => {
103 0 => 'Apply Handles',
104 1 => 'Open Chests',
105 2 => 'Break Walls',
106 3 => 'Open Doors'
107 }
108 );
109
110 our %LIST = (
111 attack_movement_bits_0_3 => {
112 0 => 'default',
113 1 => 'attack from distance',
114 2 => 'run away',
115 3 => 'hit and run',
116 4 => 'wait, then hit, then move',
117 5 => 'rush blindly',
118 6 => 'always run',
119 7 => 'attack from distance if hit',
120 8 => 'do not approach'
121 },
122 attack_movement_bits_4_7 => {
123 0 => 'none',
124 16 => 'pet',
125 32 => 'small circle',
126 48 => 'large circle',
127 64 => 'small horizontal',
128 80 => 'large horizontal',
129 96 => 'random direction',
130 112 => 'random movement',
131 128 => 'small vertical',
132 144 => 'large vertical'
133 },
134 direction => {
135 0 => '<none>',
136 1 => 'north',
137 2 => 'northeast',
138 3 => 'east',
139 4 => 'southeast',
140 5 => 'south',
141 6 => 'southwest',
142 7 => 'west',
143 8 => 'northwest'
144 },
145 event_type => {
146 0 => 'none',
147 1 => 'apply',
148 2 => 'attack',
149 3 => 'death',
150 4 => 'drop',
151 5 => 'pickup',
152 6 => 'say',
153 7 => 'stop',
154 8 => 'time',
155 9 => 'throw',
156 10 => 'trigger',
157 11 => 'close',
158 12 => 'timer',
159 28 => 'move'
160 },
161 mood => {
162 0 => 'furious',
163 1 => 'angry',
164 2 => 'calm',
165 3 => 'sleep',
166 4 => 'charm'
167 },
168 potion_effect => {
169 0 => '<none>',
170 65536 => 'life restoration',
171 1048576 => 'improvement'
172 },
173 skill_type => {
174 1 => 'lockpicking',
175 2 => 'hiding',
176 3 => 'smithery',
177 4 => 'bowyer',
178 5 => 'jeweler',
179 6 => 'alchemy',
180 7 => 'stealing',
181 8 => 'literacy',
182 9 => 'bargaining',
183 10 => 'jumping',
184 11 => 'detect magic',
185 12 => 'oratory',
186 13 => 'singing',
187 14 => 'detect curse',
188 15 => 'find traps',
189 16 => 'mediatation',
190 17 => 'punching',
191 18 => 'flame touch',
192 19 => 'karate',
193 20 => 'climbing',
194 21 => 'woodsman',
195 22 => 'inscription',
196 23 => 'one handed weapons',
197 24 => 'missile weapons',
198 25 => 'throwing',
199 26 => 'use magic item',
200 27 => 'disarm traps',
201 28 => 'set traps',
202 29 => 'thaumaturgy',
203 30 => 'praying',
204 31 => 'clawing',
205 32 => 'levitation',
206 33 => 'summoning',
207 34 => 'pyromancy',
208 35 => 'evocation',
209 36 => 'sorcery',
210 37 => 'two handed weapons'
211 },
212 spell_type => {
213 1 => 'raise dead',
214 2 => 'rune',
215 3 => 'make mark',
216 4 => 'bolt',
217 5 => 'bullet',
218 6 => 'explosion',
219 7 => 'cone',
220 8 => 'bomb',
221 9 => 'wonder',
222 10 => 'smite',
223 11 => 'magic missile',
224 12 => 'summon golem',
225 13 => 'dimension door',
226 14 => 'magic mapping',
227 15 => 'magic wall',
228 16 => 'destruction',
229 17 => 'perceive self',
230 18 => 'word of recall',
231 19 => 'invisible',
232 20 => 'probe',
233 21 => 'healing',
234 22 => 'create food',
235 23 => 'earth to dust',
236 24 => 'change ability',
237 25 => 'bless',
238 26 => 'curse',
239 27 => 'summon monster',
240 28 => 'recharge',
241 29 => 'polymorph',
242 30 => 'alchemy',
243 31 => 'remove curse',
244 32 => 'identify',
245 33 => 'detection',
246 34 => 'mood change',
247 35 => 'moving ball',
248 36 => 'swarm',
249 37 => 'charge mana',
250 38 => 'dispel rune',
251 39 => 'create missile',
252 40 => 'consecrate',
253 41 => 'animate weapon',
254 42 => 'light',
255 43 => 'change map light',
256 44 => 'faery fire',
257 45 => 'disease',
258 46 => 'aura',
259 47 => 'town portal'
260 },
261 weapon_type => {
262 0 => '<unknown>',
263 1 => 'sword',
264 2 => 'arrows',
265 3 => 'axe',
266 4 => 'katana',
267 5 => 'knife, dagger',
268 6 => 'whip, chain',
269 7 => 'hammer, flail',
270 8 => 'club, stick'
271 }
272 );
273
274 our %IGNORE_LIST = (
275 non_pickable => [
276 'value',
277 'nrof',
278 'weight',
279 'name_pl',
280 'material',
281 'no_pick',
282 'unpaid',
283 'title',
284 'identified'
285 ],
286 system_object => [
287 'value',
288 'nrof',
289 'weight',
290 'name_pl',
291 'material',
292 'no_pick',
293 'unpaid',
294 'title',
295 'glow_radius',
296 'identified',
297 'blocksview',
298 'invisible'
299 ]
300 );
301
302 our %DEFAULT_ATTR = (
303 attr => [
304 [
305 'name',
306 {
307 desc => 'This is the name of the object, displayed to the player.',
308 name => 'name',
309 type => 'string'
310 }
311 ],
312 [
313 'name_pl',
314 {
315 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.',
316 name => 'plural name',
317 type => 'string'
318 }
319 ],
320 [
321 'title',
322 {
323 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.',
324 name => 'title',
325 type => 'string'
326 }
327 ],
328 [
329 'face',
330 {
331 desc => 'The image-name defines what image is displayed for this object in-game.',
332 name => 'image',
333 type => 'string'
334 }
335 ],
336 [
337 'nrof',
338 {
339 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.',
340 name => 'number',
341 type => 'int'
342 }
343 ],
344 [
345 'weight',
346 {
347 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 ;) ).',
348 name => 'weight',
349 type => 'int'
350 }
351 ],
352 [
353 'value',
354 {
355 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.',
356 name => 'value',
357 type => 'int'
358 }
359 ],
360 [
361 'glow_radius',
362 {
363 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.',
364 name => 'glow radius',
365 type => 'int'
366 }
367 ],
368 [
369 'material',
370 {
371 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.',
372 name => 'material',
373 type => 'bitmask',
374 value => $BITMASK{material}
375 }
376 ],
377 [
378 'no_pick',
379 {
380 desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
381 name => 'non-pickable',
382 type => 'bool'
383 }
384 ],
385 [
386 'invisible',
387 {
388 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.',
389 name => 'invisible',
390 type => 'bool'
391 }
392 ],
393 [
394 'blocksview',
395 {
396 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.',
397 name => 'block view',
398 type => 'bool'
399 }
400 ],
401 [
402 'identified',
403 {
404 desc => 'If an item is identified, the player has full knowledge about it.',
405 name => 'identified',
406 type => 'bool'
407 }
408 ],
409 [
410 'unpaid',
411 {
412 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.',
413 name => 'unpaid',
414 type => 'bool'
415 }
416 ]
417 ]
418 );
419
420 our %TYPE = (
421 Ability => {
422 attr => [
423 [
424 'invisible',
425 {
426 type => 'fixed',
427 value => 1
428 }
429 ],
430 [
431 'no_drop',
432 {
433 type => 'fixed',
434 value => 1
435 }
436 ],
437 [
438 'sp',
439 {
440 desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
441 name => 'short range spell',
442 type => 'spell'
443 }
444 ],
445 [
446 'hp',
447 {
448 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.',
449 name => 'long range spell',
450 type => 'nz_spell'
451 }
452 ],
453 [
454 'maxsp',
455 {
456 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".',
457 name => 'importance',
458 type => 'int'
459 }
460 ],
461 [
462 'attacktype',
463 {
464 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.',
465 name => 'is magical',
466 type => 'bool',
467 value => [
468 0,
469 2
470 ]
471 }
472 ]
473 ],
474 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;.',
475 ignore => [
476 $IGNORE_LIST{system_object}
477 ],
478 name => 'Ability',
479 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?'
480 },
481 Altar => {
482 attr => [
483 [
484 'no_pick',
485 {
486 type => 'fixed',
487 value => 1
488 }
489 ],
490 [
491 'move_on',
492 {
493 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
494 name => 'movement type',
495 type => 'bitmask',
496 value => $BITMASK{movement_type}
497 }
498 ],
499 [
500 'slaying',
501 {
502 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")',
503 name => 'match item name',
504 type => 'string'
505 }
506 ],
507 [
508 'food',
509 {
510 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.',
511 name => 'drop amount',
512 type => 'int'
513 }
514 ],
515 [
516 'connected',
517 {
518 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
519 name => 'connection',
520 type => 'int'
521 }
522 ],
523 [
524 'sp',
525 {
526 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.',
527 name => 'spell',
528 type => 'spell'
529 }
530 ],
531 [
532 'msg',
533 {
534 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
535 end => 'endmsg',
536 name => 'message',
537 type => 'text'
538 }
539 ]
540 ],
541 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.',
542 ignore => [
543 $IGNORE_LIST{non_pickable}
544 ],
545 name => 'Altar'
546 },
547 'Altar Trigger' => {
548 attr => [
549 [
550 'no_pick',
551 {
552 type => 'fixed',
553 value => 1
554 }
555 ],
556 [
557 'slaying',
558 {
559 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")',
560 name => 'match item name',
561 type => 'string'
562 }
563 ],
564 [
565 'food',
566 {
567 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.',
568 name => 'drop amount',
569 type => 'int'
570 }
571 ],
572 [
573 'connected',
574 {
575 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
576 name => 'connection',
577 type => 'int'
578 }
579 ],
580 [
581 'sp',
582 {
583 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.',
584 name => 'spell',
585 type => 'spell'
586 }
587 ],
588 [
589 'exp',
590 {
591 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.',
592 name => 'reset time',
593 type => 'int'
594 }
595 ],
596 [
597 'last_sp',
598 {
599 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.',
600 name => 'ignore reset',
601 type => 'bool'
602 }
603 ],
604 [
605 'move_on',
606 {
607 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
608 name => 'movement type',
609 type => 'bitmask',
610 value => $BITMASK{movement_type}
611 }
612 ],
613 [
614 'msg',
615 {
616 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
617 end => 'endmsg',
618 name => 'message',
619 type => 'text'
620 }
621 ]
622 ],
623 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.',
624 ignore => [
625 $IGNORE_LIST{non_pickable}
626 ],
627 name => 'Altar Trigger',
628 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. =)'
629 },
630 Amulet => {
631 attr => [
632 [
633 'ac',
634 {
635 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.',
636 name => 'armour class',
637 type => 'int'
638 }
639 ],
640 [
641 'wc',
642 {
643 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.',
644 name => 'weapon class',
645 type => 'int'
646 }
647 ],
648 [
649 'item_power',
650 {
651 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>.',
652 name => 'item power',
653 type => 'int'
654 }
655 ],
656 [
657 'damned',
658 {
659 desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
660 name => 'damnation',
661 type => 'bool'
662 }
663 ],
664 [
665 'cursed',
666 {
667 desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
668 name => 'curse',
669 type => 'bool'
670 }
671 ],
672 [
673 'lifesave',
674 {
675 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!',
676 name => 'save life',
677 type => 'bool'
678 }
679 ],
680 [
681 'unique',
682 {
683 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
684 name => 'unique item',
685 type => 'bool'
686 }
687 ],
688 [
689 'startequip',
690 {
691 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
692 name => 'godgiven item',
693 type => 'bool'
694 }
695 ],
696 [
697 'applied',
698 {
699 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.',
700 name => 'is applied',
701 type => 'bool'
702 }
703 ],
704 [
705 'msg',
706 {
707 desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
708 end => 'endmsg',
709 name => 'description',
710 type => 'text'
711 }
712 ]
713 ],
714 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
715 name => 'Amulet',
716 section => [
717 [
718 'resistance',
719 [
720 [
721 'resist_physical',
722 {
723 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.',
724 name => 'resist physical %',
725 type => 'int'
726 }
727 ],
728 [
729 'resist_magic',
730 {
731 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.',
732 name => 'resist magic %',
733 type => 'int'
734 }
735 ],
736 [
737 'resist_fire',
738 {
739 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.',
740 name => 'resist fire %',
741 type => 'int'
742 }
743 ],
744 [
745 'resist_electricity',
746 {
747 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.',
748 name => 'resist electricity %',
749 type => 'int'
750 }
751 ],
752 [
753 'resist_cold',
754 {
755 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.',
756 name => 'resist cold %',
757 type => 'int'
758 }
759 ],
760 [
761 'resist_confusion',
762 {
763 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).',
764 name => 'resist confusion %',
765 type => 'int'
766 }
767 ],
768 [
769 'resist_acid',
770 {
771 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.',
772 name => 'resist acid %',
773 type => 'int'
774 }
775 ],
776 [
777 'resist_drain',
778 {
779 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).',
780 name => 'resist draining %',
781 type => 'int'
782 }
783 ],
784 [
785 'resist_weaponmagic',
786 {
787 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.',
788 name => 'resist weaponmagic %',
789 type => 'int'
790 }
791 ],
792 [
793 'resist_ghosthit',
794 {
795 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.',
796 name => 'resist ghosthit %',
797 type => 'int'
798 }
799 ],
800 [
801 'resist_poison',
802 {
803 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.',
804 name => 'resist poison %',
805 type => 'int'
806 }
807 ],
808 [
809 'resist_slow',
810 {
811 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.',
812 name => 'resist slow %',
813 type => 'int'
814 }
815 ],
816 [
817 'resist_paralyze',
818 {
819 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).',
820 name => 'resist paralyze %',
821 type => 'int'
822 }
823 ],
824 [
825 'resist_fear',
826 {
827 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.',
828 name => 'resist fear %',
829 type => 'int'
830 }
831 ],
832 [
833 'resist_deplete',
834 {
835 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).',
836 name => 'resist depletion %',
837 type => 'int'
838 }
839 ],
840 [
841 'resist_death',
842 {
843 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!',
844 name => 'resist death-attack %',
845 type => 'int'
846 }
847 ],
848 [
849 'resist_chaos',
850 {
851 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.',
852 name => 'resist chaos %',
853 type => 'int'
854 }
855 ],
856 [
857 'resist_blind',
858 {
859 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.',
860 name => 'resist blinding %',
861 type => 'int'
862 }
863 ],
864 [
865 'resist_holyword',
866 {
867 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.',
868 name => 'resist holy power %',
869 type => 'int'
870 }
871 ]
872 ]
873 ],
874 [
875 'stats',
876 [
877 [
878 'Str',
879 {
880 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
881 name => 'strength',
882 type => 'int'
883 }
884 ],
885 [
886 'Dex',
887 {
888 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
889 name => 'dexterity',
890 type => 'int'
891 }
892 ],
893 [
894 'Con',
895 {
896 desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
897 name => 'constitution',
898 type => 'int'
899 }
900 ],
901 [
902 'Int',
903 {
904 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
905 name => 'intelligence',
906 type => 'int'
907 }
908 ],
909 [
910 'Pow',
911 {
912 desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
913 name => 'power',
914 type => 'int'
915 }
916 ],
917 [
918 'Wis',
919 {
920 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
921 name => 'wisdom',
922 type => 'int'
923 }
924 ],
925 [
926 'Cha',
927 {
928 desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
929 name => 'charisma',
930 type => 'int'
931 }
932 ]
933 ]
934 ],
935 [
936 'misc',
937 [
938 [
939 'luck',
940 {
941 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.',
942 name => 'luck bonus',
943 type => 'int'
944 }
945 ],
946 [
947 'hp',
948 {
949 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
950 name => 'health regen.',
951 type => 'int'
952 }
953 ],
954 [
955 'sp',
956 {
957 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
958 name => 'mana regen.',
959 type => 'int'
960 }
961 ],
962 [
963 'grace',
964 {
965 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!!',
966 name => 'grace regen.',
967 type => 'int'
968 }
969 ],
970 [
971 'food',
972 {
973 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.',
974 name => 'food bonus',
975 type => 'int'
976 }
977 ],
978 [
979 'xrays',
980 {
981 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.',
982 name => 'xray vision',
983 type => 'bool'
984 }
985 ],
986 [
987 'stealth',
988 {
989 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)',
990 name => 'stealth',
991 type => 'bool'
992 }
993 ],
994 [
995 'reflect_spell',
996 {
997 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!',
998 name => 'reflect spells',
999 type => 'bool'
1000 }
1001 ],
1002 [
1003 'reflect_missile',
1004 {
1005 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.',
1006 name => 'reflect missiles',
1007 type => 'bool'
1008 }
1009 ],
1010 [
1011 'move_type',
1012 {
1013 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1014 name => 'movement type',
1015 type => 'bitmask',
1016 value => $BITMASK{movement_type}
1017 }
1018 ],
1019 [
1020 'path_attuned',
1021 {
1022 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1023 name => 'attuned paths',
1024 type => 'bitmask',
1025 value => $BITMASK{spellpath}
1026 }
1027 ],
1028 [
1029 'path_repelled',
1030 {
1031 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1032 name => 'repelled paths',
1033 type => 'bitmask',
1034 value => $BITMASK{spellpath}
1035 }
1036 ],
1037 [
1038 'path_denied',
1039 {
1040 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1041 name => 'denied paths',
1042 type => 'bitmask',
1043 value => $BITMASK{spellpath}
1044 }
1045 ]
1046 ]
1047 ]
1048 ],
1049 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1050 },
1051 Battleground => {
1052 attr => [
1053 [
1054 'no_pick',
1055 {
1056 type => 'fixed',
1057 value => 1
1058 }
1059 ],
1060 [
1061 'is_floor',
1062 {
1063 type => 'fixed',
1064 value => 1
1065 }
1066 ],
1067 [
1068 'hp',
1069 {
1070 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1071 name => 'destination X',
1072 type => 'int'
1073 }
1074 ],
1075 [
1076 'sp',
1077 {
1078 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1079 name => 'destination Y',
1080 type => 'int'
1081 }
1082 ]
1083 ],
1084 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.',
1085 ignore => [
1086 $IGNORE_LIST{non_pickable}
1087 ],
1088 name => 'Battleground',
1089 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.)'
1090 },
1091 Book => {
1092 attr => [
1093 [
1094 'level',
1095 {
1096 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.',
1097 name => 'literacy level',
1098 type => 'int'
1099 }
1100 ],
1101 [
1102 'startequip',
1103 {
1104 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1105 name => 'godgiven item',
1106 type => 'bool'
1107 }
1108 ],
1109 [
1110 'unique',
1111 {
1112 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1113 name => 'unique item',
1114 type => 'bool'
1115 }
1116 ],
1117 [
1118 'msg',
1119 {
1120 desc => 'This is the text that appears "written" in the book.',
1121 end => 'endmsg',
1122 name => 'book content',
1123 type => 'text'
1124 }
1125 ],
1126 [
1127 'slaying',
1128 {
1129 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)',
1130 name => 'key string',
1131 type => 'string'
1132 }
1133 ]
1134 ],
1135 desc => 'Applying a book, the containing message is displayed to the player.',
1136 name => 'Book'
1137 },
1138 Boots => {
1139 attr => [
1140 [
1141 'exp',
1142 {
1143 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.',
1144 name => 'speed bonus',
1145 type => 'int'
1146 }
1147 ],
1148 [
1149 'magic',
1150 {
1151 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>.',
1152 name => 'magic bonus',
1153 type => 'int'
1154 }
1155 ]
1156 ],
1157 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1158 import => [
1159 $TYPE{Amulet}
1160 ],
1161 name => 'Boots',
1162 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1163 },
1164 Bracers => {
1165 attr => [
1166 [
1167 'magic',
1168 {
1169 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.',
1170 name => 'magic bonus',
1171 type => 'int'
1172 }
1173 ]
1174 ],
1175 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.',
1176 import => [
1177 $TYPE{Amulet}
1178 ],
1179 name => 'Bracers',
1180 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1181 },
1182 'Brestplate Armour' => {
1183 attr => [
1184 [
1185 'last_heal',
1186 {
1187 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1188 name => 'spellpoint penalty',
1189 type => 'int'
1190 }
1191 ],
1192 [
1193 'last_sp',
1194 {
1195 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1196 name => 'slowdown penalty',
1197 type => 'int'
1198 }
1199 ],
1200 [
1201 'magic',
1202 {
1203 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.',
1204 name => 'magic bonus',
1205 type => 'int'
1206 }
1207 ]
1208 ],
1209 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1210 import => [
1211 $TYPE{Amulet}
1212 ],
1213 name => 'Brestplate Armour',
1214 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1215 },
1216 Button => {
1217 attr => [
1218 [
1219 'move_on',
1220 {
1221 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1222 name => 'movement type',
1223 type => 'bitmask',
1224 value => $BITMASK{movement_type}
1225 }
1226 ],
1227 [
1228 'move_off',
1229 {
1230 desc => 'Which movement types deactivate this object (e.g. button).',
1231 name => 'movement type',
1232 type => 'bitmask',
1233 value => $BITMASK{movement_type}
1234 }
1235 ],
1236 [
1237 'no_pick',
1238 {
1239 type => 'fixed',
1240 value => 1
1241 }
1242 ],
1243 [
1244 'weight',
1245 {
1246 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1247 name => 'press weight',
1248 type => 'int'
1249 }
1250 ],
1251 [
1252 'connected',
1253 {
1254 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1255 name => 'connection',
1256 type => 'int'
1257 }
1258 ],
1259 [
1260 'msg',
1261 {
1262 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1263 end => 'endmsg',
1264 name => 'description',
1265 type => 'text'
1266 }
1267 ]
1268 ],
1269 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.',
1270 ignore => [
1271 $IGNORE_LIST{non_pickable}
1272 ],
1273 name => 'Button'
1274 },
1275 'Button Trigger' => {
1276 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.',
1277 ignore => [
1278 $IGNORE_LIST{non_pickable}
1279 ],
1280 import => [
1281 $TYPE{Button}
1282 ],
1283 name => 'Button Trigger'
1284 },
1285 'Class Changer' => {
1286 attr => [
1287 [
1288 'randomitems',
1289 {
1290 desc => 'This entry determines which initial items the character receives.',
1291 name => 'class items',
1292 type => 'treasurelist'
1293 }
1294 ]
1295 ],
1296 desc => 'Class changer are used while creating a character.',
1297 ignore => [
1298 $IGNORE_LIST{non_pickable}
1299 ],
1300 name => 'Class Changer',
1301 section => [
1302 [
1303 'stats',
1304 [
1305 [
1306 'Str',
1307 {
1308 desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1309 name => 'strength',
1310 type => 'int'
1311 }
1312 ],
1313 [
1314 'Dex',
1315 {
1316 desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1317 name => 'dexterity',
1318 type => 'int'
1319 }
1320 ],
1321 [
1322 'Con',
1323 {
1324 desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1325 name => 'constitution',
1326 type => 'int'
1327 }
1328 ],
1329 [
1330 'Int',
1331 {
1332 desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1333 name => 'intelligence',
1334 type => 'int'
1335 }
1336 ],
1337 [
1338 'Pow',
1339 {
1340 desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1341 name => 'power',
1342 type => 'int'
1343 }
1344 ],
1345 [
1346 'Wis',
1347 {
1348 desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1349 name => 'wisdom',
1350 type => 'int'
1351 }
1352 ],
1353 [
1354 'Cha',
1355 {
1356 desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1357 name => 'charisma',
1358 type => 'int'
1359 }
1360 ]
1361 ]
1362 ]
1363 ]
1364 },
1365 Cloak => {
1366 attr => [
1367 [
1368 'magic',
1369 {
1370 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>.',
1371 name => 'magic bonus',
1372 type => 'int'
1373 }
1374 ]
1375 ],
1376 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.',
1377 import => [
1378 $TYPE{Amulet}
1379 ],
1380 name => 'Cloak',
1381 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1382 },
1383 Clock => {
1384 attr => [
1385 [
1386 'msg',
1387 {
1388 desc => 'This text may describe the item',
1389 end => 'endmsg',
1390 name => 'description',
1391 type => 'text'
1392 }
1393 ]
1394 ],
1395 desc => 'Applying a clock, the time is displayed to the player.',
1396 name => 'Clock'
1397 },
1398 Container => {
1399 attr => [
1400 [
1401 'race',
1402 {
1403 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.',
1404 name => 'container class',
1405 type => 'string'
1406 }
1407 ],
1408 [
1409 'slaying',
1410 {
1411 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1412 name => 'key string',
1413 type => 'string'
1414 }
1415 ],
1416 [
1417 'container',
1418 {
1419 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.',
1420 name => 'maximum weight',
1421 type => 'int'
1422 }
1423 ],
1424 [
1425 'Str',
1426 {
1427 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.',
1428 name => 'reduce weight %',
1429 type => 'int'
1430 }
1431 ],
1432 [
1433 'is_cauldron',
1434 {
1435 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.',
1436 name => 'alchemy cauldron',
1437 type => 'bool'
1438 }
1439 ],
1440 [
1441 'unique',
1442 {
1443 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.',
1444 name => 'unique item',
1445 type => 'bool'
1446 }
1447 ],
1448 [
1449 'startequip',
1450 {
1451 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1452 name => 'godgiven item',
1453 type => 'bool'
1454 }
1455 ],
1456 [
1457 'other_arch',
1458 {
1459 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.',
1460 name => 'animation arch',
1461 type => 'string'
1462 }
1463 ],
1464 [
1465 'msg',
1466 {
1467 desc => 'This text may contain a description of the container.',
1468 end => 'endmsg',
1469 name => 'description',
1470 type => 'text'
1471 }
1472 ]
1473 ],
1474 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.',
1475 name => 'Container',
1476 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>'
1477 },
1478 Converter => {
1479 attr => [
1480 [
1481 'no_pick',
1482 {
1483 type => 'fixed',
1484 value => 1
1485 }
1486 ],
1487 [
1488 'slaying',
1489 {
1490 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1491 name => 'cost arch',
1492 type => 'string'
1493 }
1494 ],
1495 [
1496 'food',
1497 {
1498 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>.',
1499 name => 'cost number',
1500 type => 'int'
1501 }
1502 ],
1503 [
1504 'other_arch',
1505 {
1506 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.',
1507 name => 'receive arch',
1508 type => 'string'
1509 }
1510 ],
1511 [
1512 'sp',
1513 {
1514 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>.',
1515 name => 'receive number',
1516 type => 'int'
1517 }
1518 ],
1519 [
1520 'msg',
1521 {
1522 desc => 'This text may contain a description of the converter.',
1523 end => 'endmsg',
1524 name => 'description',
1525 type => 'text'
1526 }
1527 ]
1528 ],
1529 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.',
1530 ignore => [
1531 'value',
1532 'nrof',
1533 'name_pl',
1534 'no_pick',
1535 'unpaid',
1536 'title'
1537 ],
1538 name => 'Converter',
1539 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.'
1540 },
1541 Creator => {
1542 attr => [
1543 [
1544 'no_pick',
1545 {
1546 type => 'fixed',
1547 value => 1
1548 }
1549 ],
1550 [
1551 'other_arch',
1552 {
1553 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.',
1554 name => 'create arch',
1555 type => 'string'
1556 }
1557 ],
1558 [
1559 'connected',
1560 {
1561 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1562 name => 'connection',
1563 type => 'int'
1564 }
1565 ],
1566 [
1567 'lifesave',
1568 {
1569 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1570 name => 'infinit uses',
1571 type => 'bool'
1572 }
1573 ],
1574 [
1575 'hp',
1576 {
1577 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).',
1578 name => 'number of uses',
1579 type => 'int'
1580 }
1581 ],
1582 [
1583 'slaying',
1584 {
1585 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.',
1586 name => 'name of creation',
1587 type => 'string'
1588 }
1589 ],
1590 [
1591 'level',
1592 {
1593 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1594 name => 'level of creation',
1595 type => 'int'
1596 }
1597 ]
1598 ],
1599 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.',
1600 ignore => [
1601 $IGNORE_LIST{system_object}
1602 ],
1603 name => 'Creator',
1604 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1605 },
1606 Detector => {
1607 attr => [
1608 [
1609 'no_pick',
1610 {
1611 type => 'fixed',
1612 value => 1
1613 }
1614 ],
1615 [
1616 'slaying',
1617 {
1618 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.',
1619 name => 'match name',
1620 type => 'string'
1621 }
1622 ],
1623 [
1624 'connected',
1625 {
1626 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1627 name => 'connection',
1628 type => 'int'
1629 }
1630 ],
1631 [
1632 'speed',
1633 {
1634 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.',
1635 name => 'detection speed',
1636 type => 'float'
1637 }
1638 ]
1639 ],
1640 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.',
1641 ignore => [
1642 $IGNORE_LIST{system_object}
1643 ],
1644 name => 'Detector',
1645 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.'
1646 },
1647 Director => {
1648 attr => [
1649 [
1650 'sp',
1651 {
1652 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).',
1653 name => 'direction',
1654 type => 'list',
1655 value => $LIST{direction}
1656 }
1657 ],
1658 [
1659 'move_on',
1660 {
1661 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1662 name => 'movement type',
1663 type => 'bitmask',
1664 value => $BITMASK{movement_type}
1665 }
1666 ]
1667 ],
1668 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.',
1669 ignore => [
1670 $IGNORE_LIST{non_pickable}
1671 ],
1672 name => 'Director',
1673 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.'
1674 },
1675 Disease => {
1676 attr => [
1677 [
1678 'invisible',
1679 {
1680 type => 'fixed',
1681 value => 1
1682 }
1683 ],
1684 [
1685 'level',
1686 {
1687 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.',
1688 name => 'plaque level',
1689 type => 'int'
1690 }
1691 ],
1692 [
1693 'race',
1694 {
1695 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1696 name => 'infect race',
1697 type => 'string'
1698 }
1699 ],
1700 [
1701 'ac',
1702 {
1703 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1704 name => 'progressiveness',
1705 type => 'int'
1706 }
1707 ],
1708 [
1709 'msg',
1710 {
1711 desc => 'This text is displayed to the player every time the symptoms strike.',
1712 end => 'endmsg',
1713 name => 'message',
1714 type => 'text'
1715 }
1716 ]
1717 ],
1718 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.',
1719 ignore => [
1720 $IGNORE_LIST{system_object}
1721 ],
1722 name => 'Disease',
1723 section => [
1724 [
1725 'spreading',
1726 [
1727 [
1728 'wc',
1729 {
1730 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.',
1731 name => 'infectiosness',
1732 type => 'int'
1733 }
1734 ],
1735 [
1736 'last_grace',
1737 {
1738 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1739 name => 'attenuation',
1740 type => 'int'
1741 }
1742 ],
1743 [
1744 'magic',
1745 {
1746 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.',
1747 name => 'infection range',
1748 type => 'int'
1749 }
1750 ],
1751 [
1752 'maxhp',
1753 {
1754 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).',
1755 name => 'persistence',
1756 type => 'int'
1757 }
1758 ],
1759 [
1760 'maxgrace',
1761 {
1762 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.',
1763 name => 'curing duration',
1764 type => 'int'
1765 }
1766 ],
1767 [
1768 'speed',
1769 {
1770 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1771 name => 'moving speed',
1772 type => 'float'
1773 }
1774 ]
1775 ]
1776 ],
1777 [
1778 'symptoms',
1779 [
1780 [
1781 'attacktype',
1782 {
1783 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1784 name => 'attacktype',
1785 type => 'bitmask',
1786 value => $BITMASK{attacktype}
1787 }
1788 ],
1789 [
1790 'dam',
1791 {
1792 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.',
1793 name => 'damage',
1794 type => 'int'
1795 }
1796 ],
1797 [
1798 'other_arch',
1799 {
1800 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.',
1801 name => 'create arch',
1802 type => 'string'
1803 }
1804 ],
1805 [
1806 'last_sp',
1807 {
1808 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1809 name => 'slowdown penalty',
1810 type => 'int'
1811 }
1812 ],
1813 [
1814 'exp',
1815 {
1816 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1817 name => 'exp. for curing',
1818 type => 'int'
1819 }
1820 ],
1821 [
1822 'maxsp',
1823 {
1824 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.',
1825 name => 'mana depletion',
1826 type => 'int'
1827 }
1828 ],
1829 [
1830 'last_eat',
1831 {
1832 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.',
1833 name => 'food depletion',
1834 type => 'int'
1835 }
1836 ],
1837 [
1838 'hp',
1839 {
1840 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1841 name => 'health regen.',
1842 type => 'int'
1843 }
1844 ],
1845 [
1846 'sp',
1847 {
1848 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1849 name => 'mana regen.',
1850 type => 'int'
1851 }
1852 ]
1853 ]
1854 ],
1855 [
1856 'disability',
1857 [
1858 [
1859 'Str',
1860 {
1861 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1862 name => 'strength',
1863 type => 'int'
1864 }
1865 ],
1866 [
1867 'Dex',
1868 {
1869 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1870 name => 'dexterity',
1871 type => 'int'
1872 }
1873 ],
1874 [
1875 'Con',
1876 {
1877 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1878 name => 'constitution',
1879 type => 'int'
1880 }
1881 ],
1882 [
1883 'Int',
1884 {
1885 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1886 name => 'intelligence',
1887 type => 'int'
1888 }
1889 ],
1890 [
1891 'Pow',
1892 {
1893 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1894 name => 'power',
1895 type => 'int'
1896 }
1897 ],
1898 [
1899 'Wis',
1900 {
1901 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1902 name => 'wisdom',
1903 type => 'int'
1904 }
1905 ],
1906 [
1907 'Cha',
1908 {
1909 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1910 name => 'charisma',
1911 type => 'int'
1912 }
1913 ]
1914 ]
1915 ]
1916 ],
1917 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.'
1918 },
1919 Door => {
1920 attr => [
1921 [
1922 'no_pick',
1923 {
1924 type => 'fixed',
1925 value => 1
1926 }
1927 ],
1928 [
1929 'alive',
1930 {
1931 type => 'fixed',
1932 value => 1
1933 }
1934 ],
1935 [
1936 'move_block',
1937 {
1938 desc => 'Objects using these movement types cannot move over this space.',
1939 name => 'blocked movement',
1940 type => 'bitmask',
1941 value => $BITMASK{movement_type}
1942 }
1943 ],
1944 [
1945 'move_allow',
1946 {
1947 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
1948 name => 'allowed movement',
1949 type => 'bitmask',
1950 value => $BITMASK{movement_type}
1951 }
1952 ],
1953 [
1954 'move_slow',
1955 {
1956 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
1957 name => 'slowed movement',
1958 type => 'bitmask',
1959 value => $BITMASK{movement_type}
1960 }
1961 ],
1962 [
1963 'move_slow_penalty',
1964 {
1965 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)',
1966 name => 'slow movement penalty',
1967 type => 'int'
1968 }
1969 ],
1970 [
1971 'hp',
1972 {
1973 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
1974 name => 'hitpoints',
1975 type => 'int'
1976 }
1977 ],
1978 [
1979 'ac',
1980 {
1981 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
1982 name => 'armour class',
1983 type => 'int'
1984 }
1985 ],
1986 [
1987 'other_arch',
1988 {
1989 desc => 'This string defines the object that will be created when the door was defeated.',
1990 name => 'drop arch',
1991 type => 'string'
1992 }
1993 ],
1994 [
1995 'randomitems',
1996 {
1997 desc => 'This entry determines what kind of traps will appear in the door.',
1998 name => 'treasurelist',
1999 type => 'treasurelist'
2000 }
2001 ]
2002 ],
2003 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.',
2004 ignore => [
2005 $IGNORE_LIST{non_pickable}
2006 ],
2007 name => 'Door'
2008 },
2009 Duplicator => {
2010 attr => [
2011 [
2012 'other_arch',
2013 {
2014 desc => 'Only objects of matching archtype, lying ontop of the dublicator will be dublicated, multiplied or removed. All other objects will be ignored.',
2015 name => 'target arch',
2016 type => 'string'
2017 }
2018 ],
2019 [
2020 'level',
2021 {
2022 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.',
2023 name => 'multiply factor',
2024 type => 'int'
2025 }
2026 ],
2027 [
2028 'connected',
2029 {
2030 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!',
2031 name => 'connection',
2032 type => 'int'
2033 }
2034 ]
2035 ],
2036 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.',
2037 ignore => [
2038 $IGNORE_LIST{system_object}
2039 ],
2040 name => 'Duplicator',
2041 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%.'
2042 },
2043 'Event Connector' => {
2044 attr => [
2045 [
2046 'subtype',
2047 {
2048 desc => 'The type of event that triggers a notify to the plug-in.',
2049 name => 'event type',
2050 type => 'list',
2051 value => $LIST{event_type}
2052 }
2053 ],
2054 [
2055 'title',
2056 {
2057 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.',
2058 name => 'plug-in',
2059 type => 'string'
2060 }
2061 ],
2062 [
2063 'slaying',
2064 {
2065 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.',
2066 name => 'extension',
2067 type => 'string'
2068 }
2069 ],
2070 [
2071 'name',
2072 {
2073 desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2074 name => 'options',
2075 type => 'string'
2076 }
2077 ]
2078 ],
2079 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2080 name => 'Event Connector'
2081 },
2082 Exit => {
2083 attr => [
2084 [
2085 'slaying',
2086 {
2087 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".',
2088 name => 'exit path',
2089 type => 'string'
2090 }
2091 ],
2092 [
2093 'hp',
2094 {
2095 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.',
2096 name => 'destination X',
2097 type => 'int'
2098 }
2099 ],
2100 [
2101 'sp',
2102 {
2103 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.',
2104 name => 'destination Y',
2105 type => 'int'
2106 }
2107 ],
2108 [
2109 'move_on',
2110 {
2111 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2112 name => 'movement type',
2113 type => 'bitmask',
2114 value => $BITMASK{movement_type}
2115 }
2116 ],
2117 [
2118 'msg',
2119 {
2120 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. =)',
2121 end => 'endmsg',
2122 name => 'exit message',
2123 type => 'text'
2124 }
2125 ],
2126 [
2127 'unique',
2128 {
2129 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.',
2130 name => 'unique destination',
2131 type => 'bool'
2132 }
2133 ]
2134 ],
2135 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.',
2136 ignore => [
2137 $IGNORE_LIST{non_pickable}
2138 ],
2139 name => 'Exit',
2140 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.'
2141 },
2142 Flesh => {
2143 attr => [
2144 [
2145 'food',
2146 {
2147 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2148 name => 'foodpoints',
2149 type => 'int'
2150 }
2151 ],
2152 [
2153 'level',
2154 {
2155 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.',
2156 name => 'flesh level',
2157 type => 'int'
2158 }
2159 ],
2160 [
2161 'startequip',
2162 {
2163 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2164 name => 'godgiven item',
2165 type => 'bool'
2166 }
2167 ],
2168 [
2169 'msg',
2170 {
2171 desc => 'This text may describe the item.',
2172 end => 'endmsg',
2173 name => 'description',
2174 type => 'text'
2175 }
2176 ]
2177 ],
2178 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.',
2179 name => 'Flesh',
2180 section => [
2181 [
2182 'resistance',
2183 [
2184 [
2185 'resist_physical',
2186 {
2187 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2188 name => 'resist physical %',
2189 type => 'int'
2190 }
2191 ],
2192 [
2193 'resist_magic',
2194 {
2195 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2196 name => 'resist magic %',
2197 type => 'int'
2198 }
2199 ],
2200 [
2201 'resist_fire',
2202 {
2203 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2204 name => 'resist fire %',
2205 type => 'int'
2206 }
2207 ],
2208 [
2209 'resist_electricity',
2210 {
2211 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2212 name => 'resist electricity %',
2213 type => 'int'
2214 }
2215 ],
2216 [
2217 'resist_cold',
2218 {
2219 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2220 name => 'resist cold %',
2221 type => 'int'
2222 }
2223 ],
2224 [
2225 'resist_confusion',
2226 {
2227 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2228 name => 'resist confusion %',
2229 type => 'int'
2230 }
2231 ],
2232 [
2233 'resist_acid',
2234 {
2235 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2236 name => 'resist acid %',
2237 type => 'int'
2238 }
2239 ],
2240 [
2241 'resist_drain',
2242 {
2243 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2244 name => 'resist draining %',
2245 type => 'int'
2246 }
2247 ],
2248 [
2249 'resist_weaponmagic',
2250 {
2251 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2252 name => 'resist weaponmagic %',
2253 type => 'int'
2254 }
2255 ],
2256 [
2257 'resist_ghosthit',
2258 {
2259 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2260 name => 'resist ghosthit %',
2261 type => 'int'
2262 }
2263 ],
2264 [
2265 'resist_poison',
2266 {
2267 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2268 name => 'resist poison %',
2269 type => 'int'
2270 }
2271 ],
2272 [
2273 'resist_slow',
2274 {
2275 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2276 name => 'resist slow %',
2277 type => 'int'
2278 }
2279 ],
2280 [
2281 'resist_paralyze',
2282 {
2283 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.',
2284 name => 'resist paralyze %',
2285 type => 'int'
2286 }
2287 ],
2288 [
2289 'resist_fear',
2290 {
2291 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2292 name => 'resist fear %',
2293 type => 'int'
2294 }
2295 ],
2296 [
2297 'resist_deplete',
2298 {
2299 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2300 name => 'resist depletion %',
2301 type => 'int'
2302 }
2303 ],
2304 [
2305 'resist_death',
2306 {
2307 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.',
2308 name => 'resist death-attack %',
2309 type => 'int'
2310 }
2311 ],
2312 [
2313 'resist_chaos',
2314 {
2315 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.',
2316 name => 'resist chaos %',
2317 type => 'int'
2318 }
2319 ],
2320 [
2321 'resist_blind',
2322 {
2323 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.',
2324 name => 'resist blinding %',
2325 type => 'int'
2326 }
2327 ]
2328 ]
2329 ]
2330 ],
2331 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.'
2332 },
2333 Floor => {
2334 attr => [
2335 [
2336 'is_floor',
2337 {
2338 type => 'fixed',
2339 value => 1
2340 }
2341 ],
2342 [
2343 'no_pick',
2344 {
2345 type => 'fixed',
2346 value => 1
2347 }
2348 ],
2349 [
2350 'no_magic',
2351 {
2352 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2353 name => 'no spells',
2354 type => 'bool'
2355 }
2356 ],
2357 [
2358 'damned',
2359 {
2360 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2361 name => 'no prayers',
2362 type => 'bool'
2363 }
2364 ],
2365 [
2366 'unique',
2367 {
2368 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>.',
2369 name => 'unique map',
2370 type => 'bool'
2371 }
2372 ],
2373 [
2374 'msg',
2375 {
2376 desc => 'This text may describe the object.',
2377 end => 'endmsg',
2378 name => 'description',
2379 type => 'text'
2380 }
2381 ]
2382 ],
2383 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2384 ignore => [
2385 $IGNORE_LIST{non_pickable}
2386 ],
2387 name => 'Floor',
2388 required => {
2389 alive => 0,
2390 is_floor => 1
2391 },
2392 section => [
2393 [
2394 'terrain',
2395 [
2396 [
2397 'move_block',
2398 {
2399 desc => 'Objects using these movement types cannot move over this space.',
2400 name => 'blocked movement',
2401 type => 'bitmask',
2402 value => $BITMASK{movement_type}
2403 }
2404 ],
2405 [
2406 'move_allow',
2407 {
2408 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2409 name => 'allowed movement',
2410 type => 'bitmask',
2411 value => $BITMASK{movement_type}
2412 }
2413 ],
2414 [
2415 'move_slow',
2416 {
2417 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2418 name => 'slowed movement',
2419 type => 'bitmask',
2420 value => $BITMASK{movement_type}
2421 }
2422 ],
2423 [
2424 'move_slow_penalty',
2425 {
2426 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)',
2427 name => 'slow movement penalty',
2428 type => 'int'
2429 }
2430 ],
2431 [
2432 'is_wooded',
2433 {
2434 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2435 name => 'wooded terrain',
2436 type => 'bool'
2437 }
2438 ],
2439 [
2440 'is_hilly',
2441 {
2442 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2443 name => 'hilly terrain',
2444 type => 'bool'
2445 }
2446 ]
2447 ]
2448 ]
2449 ]
2450 },
2451 'Floor (Encounter)' => {
2452 attr => [
2453 [
2454 'is_floor',
2455 {
2456 type => 'fixed',
2457 value => 1
2458 }
2459 ],
2460 [
2461 'no_pick',
2462 {
2463 type => 'fixed',
2464 value => 1
2465 }
2466 ],
2467 [
2468 'no_magic',
2469 {
2470 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2471 name => 'no spells',
2472 type => 'bool'
2473 }
2474 ],
2475 [
2476 'damned',
2477 {
2478 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2479 name => 'no prayers',
2480 type => 'bool'
2481 }
2482 ],
2483 [
2484 'unique',
2485 {
2486 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>.',
2487 name => 'unique map',
2488 type => 'bool'
2489 }
2490 ],
2491 [
2492 'msg',
2493 {
2494 desc => 'This text may describe the object.',
2495 end => 'endmsg',
2496 name => 'description',
2497 type => 'text'
2498 }
2499 ]
2500 ],
2501 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.',
2502 ignore => [
2503 $IGNORE_LIST{non_pickable}
2504 ],
2505 name => 'Floor (Encounter)',
2506 section => [
2507 [
2508 'terrain',
2509 [
2510 [
2511 'move_block',
2512 {
2513 desc => 'Objects using these movement types cannot move over this space.',
2514 name => 'blocked movement',
2515 type => 'bitmask',
2516 value => $BITMASK{movement_type}
2517 }
2518 ],
2519 [
2520 'move_allow',
2521 {
2522 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2523 name => 'allowed movement',
2524 type => 'bitmask',
2525 value => $BITMASK{movement_type}
2526 }
2527 ],
2528 [
2529 'move_slow',
2530 {
2531 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2532 name => 'slowed movement',
2533 type => 'bitmask',
2534 value => $BITMASK{movement_type}
2535 }
2536 ],
2537 [
2538 'move_slow_penalty',
2539 {
2540 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)',
2541 name => 'slow movement penalty',
2542 type => 'int'
2543 }
2544 ],
2545 [
2546 'is_wooded',
2547 {
2548 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2549 name => 'wooded terrain',
2550 type => 'bool'
2551 }
2552 ],
2553 [
2554 'is_hilly',
2555 {
2556 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2557 name => 'hilly terrain',
2558 type => 'bool'
2559 }
2560 ]
2561 ]
2562 ]
2563 ]
2564 },
2565 Food => {
2566 attr => [
2567 [
2568 'food',
2569 {
2570 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2571 name => 'foodpoints',
2572 type => 'int'
2573 }
2574 ],
2575 [
2576 'startequip',
2577 {
2578 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2579 name => 'godgiven item',
2580 type => 'bool'
2581 }
2582 ]
2583 ],
2584 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2585 name => 'Food'
2586 },
2587 Gate => {
2588 attr => [
2589 [
2590 'no_pick',
2591 {
2592 type => 'fixed',
2593 value => 1
2594 }
2595 ],
2596 [
2597 'connected',
2598 {
2599 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2600 name => 'connection',
2601 type => 'int'
2602 }
2603 ],
2604 [
2605 'wc',
2606 {
2607 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.',
2608 name => 'position state',
2609 type => 'int'
2610 }
2611 ],
2612 [
2613 'move_block',
2614 {
2615 desc => 'Objects using these movement types cannot move over this space.',
2616 name => 'blocked movement',
2617 type => 'bitmask',
2618 value => $BITMASK{movement_type}
2619 }
2620 ],
2621 [
2622 'move_allow',
2623 {
2624 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2625 name => 'allowed movement',
2626 type => 'bitmask',
2627 value => $BITMASK{movement_type}
2628 }
2629 ],
2630 [
2631 'move_slow',
2632 {
2633 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2634 name => 'slowed movement',
2635 type => 'bitmask',
2636 value => $BITMASK{movement_type}
2637 }
2638 ],
2639 [
2640 'move_slow_penalty',
2641 {
2642 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)',
2643 name => 'slow movement penalty',
2644 type => 'int'
2645 }
2646 ],
2647 [
2648 'no_magic',
2649 {
2650 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2651 name => 'restrict spells',
2652 type => 'bool'
2653 }
2654 ],
2655 [
2656 'damned',
2657 {
2658 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2659 name => 'restrict prayers',
2660 type => 'bool'
2661 }
2662 ]
2663 ],
2664 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.',
2665 ignore => [
2666 $IGNORE_LIST{non_pickable}
2667 ],
2668 name => 'Gate',
2669 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".'
2670 },
2671 Girdle => {
2672 attr => [
2673 [
2674 'magic',
2675 {
2676 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.',
2677 name => 'magic bonus',
2678 type => 'int'
2679 }
2680 ]
2681 ],
2682 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.',
2683 import => [
2684 $TYPE{Amulet}
2685 ],
2686 name => 'Girdle',
2687 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2688 },
2689 Gloves => {
2690 attr => [
2691 [
2692 'magic',
2693 {
2694 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.',
2695 name => 'magic bonus',
2696 type => 'int'
2697 }
2698 ]
2699 ],
2700 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2701 import => [
2702 $TYPE{Amulet}
2703 ],
2704 name => 'Gloves',
2705 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2706 },
2707 Handle => {
2708 attr => [
2709 [
2710 'no_pick',
2711 {
2712 type => 'fixed',
2713 value => 1
2714 }
2715 ],
2716 [
2717 'connected',
2718 {
2719 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2720 name => 'connection',
2721 type => 'int'
2722 }
2723 ],
2724 [
2725 'msg',
2726 {
2727 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2728 end => 'endmsg',
2729 name => 'description',
2730 type => 'text'
2731 }
2732 ]
2733 ],
2734 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2735 ignore => [
2736 $IGNORE_LIST{non_pickable}
2737 ],
2738 name => 'Handle',
2739 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.'
2740 },
2741 'Handle Trigger' => {
2742 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.',
2743 ignore => [
2744 $IGNORE_LIST{non_pickable}
2745 ],
2746 import => [
2747 $TYPE{Handle}
2748 ],
2749 name => 'Handle Trigger',
2750 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.'
2751 },
2752 'Hazard Floor' => {
2753 attr => [
2754 [
2755 'is_floor',
2756 {
2757 type => 'fixed',
2758 value => 1
2759 }
2760 ],
2761 [
2762 'lifesave',
2763 {
2764 type => 'fixed',
2765 value => 1
2766 }
2767 ],
2768 [
2769 'move_on',
2770 {
2771 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2772 name => 'movement type',
2773 type => 'bitmask',
2774 value => $BITMASK{movement_type}
2775 }
2776 ],
2777 [
2778 'no_pick',
2779 {
2780 type => 'fixed',
2781 value => 1
2782 }
2783 ],
2784 [
2785 'attacktype',
2786 {
2787 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.',
2788 name => 'attacktype',
2789 type => 'bitmask',
2790 value => $BITMASK{attacktype}
2791 }
2792 ],
2793 [
2794 'dam',
2795 {
2796 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.',
2797 name => 'base damage',
2798 type => 'int'
2799 }
2800 ],
2801 [
2802 'wc',
2803 {
2804 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.',
2805 name => 'weaponclass',
2806 type => 'int'
2807 }
2808 ],
2809 [
2810 'level',
2811 {
2812 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.',
2813 name => 'attack level',
2814 type => 'int'
2815 }
2816 ],
2817 [
2818 'no_magic',
2819 {
2820 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2821 name => 'no spells',
2822 type => 'bool'
2823 }
2824 ],
2825 [
2826 'damned',
2827 {
2828 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2829 name => 'no prayers',
2830 type => 'bool'
2831 }
2832 ],
2833 [
2834 'unique',
2835 {
2836 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>.',
2837 name => 'unique map',
2838 type => 'bool'
2839 }
2840 ]
2841 ],
2842 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.',
2843 ignore => [
2844 $IGNORE_LIST{non_pickable}
2845 ],
2846 name => 'Hazard Floor',
2847 required => {
2848 is_floor => 1
2849 },
2850 section => [
2851 [
2852 'terrain',
2853 [
2854 [
2855 'move_block',
2856 {
2857 desc => 'Objects using these movement types cannot move over this space.',
2858 name => 'blocked movement',
2859 type => 'bitmask',
2860 value => $BITMASK{movement_type}
2861 }
2862 ],
2863 [
2864 'move_allow',
2865 {
2866 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2867 name => 'allowed movement',
2868 type => 'bitmask',
2869 value => $BITMASK{movement_type}
2870 }
2871 ],
2872 [
2873 'move_slow',
2874 {
2875 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2876 name => 'slowed movement',
2877 type => 'bitmask',
2878 value => $BITMASK{movement_type}
2879 }
2880 ],
2881 [
2882 'move_slow_penalty',
2883 {
2884 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)',
2885 name => 'slow movement penalty',
2886 type => 'int'
2887 }
2888 ],
2889 [
2890 'is_wooded',
2891 {
2892 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2893 name => 'wooded terrain',
2894 type => 'bool'
2895 }
2896 ],
2897 [
2898 'is_hilly',
2899 {
2900 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2901 name => 'hilly terrain',
2902 type => 'bool'
2903 }
2904 ]
2905 ]
2906 ]
2907 ],
2908 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.'
2909 },
2910 Helmet => {
2911 attr => [
2912 [
2913 'magic',
2914 {
2915 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>.',
2916 name => 'magic bonus',
2917 type => 'int'
2918 }
2919 ]
2920 ],
2921 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.',
2922 import => [
2923 $TYPE{Amulet}
2924 ],
2925 name => 'Helmet',
2926 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2927 },
2928 'Holy Altar' => {
2929 attr => [
2930 [
2931 'no_pick',
2932 {
2933 type => 'fixed',
2934 value => 1
2935 }
2936 ],
2937 [
2938 'other_arch',
2939 {
2940 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.',
2941 name => 'god name',
2942 type => 'string'
2943 }
2944 ],
2945 [
2946 'level',
2947 {
2948 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.',
2949 name => 'reconsecrate level',
2950 type => 'int'
2951 }
2952 ]
2953 ],
2954 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.',
2955 ignore => [
2956 $IGNORE_LIST{non_pickable}
2957 ],
2958 name => 'Holy Altar'
2959 },
2960 Horn => {
2961 attr => [
2962 [
2963 'sp',
2964 {
2965 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!',
2966 name => 'spell',
2967 type => 'spell'
2968 }
2969 ],
2970 [
2971 'level',
2972 {
2973 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
2974 name => 'casting level',
2975 type => 'int'
2976 }
2977 ],
2978 [
2979 'hp',
2980 {
2981 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
2982 name => 'initial spellpoints',
2983 type => 'int'
2984 }
2985 ],
2986 [
2987 'maxhp',
2988 {
2989 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.',
2990 name => 'max. spellpoints',
2991 type => 'int'
2992 }
2993 ],
2994 [
2995 'startequip',
2996 {
2997 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2998 name => 'godgiven item',
2999 type => 'bool'
3000 }
3001 ],
3002 [
3003 'msg',
3004 {
3005 desc => 'This text may contain a description of the horn.',
3006 end => 'endmsg',
3007 name => 'description',
3008 type => 'text'
3009 }
3010 ]
3011 ],
3012 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.',
3013 ignore => [
3014 'title'
3015 ],
3016 name => 'Horn',
3017 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.'
3018 },
3019 Inorganic => {
3020 attr => [
3021 [
3022 'is_dust',
3023 {
3024 name => 'is dust',
3025 type => 'bool'
3026 }
3027 ]
3028 ],
3029 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3030 name => 'Inorganic',
3031 section => [
3032 [
3033 'resistance',
3034 [
3035 [
3036 'resist_physical',
3037 {
3038 name => 'resist physical %',
3039 type => 'int'
3040 }
3041 ],
3042 [
3043 'resist_magic',
3044 {
3045 name => 'resist magic %',
3046 type => 'int'
3047 }
3048 ],
3049 [
3050 'resist_fire',
3051 {
3052 name => 'resist fire %',
3053 type => 'int'
3054 }
3055 ],
3056 [
3057 'resist_electricity',
3058 {
3059 name => 'resist electricity %',
3060 type => 'int'
3061 }
3062 ],
3063 [
3064 'resist_cold',
3065 {
3066 name => 'resist cold %',
3067 type => 'int'
3068 }
3069 ],
3070 [
3071 'resist_acid',
3072 {
3073 name => 'resist acid %',
3074 type => 'int'
3075 }
3076 ],
3077 [
3078 'resist_weaponmagic',
3079 {
3080 name => 'resist weaponmagic %',
3081 type => 'int'
3082 }
3083 ],
3084 [
3085 'resist_ghosthit',
3086 {
3087 name => 'resist ghosthit %',
3088 type => 'int'
3089 }
3090 ],
3091 [
3092 'resist_poison',
3093 {
3094 name => 'resist poison %',
3095 type => 'int'
3096 }
3097 ],
3098 [
3099 'resist_death',
3100 {
3101 name => 'resist death-attack %',
3102 type => 'int'
3103 }
3104 ],
3105 [
3106 'resist_chaos',
3107 {
3108 name => 'resist chaos %',
3109 type => 'int'
3110 }
3111 ],
3112 [
3113 'resist_holyword',
3114 {
3115 name => 'resist holy power %',
3116 type => 'int'
3117 }
3118 ]
3119 ]
3120 ]
3121 ]
3122 },
3123 'Inventory Checker' => {
3124 attr => [
3125 [
3126 'no_pick',
3127 {
3128 type => 'fixed',
3129 value => 1
3130 }
3131 ],
3132 [
3133 'slaying',
3134 {
3135 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.',
3136 name => 'match key string',
3137 type => 'string'
3138 }
3139 ],
3140 [
3141 'race',
3142 {
3143 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>.',
3144 name => 'match arch name',
3145 type => 'string'
3146 }
3147 ],
3148 [
3149 'hp',
3150 {
3151 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. ;)',
3152 name => 'match type',
3153 type => 'int'
3154 }
3155 ],
3156 [
3157 'last_sp',
3158 {
3159 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3160 name => 'match = having',
3161 type => 'bool'
3162 }
3163 ],
3164 [
3165 'connected',
3166 {
3167 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3168 name => 'connection',
3169 type => 'int'
3170 }
3171 ],
3172 [
3173 'move_block',
3174 {
3175 desc => 'Objects using these movement types cannot move over this space.',
3176 name => 'blocked movement',
3177 type => 'bitmask',
3178 value => $BITMASK{movement_type}
3179 }
3180 ],
3181 [
3182 'move_allow',
3183 {
3184 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3185 name => 'allowed movement',
3186 type => 'bitmask',
3187 value => $BITMASK{movement_type}
3188 }
3189 ],
3190 [
3191 'move_slow',
3192 {
3193 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3194 name => 'slowed movement',
3195 type => 'bitmask',
3196 value => $BITMASK{movement_type}
3197 }
3198 ],
3199 [
3200 'move_slow_penalty',
3201 {
3202 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)',
3203 name => 'slow movement penalty',
3204 type => 'int'
3205 }
3206 ],
3207 [
3208 'last_heal',
3209 {
3210 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!',
3211 name => 'remove match',
3212 type => 'bool'
3213 }
3214 ]
3215 ],
3216 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.',
3217 ignore => [
3218 $IGNORE_LIST{system_object}
3219 ],
3220 name => 'Inventory Checker',
3221 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.'
3222 },
3223 'Item Transformer' => {
3224 attr => [
3225 [
3226 'food',
3227 {
3228 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3229 name => 'number of uses',
3230 type => 'int'
3231 }
3232 ],
3233 [
3234 'slaying',
3235 {
3236 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3237 name => 'verb',
3238 type => 'string'
3239 }
3240 ],
3241 [
3242 'startequip',
3243 {
3244 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3245 name => 'godgiven item',
3246 type => 'bool'
3247 }
3248 ],
3249 [
3250 'msg',
3251 {
3252 desc => 'This text may contain a description of the item transformer.',
3253 end => 'endmsg',
3254 name => 'description',
3255 type => 'text'
3256 }
3257 ]
3258 ],
3259 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.',
3260 name => 'Item Transformer',
3261 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\'.'
3262 },
3263 Jewel => {
3264 attr => [
3265 [
3266 'race',
3267 {
3268 type => 'fixed',
3269 value => 'gold and jewels'
3270 }
3271 ],
3272 [
3273 'msg',
3274 {
3275 desc => 'This text may describe the object.',
3276 end => 'endmsg',
3277 name => 'description',
3278 type => 'text'
3279 }
3280 ]
3281 ],
3282 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.',
3283 name => 'Jewel'
3284 },
3285 Key => {
3286 attr => [
3287 [
3288 'startequip',
3289 {
3290 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3291 name => 'godgiven item',
3292 type => 'bool'
3293 }
3294 ]
3295 ],
3296 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3297 name => 'Key'
3298 },
3299 'Locked Door' => {
3300 attr => [
3301 [
3302 'move_type',
3303 {
3304 type => 'fixed',
3305 value => 0
3306 }
3307 ],
3308 [
3309 'no_pick',
3310 {
3311 type => 'fixed',
3312 value => 1
3313 }
3314 ],
3315 [
3316 'slaying',
3317 {
3318 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".',
3319 name => 'key string',
3320 type => 'string'
3321 }
3322 ],
3323 [
3324 'no_magic',
3325 {
3326 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).',
3327 name => 'restrict spells',
3328 type => 'bool'
3329 }
3330 ],
3331 [
3332 'damned',
3333 {
3334 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3335 name => 'restrict prayers',
3336 type => 'bool'
3337 }
3338 ],
3339 [
3340 'msg',
3341 {
3342 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.',
3343 end => 'endmsg',
3344 name => 'lock message',
3345 type => 'text'
3346 }
3347 ]
3348 ],
3349 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3350 ignore => [
3351 $IGNORE_LIST{non_pickable}
3352 ],
3353 name => 'Locked Door',
3354 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).'
3355 },
3356 'Magic Ear' => {
3357 attr => [
3358 [
3359 'no_pick',
3360 {
3361 type => 'fixed',
3362 value => 1
3363 }
3364 ],
3365 [
3366 'connected',
3367 {
3368 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3369 name => 'connection',
3370 type => 'int'
3371 }
3372 ],
3373 [
3374 'msg',
3375 {
3376 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!',
3377 end => 'endmsg',
3378 name => 'keyword-matching',
3379 type => 'text'
3380 }
3381 ]
3382 ],
3383 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3384 ignore => [
3385 $IGNORE_LIST{system_object}
3386 ],
3387 name => 'Magic Ear',
3388 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.'
3389 },
3390 'Magic Wall' => {
3391 attr => [
3392 [
3393 'dam',
3394 {
3395 desc => 'The magic wall will cast this <spell>.',
3396 name => 'spell',
3397 type => 'spell'
3398 }
3399 ],
3400 [
3401 'level',
3402 {
3403 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.',
3404 name => 'spell level',
3405 type => 'int'
3406 }
3407 ],
3408 [
3409 'connected',
3410 {
3411 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.',
3412 name => 'connection',
3413 type => 'int'
3414 }
3415 ],
3416 [
3417 'speed',
3418 {
3419 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".',
3420 name => 'casting speed',
3421 type => 'float'
3422 }
3423 ],
3424 [
3425 'sp',
3426 {
3427 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.',
3428 name => 'direction',
3429 type => 'list',
3430 value => $LIST{direction}
3431 }
3432 ],
3433 [
3434 'move_block',
3435 {
3436 desc => 'Objects using these movement types cannot move over this space.',
3437 name => 'blocked movement',
3438 type => 'bitmask',
3439 value => $BITMASK{movement_type}
3440 }
3441 ],
3442 [
3443 'move_allow',
3444 {
3445 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3446 name => 'allowed movement',
3447 type => 'bitmask',
3448 value => $BITMASK{movement_type}
3449 }
3450 ],
3451 [
3452 'move_slow',
3453 {
3454 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3455 name => 'slowed movement',
3456 type => 'bitmask',
3457 value => $BITMASK{movement_type}
3458 }
3459 ],
3460 [
3461 'move_slow_penalty',
3462 {
3463 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)',
3464 name => 'slow movement penalty',
3465 type => 'int'
3466 }
3467 ]
3468 ],
3469 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.',
3470 ignore => [
3471 $IGNORE_LIST{non_pickable}
3472 ],
3473 name => 'Magic Wall',
3474 section => [
3475 [
3476 'destroyable',
3477 [
3478 [
3479 'alive',
3480 {
3481 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.',
3482 name => 'is destroyable',
3483 type => 'bool'
3484 }
3485 ],
3486 [
3487 'hp',
3488 {
3489 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3490 name => 'hitpoints',
3491 type => 'int'
3492 }
3493 ],
3494 [
3495 'maxhp',
3496 {
3497 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3498 name => 'max hitpoints',
3499 type => 'int'
3500 }
3501 ],
3502 [
3503 'ac',
3504 {
3505 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>.',
3506 name => 'armour class',
3507 type => 'int'
3508 }
3509 ]
3510 ]
3511 ],
3512 [
3513 'resistance',
3514 [
3515 [
3516 'resist_physical',
3517 {
3518 name => 'resist physical %',
3519 type => 'int'
3520 }
3521 ],
3522 [
3523 'resist_magic',
3524 {
3525 name => 'resist magic %',
3526 type => 'int'
3527 }
3528 ],
3529 [
3530 'resist_fire',
3531 {
3532 name => 'resist fire %',
3533 type => 'int'
3534 }
3535 ],
3536 [
3537 'resist_electricity',
3538 {
3539 name => 'resist electricity %',
3540 type => 'int'
3541 }
3542 ],
3543 [
3544 'resist_cold',
3545 {
3546 name => 'resist cold %',
3547 type => 'int'
3548 }
3549 ],
3550 [
3551 'resist_confusion',
3552 {
3553 name => 'resist confusion %',
3554 type => 'int'
3555 }
3556 ],
3557 [
3558 'resist_acid',
3559 {
3560 name => 'resist acid %',
3561 type => 'int'
3562 }
3563 ],
3564 [
3565 'resist_drain',
3566 {
3567 name => 'resist draining %',
3568 type => 'int'
3569 }
3570 ],
3571 [
3572 'resist_weaponmagic',
3573 {
3574 name => 'resist weaponmagic %',
3575 type => 'int'
3576 }
3577 ],
3578 [
3579 'resist_ghosthit',
3580 {
3581 name => 'resist ghosthit %',
3582 type => 'int'
3583 }
3584 ],
3585 [
3586 'resist_poison',
3587 {
3588 name => 'resist poison %',
3589 type => 'int'
3590 }
3591 ],
3592 [
3593 'resist_slow',
3594 {
3595 name => 'resist slow %',
3596 type => 'int'
3597 }
3598 ],
3599 [
3600 'resist_paralyze',
3601 {
3602 name => 'resist paralyze %',
3603 type => 'int'
3604 }
3605 ],
3606 [
3607 'resist_fear',
3608 {
3609 name => 'resist fear %',
3610 type => 'int'
3611 }
3612 ],
3613 [
3614 'resist_deplete',
3615 {
3616 name => 'resist depletion %',
3617 type => 'int'
3618 }
3619 ],
3620 [
3621 'resist_turn_undead',
3622 {
3623 name => 'resist turn undead %',
3624 type => 'int'
3625 }
3626 ],
3627 [
3628 'resist_death',
3629 {
3630 name => 'resist death-attack %',
3631 type => 'int'
3632 }
3633 ],
3634 [
3635 'resist_chaos',
3636 {
3637 name => 'resist chaos %',
3638 type => 'int'
3639 }
3640 ],
3641 [
3642 'resist_blind',
3643 {
3644 name => 'resist blinding %',
3645 type => 'int'
3646 }
3647 ],
3648 [
3649 'resist_holyword',
3650 {
3651 name => 'resist holy power %',
3652 type => 'int'
3653 }
3654 ],
3655 [
3656 'resist_godpower',
3657 {
3658 name => 'resist godpower %',
3659 type => 'int'
3660 }
3661 ]
3662 ]
3663 ]
3664 ],
3665 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".'
3666 },
3667 Marker => {
3668 attr => [
3669 [
3670 'no_pick',
3671 {
3672 type => 'fixed',
3673 value => 1
3674 }
3675 ],
3676 [
3677 'slaying',
3678 {
3679 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.',
3680 name => 'key string',
3681 type => 'string'
3682 }
3683 ],
3684 [
3685 'connected',
3686 {
3687 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3688 name => 'connection',
3689 type => 'int'
3690 }
3691 ],
3692 [
3693 'speed',
3694 {
3695 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.',
3696 name => 'marking speed',
3697 type => 'float'
3698 }
3699 ],
3700 [
3701 'food',
3702 {
3703 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.',
3704 name => 'mark duration',
3705 type => 'int'
3706 }
3707 ],
3708 [
3709 'name',
3710 {
3711 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.',
3712 name => 'delete mark',
3713 type => 'string'
3714 }
3715 ],
3716 [
3717 'msg',
3718 {
3719 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.',
3720 end => 'endmsg',
3721 name => 'marking message',
3722 type => 'text'
3723 }
3724 ]
3725 ],
3726 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.',
3727 ignore => [
3728 $IGNORE_LIST{system_object}
3729 ],
3730 name => 'Marker',
3731 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.'
3732 },
3733 Misc => {
3734 attr => [
3735 [
3736 'move_block',
3737 {
3738 desc => 'Objects using these movement types cannot move over this space.',
3739 name => 'blocked movement',
3740 type => 'bitmask',
3741 value => $BITMASK{movement_type}
3742 }
3743 ],
3744 [
3745 'move_allow',
3746 {
3747 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3748 name => 'allowed movement',
3749 type => 'bitmask',
3750 value => $BITMASK{movement_type}
3751 }
3752 ],
3753 [
3754 'move_slow',
3755 {
3756 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3757 name => 'slowed movement',
3758 type => 'bitmask',
3759 value => $BITMASK{movement_type}
3760 }
3761 ],
3762 [
3763 'move_slow_penalty',
3764 {
3765 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)',
3766 name => 'slow movement penalty',
3767 type => 'int'
3768 }
3769 ],
3770 [
3771 'cursed',
3772 {
3773 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3774 name => 'cursed',
3775 type => 'bool'
3776 }
3777 ],
3778 [
3779 'damned',
3780 {
3781 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.',
3782 name => 'damned',
3783 type => 'bool'
3784 }
3785 ],
3786 [
3787 'unique',
3788 {
3789 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3790 name => 'unique item',
3791 type => 'bool'
3792 }
3793 ],
3794 [
3795 'startequip',
3796 {
3797 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3798 name => 'godgiven item',
3799 type => 'bool'
3800 }
3801 ],
3802 [
3803 'msg',
3804 {
3805 desc => 'This text may describe the object.',
3806 end => 'endmsg',
3807 name => 'description',
3808 type => 'text'
3809 }
3810 ]
3811 ],
3812 name => 'Misc'
3813 },
3814 Money => {
3815 attr => [
3816 [
3817 'race',
3818 {
3819 type => 'fixed',
3820 value => 'gold and jewels'
3821 }
3822 ]
3823 ],
3824 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.',
3825 ignore => [
3826 'unpaid'
3827 ],
3828 name => 'Money'
3829 },
3830 'Monster & NPC' => {
3831 attr => [
3832 [
3833 'alive',
3834 {
3835 type => 'fixed',
3836 value => 1
3837 }
3838 ],
3839 [
3840 'randomitems',
3841 {
3842 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>.',
3843 name => 'treasurelist',
3844 type => 'treasurelist'
3845 }
3846 ],
3847 [
3848 'level',
3849 {
3850 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3851 name => 'level',
3852 type => 'int'
3853 }
3854 ],
3855 [
3856 'race',
3857 {
3858 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.',
3859 name => 'race',
3860 type => 'string'
3861 }
3862 ],
3863 [
3864 'exp',
3865 {
3866 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!',
3867 name => 'experience',
3868 type => 'int'
3869 }
3870 ],
3871 [
3872 'speed',
3873 {
3874 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3875 name => 'speed',
3876 type => 'float'
3877 }
3878 ],
3879 [
3880 'other_arch',
3881 {
3882 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.',
3883 name => 'breed monster',
3884 type => 'string'
3885 }
3886 ],
3887 [
3888 'generator',
3889 {
3890 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.',
3891 name => 'multiply',
3892 type => 'bool'
3893 }
3894 ],
3895 [
3896 'use_content_on_gen',
3897 {
3898 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.',
3899 name => 'template generation',
3900 type => 'bool'
3901 }
3902 ],
3903 [
3904 'move_type',
3905 {
3906 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
3907 name => 'movement type',
3908 type => 'bitmask',
3909 value => $BITMASK{movement_type}
3910 }
3911 ],
3912 [
3913 'undead',
3914 {
3915 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3916 name => 'undead',
3917 type => 'bool'
3918 }
3919 ],
3920 [
3921 'carrying',
3922 {
3923 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3924 name => 'carries weight',
3925 type => 'int'
3926 }
3927 ],
3928 [
3929 'msg',
3930 {
3931 end => 'endmsg',
3932 name => 'npc message',
3933 type => 'text'
3934 }
3935 ]
3936 ],
3937 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.',
3938 ignore => [
3939 'material',
3940 'name_pl',
3941 'nrof',
3942 'value',
3943 'unpaid'
3944 ],
3945 name => 'Monster & NPC',
3946 required => {
3947 alive => 1,
3948 is_floor => 0,
3949 tear_down => 0
3950 },
3951 section => [
3952 [
3953 'melee',
3954 [
3955 [
3956 'attacktype',
3957 {
3958 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.',
3959 name => 'attacktype',
3960 type => 'bitmask',
3961 value => $BITMASK{attacktype}
3962 }
3963 ],
3964 [
3965 'dam',
3966 {
3967 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.',
3968 name => 'damage',
3969 type => 'int'
3970 }
3971 ],
3972 [
3973 'wc',
3974 {
3975 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
3976 name => 'weapon class',
3977 type => 'int'
3978 }
3979 ],
3980 [
3981 'hp',
3982 {
3983 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>.',
3984 name => 'health points',
3985 type => 'int'
3986 }
3987 ],
3988 [
3989 'maxhp',
3990 {
3991 desc => '<max health> is the maximum amount of <health points> this monster can have.',
3992 name => 'max health',
3993 type => 'int'
3994 }
3995 ],
3996 [
3997 'ac',
3998 {
3999 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).',
4000 name => 'armour class',
4001 type => 'int'
4002 }
4003 ],
4004 [
4005 'Con',
4006 {
4007 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4008 name => 'healing rate',
4009 type => 'int'
4010 }
4011 ],
4012 [
4013 'reflect_missile',
4014 {
4015 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4016 name => 'reflect missiles',
4017 type => 'bool'
4018 }
4019 ],
4020 [
4021 'hitback',
4022 {
4023 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.',
4024 name => 'hitback',
4025 type => 'bool'
4026 }
4027 ],
4028 [
4029 'one_hit',
4030 {
4031 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4032 name => 'one hit only',
4033 type => 'bool'
4034 }
4035 ]
4036 ]
4037 ],
4038 [
4039 'spellcraft',
4040 [
4041 [
4042 'can_cast_spell',
4043 {
4044 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4045 name => 'can cast spell',
4046 type => 'bool'
4047 }
4048 ],
4049 [
4050 'reflect_spell',
4051 {
4052 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.',
4053 name => 'reflect spells',
4054 type => 'bool'
4055 }
4056 ],
4057 [
4058 'sp',
4059 {
4060 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>.',
4061 name => 'spellpoints',
4062 type => 'int'
4063 }
4064 ],
4065 [
4066 'maxsp',
4067 {
4068 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.',
4069 name => 'max spellpoints',
4070 type => 'int'
4071 }
4072 ],
4073 [
4074 'Pow',
4075 {
4076 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.',
4077 name => 'spellpoint regen.',
4078 type => 'int'
4079 }
4080 ],
4081 [
4082 'path_attuned',
4083 {
4084 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4085 name => 'attuned paths',
4086 type => 'bitmask',
4087 value => $BITMASK{spellpath}
4088 }
4089 ],
4090 [
4091 'path_repelled',
4092 {
4093 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4094 name => 'repelled paths',
4095 type => 'bitmask',
4096 value => $BITMASK{spellpath}
4097 }
4098 ],
4099 [
4100 'path_denied',
4101 {
4102 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4103 name => 'denied paths',
4104 type => 'bitmask',
4105 value => $BITMASK{spellpath}
4106 }
4107 ]
4108 ]
4109 ],
4110 [
4111 'ability',
4112 [
4113 [
4114 'Int',
4115 {
4116 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.',
4117 name => 'detect hidden',
4118 type => 'int'
4119 }
4120 ],
4121 [
4122 'see_invisible',
4123 {
4124 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.',
4125 name => 'see invisible',
4126 type => 'bool'
4127 }
4128 ],
4129 [
4130 'can_see_in_dark',
4131 {
4132 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.',
4133 name => 'see in darkness',
4134 type => 'bool'
4135 }
4136 ],
4137 [
4138 'can_use_weapon',
4139 {
4140 desc => 'Monster is able to wield weapon type objects.',
4141 name => 'can use weapons',
4142 type => 'bool'
4143 }
4144 ],
4145 [
4146 'can_use_bow',
4147 {
4148 desc => 'Monster is able to use missile-weapon type objects.',
4149 name => 'can use bows',
4150 type => 'bool'
4151 }
4152 ],
4153 [
4154 'can_use_armour',
4155 {
4156 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4157 name => 'can use armour',
4158 type => 'bool'
4159 }
4160 ],
4161 [
4162 'can_use_ring',
4163 {
4164 desc => 'Monster is able to wear rings.',
4165 name => 'can use rings',
4166 type => 'bool'
4167 }
4168 ],
4169 [
4170 'can_use_wand',
4171 {
4172 desc => 'Monster is able to use wands and staves.',
4173 name => 'can use wands',
4174 type => 'bool'
4175 }
4176 ],
4177 [
4178 'can_use_rod',
4179 {
4180 desc => 'Monster is able to use rods.',
4181 name => 'can use rods',
4182 type => 'bool'
4183 }
4184 ],
4185 [
4186 'can_use_scroll',
4187 {
4188 desc => 'Monster is able to read scrolls.',
4189 name => 'can use scrolls',
4190 type => 'bool'
4191 }
4192 ],
4193 [
4194 'can_use_skill',
4195 {
4196 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>.',
4197 name => 'can use skills',
4198 type => 'bool'
4199 }
4200 ]
4201 ]
4202 ],
4203 [
4204 'behave',
4205 [
4206 [
4207 'monster',
4208 {
4209 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.',
4210 name => 'monster behaviour',
4211 type => 'bool'
4212 }
4213 ],
4214 [
4215 'unaggressive',
4216 {
4217 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4218 name => 'unaggressive',
4219 type => 'bool'
4220 }
4221 ],
4222 [
4223 'friendly',
4224 {
4225 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4226 name => 'friendly',
4227 type => 'bool'
4228 }
4229 ],
4230 [
4231 'stand_still',
4232 {
4233 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.',
4234 name => 'stand still',
4235 type => 'bool'
4236 }
4237 ],
4238 [
4239 'sleep',
4240 {
4241 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.',
4242 name => 'asleep',
4243 type => 'bool'
4244 }
4245 ],
4246 [
4247 'will_apply',
4248 {
4249 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4250 name => 'misc. actions',
4251 type => 'bitmask',
4252 value => $BITMASK{will_apply}
4253 }
4254 ],
4255 [
4256 'pick_up',
4257 {
4258 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.',
4259 name => 'pick up',
4260 type => 'bitmask',
4261 value => $BITMASK{pick_up}
4262 }
4263 ],
4264 [
4265 'Wis',
4266 {
4267 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.',
4268 name => 'sensing range',
4269 type => 'int'
4270 }
4271 ],
4272 [
4273 'attack_movement_bits_0_3',
4274 {
4275 desc => 'If this is set to default, the standard mode of movement will be used.',
4276 name => 'attack movement',
4277 type => 'list',
4278 value => $LIST{attack_movement_bits_0_3}
4279 }
4280 ],
4281 [
4282 'attack_movement_bits_4_7',
4283 {
4284 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4285 name => 'normal movement',
4286 type => 'list',
4287 value => $LIST{attack_movement_bits_4_7}
4288 }
4289 ],
4290 [
4291 'run_away',
4292 {
4293 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.',
4294 name => 'run at % health',
4295 type => 'int'
4296 }
4297 ]
4298 ]
4299 ],
4300 [
4301 'resistance',
4302 [
4303 [
4304 'resist_physical',
4305 {
4306 name => 'resist physical %',
4307 type => 'int'
4308 }
4309 ],
4310 [
4311 'resist_magic',
4312 {
4313 name => 'resist magic %',
4314 type => 'int'
4315 }
4316 ],
4317 [
4318 'resist_fire',
4319 {
4320 name => 'resist fire %',
4321 type => 'int'
4322 }
4323 ],
4324 [
4325 'resist_electricity',
4326 {
4327 name => 'resist electricity %',
4328 type => 'int'
4329 }
4330 ],
4331 [
4332 'resist_cold',
4333 {
4334 name => 'resist cold %',
4335 type => 'int'
4336 }
4337 ],
4338 [
4339 'resist_confusion',
4340 {
4341 name => 'resist confusion %',
4342 type => 'int'
4343 }
4344 ],
4345 [
4346 'resist_acid',
4347 {
4348 name => 'resist acid %',
4349 type => 'int'
4350 }
4351 ],
4352 [
4353 'resist_drain',
4354 {
4355 name => 'resist draining %',
4356 type => 'int'
4357 }
4358 ],
4359 [
4360 'resist_weaponmagic',
4361 {
4362 name => 'resist weaponmagic %',
4363 type => 'int'
4364 }
4365 ],
4366 [
4367 'resist_ghosthit',
4368 {
4369 name => 'resist ghosthit %',
4370 type => 'int'
4371 }
4372 ],
4373 [
4374 'resist_poison',
4375 {
4376 name => 'resist poison %',
4377 type => 'int'
4378 }
4379 ],
4380 [
4381 'resist_slow',
4382 {
4383 name => 'resist slow %',
4384 type => 'int'
4385 }
4386 ],
4387 [
4388 'resist_paralyze',
4389 {
4390 name => 'resist paralyze %',
4391 type => 'int'
4392 }
4393 ],
4394 [
4395 'resist_fear',
4396 {
4397 name => 'resist fear %',
4398 type => 'int'
4399 }
4400 ],
4401 [
4402 'resist_deplete',
4403 {
4404 name => 'resist depletion %',
4405 type => 'int'
4406 }
4407 ],
4408 [
4409 'resist_turn_undead',
4410 {
4411 name => 'resist turn undead %',
4412 type => 'int'
4413 }
4414 ],
4415 [
4416 'resist_death',
4417 {
4418 name => 'resist death-attack %',
4419 type => 'int'
4420 }
4421 ],
4422 [
4423 'resist_chaos',
4424 {
4425 name => 'resist chaos %',
4426 type => 'int'
4427 }
4428 ],
4429 [
4430 'resist_blind',
4431 {
4432 name => 'resist blinding %',
4433 type => 'int'
4434 }
4435 ],
4436 [
4437 'resist_holyword',
4438 {
4439 name => 'resist holy power %',
4440 type => 'int'
4441 }
4442 ],
4443 [
4444 'resist_godpower',
4445 {
4446 name => 'resist godpower %',
4447 type => 'int'
4448 }
4449 ]
4450 ]
4451 ]
4452 ],
4453 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. :-)'
4454 },
4455 'Monster (Grimreaper)' => {
4456 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4457 ignore => [
4458 'material',
4459 'name_pl',
4460 'nrof',
4461 'value',
4462 'unpaid'
4463 ],
4464 import => [
4465 $TYPE{'Monster & NPC'}
4466 ],
4467 name => 'Monster (Grimreaper)',
4468 section => [
4469 [
4470 'grimreaper',
4471 [
4472 [
4473 'value',
4474 {
4475 desc => 'The object vanishes after this number of draining attacks.',
4476 name => 'attacks',
4477 type => 'int'
4478 }
4479 ]
4480 ]
4481 ]
4482 ]
4483 },
4484 'Mood Floor' => {
4485 attr => [
4486 [
4487 'no_pick',
4488 {
4489 type => 'fixed',
4490 value => 1
4491 }
4492 ],
4493 [
4494 'last_sp',
4495 {
4496 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!',
4497 name => 'mood',
4498 type => 'list',
4499 value => $LIST{mood}
4500 }
4501 ],
4502 [
4503 'connected',
4504 {
4505 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!',
4506 name => 'connection',
4507 type => 'int'
4508 }
4509 ],
4510 [
4511 'no_magic',
4512 {
4513 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4514 name => 'no spells',
4515 type => 'bool'
4516 }
4517 ],
4518 [
4519 'damned',
4520 {
4521 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4522 name => 'no prayers',
4523 type => 'bool'
4524 }
4525 ]
4526 ],
4527 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.',
4528 ignore => [
4529 $IGNORE_LIST{system_object}
4530 ],
4531 name => 'Mood Floor',
4532 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.)'
4533 },
4534 Mover => {
4535 attr => [
4536 [
4537 'attacktype',
4538 {
4539 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.',
4540 name => 'forced movement',
4541 type => 'bool'
4542 }
4543 ],
4544 [
4545 'maxsp',
4546 {
4547 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.',
4548 name => 'freeze duration',
4549 type => 'int'
4550 }
4551 ],
4552 [
4553 'speed',
4554 {
4555 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4556 name => 'movement speed',
4557 type => 'float'
4558 }
4559 ],
4560 [
4561 'sp',
4562 {
4563 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.',
4564 name => 'direction',
4565 type => 'list',
4566 value => $LIST{direction}
4567 }
4568 ],
4569 [
4570 'lifesave',
4571 {
4572 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.',
4573 name => 'gets used up',
4574 type => 'bool'
4575 }
4576 ],
4577 [
4578 'hp',
4579 {
4580 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).',
4581 name => 'number of uses',
4582 type => 'int'
4583 }
4584 ]
4585 ],
4586 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.',
4587 ignore => [
4588 $IGNORE_LIST{non_pickable}
4589 ],
4590 name => 'Mover',
4591 section => [
4592 [
4593 'targets',
4594 [
4595 [
4596 'level',
4597 {
4598 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.',
4599 name => 'move players',
4600 type => 'bool'
4601 }
4602 ],
4603 [
4604 'move_on',
4605 {
4606 desc => 'Which movement types activate the mover.',
4607 name => 'movement type',
4608 type => 'movement_type'
4609 }
4610 ]
4611 ]
4612 ]
4613 ],
4614 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).'
4615 },
4616 Pedestal => {
4617 attr => [
4618 [
4619 'no_pick',
4620 {
4621 type => 'fixed',
4622 value => 1
4623 }
4624 ],
4625 [
4626 'slaying',
4627 {
4628 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.',
4629 name => 'match race',
4630 type => 'string'
4631 }
4632 ],
4633 [
4634 'connected',
4635 {
4636 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4637 name => 'connection',
4638 type => 'int'
4639 }
4640 ],
4641 [
4642 'move_on',
4643 {
4644 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4645 name => 'movement type',
4646 type => 'bitmask',
4647 value => $BITMASK{movement_type}
4648 }
4649 ]
4650 ],
4651 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.',
4652 ignore => [
4653 $IGNORE_LIST{non_pickable}
4654 ],
4655 name => 'Pedestal',
4656 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.'
4657 },
4658 Pit => {
4659 attr => [
4660 [
4661 'no_pick',
4662 {
4663 type => 'fixed',
4664 value => 1
4665 }
4666 ],
4667 [
4668 'connected',
4669 {
4670 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4671 name => 'connection',
4672 type => 'int'
4673 }
4674 ],
4675 [
4676 'hp',
4677 {
4678 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!',
4679 name => 'destination X',
4680 type => 'int'
4681 }
4682 ],
4683 [
4684 'sp',
4685 {
4686 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!',
4687 name => 'destination Y',
4688 type => 'int'
4689 }
4690 ],
4691 [
4692 'wc',
4693 {
4694 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.',
4695 name => 'position state',
4696 type => 'int'
4697 }
4698 ],
4699 [
4700 'move_on',
4701 {
4702 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4703 name => 'movement type',
4704 type => 'bitmask',
4705 value => $BITMASK{movement_type}
4706 }
4707 ]
4708 ],
4709 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.',
4710 ignore => [
4711 $IGNORE_LIST{non_pickable}
4712 ],
4713 name => 'Pit',
4714 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.'
4715 },
4716 'Poison Food' => {
4717 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.',
4718 name => 'Poison Food'
4719 },
4720 Potion => {
4721 attr => [
4722 [
4723 'level',
4724 {
4725 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.',
4726 name => 'potion level',
4727 type => 'int'
4728 }
4729 ],
4730 [
4731 'sp',
4732 {
4733 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".',
4734 name => 'spell',
4735 type => 'spell'
4736 }
4737 ],
4738 [
4739 'attacktype',
4740 {
4741 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.',
4742 name => 'special effect',
4743 type => 'list',
4744 value => $LIST{potion_effect}
4745 }
4746 ],
4747 [
4748 'cursed',
4749 {
4750 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 >:)',
4751 name => 'cursed',
4752 type => 'bool'
4753 }
4754 ],
4755 [
4756 'startequip',
4757 {
4758 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4759 name => 'godgiven item',
4760 type => 'bool'
4761 }
4762 ]
4763 ],
4764 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4765 name => 'Potion',
4766 section => [
4767 [
4768 'stats',
4769 [
4770 [
4771 'Str',
4772 {
4773 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.',
4774 name => 'strength',
4775 type => 'int'
4776 }
4777 ],
4778 [
4779 'Dex',
4780 {
4781 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.',
4782 name => 'dexterity',
4783 type => 'int'
4784 }
4785 ],
4786 [
4787 'Con',
4788 {
4789 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.',
4790 name => 'constitution',
4791 type => 'int'
4792 }
4793 ],
4794 [
4795 'Int',
4796 {
4797 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.',
4798 name => 'intelligence',
4799 type => 'int'
4800 }
4801 ],
4802 [
4803 'Pow',
4804 {
4805 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.',
4806 name => 'power',
4807 type => 'int'
4808 }
4809 ],
4810 [
4811 'Wis',
4812 {
4813 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.',
4814 name => 'wisdom',
4815 type => 'int'
4816 }
4817 ],
4818 [
4819 'Cha',
4820 {
4821 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.',
4822 name => 'charisma',
4823 type => 'int'
4824 }
4825 ]
4826 ]
4827 ],
4828 [
4829 'resistance',
4830 [
4831 [
4832 'resist_physical',
4833 {
4834 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!',
4835 name => 'resist physical %',
4836 type => 'int'
4837 }
4838 ],
4839 [
4840 'resist_magic',
4841 {
4842 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!',
4843 name => 'resist magic %',
4844 type => 'int'
4845 }
4846 ],
4847 [
4848 'resist_fire',
4849 {
4850 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!',
4851 name => 'resist fire %',
4852 type => 'int'
4853 }
4854 ],
4855 [
4856 'resist_electricity',
4857 {
4858 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!',
4859 name => 'resist electricity %',
4860 type => 'int'
4861 }
4862 ],
4863 [
4864 'resist_cold',
4865 {
4866 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!',
4867 name => 'resist cold %',
4868 type => 'int'
4869 }
4870 ],
4871 [
4872 'resist_acid',
4873 {
4874 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!',
4875 name => 'resist acid %',
4876 type => 'int'
4877 }
4878 ],
4879 [
4880 'resist_confusion',
4881 {
4882 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!',
4883 name => 'resist confusion %',
4884 type => 'int'
4885 }
4886 ],
4887 [
4888 'resist_weaponmagic',
4889 {
4890 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!',
4891 name => 'resist weaponmagic %',
4892 type => 'int'
4893 }
4894 ],
4895 [
4896 'resist_paralyze',
4897 {
4898 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!',
4899 name => 'resist paralyze %',
4900 type => 'int'
4901 }
4902 ],
4903 [
4904 'resist_drain',
4905 {
4906 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!',
4907 name => 'resist draining %',
4908 type => 'int'
4909 }
4910 ],
4911 [
4912 'resist_deplete',
4913 {
4914 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!',
4915 name => 'resist depletion %',
4916 type => 'int'
4917 }
4918 ],
4919 [
4920 'resist_poison',
4921 {
4922 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!',
4923 name => 'resist poison %',
4924 type => 'int'
4925 }
4926 ]
4927 ]
4928 ]
4929 ],
4930 use => 'One potion should never give multiple benefits at once.'
4931 },
4932 'Power Crystal' => {
4933 attr => [
4934 [
4935 'sp',
4936 {
4937 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
4938 name => 'initial mana',
4939 type => 'int'
4940 }
4941 ],
4942 [
4943 'maxsp',
4944 {
4945 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.',
4946 name => 'mana capacity',
4947 type => 'int'
4948 }
4949 ]
4950 ],
4951 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.',
4952 name => 'Power Crystal'
4953 },
4954 Projectile => {
4955 attr => [
4956 [
4957 'attacktype',
4958 {
4959 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.',
4960 name => 'attacktype',
4961 type => 'bitmask',
4962 value => $BITMASK{attacktype}
4963 }
4964 ],
4965 [
4966 'race',
4967 {
4968 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>.',
4969 name => 'ammunition class',
4970 type => 'string'
4971 }
4972 ],
4973 [
4974 'slaying',
4975 {
4976 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.',
4977 name => 'slaying race',
4978 type => 'string'
4979 }
4980 ],
4981 [
4982 'dam',
4983 {
4984 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
4985 name => 'damage',
4986 type => 'int'
4987 }
4988 ],
4989 [
4990 'wc',
4991 {
4992 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.',
4993 name => 'weaponclass',
4994 type => 'int'
4995 }
4996 ],
4997 [
4998 'food',
4999 {
5000 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).',
5001 name => 'chance to break',
5002 type => 'int'
5003 }
5004 ],
5005 [
5006 'magic',
5007 {
5008 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5009 name => 'magic bonus',
5010 type => 'int'
5011 }
5012 ],
5013 [
5014 'unique',
5015 {
5016 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5017 name => 'unique item',
5018 type => 'bool'
5019 }
5020 ],
5021 [
5022 'startequip',
5023 {
5024 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5025 name => 'godgiven item',
5026 type => 'bool'
5027 }
5028 ],
5029 [
5030 'no_drop',
5031 {
5032 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.',
5033 name => 'don\'t drop',
5034 type => 'bool'
5035 }
5036 ],
5037 [
5038 'msg',
5039 {
5040 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5041 end => 'endmsg',
5042 name => 'description',
5043 type => 'text'
5044 }
5045 ]
5046 ],
5047 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.',
5048 name => 'Projectile',
5049 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.'
5050 },
5051 Ring => {
5052 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.',
5053 import => [
5054 $TYPE{Amulet}
5055 ],
5056 name => 'Ring',
5057 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.'
5058 },
5059 Rod => {
5060 attr => [
5061 [
5062 'sp',
5063 {
5064 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!',
5065 name => 'spell',
5066 type => 'spell'
5067 }
5068 ],
5069 [
5070 'level',
5071 {
5072 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5073 name => 'casting level',
5074 type => 'int'
5075 }
5076 ],
5077 [
5078 'hp',
5079 {
5080 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5081 name => 'initial spellpoints',
5082 type => 'int'
5083 }
5084 ],
5085 [
5086 'maxhp',
5087 {
5088 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.',
5089 name => 'max. spellpoints',
5090 type => 'int'
5091 }
5092 ],
5093 [
5094 'startequip',
5095 {
5096 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5097 name => 'godgiven item',
5098 type => 'bool'
5099 }
5100 ],
5101 [
5102 'msg',
5103 {
5104 desc => 'This text may contain a description of the rod.',
5105 end => 'endmsg',
5106 name => 'description',
5107 type => 'text'
5108 }
5109 ]
5110 ],
5111 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.',
5112 ignore => [
5113 'title'
5114 ],
5115 name => 'Rod',
5116 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>'
5117 },
5118 Rune => {
5119 attr => [
5120 [
5121 'no_pick',
5122 {
5123 type => 'fixed',
5124 value => 1
5125 }
5126 ],
5127 [
5128 'move_on',
5129 {
5130 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5131 name => 'movement type',
5132 type => 'bitmask',
5133 value => $BITMASK{movement_type}
5134 }
5135 ],
5136 [
5137 'level',
5138 {
5139 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.',
5140 name => 'rune level',
5141 type => 'int'
5142 }
5143 ],
5144 [
5145 'Cha',
5146 {
5147 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.',
5148 name => 'visibility',
5149 type => 'int'
5150 }
5151 ],
5152 [
5153 'hp',
5154 {
5155 desc => 'The rune will detonate <number of charges> times before disappearing.',
5156 name => 'number of charges',
5157 type => 'int'
5158 }
5159 ],
5160 [
5161 'dam',
5162 {
5163 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.',
5164 name => 'direct damage',
5165 type => 'int'
5166 }
5167 ],
5168 [
5169 'attacktype',
5170 {
5171 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.',
5172 name => 'attacktype',
5173 type => 'bitmask',
5174 value => $BITMASK{attacktype}
5175 }
5176 ],
5177 [
5178 'msg',
5179 {
5180 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5181 end => 'endmsg',
5182 name => 'detonation text',
5183 type => 'text'
5184 }
5185 ]
5186 ],
5187 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.',
5188 ignore => [
5189 'no_pick',
5190 'title',
5191 'name_pl',
5192 'weight',
5193 'value',
5194 'material',
5195 'unpaid'
5196 ],
5197 name => 'Rune',
5198 section => [
5199 [
5200 'spellcraft',
5201 [
5202 [
5203 'sp',
5204 {
5205 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5206 name => 'spell',
5207 type => 'spell'
5208 }
5209 ],
5210 [
5211 'slaying',
5212 {
5213 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5214 name => 'spell name',
5215 type => 'string'
5216 }
5217 ],
5218 [
5219 'other_arch',
5220 {
5221 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.',
5222 name => 'spell arch',
5223 type => 'string'
5224 }
5225 ],
5226 [
5227 'maxsp',
5228 {
5229 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.',
5230 name => 'direction',
5231 type => 'list',
5232 value => $LIST{direction}
5233 }
5234 ],
5235 [
5236 'race',
5237 {
5238 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.',
5239 name => 'summon monster',
5240 type => 'string'
5241 }
5242 ],
5243 [
5244 'maxhp',
5245 {
5246 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5247 name => 'summon amount',
5248 type => 'int'
5249 }
5250 ]
5251 ]
5252 ]
5253 ],
5254 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5255 },
5256 Savebed => {
5257 attr => [
5258 [
5259 'no_pick',
5260 {
5261 type => 'fixed',
5262 value => 1
5263 }
5264 ],
5265 [
5266 'no_magic',
5267 {
5268 type => 'fixed',
5269 value => 1
5270 }
5271 ],
5272 [
5273 'damned',
5274 {
5275 type => 'fixed',
5276 value => 1
5277 }
5278 ]
5279 ],
5280 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.',
5281 ignore => [
5282 $IGNORE_LIST{non_pickable}
5283 ],
5284 name => 'Savebed',
5285 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>'
5286 },
5287 Scroll => {
5288 attr => [
5289 [
5290 'level',
5291 {
5292 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5293 name => 'casting level',
5294 type => 'int'
5295 }
5296 ],
5297 [
5298 'sp',
5299 {
5300 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5301 name => 'spell',
5302 type => 'spell'
5303 }
5304 ],
5305 [
5306 'startequip',
5307 {
5308 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5309 name => 'godgiven item',
5310 type => 'bool'
5311 }
5312 ]
5313 ],
5314 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.',
5315 ignore => [
5316 'title'
5317 ],
5318 name => 'Scroll',
5319 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5320 },
5321 Shield => {
5322 attr => [
5323 [
5324 'magic',
5325 {
5326 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.',
5327 name => 'magic bonus',
5328 type => 'int'
5329 }
5330 ]
5331 ],
5332 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.',
5333 import => [
5334 $TYPE{Amulet}
5335 ],
5336 name => 'Shield',
5337 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5338 },
5339 'Shooting Weapon' => {
5340 attr => [
5341 [
5342 'race',
5343 {
5344 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.',
5345 name => 'ammunition class',
5346 type => 'string'
5347 }
5348 ],
5349 [
5350 'sp',
5351 {
5352 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).',
5353 name => 'shooting speed',
5354 type => 'int'
5355 }
5356 ],
5357 [
5358 'dam',
5359 {
5360 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.',
5361 name => 'base damage',
5362 type => 'int'
5363 }
5364 ],
5365 [
5366 'wc',
5367 {
5368 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.',
5369 name => 'weaponclass',
5370 type => 'int'
5371 }
5372 ],
5373 [
5374 'item_power',
5375 {
5376 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>.',
5377 name => 'item power',
5378 type => 'int'
5379 }
5380 ],
5381 [
5382 'no_strength',
5383 {
5384 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.',
5385 name => 'ignore strength',
5386 type => 'bool'
5387 }
5388 ],
5389 [
5390 'damned',
5391 {
5392 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5393 name => 'damnation',
5394 type => 'bool'
5395 }
5396 ],
5397 [
5398 'cursed',
5399 {
5400 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5401 name => 'curse',
5402 type => 'bool'
5403 }
5404 ],
5405 [
5406 'unique',
5407 {
5408 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5409 name => 'unique item',
5410 type => 'bool'
5411 }
5412 ],
5413 [
5414 'startequip',
5415 {
5416 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5417 name => 'godgiven item',
5418 type => 'bool'
5419 }
5420 ],
5421 [
5422 'msg',
5423 {
5424 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5425 end => 'endmsg',
5426 name => 'description',
5427 type => 'text'
5428 }
5429 ]
5430 ],
5431 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.',
5432 name => 'Shooting Weapon',
5433 section => [
5434 [
5435 'stats',
5436 [
5437 [
5438 'Str',
5439 {
5440 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5441 name => 'strength',
5442 type => 'int'
5443 }
5444 ],
5445 [
5446 'Dex',
5447 {
5448 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5449 name => 'dexterity',
5450 type => 'int'
5451 }
5452 ],
5453 [
5454 'Con',
5455 {
5456 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5457 name => 'constitution',
5458 type => 'int'
5459 }
5460 ],
5461 [
5462 'Int',
5463 {
5464 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5465 name => 'intelligence',
5466 type => 'int'
5467 }
5468 ],
5469 [
5470 'Pow',
5471 {
5472 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5473 name => 'power',
5474 type => 'int'
5475 }
5476 ],
5477 [
5478 'Wis',
5479 {
5480 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5481 name => 'wisdom',
5482 type => 'int'
5483 }
5484 ],
5485 [
5486 'Cha',
5487 {
5488 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5489 name => 'charisma',
5490 type => 'int'
5491 }
5492 ]
5493 ]
5494 ],
5495 [
5496 'bonus',
5497 [
5498 [
5499 'luck',
5500 {
5501 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.',
5502 name => 'luck bonus',
5503 type => 'int'
5504 }
5505 ],
5506 [
5507 'magic',
5508 {
5509 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.',
5510 name => 'magic bonus',
5511 type => 'int'
5512 }
5513 ]
5514 ]
5515 ]
5516 ],
5517 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.'
5518 },
5519 'Shop Floor' => {
5520 attr => [
5521 [
5522 'is_floor',
5523 {
5524 type => 'fixed',
5525 value => 1
5526 }
5527 ],
5528 [
5529 'no_pick',
5530 {
5531 type => 'fixed',
5532 value => 1
5533 }
5534 ],
5535 [
5536 'no_magic',
5537 {
5538 type => 'fixed',
5539 value => 1
5540 }
5541 ],
5542 [
5543 'auto_apply',
5544 {
5545 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.',
5546 name => 'generate goods',
5547 type => 'bool'
5548 }
5549 ],
5550 [
5551 'randomitems',
5552 {
5553 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.',
5554 name => 'treasurelist',
5555 type => 'treasurelist'
5556 }
5557 ],
5558 [
5559 'exp',
5560 {
5561 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.',
5562 name => 'quality level',
5563 type => 'int'
5564 }
5565 ],
5566 [
5567 'damned',
5568 {
5569 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.)',
5570 name => 'no prayers',
5571 type => 'bool'
5572 }
5573 ]
5574 ],
5575 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).',
5576 ignore => [
5577 $IGNORE_LIST{non_pickable}
5578 ],
5579 name => 'Shop Floor',
5580 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.'
5581 },
5582 'Shop Mat' => {
5583 attr => [
5584 [
5585 'no_pick',
5586 {
5587 type => 'fixed',
5588 value => 1
5589 }
5590 ],
5591 [
5592 'move_on',
5593 {
5594 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5595 name => 'movement type',
5596 type => 'bitmask',
5597 value => $BITMASK{movement_type}
5598 }
5599 ]
5600 ],
5601 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).',
5602 ignore => [
5603 $IGNORE_LIST{non_pickable}
5604 ],
5605 name => 'Shop Mat',
5606 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5607 },
5608 'Sign & MagicMouth' => {
5609 attr => [
5610 [
5611 'connected',
5612 {
5613 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.',
5614 name => 'connection',
5615 type => 'int'
5616 }
5617 ],
5618 [
5619 'move_on',
5620 {
5621 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5622 name => 'movement type',
5623 type => 'bitmask',
5624 value => $BITMASK{movement_type}
5625 }
5626 ],
5627 [
5628 'food',
5629 {
5630 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).',
5631 name => 'counter',
5632 type => 'int'
5633 }
5634 ],
5635 [
5636 'msg',
5637 {
5638 desc => 'This text will be displayed to the player.',
5639 end => 'endmsg',
5640 name => 'message',
5641 type => 'text'
5642 }
5643 ]
5644 ],
5645 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).',
5646 ignore => [
5647 $IGNORE_LIST{non_pickable}
5648 ],
5649 name => 'Sign & MagicMouth',
5650 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.'
5651 },
5652 Skill => {
5653 attr => [
5654 [
5655 'invisible',
5656 {
5657 type => 'fixed',
5658 value => 1
5659 }
5660 ],
5661 [
5662 'no_drop',
5663 {
5664 type => 'fixed',
5665 value => 1
5666 }
5667 ],
5668 [
5669 'skill',
5670 {
5671 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.',
5672 name => 'skill name',
5673 type => 'string'
5674 }
5675 ],
5676 [
5677 'expmul',
5678 {
5679 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.',
5680 name => 'exp multiplier',
5681 type => 'float'
5682 }
5683 ],
5684 [
5685 'subtype',
5686 {
5687 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.',
5688 name => 'skill type',
5689 type => 'list',
5690 value => $LIST{skill_type}
5691 }
5692 ],
5693 [
5694 'level',
5695 {
5696 name => 'level',
5697 type => 'int'
5698 }
5699 ],
5700 [
5701 'exp',
5702 {
5703 name => 'experience',
5704 type => 'int'
5705 }
5706 ],
5707 [
5708 'can_use_skill',
5709 {
5710 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.',
5711 name => 'is native skill',
5712 type => 'bool'
5713 }
5714 ]
5715 ],
5716 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.',
5717 ignore => [
5718 $IGNORE_LIST{system_object}
5719 ],
5720 name => 'Skill',
5721 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>'
5722 },
5723 'Skill Scroll' => {
5724 attr => [
5725 [
5726 'race',
5727 {
5728 type => 'fixed',
5729 value => 'scrolls'
5730 }
5731 ],
5732 [
5733 'skill',
5734 {
5735 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5736 name => 'skill name',
5737 type => 'string'
5738 }
5739 ]
5740 ],
5741 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5742 name => 'Skill Scroll',
5743 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.'
5744 },
5745 'Special Key' => {
5746 attr => [
5747 [
5748 'slaying',
5749 {
5750 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.',
5751 name => 'key string',
5752 type => 'string'
5753 }
5754 ],
5755 [
5756 'material',
5757 {
5758 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5759 name => 'material',
5760 type => 'bitmask',
5761 value => $BITMASK{material}
5762 }
5763 ],
5764 [
5765 'unique',
5766 {
5767 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.',
5768 name => 'unique item',
5769 type => 'bool'
5770 }
5771 ],
5772 [
5773 'startequip',
5774 {
5775 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5776 name => 'godgiven item',
5777 type => 'bool'
5778 }
5779 ],
5780 [
5781 'msg',
5782 {
5783 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.',
5784 end => 'endmsg',
5785 name => 'description',
5786 type => 'text'
5787 }
5788 ]
5789 ],
5790 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.',
5791 ignore => [
5792 'material'
5793 ],
5794 name => 'Special Key',
5795 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".'
5796 },
5797 Spell => {
5798 attr => [
5799 [
5800 'no_drop',
5801 {
5802 type => 'fixed',
5803 value => 1
5804 }
5805 ],
5806 [
5807 'invisible',
5808 {
5809 type => 'fixed',
5810 value => 1
5811 }
5812 ],
5813 [
5814 'skill',
5815 {
5816 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.',
5817 name => 'skill name',
5818 type => 'string'
5819 }
5820 ],
5821 [
5822 'subtype',
5823 {
5824 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5825 name => 'spell type',
5826 type => 'list',
5827 value => $LIST{spell_type}
5828 }
5829 ],
5830 [
5831 'level',
5832 {
5833 name => 'spell level',
5834 type => 'int'
5835 }
5836 ],
5837 [
5838 'casting_time',
5839 {
5840 name => 'casting time',
5841 type => 'int'
5842 }
5843 ],
5844 [
5845 'duration',
5846 {
5847 name => 'duration',
5848 type => 'int'
5849 }
5850 ],
5851 [
5852 'other_arch',
5853 {
5854 name => 'create object',
5855 type => 'string'
5856 }
5857 ],
5858 [
5859 'sp',
5860 {
5861 name => 'cost spellpoints',
5862 type => 'int'
5863 }
5864 ],
5865 [
5866 'grace',
5867 {
5868 name => 'cost grace',
5869 type => 'int'
5870 }
5871 ],
5872 [
5873 'maxsp',
5874 {
5875 name => 'double cost per level',
5876 type => 'int'
5877 }
5878 ]
5879 ],
5880 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.',
5881 ignore => [
5882 $IGNORE_LIST{system_object}
5883 ],
5884 name => 'Spell',
5885 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.'
5886 },
5887 Spellbook => {
5888 attr => [
5889 [
5890 'skill',
5891 {
5892 type => 'fixed',
5893 value => 'literacy'
5894 }
5895 ],
5896 [
5897 'randomitems',
5898 {
5899 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.',
5900 name => 'treasurelist',
5901 type => 'treasurelist'
5902 }
5903 ],
5904 [
5905 'startequip',
5906 {
5907 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5908 name => 'godgiven item',
5909 type => 'bool'
5910 }
5911 ],
5912 [
5913 'msg',
5914 {
5915 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
5916 end => 'endmsg',
5917 name => 'description',
5918 type => 'text'
5919 }
5920 ]
5921 ],
5922 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.',
5923 name => 'Spellbook',
5924 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.'
5925 },
5926 Spinner => {
5927 attr => [
5928 [
5929 'sp',
5930 {
5931 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.',
5932 name => 'direction number',
5933 type => 'int'
5934 }
5935 ],
5936 [
5937 'move_on',
5938 {
5939 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5940 name => 'movement type',
5941 type => 'bitmask',
5942 value => $BITMASK{movement_type}
5943 }
5944 ]
5945 ],
5946 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.',
5947 ignore => [
5948 $IGNORE_LIST{non_pickable}
5949 ],
5950 name => 'Spinner',
5951 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.'
5952 },
5953 Swamp => {
5954 attr => [
5955 [
5956 'is_floor',
5957 {
5958 type => 'fixed',
5959 value => 1
5960 }
5961 ],
5962 [
5963 'is_wooded',
5964 {
5965 type => 'fixed',
5966 value => 1
5967 }
5968 ],
5969 [
5970 'speed',
5971 {
5972 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.',
5973 name => 'drowning speed',
5974 type => 'float'
5975 }
5976 ],
5977 [
5978 'move_on',
5979 {
5980 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5981 name => 'movement type',
5982 type => 'bitmask',
5983 value => $BITMASK{movement_type}
5984 }
5985 ],
5986 [
5987 'move_block',
5988 {
5989 desc => 'Objects using these movement types cannot move over this space.',
5990 name => 'blocked movement',
5991 type => 'bitmask',
5992 value => $BITMASK{movement_type}
5993 }
5994 ],
5995 [
5996 'move_allow',
5997 {
5998 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5999 name => 'allowed movement',
6000 type => 'bitmask',
6001 value => $BITMASK{movement_type}
6002 }
6003 ],
6004 [
6005 'move_slow',
6006 {
6007 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6008 name => 'slowed movement',
6009 type => 'bitmask',
6010 value => $BITMASK{movement_type}
6011 }
6012 ],
6013 [
6014 'move_slow_penalty',
6015 {
6016 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)',
6017 name => 'slow movement penalty',
6018 type => 'int'
6019 }
6020 ],
6021 [
6022 'no_magic',
6023 {
6024 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6025 name => 'no spells',
6026 type => 'bool'
6027 }
6028 ],
6029 [
6030 'damned',
6031 {
6032 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6033 name => 'no prayers',
6034 type => 'bool'
6035 }
6036 ]
6037 ],
6038 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.',
6039 ignore => [
6040 $IGNORE_LIST{non_pickable}
6041 ],
6042 name => 'Swamp'
6043 },
6044 Teleporter => {
6045 attr => [
6046 [
6047 'slaying',
6048 {
6049 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.',
6050 name => 'exit path',
6051 type => 'string'
6052 }
6053 ],
6054 [
6055 'hp',
6056 {
6057 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.',
6058 name => 'destination X',
6059 type => 'int'
6060 }
6061 ],
6062 [
6063 'sp',
6064 {
6065 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.',
6066 name => 'destination Y',
6067 type => 'int'
6068 }
6069 ],
6070 [
6071 'connected',
6072 {
6073 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.',
6074 name => 'connection',
6075 type => 'int'
6076 }
6077 ],
6078 [
6079 'speed',
6080 {
6081 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!',
6082 name => 'activation speed',
6083 type => 'float'
6084 }
6085 ]
6086 ],
6087 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.',
6088 ignore => [
6089 $IGNORE_LIST{non_pickable}
6090 ],
6091 name => 'Teleporter',
6092 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.'
6093 },
6094 'Timed Gate' => {
6095 attr => [
6096 [
6097 'no_pick',
6098 {
6099 type => 'fixed',
6100 value => 1
6101 }
6102 ],
6103 [
6104 'connected',
6105 {
6106 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.',
6107 name => 'connection',
6108 type => 'int'
6109 }
6110 ],
6111 [
6112 'wc',
6113 {
6114 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.',
6115 name => 'position state',
6116 type => 'int'
6117 }
6118 ],
6119 [
6120 'move_block',
6121 {
6122 desc => 'Objects using these movement types cannot move over this space.',
6123 name => 'blocked movement',
6124 type => 'bitmask',
6125 value => $BITMASK{movement_type}
6126 }
6127 ],
6128 [
6129 'move_allow',
6130 {
6131 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6132 name => 'allowed movement',
6133 type => 'bitmask',
6134 value => $BITMASK{movement_type}
6135 }
6136 ],
6137 [
6138 'move_slow',
6139 {
6140 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6141 name => 'slowed movement',
6142 type => 'bitmask',
6143 value => $BITMASK{movement_type}
6144 }
6145 ],
6146 [
6147 'move_slow_penalty',
6148 {
6149 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)',
6150 name => 'slow movement penalty',
6151 type => 'int'
6152 }
6153 ],
6154 [
6155 'no_magic',
6156 {
6157 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6158 name => 'restrict spells',
6159 type => 'bool'
6160 }
6161 ],
6162 [
6163 'damned',
6164 {
6165 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6166 name => 'restrict prayers',
6167 type => 'bool'
6168 }
6169 ],
6170 [
6171 'hp',
6172 {
6173 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6174 name => 'open duration',
6175 type => 'int'
6176 }
6177 ]
6178 ],
6179 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.',
6180 ignore => [
6181 $IGNORE_LIST{non_pickable}
6182 ],
6183 name => 'Timed Gate',
6184 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".'
6185 },
6186 Trap => {
6187 attr => [
6188 [
6189 'no_pick',
6190 {
6191 type => 'fixed',
6192 value => 1
6193 }
6194 ],
6195 [
6196 'move_on',
6197 {
6198 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6199 name => 'movement type',
6200 type => 'bitmask',
6201 value => $BITMASK{movement_type}
6202 }
6203 ],
6204 [
6205 'level',
6206 {
6207 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.',
6208 name => 'trap level',
6209 type => 'int'
6210 }
6211 ],
6212 [
6213 'Cha',
6214 {
6215 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.',
6216 name => 'visibility',
6217 type => 'int'
6218 }
6219 ],
6220 [
6221 'hp',
6222 {
6223 desc => 'The trap will detonate <number of charges> times before disappearing.',
6224 name => 'number of charges',
6225 type => 'int'
6226 }
6227 ],
6228 [
6229 'dam',
6230 {
6231 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6232 name => 'direct damage',
6233 type => 'int'
6234 }
6235 ],
6236 [
6237 'attacktype',
6238 {
6239 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6240 name => 'attacktype',
6241 type => 'bitmask',
6242 value => $BITMASK{attacktype}
6243 }
6244 ],
6245 [
6246 'connected',
6247 {
6248 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6249 name => 'connection',
6250 type => 'int'
6251 }
6252 ],
6253 [
6254 'msg',
6255 {
6256 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6257 end => 'endmsg',
6258 name => 'detonation text',
6259 type => 'text'
6260 }
6261 ]
6262 ],
6263 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.',
6264 ignore => [
6265 'no_pick',
6266 'title',
6267 'name_pl',
6268 'weight',
6269 'value',
6270 'material',
6271 'unpaid'
6272 ],
6273 name => 'Trap',
6274 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.'
6275 },
6276 Trapdoor => {
6277 attr => [
6278 [
6279 'no_pick',
6280 {
6281 type => 'fixed',
6282 value => 1
6283 }
6284 ],
6285 [
6286 'move_on',
6287 {
6288 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6289 name => 'movement type',
6290 type => 'bitmask',
6291 value => $BITMASK{movement_type}
6292 }
6293 ],
6294 [
6295 'weight',
6296 {
6297 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.',
6298 name => 'hold weight',
6299 type => 'int'
6300 }
6301 ],
6302 [
6303 'hp',
6304 {
6305 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!',
6306 name => 'destination X',
6307 type => 'int'
6308 }
6309 ],
6310 [
6311 'sp',
6312 {
6313 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!',
6314 name => 'destination Y',
6315 type => 'int'
6316 }
6317 ]
6318 ],
6319 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.',
6320 ignore => [
6321 $IGNORE_LIST{non_pickable}
6322 ],
6323 name => 'Trapdoor',
6324 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.'
6325 },
6326 Treasure => {
6327 attr => [
6328 [
6329 'randomitems',
6330 {
6331 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6332 name => 'treasurelist',
6333 type => 'treasurelist'
6334 }
6335 ],
6336 [
6337 'auto_apply',
6338 {
6339 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.',
6340 name => 'auto-generate',
6341 type => 'bool'
6342 }
6343 ],
6344 [
6345 'hp',
6346 {
6347 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.',
6348 name => 'create number',
6349 type => 'int'
6350 }
6351 ],
6352 [
6353 'exp',
6354 {
6355 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).',
6356 name => 'quality level',
6357 type => 'int'
6358 }
6359 ]
6360 ],
6361 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6362 ignore => [
6363 'nrof',
6364 'title',
6365 'name_pl',
6366 'weight',
6367 'value',
6368 'material'
6369 ],
6370 name => 'Treasure',
6371 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.'
6372 },
6373 'Trigger Marker' => {
6374 attr => [
6375 [
6376 'no_pick',
6377 {
6378 type => 'fixed',
6379 value => 1
6380 }
6381 ],
6382 [
6383 'slaying',
6384 {
6385 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.',
6386 name => 'key string',
6387 type => 'string'
6388 }
6389 ],
6390 [
6391 'connected',
6392 {
6393 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6394 name => 'connection',
6395 type => 'int'
6396 }
6397 ],
6398 [
6399 'food',
6400 {
6401 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.',
6402 name => 'mark duration',
6403 type => 'int'
6404 }
6405 ],
6406 [
6407 'name',
6408 {
6409 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.',
6410 name => 'delete mark',
6411 type => 'string'
6412 }
6413 ],
6414 [
6415 'msg',
6416 {
6417 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.',
6418 end => 'endmsg',
6419 name => 'marking message',
6420 type => 'text'
6421 }
6422 ]
6423 ],
6424 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.',
6425 ignore => [
6426 $IGNORE_LIST{system_object}
6427 ],
6428 name => 'Trigger Marker',
6429 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.'
6430 },
6431 Wall => {
6432 attr => [
6433 [
6434 'move_block',
6435 {
6436 desc => 'Objects using these movement types cannot move over this space.',
6437 name => 'blocked movement',
6438 type => 'bitmask',
6439 value => $BITMASK{movement_type}
6440 }
6441 ],
6442 [
6443 'move_allow',
6444 {
6445 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6446 name => 'allowed movement',
6447 type => 'bitmask',
6448 value => $BITMASK{movement_type}
6449 }
6450 ],
6451 [
6452 'move_slow',
6453 {
6454 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6455 name => 'slowed movement',
6456 type => 'bitmask',
6457 value => $BITMASK{movement_type}
6458 }
6459 ],
6460 [
6461 'move_slow_penalty',
6462 {
6463 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)',
6464 name => 'slow movement penalty',
6465 type => 'int'
6466 }
6467 ],
6468 [
6469 'can_roll',
6470 {
6471 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6472 name => 'moveable',
6473 type => 'bool'
6474 }
6475 ],
6476 [
6477 'no_magic',
6478 {
6479 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6480 name => 'restrict spells',
6481 type => 'bool'
6482 }
6483 ],
6484 [
6485 'damned',
6486 {
6487 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6488 name => 'restrict prayers',
6489 type => 'bool'
6490 }
6491 ]
6492 ],
6493 desc => 'Walls usually block passage and sight.',
6494 ignore => [
6495 'nrof',
6496 'title',
6497 'name_pl',
6498 'value',
6499 'unpaid'
6500 ],
6501 name => 'Wall',
6502 required => {
6503 alive => 0,
6504 is_floor => 0,
6505 move_block => 255
6506 }
6507 },
6508 'Wand & Staff' => {
6509 attr => [
6510 [
6511 'sp',
6512 {
6513 desc => 'The <spell> specifies the contained spell.',
6514 name => 'spell',
6515 type => 'spell'
6516 }
6517 ],
6518 [
6519 'level',
6520 {
6521 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6522 name => 'casting level',
6523 type => 'int'
6524 }
6525 ],
6526 [
6527 'food',
6528 {
6529 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6530 name => 'number of charges',
6531 type => 'int'
6532 }
6533 ],
6534 [
6535 'startequip',
6536 {
6537 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6538 name => 'godgiven item',
6539 type => 'bool'
6540 }
6541 ],
6542 [
6543 'msg',
6544 {
6545 desc => 'This text may contain a description of the wand.',
6546 end => 'endmsg',
6547 name => 'description',
6548 type => 'text'
6549 }
6550 ]
6551 ],
6552 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.',
6553 name => 'Wand & Staff',
6554 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.'
6555 },
6556 'Weak Wall' => {
6557 attr => [
6558 [
6559 'alive',
6560 {
6561 type => 'fixed',
6562 value => 1
6563 }
6564 ],
6565 [
6566 'no_pick',
6567 {
6568 type => 'fixed',
6569 value => 1
6570 }
6571 ],
6572 [
6573 'tear_down',
6574 {
6575 type => 'fixed',
6576 value => 1
6577 }
6578 ],
6579 [
6580 'race',
6581 {
6582 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.',
6583 name => 'race',
6584 type => 'string'
6585 }
6586 ],
6587 [
6588 'level',
6589 {
6590 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.',
6591 name => 'level',
6592 type => 'int'
6593 }
6594 ],
6595 [
6596 'hp',
6597 {
6598 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.',
6599 name => 'health points',
6600 type => 'int'
6601 }
6602 ],
6603 [
6604 'maxhp',
6605 {
6606 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.',
6607 name => 'max health',
6608 type => 'int'
6609 }
6610 ],
6611 [
6612 'ac',
6613 {
6614 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6615 name => 'armour class',
6616 type => 'int'
6617 }
6618 ]
6619 ],
6620 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.',
6621 ignore => [
6622 $IGNORE_LIST{non_pickable}
6623 ],
6624 name => 'Weak Wall',
6625 required => {
6626 alive => 1,
6627 is_floor => 0,
6628 tear_down => 1
6629 },
6630 section => [
6631 [
6632 'resistance',
6633 [
6634 [
6635 'resist_physical',
6636 {
6637 name => 'resist physical %',
6638 type => 'int'
6639 }
6640 ],
6641 [
6642 'resist_magic',
6643 {
6644 name => 'resist magic %',
6645 type => 'int'
6646 }
6647 ],
6648 [
6649 'resist_fire',
6650 {
6651 name => 'resist fire %',
6652 type => 'int'
6653 }
6654 ],
6655 [
6656 'resist_electricity',
6657 {
6658 name => 'resist electricity %',
6659 type => 'int'
6660 }
6661 ],
6662 [
6663 'resist_cold',
6664 {
6665 name => 'resist cold %',
6666 type => 'int'
6667 }
6668 ],
6669 [
6670 'resist_confusion',
6671 {
6672 name => 'resist confusion %',
6673 type => 'int'
6674 }
6675 ],
6676 [
6677 'resist_acid',
6678 {
6679 name => 'resist acid %',
6680 type => 'int'
6681 }
6682 ],
6683 [
6684 'resist_drain',
6685 {
6686 name => 'resist draining %',
6687 type => 'int'
6688 }
6689 ],
6690 [
6691 'resist_weaponmagic',
6692 {
6693 name => 'resist weaponmagic %',
6694 type => 'int'
6695 }
6696 ],
6697 [
6698 'resist_ghosthit',
6699 {
6700 name => 'resist ghosthit %',
6701 type => 'int'
6702 }
6703 ],
6704 [
6705 'resist_poison',
6706 {
6707 name => 'resist poison %',
6708 type => 'int'
6709 }
6710 ],
6711 [
6712 'resist_slow',
6713 {
6714 name => 'resist slow %',
6715 type => 'int'
6716 }
6717 ],
6718 [
6719 'resist_paralyze',
6720 {
6721 name => 'resist paralyze %',
6722 type => 'int'
6723 }
6724 ],
6725 [
6726 'resist_fear',
6727 {
6728 name => 'resist fear %',
6729 type => 'int'
6730 }
6731 ],
6732 [
6733 'resist_deplete',
6734 {
6735 name => 'resist depletion %',
6736 type => 'int'
6737 }
6738 ],
6739 [
6740 'resist_turn_undead',
6741 {
6742 name => 'resist turn undead %',
6743 type => 'int'
6744 }
6745 ],
6746 [
6747 'resist_death',
6748 {
6749 name => 'resist death-attack %',
6750 type => 'int'
6751 }
6752 ],
6753 [
6754 'resist_chaos',
6755 {
6756 name => 'resist chaos %',
6757 type => 'int'
6758 }
6759 ],
6760 [
6761 'resist_blind',
6762 {
6763 name => 'resist blinding %',
6764 type => 'int'
6765 }
6766 ],
6767 [
6768 'resist_holyword',
6769 {
6770 name => 'resist holy power %',
6771 type => 'int'
6772 }
6773 ],
6774 [
6775 'resist_godpower',
6776 {
6777 name => 'resist godpower %',
6778 type => 'int'
6779 }
6780 ]
6781 ]
6782 ]
6783 ],
6784 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.'
6785 },
6786 Weapon => {
6787 attr => [
6788 [
6789 'attacktype',
6790 {
6791 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.',
6792 name => 'attacktype',
6793 type => 'bitmask',
6794 value => $BITMASK{attacktype}
6795 }
6796 ],
6797 [
6798 'weapontype',
6799 {
6800 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.',
6801 name => 'weapontype',
6802 type => 'list',
6803 value => $LIST{weapon_type}
6804 }
6805 ],
6806 [
6807 'skill',
6808 {
6809 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6810 name => 'skill name',
6811 type => 'string'
6812 }
6813 ],
6814 [
6815 'dam',
6816 {
6817 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.',
6818 name => 'damage',
6819 type => 'int'
6820 }
6821 ],
6822 [
6823 'slaying',
6824 {
6825 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.',
6826 name => 'slaying race',
6827 type => 'string'
6828 }
6829 ],
6830 [
6831 'last_sp',
6832 {
6833 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.',
6834 name => 'weapon speed',
6835 type => 'int'
6836 }
6837 ],
6838 [
6839 'wc',
6840 {
6841 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.',
6842 name => 'weapon class',
6843 type => 'int'
6844 }
6845 ],
6846 [
6847 'magic',
6848 {
6849 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.',
6850 name => 'magic bonus',
6851 type => 'int'
6852 }
6853 ],
6854 [
6855 'item_power',
6856 {
6857 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>.',
6858 name => 'item power',
6859 type => 'int'
6860 }
6861 ],
6862 [
6863 'damned',
6864 {
6865 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6866 name => 'damnation',
6867 type => 'bool'
6868 }
6869 ],
6870 [
6871 'cursed',
6872 {
6873 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
6874 name => 'curse',
6875 type => 'bool'
6876 }
6877 ],
6878 [
6879 'lifesave',
6880 {
6881 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!',
6882 name => 'save life',
6883 type => 'bool'
6884 }
6885 ],
6886 [
6887 'unique',
6888 {
6889 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6890 name => 'unique item',
6891 type => 'bool'
6892 }
6893 ],
6894 [
6895 'startequip',
6896 {
6897 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6898 name => 'godgiven item',
6899 type => 'bool'
6900 }
6901 ],
6902 [
6903 'msg',
6904 {
6905 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6906 end => 'endmsg',
6907 name => 'description',
6908 type => 'text'
6909 }
6910 ]
6911 ],
6912 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.',
6913 name => 'Weapon',
6914 section => [
6915 [
6916 'resistance',
6917 [
6918 [
6919 'resist_physical',
6920 {
6921 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.',
6922 name => 'resist physical %',
6923 type => 'int'
6924 }
6925 ],
6926 [
6927 'resist_magic',
6928 {
6929 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.',
6930 name => 'resist magic %',
6931 type => 'int'
6932 }
6933 ],
6934 [
6935 'resist_fire',
6936 {
6937 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.',
6938 name => 'resist fire %',
6939 type => 'int'
6940 }
6941 ],
6942 [
6943 'resist_electricity',
6944 {
6945 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.',
6946 name => 'resist electricity %',
6947 type => 'int'
6948 }
6949 ],
6950 [
6951 'resist_cold',
6952 {
6953 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.',
6954 name => 'resist cold %',
6955 type => 'int'
6956 }
6957 ],
6958 [
6959 'resist_confusion',
6960 {
6961 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).',
6962 name => 'resist confusion %',
6963 type => 'int'
6964 }
6965 ],
6966 [
6967 'resist_acid',
6968 {
6969 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.',
6970 name => 'resist acid %',
6971 type => 'int'
6972 }
6973 ],
6974 [
6975 'resist_drain',
6976 {
6977 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).',
6978 name => 'resist draining %',
6979 type => 'int'
6980 }
6981 ],
6982 [
6983 'resist_weaponmagic',
6984 {
6985 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.',
6986 name => 'resist weaponmagic %',
6987 type => 'int'
6988 }
6989 ],
6990 [
6991 'resist_ghosthit',
6992 {
6993 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.',
6994 name => 'resist ghosthit %',
6995 type => 'int'
6996 }
6997 ],
6998 [
6999 'resist_poison',
7000 {
7001 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.',
7002 name => 'resist poison %',
7003 type => 'int'
7004 }
7005 ],
7006 [
7007 'resist_slow',
7008 {
7009 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.',
7010 name => 'resist slow %',
7011 type => 'int'
7012 }
7013 ],
7014 [
7015 'resist_paralyze',
7016 {
7017 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).',
7018 name => 'resist paralyze %',
7019 type => 'int'
7020 }
7021 ],
7022 [
7023 'resist_fear',
7024 {
7025 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.',
7026 name => 'resist fear %',
7027 type => 'int'
7028 }
7029 ],
7030 [
7031 'resist_deplete',
7032 {
7033 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).',
7034 name => 'resist depletion %',
7035 type => 'int'
7036 }
7037 ],
7038 [
7039 'resist_death',
7040 {
7041 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!',
7042 name => 'resist death-attack %',
7043 type => 'int'
7044 }
7045 ],
7046 [
7047 'resist_chaos',
7048 {
7049 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.',
7050 name => 'resist chaos %',
7051 type => 'int'
7052 }
7053 ],
7054 [
7055 'resist_blind',
7056 {
7057 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.',
7058 name => 'resist blinding %',
7059 type => 'int'
7060 }
7061 ],
7062 [
7063 'resist_holyword',
7064 {
7065 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.',
7066 name => 'resist holy power %',
7067 type => 'int'
7068 }
7069 ]
7070 ]
7071 ],
7072 [
7073 'stats',
7074 [
7075 [
7076 'Str',
7077 {
7078 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
7079 name => 'strength',
7080 type => 'int'
7081 }
7082 ],
7083 [
7084 'Dex',
7085 {
7086 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
7087 name => 'dexterity',
7088 type => 'int'
7089 }
7090 ],
7091 [
7092 'Con',
7093 {
7094 desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
7095 name => 'constitution',
7096 type => 'int'
7097 }
7098 ],
7099 [
7100 'Int',
7101 {
7102 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
7103 name => 'intelligence',
7104 type => 'int'
7105 }
7106 ],
7107 [
7108 'Pow',
7109 {
7110 desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
7111 name => 'power',
7112 type => 'int'
7113 }
7114 ],
7115 [
7116 'Wis',
7117 {
7118 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
7119 name => 'wisdom',
7120 type => 'int'
7121 }
7122 ],
7123 [
7124 'Cha',
7125 {
7126 desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
7127 name => 'charisma',
7128 type => 'int'
7129 }
7130 ]
7131 ]
7132 ],
7133 [
7134 'misc',
7135 [
7136 [
7137 'luck',
7138 {
7139 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.',
7140 name => 'luck bonus',
7141 type => 'int'
7142 }
7143 ],
7144 [
7145 'hp',
7146 {
7147 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7148 name => 'health regen.',
7149 type => 'int'
7150 }
7151 ],
7152 [
7153 'sp',
7154 {
7155 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7156 name => 'mana regen.',
7157 type => 'int'
7158 }
7159 ],
7160 [
7161 'grace',
7162 {
7163 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!!',
7164 name => 'grace regen.',
7165 type => 'int'
7166 }
7167 ],
7168 [
7169 'food',
7170 {
7171 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.',
7172 name => 'food bonus',
7173 type => 'int'
7174 }
7175 ],
7176 [
7177 'xrays',
7178 {
7179 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.',
7180 name => 'xray vision',
7181 type => 'bool'
7182 }
7183 ],
7184 [
7185 'stealth',
7186 {
7187 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)',
7188 name => 'stealth',
7189 type => 'bool'
7190 }
7191 ],
7192 [
7193 'reflect_spell',
7194 {
7195 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!',
7196 name => 'reflect spells',
7197 type => 'bool'
7198 }
7199 ],
7200 [
7201 'reflect_missile',
7202 {
7203 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.',
7204 name => 'reflect missiles',
7205 type => 'bool'
7206 }
7207 ],
7208 [
7209 'path_attuned',
7210 {
7211 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7212 name => 'attuned paths',
7213 type => 'bitmask',
7214 value => $BITMASK{spellpath}
7215 }
7216 ],
7217 [
7218 'path_repelled',
7219 {
7220 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7221 name => 'repelled paths',
7222 type => 'bitmask',
7223 value => $BITMASK{spellpath}
7224 }
7225 ],
7226 [
7227 'path_denied',
7228 {
7229 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7230 name => 'denied paths',
7231 type => 'bitmask',
7232 value => $BITMASK{spellpath}
7233 }
7234 ]
7235 ]
7236 ]
7237 ],
7238 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.'
7239 }
7240 );
7241
7242 our @ATTR0 = (
7243 $TYPE{Floor},
7244 $TYPE{'Monster & NPC'},
7245 $TYPE{Wall},
7246 $TYPE{'Weak Wall'}
7247 );
7248
7249 our %ATTR = (
7250 3 => $TYPE{Rod},
7251 4 => $TYPE{Treasure},
7252 5 => $TYPE{Potion},
7253 6 => $TYPE{Food},
7254 7 => $TYPE{'Poison Food'},
7255 8 => $TYPE{Book},
7256 9 => $TYPE{Clock},
7257 13 => $TYPE{Projectile},
7258 14 => $TYPE{'Shooting Weapon'},
7259 15 => $TYPE{Weapon},
7260 16 => $TYPE{'Brestplate Armour'},
7261 17 => $TYPE{Pedestal},
7262 18 => $TYPE{Altar},
7263 20 => $TYPE{'Locked Door'},
7264 21 => $TYPE{'Special Key'},
7265 23 => $TYPE{Door},
7266 24 => $TYPE{Key},
7267 26 => $TYPE{'Timed Gate'},
7268 27 => $TYPE{'Handle Trigger'},
7269 28 => $TYPE{'Monster (Grimreaper)'},
7270 29 => $TYPE{'Magic Ear'},
7271 30 => $TYPE{'Button Trigger'},
7272 31 => $TYPE{'Altar Trigger'},
7273 33 => $TYPE{Shield},
7274 34 => $TYPE{Helmet},
7275 35 => $TYPE{Horn},
7276 36 => $TYPE{Money},
7277 37 => $TYPE{'Class Changer'},
7278 39 => $TYPE{Amulet},
7279 40 => $TYPE{Mover},
7280 41 => $TYPE{Teleporter},
7281 42 => $TYPE{Creator},
7282 43 => $TYPE{Skill},
7283 51 => $TYPE{Detector},
7284 52 => $TYPE{'Trigger Marker'},
7285 55 => $TYPE{Marker},
7286 56 => $TYPE{'Holy Altar'},
7287 58 => $TYPE{Battleground},
7288 60 => $TYPE{Jewel},
7289 62 => $TYPE{'Magic Wall'},
7290 64 => $TYPE{'Inventory Checker'},
7291 65 => $TYPE{'Mood Floor'},
7292 66 => $TYPE{Exit},
7293 67 => $TYPE{'Floor (Encounter)'},
7294 68 => $TYPE{'Shop Floor'},
7295 69 => $TYPE{'Shop Mat'},
7296 70 => $TYPE{Ring},
7297 72 => $TYPE{Flesh},
7298 73 => $TYPE{Inorganic},
7299 83 => $TYPE{Duplicator},
7300 85 => $TYPE{Spellbook},
7301 87 => $TYPE{Cloak},
7302 88 => $TYPE{'Hazard Floor'},
7303 90 => $TYPE{Spinner},
7304 91 => $TYPE{Gate},
7305 92 => $TYPE{Button},
7306 93 => $TYPE{Handle},
7307 94 => $TYPE{Pit},
7308 95 => $TYPE{Trapdoor},
7309 98 => $TYPE{'Sign & MagicMouth'},
7310 99 => $TYPE{Boots},
7311 100 => $TYPE{Gloves},
7312 101 => $TYPE{Spell},
7313 103 => $TYPE{Converter},
7314 104 => $TYPE{Bracers},
7315 106 => $TYPE{Savebed},
7316 109 => $TYPE{'Wand & Staff'},
7317 110 => $TYPE{Ability},
7318 111 => $TYPE{Scroll},
7319 112 => $TYPE{Director},
7320 113 => $TYPE{Girdle},
7321 116 => $TYPE{'Event Connector'},
7322 122 => $TYPE{Container},
7323 130 => $TYPE{'Skill Scroll'},
7324 138 => $TYPE{Swamp},
7325 154 => $TYPE{Rune},
7326 155 => $TYPE{Trap},
7327 156 => $TYPE{'Power Crystal'},
7328 158 => $TYPE{Disease},
7329 163 => $TYPE{'Item Transformer'}
7330 );
7331
7332 our %TYPENAME = (
7333 0 => '*NONE*',
7334 1 => 'PLAYER',
7335 2 => 'TRANSPORT',
7336 3 => 'ROD',
7337 4 => 'TREASURE',
7338 5 => 'POTION',
7339 6 => 'FOOD',
7340 7 => 'POISON',
7341 8 => 'BOOK',
7342 9 => 'CLOCK',
7343 12 => 'LIGHTNING',
7344 13 => 'ARROW',
7345 14 => 'BOW',
7346 15 => 'WEAPON',
7347 16 => 'ARMOUR',
7348 17 => 'PEDESTAL',
7349 18 => 'ALTAR',
7350 20 => 'LOCKED_DOOR',
7351 21 => 'SPECIAL_KEY',
7352 22 => 'MAP',
7353 23 => 'DOOR',
7354 24 => 'KEY',
7355 26 => 'TIMED_GATE',
7356 27 => 'TRIGGER',
7357 28 => 'GRIMREAPER',
7358 29 => 'MAGIC_EAR',
7359 30 => 'TRIGGER_BUTTON',
7360 31 => 'TRIGGER_ALTAR',
7361 32 => 'TRIGGER_PEDESTAL',
7362 33 => 'SHIELD',
7363 34 => 'HELMET',
7364 35 => 'HORN',
7365 36 => 'MONEY',
7366 37 => 'CLASS',
7367 38 => 'GRAVESTONE',
7368 39 => 'AMULET',
7369 40 => 'PLAYERMOVER',
7370 41 => 'TELEPORTER',
7371 42 => 'CREATOR',
7372 43 => 'SKILL',
7373 44 => 'EXPERIENCE',
7374 45 => 'EARTHWALL',
7375 46 => 'GOLEM',
7376 48 => 'THROWN_OBJ',
7377 49 => 'BLINDNESS',
7378 50 => 'GOD',
7379 51 => 'DETECTOR',
7380 52 => 'TRIGGER_MARKER',
7381 53 => 'DEAD_OBJECT',
7382 54 => 'DRINK',
7383 55 => 'MARKER',
7384 56 => 'HOLY_ALTAR',
7385 57 => 'PLAYER_CHANGER',
7386 58 => 'BATTLEGROUND',
7387 59 => 'PEACEMAKER',
7388 60 => 'GEM',
7389 62 => 'FIREWALL',
7390 63 => 'ANVIL',
7391 64 => 'CHECK_INV',
7392 65 => 'MOOD_FLOOR',
7393 66 => 'EXIT',
7394 67 => 'ENCOUNTER',
7395 68 => 'SHOP_FLOOR',
7396 69 => 'SHOP_MAT',
7397 70 => 'RING',
7398 71 => 'FLOOR',
7399 72 => 'FLESH',
7400 73 => 'INORGANIC',
7401 74 => 'SKILL_TOOL',
7402 75 => 'LIGHTER',
7403 76 => 'TRAP_PART',
7404 77 => 'WALL',
7405 78 => 'LIGHT_SOURCE',
7406 79 => 'MISC_OBJECT',
7407 80 => 'MONSTER',
7408 81 => 'SPAWN_GENERATOR',
7409 82 => 'LAMP',
7410 83 => 'DUPLICATOR',
7411 84 => 'TOOL',
7412 85 => 'SPELLBOOK',
7413 86 => 'BUILDFAC',
7414 87 => 'CLOAK',
7415 90 => 'SPINNER',
7416 91 => 'GATE',
7417 92 => 'BUTTON',
7418 93 => 'CF_HANDLE',
7419 94 => 'HOLE',
7420 95 => 'TRAPDOOR',
7421 98 => 'SIGN',
7422 99 => 'BOOTS',
7423 100 => 'GLOVES',
7424 101 => 'SPELL',
7425 102 => 'SPELL_EFFECT',
7426 103 => 'CONVERTER',
7427 104 => 'BRACERS',
7428 105 => 'POISONING',
7429 106 => 'SAVEBED',
7430 107 => 'POISONCLOUD',
7431 108 => 'FIREHOLES',
7432 109 => 'WAND',
7433 111 => 'SCROLL',
7434 112 => 'DIRECTOR',
7435 113 => 'GIRDLE',
7436 114 => 'FORCE',
7437 115 => 'POTION_EFFECT',
7438 116 => 'EVENT_CONNECTOR',
7439 121 => 'CLOSE_CON',
7440 122 => 'CONTAINER',
7441 123 => 'ARMOUR_IMPROVER',
7442 124 => 'WEAPON_IMPROVER',
7443 130 => 'SKILLSCROLL',
7444 138 => 'DEEP_SWAMP',
7445 139 => 'IDENTIFY_ALTAR',
7446 150 => 'MENU',
7447 154 => 'RUNE',
7448 155 => 'TRAP',
7449 156 => 'POWER_CRYSTAL',
7450 157 => 'CORPSE',
7451 158 => 'DISEASE',
7452 159 => 'SYMPTOM',
7453 160 => 'BUILDER',
7454 161 => 'MATERIAL',
7455 162 => 'GPS',
7456 163 => 'ITEM_TRANSFORMER',
7457 164 => 'QUEST'
7458 );
7459
7460 our %SPELL = (
7461 0 => 'magic bullet',
7462 1 => 'small fireball',
7463 2 => 'medium fireball',
7464 3 => 'large fireball',
7465 4 => 'burning hands',
7466 5 => 'small lightning',
7467 6 => 'large lightning',
7468 7 => 'magic missile',
7469 8 => 'create bomb',
7470 9 => 'summon golem',
7471 10 => 'summon fire elemental',
7472 11 => 'summon earth elemental',
7473 12 => 'summon water elemental',
7474 13 => 'summon air elemental',
7475 14 => 'dimension door',
7476 15 => 'create earth wall',
7477 16 => 'paralyze',
7478 17 => 'icestorm',
7479 18 => 'magic mapping',
7480 19 => 'turn undead',
7481 20 => 'fear',
7482 21 => 'poison cloud',
7483 22 => 'wonder',
7484 23 => 'destruction',
7485 24 => 'perceive self',
7486 25 => 'word of recall',
7487 26 => 'invisible',
7488 27 => 'invisible to undead',
7489 28 => 'probe',
7490 29 => 'large bullet',
7491 30 => 'improved invisibility',
7492 31 => 'holy word',
7493 32 => 'minor healing',
7494 33 => 'medium healing',
7495 34 => 'major healing',
7496 35 => 'heal',
7497 36 => 'create food',
7498 37 => 'earth to dust',
7499 38 => 'armour',
7500 39 => 'strength',
7501 40 => 'dexterity',
7502 41 => 'constitution',
7503 42 => 'charisma',
7504 43 => 'create fire wall',
7505 44 => 'create frost wall',
7506 45 => 'protection from cold',
7507 46 => 'protection from electricity',
7508 47 => 'protection from fire',
7509 48 => 'protection from poison',
7510 49 => 'protection from slow',
7511 50 => 'protection from paralysis',
7512 51 => 'protection from draining',
7513 52 => 'protection from magic',
7514 53 => 'protection from attack',
7515 54 => 'levitate',
7516 55 => 'small speedball',
7517 56 => 'large speedball',
7518 57 => 'hellfire',
7519 58 => 'dragonbreath',
7520 59 => 'large icestorm',
7521 60 => 'charging',
7522 61 => 'polymorph',
7523 62 => 'cancellation',
7524 63 => 'confusion',
7525 64 => 'mass confusion',
7526 65 => 'summon pet monster',
7527 66 => 'slow',
7528 67 => 'regenerate spellpoints',
7529 68 => 'cure poison',
7530 69 => 'protection from confusion',
7531 70 => 'protection from cancellation',
7532 71 => 'protection from depletion',
7533 72 => 'alchemy',
7534 73 => 'remove curse',
7535 74 => 'remove damnation',
7536 75 => 'identify',
7537 76 => 'detect magic',
7538 77 => 'detect monster',
7539 78 => 'detect evil',
7540 79 => 'detect curse',
7541 80 => 'heroism',
7542 81 => 'aggravation',
7543 82 => 'firebolt',
7544 83 => 'frostbolt',
7545 84 => 'shockwave',
7546 85 => 'color spray',
7547 86 => 'haste',
7548 87 => 'face of death',
7549 88 => 'ball lightning',
7550 89 => 'meteor swarm',
7551 90 => 'comet',
7552 91 => 'mystic fist',
7553 92 => 'raise dead',
7554 93 => 'resurrection',
7555 94 => 'reincarnation',
7556 95 => 'immunity to cold',
7557 96 => 'immunity to electricity',
7558 97 => 'immunity to fire',
7559 98 => 'immunity to poison',
7560 99 => 'immunity to slow',
7561 100 => 'immunity to paralysis',
7562 101 => 'immunity to draining',
7563 102 => 'immunity to magic',
7564 103 => 'immunity to attack',
7565 104 => 'invulnerability',
7566 105 => 'defense',
7567 106 => 'rune of fire',
7568 107 => 'rune of frost',
7569 108 => 'rune of shocking',
7570 109 => 'rune of blasting',
7571 110 => 'rune of death',
7572 111 => 'marking rune',
7573 112 => 'build director',
7574 113 => 'create pool of chaos',
7575 114 => 'build bullet wall',
7576 115 => 'build lightning wall',
7577 116 => 'build fireball wall',
7578 117 => 'magic rune',
7579 118 => 'rune of magic drain',
7580 119 => 'antimagic rune',
7581 120 => 'rune of transferrence',
7582 121 => 'transferrence',
7583 122 => 'magic drain',
7584 123 => 'counterspell',
7585 124 => 'disarm',
7586 125 => 'cure confusion',
7587 126 => 'restoration',
7588 127 => 'summon evil monster',
7589 128 => 'counterwall',
7590 129 => 'cause light wounds',
7591 130 => 'cause medium wounds',
7592 131 => 'cause serious wounds',
7593 132 => 'charm monsters',
7594 133 => 'banishment',
7595 134 => 'create missile',
7596 135 => 'show invisible',
7597 136 => 'xray',
7598 137 => 'pacify',
7599 138 => 'summon fog',
7600 139 => 'steambolt',
7601 140 => 'command undead',
7602 141 => 'holy orb',
7603 142 => 'summon avatar',
7604 143 => 'holy possession',
7605 144 => 'bless',
7606 145 => 'curse',
7607 146 => 'regeneration',
7608 147 => 'consecrate',
7609 148 => 'summon cult monsters',
7610 149 => 'cause critical wounds',
7611 150 => 'holy wrath',
7612 151 => 'retributive strike',
7613 152 => 'finger of death',
7614 153 => 'insect plague',
7615 154 => 'call holy servant',
7616 155 => 'wall of thorns',
7617 156 => 'staff to snake',
7618 157 => 'light',
7619 158 => 'darkness',
7620 159 => 'nightfall',
7621 160 => 'daylight',
7622 161 => 'sunspear',
7623 162 => 'faery fire',
7624 163 => 'cure blindness',
7625 164 => 'dark vision',
7626 165 => 'bullet swarm',
7627 166 => 'bullet storm',
7628 167 => 'cause many wounds',
7629 168 => 'small snowstorm',
7630 169 => 'medium snowstorm',
7631 170 => 'large snowstorm',
7632 171 => 'cure disease',
7633 172 => 'cause red death',
7634 173 => 'cause flu',
7635 174 => 'cause black death',
7636 175 => 'cause leprosy',
7637 176 => 'cause smallpox',
7638 177 => 'cause white death',
7639 178 => 'cause anthrax',
7640 179 => 'cause typhoid',
7641 180 => 'mana blast',
7642 181 => 'small manaball',
7643 182 => 'medium manaball',
7644 183 => 'large manaball',
7645 184 => 'mana bolt',
7646 185 => 'dancing sword',
7647 186 => 'animate weapon',
7648 187 => 'cause cold',
7649 188 => 'divine shock',
7650 189 => 'windstorm',
7651 190 => 'sanctuary',
7652 191 => 'peace',
7653 192 => 'spiderweb',
7654 193 => 'conflict',
7655 194 => 'rage',
7656 195 => 'forked lightning',
7657 196 => 'poison fog',
7658 197 => 'flaming aura',
7659 198 => 'vitriol',
7660 199 => 'vitriol splash',
7661 200 => 'ironwood skin',
7662 201 => 'wrathful eye',
7663 202 => 'town portal',
7664 203 => 'missile swarm',
7665 204 => 'cause rabies',
7666 205 => 'glyph'
7667 );
7668
7669
7670 =head1 AUTHOR
7671
7672 Marc Lehmann <schmorp.de>
7673 http://home.schmorp.de/
7674
7675 The source files are part of the CFJavaEditor.
7676
7677 =cut
7678
7679 1