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Revision: 1.17
Committed: Sun Mar 26 07:20:23 2006 UTC (18 years, 2 months ago) by root
Branch: MAIN
Changes since 1.16: +75 -3 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 'speed_left',
1641 {
1642 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1643 name => 'speed left',
1644 type => 'float'
1645 }
1646 ],
1647 [
1648 'speed_left',
1649 {
1650 desc => 'The speed left. This value is incremented by <speed> on every tick. If it is larger than 0, the detector checks, and the speed is decremented by 1.',
1651 name => 'speed left',
1652 type => 'float'
1653 }
1654 ]
1655 ],
1656 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.',
1657 ignore => [
1658 $IGNORE_LIST{system_object}
1659 ],
1660 name => 'Detector',
1661 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.'
1662 },
1663 Director => {
1664 attr => [
1665 [
1666 'sp',
1667 {
1668 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).',
1669 name => 'direction',
1670 type => 'list',
1671 value => $LIST{direction}
1672 }
1673 ],
1674 [
1675 'move_on',
1676 {
1677 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1678 name => 'movement type',
1679 type => 'bitmask',
1680 value => $BITMASK{movement_type}
1681 }
1682 ]
1683 ],
1684 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.',
1685 ignore => [
1686 $IGNORE_LIST{non_pickable}
1687 ],
1688 name => 'Director',
1689 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.'
1690 },
1691 Disease => {
1692 attr => [
1693 [
1694 'invisible',
1695 {
1696 type => 'fixed',
1697 value => 1
1698 }
1699 ],
1700 [
1701 'level',
1702 {
1703 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.',
1704 name => 'plaque level',
1705 type => 'int'
1706 }
1707 ],
1708 [
1709 'race',
1710 {
1711 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1712 name => 'infect race',
1713 type => 'string'
1714 }
1715 ],
1716 [
1717 'ac',
1718 {
1719 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1720 name => 'progressiveness',
1721 type => 'int'
1722 }
1723 ],
1724 [
1725 'msg',
1726 {
1727 desc => 'This text is displayed to the player every time the symptoms strike.',
1728 end => 'endmsg',
1729 name => 'message',
1730 type => 'text'
1731 }
1732 ]
1733 ],
1734 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.',
1735 ignore => [
1736 $IGNORE_LIST{system_object}
1737 ],
1738 name => 'Disease',
1739 section => [
1740 [
1741 'spreading',
1742 [
1743 [
1744 'wc',
1745 {
1746 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.',
1747 name => 'infectiosness',
1748 type => 'int'
1749 }
1750 ],
1751 [
1752 'last_grace',
1753 {
1754 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1755 name => 'attenuation',
1756 type => 'int'
1757 }
1758 ],
1759 [
1760 'magic',
1761 {
1762 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.',
1763 name => 'infection range',
1764 type => 'int'
1765 }
1766 ],
1767 [
1768 'maxhp',
1769 {
1770 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).',
1771 name => 'persistence',
1772 type => 'int'
1773 }
1774 ],
1775 [
1776 'maxgrace',
1777 {
1778 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.',
1779 name => 'curing duration',
1780 type => 'int'
1781 }
1782 ],
1783 [
1784 'speed',
1785 {
1786 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1787 name => 'moving speed',
1788 type => 'float'
1789 }
1790 ],
1791 [
1792 'speed_left',
1793 {
1794 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1795 name => 'speed left',
1796 type => 'float'
1797 }
1798 ]
1799 ]
1800 ],
1801 [
1802 'symptoms',
1803 [
1804 [
1805 'attacktype',
1806 {
1807 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1808 name => 'attacktype',
1809 type => 'bitmask',
1810 value => $BITMASK{attacktype}
1811 }
1812 ],
1813 [
1814 'dam',
1815 {
1816 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.',
1817 name => 'damage',
1818 type => 'int'
1819 }
1820 ],
1821 [
1822 'other_arch',
1823 {
1824 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.',
1825 name => 'create arch',
1826 type => 'string'
1827 }
1828 ],
1829 [
1830 'last_sp',
1831 {
1832 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1833 name => 'slowdown penalty',
1834 type => 'int'
1835 }
1836 ],
1837 [
1838 'exp',
1839 {
1840 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1841 name => 'exp. for curing',
1842 type => 'int'
1843 }
1844 ],
1845 [
1846 'maxsp',
1847 {
1848 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.',
1849 name => 'mana depletion',
1850 type => 'int'
1851 }
1852 ],
1853 [
1854 'last_eat',
1855 {
1856 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.',
1857 name => 'food depletion',
1858 type => 'int'
1859 }
1860 ],
1861 [
1862 'hp',
1863 {
1864 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1865 name => 'health regen.',
1866 type => 'int'
1867 }
1868 ],
1869 [
1870 'sp',
1871 {
1872 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1873 name => 'mana regen.',
1874 type => 'int'
1875 }
1876 ]
1877 ]
1878 ],
1879 [
1880 'disability',
1881 [
1882 [
1883 'Str',
1884 {
1885 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1886 name => 'strength',
1887 type => 'int'
1888 }
1889 ],
1890 [
1891 'Dex',
1892 {
1893 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1894 name => 'dexterity',
1895 type => 'int'
1896 }
1897 ],
1898 [
1899 'Con',
1900 {
1901 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1902 name => 'constitution',
1903 type => 'int'
1904 }
1905 ],
1906 [
1907 'Int',
1908 {
1909 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1910 name => 'intelligence',
1911 type => 'int'
1912 }
1913 ],
1914 [
1915 'Pow',
1916 {
1917 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1918 name => 'power',
1919 type => 'int'
1920 }
1921 ],
1922 [
1923 'Wis',
1924 {
1925 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1926 name => 'wisdom',
1927 type => 'int'
1928 }
1929 ],
1930 [
1931 'Cha',
1932 {
1933 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1934 name => 'charisma',
1935 type => 'int'
1936 }
1937 ]
1938 ]
1939 ]
1940 ],
1941 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.'
1942 },
1943 Door => {
1944 attr => [
1945 [
1946 'no_pick',
1947 {
1948 type => 'fixed',
1949 value => 1
1950 }
1951 ],
1952 [
1953 'alive',
1954 {
1955 type => 'fixed',
1956 value => 1
1957 }
1958 ],
1959 [
1960 'move_block',
1961 {
1962 desc => 'Objects using these movement types cannot move over this space.',
1963 name => 'blocked movement',
1964 type => 'bitmask',
1965 value => $BITMASK{movement_type}
1966 }
1967 ],
1968 [
1969 'move_allow',
1970 {
1971 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
1972 name => 'allowed movement',
1973 type => 'bitmask',
1974 value => $BITMASK{movement_type}
1975 }
1976 ],
1977 [
1978 'move_slow',
1979 {
1980 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
1981 name => 'slowed movement',
1982 type => 'bitmask',
1983 value => $BITMASK{movement_type}
1984 }
1985 ],
1986 [
1987 'move_slow_penalty',
1988 {
1989 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)',
1990 name => 'slow movement penalty',
1991 type => 'int'
1992 }
1993 ],
1994 [
1995 'hp',
1996 {
1997 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
1998 name => 'hitpoints',
1999 type => 'int'
2000 }
2001 ],
2002 [
2003 'ac',
2004 {
2005 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2006 name => 'armour class',
2007 type => 'int'
2008 }
2009 ],
2010 [
2011 'other_arch',
2012 {
2013 desc => 'This string defines the object that will be created when the door was defeated.',
2014 name => 'drop arch',
2015 type => 'string'
2016 }
2017 ],
2018 [
2019 'randomitems',
2020 {
2021 desc => 'This entry determines what kind of traps will appear in the door.',
2022 name => 'treasurelist',
2023 type => 'treasurelist'
2024 }
2025 ]
2026 ],
2027 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.',
2028 ignore => [
2029 $IGNORE_LIST{non_pickable}
2030 ],
2031 name => 'Door'
2032 },
2033 Duplicator => {
2034 attr => [
2035 [
2036 'other_arch',
2037 {
2038 desc => 'Only objects of matching archtype, lying ontop of the dublicator will be dublicated, multiplied or removed. All other objects will be ignored.',
2039 name => 'target arch',
2040 type => 'string'
2041 }
2042 ],
2043 [
2044 'level',
2045 {
2046 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.',
2047 name => 'multiply factor',
2048 type => 'int'
2049 }
2050 ],
2051 [
2052 'connected',
2053 {
2054 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!',
2055 name => 'connection',
2056 type => 'int'
2057 }
2058 ]
2059 ],
2060 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.',
2061 ignore => [
2062 $IGNORE_LIST{system_object}
2063 ],
2064 name => 'Duplicator',
2065 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%.'
2066 },
2067 'Event Connector' => {
2068 attr => [
2069 [
2070 'subtype',
2071 {
2072 desc => 'The type of event that triggers a notify to the plug-in.',
2073 name => 'event type',
2074 type => 'list',
2075 value => $LIST{event_type}
2076 }
2077 ],
2078 [
2079 'title',
2080 {
2081 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.',
2082 name => 'plug-in',
2083 type => 'string'
2084 }
2085 ],
2086 [
2087 'slaying',
2088 {
2089 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.',
2090 name => 'extension',
2091 type => 'string'
2092 }
2093 ],
2094 [
2095 'name',
2096 {
2097 desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2098 name => 'options',
2099 type => 'string'
2100 }
2101 ]
2102 ],
2103 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2104 name => 'Event Connector'
2105 },
2106 Exit => {
2107 attr => [
2108 [
2109 'slaying',
2110 {
2111 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".',
2112 name => 'exit path',
2113 type => 'string'
2114 }
2115 ],
2116 [
2117 'hp',
2118 {
2119 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.',
2120 name => 'destination X',
2121 type => 'int'
2122 }
2123 ],
2124 [
2125 'sp',
2126 {
2127 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.',
2128 name => 'destination Y',
2129 type => 'int'
2130 }
2131 ],
2132 [
2133 'move_on',
2134 {
2135 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2136 name => 'movement type',
2137 type => 'bitmask',
2138 value => $BITMASK{movement_type}
2139 }
2140 ],
2141 [
2142 'msg',
2143 {
2144 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. =)',
2145 end => 'endmsg',
2146 name => 'exit message',
2147 type => 'text'
2148 }
2149 ],
2150 [
2151 'unique',
2152 {
2153 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.',
2154 name => 'unique destination',
2155 type => 'bool'
2156 }
2157 ]
2158 ],
2159 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.',
2160 ignore => [
2161 $IGNORE_LIST{non_pickable}
2162 ],
2163 name => 'Exit',
2164 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.'
2165 },
2166 Flesh => {
2167 attr => [
2168 [
2169 'food',
2170 {
2171 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2172 name => 'foodpoints',
2173 type => 'int'
2174 }
2175 ],
2176 [
2177 'level',
2178 {
2179 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.',
2180 name => 'flesh level',
2181 type => 'int'
2182 }
2183 ],
2184 [
2185 'startequip',
2186 {
2187 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2188 name => 'godgiven item',
2189 type => 'bool'
2190 }
2191 ],
2192 [
2193 'msg',
2194 {
2195 desc => 'This text may describe the item.',
2196 end => 'endmsg',
2197 name => 'description',
2198 type => 'text'
2199 }
2200 ]
2201 ],
2202 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 categories. 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.',
2203 name => 'Flesh',
2204 section => [
2205 [
2206 'resistance',
2207 [
2208 [
2209 'resist_physical',
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 physical %',
2213 type => 'int'
2214 }
2215 ],
2216 [
2217 'resist_magic',
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 magic %',
2221 type => 'int'
2222 }
2223 ],
2224 [
2225 'resist_fire',
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 fire %',
2229 type => 'int'
2230 }
2231 ],
2232 [
2233 'resist_electricity',
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 electricity %',
2237 type => 'int'
2238 }
2239 ],
2240 [
2241 'resist_cold',
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 cold %',
2245 type => 'int'
2246 }
2247 ],
2248 [
2249 'resist_confusion',
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 confusion %',
2253 type => 'int'
2254 }
2255 ],
2256 [
2257 'resist_acid',
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 acid %',
2261 type => 'int'
2262 }
2263 ],
2264 [
2265 'resist_drain',
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 draining %',
2269 type => 'int'
2270 }
2271 ],
2272 [
2273 'resist_weaponmagic',
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 weaponmagic %',
2277 type => 'int'
2278 }
2279 ],
2280 [
2281 'resist_ghosthit',
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 ghosthit %',
2285 type => 'int'
2286 }
2287 ],
2288 [
2289 'resist_poison',
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 poison %',
2293 type => 'int'
2294 }
2295 ],
2296 [
2297 'resist_slow',
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 slow %',
2301 type => 'int'
2302 }
2303 ],
2304 [
2305 'resist_paralyze',
2306 {
2307 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.',
2308 name => 'resist paralyze %',
2309 type => 'int'
2310 }
2311 ],
2312 [
2313 'resist_fear',
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 fear %',
2317 type => 'int'
2318 }
2319 ],
2320 [
2321 'resist_deplete',
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 depletion %',
2325 type => 'int'
2326 }
2327 ],
2328 [
2329 'resist_death',
2330 {
2331 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.',
2332 name => 'resist death-attack %',
2333 type => 'int'
2334 }
2335 ],
2336 [
2337 'resist_chaos',
2338 {
2339 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.',
2340 name => 'resist chaos %',
2341 type => 'int'
2342 }
2343 ],
2344 [
2345 'resist_blind',
2346 {
2347 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.',
2348 name => 'resist blinding %',
2349 type => 'int'
2350 }
2351 ]
2352 ]
2353 ]
2354 ],
2355 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.'
2356 },
2357 Floor => {
2358 attr => [
2359 [
2360 'is_floor',
2361 {
2362 type => 'fixed',
2363 value => 1
2364 }
2365 ],
2366 [
2367 'no_pick',
2368 {
2369 type => 'fixed',
2370 value => 1
2371 }
2372 ],
2373 [
2374 'no_magic',
2375 {
2376 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2377 name => 'no spells',
2378 type => 'bool'
2379 }
2380 ],
2381 [
2382 'damned',
2383 {
2384 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2385 name => 'no prayers',
2386 type => 'bool'
2387 }
2388 ],
2389 [
2390 'unique',
2391 {
2392 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>.',
2393 name => 'unique map',
2394 type => 'bool'
2395 }
2396 ],
2397 [
2398 'msg',
2399 {
2400 desc => 'This text may describe the object.',
2401 end => 'endmsg',
2402 name => 'description',
2403 type => 'text'
2404 }
2405 ]
2406 ],
2407 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2408 ignore => [
2409 $IGNORE_LIST{non_pickable}
2410 ],
2411 name => 'Floor',
2412 required => {
2413 alive => 0,
2414 is_floor => 1
2415 },
2416 section => [
2417 [
2418 'terrain',
2419 [
2420 [
2421 'move_block',
2422 {
2423 desc => 'Objects using these movement types cannot move over this space.',
2424 name => 'blocked movement',
2425 type => 'bitmask',
2426 value => $BITMASK{movement_type}
2427 }
2428 ],
2429 [
2430 'move_allow',
2431 {
2432 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2433 name => 'allowed movement',
2434 type => 'bitmask',
2435 value => $BITMASK{movement_type}
2436 }
2437 ],
2438 [
2439 'move_slow',
2440 {
2441 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2442 name => 'slowed movement',
2443 type => 'bitmask',
2444 value => $BITMASK{movement_type}
2445 }
2446 ],
2447 [
2448 'move_slow_penalty',
2449 {
2450 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)',
2451 name => 'slow movement penalty',
2452 type => 'int'
2453 }
2454 ],
2455 [
2456 'is_wooded',
2457 {
2458 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2459 name => 'wooded terrain',
2460 type => 'bool'
2461 }
2462 ],
2463 [
2464 'is_hilly',
2465 {
2466 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2467 name => 'hilly terrain',
2468 type => 'bool'
2469 }
2470 ]
2471 ]
2472 ]
2473 ]
2474 },
2475 'Floor (Encounter)' => {
2476 attr => [
2477 [
2478 'is_floor',
2479 {
2480 type => 'fixed',
2481 value => 1
2482 }
2483 ],
2484 [
2485 'no_pick',
2486 {
2487 type => 'fixed',
2488 value => 1
2489 }
2490 ],
2491 [
2492 'no_magic',
2493 {
2494 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2495 name => 'no spells',
2496 type => 'bool'
2497 }
2498 ],
2499 [
2500 'damned',
2501 {
2502 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2503 name => 'no prayers',
2504 type => 'bool'
2505 }
2506 ],
2507 [
2508 'unique',
2509 {
2510 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>.',
2511 name => 'unique map',
2512 type => 'bool'
2513 }
2514 ],
2515 [
2516 'msg',
2517 {
2518 desc => 'This text may describe the object.',
2519 end => 'endmsg',
2520 name => 'description',
2521 type => 'text'
2522 }
2523 ]
2524 ],
2525 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.',
2526 ignore => [
2527 $IGNORE_LIST{non_pickable}
2528 ],
2529 name => 'Floor (Encounter)',
2530 section => [
2531 [
2532 'terrain',
2533 [
2534 [
2535 'move_block',
2536 {
2537 desc => 'Objects using these movement types cannot move over this space.',
2538 name => 'blocked movement',
2539 type => 'bitmask',
2540 value => $BITMASK{movement_type}
2541 }
2542 ],
2543 [
2544 'move_allow',
2545 {
2546 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2547 name => 'allowed movement',
2548 type => 'bitmask',
2549 value => $BITMASK{movement_type}
2550 }
2551 ],
2552 [
2553 'move_slow',
2554 {
2555 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2556 name => 'slowed movement',
2557 type => 'bitmask',
2558 value => $BITMASK{movement_type}
2559 }
2560 ],
2561 [
2562 'move_slow_penalty',
2563 {
2564 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)',
2565 name => 'slow movement penalty',
2566 type => 'int'
2567 }
2568 ],
2569 [
2570 'is_wooded',
2571 {
2572 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2573 name => 'wooded terrain',
2574 type => 'bool'
2575 }
2576 ],
2577 [
2578 'is_hilly',
2579 {
2580 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2581 name => 'hilly terrain',
2582 type => 'bool'
2583 }
2584 ]
2585 ]
2586 ]
2587 ]
2588 },
2589 Food => {
2590 attr => [
2591 [
2592 'food',
2593 {
2594 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2595 name => 'foodpoints',
2596 type => 'int'
2597 }
2598 ],
2599 [
2600 'startequip',
2601 {
2602 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2603 name => 'godgiven item',
2604 type => 'bool'
2605 }
2606 ]
2607 ],
2608 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2609 name => 'Food'
2610 },
2611 Gate => {
2612 attr => [
2613 [
2614 'no_pick',
2615 {
2616 type => 'fixed',
2617 value => 1
2618 }
2619 ],
2620 [
2621 'connected',
2622 {
2623 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2624 name => 'connection',
2625 type => 'int'
2626 }
2627 ],
2628 [
2629 'wc',
2630 {
2631 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.',
2632 name => 'position state',
2633 type => 'int'
2634 }
2635 ],
2636 [
2637 'move_block',
2638 {
2639 desc => 'Objects using these movement types cannot move over this space.',
2640 name => 'blocked movement',
2641 type => 'bitmask',
2642 value => $BITMASK{movement_type}
2643 }
2644 ],
2645 [
2646 'move_allow',
2647 {
2648 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2649 name => 'allowed movement',
2650 type => 'bitmask',
2651 value => $BITMASK{movement_type}
2652 }
2653 ],
2654 [
2655 'move_slow',
2656 {
2657 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2658 name => 'slowed movement',
2659 type => 'bitmask',
2660 value => $BITMASK{movement_type}
2661 }
2662 ],
2663 [
2664 'move_slow_penalty',
2665 {
2666 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)',
2667 name => 'slow movement penalty',
2668 type => 'int'
2669 }
2670 ],
2671 [
2672 'no_magic',
2673 {
2674 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2675 name => 'restrict spells',
2676 type => 'bool'
2677 }
2678 ],
2679 [
2680 'damned',
2681 {
2682 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2683 name => 'restrict prayers',
2684 type => 'bool'
2685 }
2686 ]
2687 ],
2688 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.',
2689 ignore => [
2690 $IGNORE_LIST{non_pickable}
2691 ],
2692 name => 'Gate',
2693 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".'
2694 },
2695 Girdle => {
2696 attr => [
2697 [
2698 'magic',
2699 {
2700 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.',
2701 name => 'magic bonus',
2702 type => 'int'
2703 }
2704 ]
2705 ],
2706 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.',
2707 import => [
2708 $TYPE{Amulet}
2709 ],
2710 name => 'Girdle',
2711 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2712 },
2713 Gloves => {
2714 attr => [
2715 [
2716 'magic',
2717 {
2718 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.',
2719 name => 'magic bonus',
2720 type => 'int'
2721 }
2722 ]
2723 ],
2724 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2725 import => [
2726 $TYPE{Amulet}
2727 ],
2728 name => 'Gloves',
2729 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2730 },
2731 Handle => {
2732 attr => [
2733 [
2734 'no_pick',
2735 {
2736 type => 'fixed',
2737 value => 1
2738 }
2739 ],
2740 [
2741 'connected',
2742 {
2743 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2744 name => 'connection',
2745 type => 'int'
2746 }
2747 ],
2748 [
2749 'msg',
2750 {
2751 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2752 end => 'endmsg',
2753 name => 'description',
2754 type => 'text'
2755 }
2756 ]
2757 ],
2758 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2759 ignore => [
2760 $IGNORE_LIST{non_pickable}
2761 ],
2762 name => 'Handle',
2763 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.'
2764 },
2765 'Handle Trigger' => {
2766 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.',
2767 ignore => [
2768 $IGNORE_LIST{non_pickable}
2769 ],
2770 import => [
2771 $TYPE{Handle}
2772 ],
2773 name => 'Handle Trigger',
2774 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.'
2775 },
2776 'Hazard Floor' => {
2777 attr => [
2778 [
2779 'is_floor',
2780 {
2781 type => 'fixed',
2782 value => 1
2783 }
2784 ],
2785 [
2786 'lifesave',
2787 {
2788 type => 'fixed',
2789 value => 1
2790 }
2791 ],
2792 [
2793 'move_on',
2794 {
2795 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2796 name => 'movement type',
2797 type => 'bitmask',
2798 value => $BITMASK{movement_type}
2799 }
2800 ],
2801 [
2802 'no_pick',
2803 {
2804 type => 'fixed',
2805 value => 1
2806 }
2807 ],
2808 [
2809 'attacktype',
2810 {
2811 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.',
2812 name => 'attacktype',
2813 type => 'bitmask',
2814 value => $BITMASK{attacktype}
2815 }
2816 ],
2817 [
2818 'dam',
2819 {
2820 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.',
2821 name => 'base damage',
2822 type => 'int'
2823 }
2824 ],
2825 [
2826 'wc',
2827 {
2828 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.',
2829 name => 'weaponclass',
2830 type => 'int'
2831 }
2832 ],
2833 [
2834 'level',
2835 {
2836 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.',
2837 name => 'attack level',
2838 type => 'int'
2839 }
2840 ],
2841 [
2842 'no_magic',
2843 {
2844 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2845 name => 'no spells',
2846 type => 'bool'
2847 }
2848 ],
2849 [
2850 'damned',
2851 {
2852 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2853 name => 'no prayers',
2854 type => 'bool'
2855 }
2856 ],
2857 [
2858 'unique',
2859 {
2860 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>.',
2861 name => 'unique map',
2862 type => 'bool'
2863 }
2864 ]
2865 ],
2866 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.',
2867 ignore => [
2868 $IGNORE_LIST{non_pickable}
2869 ],
2870 name => 'Hazard Floor',
2871 required => {
2872 is_floor => 1
2873 },
2874 section => [
2875 [
2876 'terrain',
2877 [
2878 [
2879 'move_block',
2880 {
2881 desc => 'Objects using these movement types cannot move over this space.',
2882 name => 'blocked movement',
2883 type => 'bitmask',
2884 value => $BITMASK{movement_type}
2885 }
2886 ],
2887 [
2888 'move_allow',
2889 {
2890 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2891 name => 'allowed movement',
2892 type => 'bitmask',
2893 value => $BITMASK{movement_type}
2894 }
2895 ],
2896 [
2897 'move_slow',
2898 {
2899 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2900 name => 'slowed movement',
2901 type => 'bitmask',
2902 value => $BITMASK{movement_type}
2903 }
2904 ],
2905 [
2906 'move_slow_penalty',
2907 {
2908 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)',
2909 name => 'slow movement penalty',
2910 type => 'int'
2911 }
2912 ],
2913 [
2914 'is_wooded',
2915 {
2916 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2917 name => 'wooded terrain',
2918 type => 'bool'
2919 }
2920 ],
2921 [
2922 'is_hilly',
2923 {
2924 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2925 name => 'hilly terrain',
2926 type => 'bool'
2927 }
2928 ]
2929 ]
2930 ]
2931 ],
2932 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.'
2933 },
2934 Helmet => {
2935 attr => [
2936 [
2937 'magic',
2938 {
2939 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>.',
2940 name => 'magic bonus',
2941 type => 'int'
2942 }
2943 ]
2944 ],
2945 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.',
2946 import => [
2947 $TYPE{Amulet}
2948 ],
2949 name => 'Helmet',
2950 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2951 },
2952 'Holy Altar' => {
2953 attr => [
2954 [
2955 'no_pick',
2956 {
2957 type => 'fixed',
2958 value => 1
2959 }
2960 ],
2961 [
2962 'other_arch',
2963 {
2964 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.',
2965 name => 'god name',
2966 type => 'string'
2967 }
2968 ],
2969 [
2970 'level',
2971 {
2972 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.',
2973 name => 'reconsecrate level',
2974 type => 'int'
2975 }
2976 ]
2977 ],
2978 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.',
2979 ignore => [
2980 $IGNORE_LIST{non_pickable}
2981 ],
2982 name => 'Holy Altar'
2983 },
2984 Horn => {
2985 attr => [
2986 [
2987 'sp',
2988 {
2989 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!',
2990 name => 'spell',
2991 type => 'spell'
2992 }
2993 ],
2994 [
2995 'level',
2996 {
2997 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
2998 name => 'casting level',
2999 type => 'int'
3000 }
3001 ],
3002 [
3003 'hp',
3004 {
3005 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3006 name => 'initial spellpoints',
3007 type => 'int'
3008 }
3009 ],
3010 [
3011 'maxhp',
3012 {
3013 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.',
3014 name => 'max. spellpoints',
3015 type => 'int'
3016 }
3017 ],
3018 [
3019 'startequip',
3020 {
3021 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3022 name => 'godgiven item',
3023 type => 'bool'
3024 }
3025 ],
3026 [
3027 'msg',
3028 {
3029 desc => 'This text may contain a description of the horn.',
3030 end => 'endmsg',
3031 name => 'description',
3032 type => 'text'
3033 }
3034 ]
3035 ],
3036 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.',
3037 ignore => [
3038 'title'
3039 ],
3040 name => 'Horn',
3041 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.'
3042 },
3043 Inorganic => {
3044 attr => [
3045 [
3046 'is_dust',
3047 {
3048 name => 'is dust',
3049 type => 'bool'
3050 }
3051 ]
3052 ],
3053 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3054 name => 'Inorganic',
3055 section => [
3056 [
3057 'resistance',
3058 [
3059 [
3060 'resist_physical',
3061 {
3062 name => 'resist physical %',
3063 type => 'int'
3064 }
3065 ],
3066 [
3067 'resist_magic',
3068 {
3069 name => 'resist magic %',
3070 type => 'int'
3071 }
3072 ],
3073 [
3074 'resist_fire',
3075 {
3076 name => 'resist fire %',
3077 type => 'int'
3078 }
3079 ],
3080 [
3081 'resist_electricity',
3082 {
3083 name => 'resist electricity %',
3084 type => 'int'
3085 }
3086 ],
3087 [
3088 'resist_cold',
3089 {
3090 name => 'resist cold %',
3091 type => 'int'
3092 }
3093 ],
3094 [
3095 'resist_acid',
3096 {
3097 name => 'resist acid %',
3098 type => 'int'
3099 }
3100 ],
3101 [
3102 'resist_weaponmagic',
3103 {
3104 name => 'resist weaponmagic %',
3105 type => 'int'
3106 }
3107 ],
3108 [
3109 'resist_ghosthit',
3110 {
3111 name => 'resist ghosthit %',
3112 type => 'int'
3113 }
3114 ],
3115 [
3116 'resist_poison',
3117 {
3118 name => 'resist poison %',
3119 type => 'int'
3120 }
3121 ],
3122 [
3123 'resist_death',
3124 {
3125 name => 'resist death-attack %',
3126 type => 'int'
3127 }
3128 ],
3129 [
3130 'resist_chaos',
3131 {
3132 name => 'resist chaos %',
3133 type => 'int'
3134 }
3135 ],
3136 [
3137 'resist_holyword',
3138 {
3139 name => 'resist holy power %',
3140 type => 'int'
3141 }
3142 ]
3143 ]
3144 ]
3145 ]
3146 },
3147 'Inventory Checker' => {
3148 attr => [
3149 [
3150 'no_pick',
3151 {
3152 type => 'fixed',
3153 value => 1
3154 }
3155 ],
3156 [
3157 'slaying',
3158 {
3159 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.',
3160 name => 'match key string',
3161 type => 'string'
3162 }
3163 ],
3164 [
3165 'race',
3166 {
3167 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>.',
3168 name => 'match arch name',
3169 type => 'string'
3170 }
3171 ],
3172 [
3173 'hp',
3174 {
3175 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. ;)',
3176 name => 'match type',
3177 type => 'int'
3178 }
3179 ],
3180 [
3181 'last_sp',
3182 {
3183 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3184 name => 'match = having',
3185 type => 'bool'
3186 }
3187 ],
3188 [
3189 'connected',
3190 {
3191 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3192 name => 'connection',
3193 type => 'int'
3194 }
3195 ],
3196 [
3197 'move_block',
3198 {
3199 desc => 'Objects using these movement types cannot move over this space.',
3200 name => 'blocked movement',
3201 type => 'bitmask',
3202 value => $BITMASK{movement_type}
3203 }
3204 ],
3205 [
3206 'move_allow',
3207 {
3208 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3209 name => 'allowed movement',
3210 type => 'bitmask',
3211 value => $BITMASK{movement_type}
3212 }
3213 ],
3214 [
3215 'move_slow',
3216 {
3217 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3218 name => 'slowed movement',
3219 type => 'bitmask',
3220 value => $BITMASK{movement_type}
3221 }
3222 ],
3223 [
3224 'move_slow_penalty',
3225 {
3226 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)',
3227 name => 'slow movement penalty',
3228 type => 'int'
3229 }
3230 ],
3231 [
3232 'last_heal',
3233 {
3234 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!',
3235 name => 'remove match',
3236 type => 'bool'
3237 }
3238 ]
3239 ],
3240 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.',
3241 ignore => [
3242 $IGNORE_LIST{system_object}
3243 ],
3244 name => 'Inventory Checker',
3245 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.'
3246 },
3247 'Item Transformer' => {
3248 attr => [
3249 [
3250 'food',
3251 {
3252 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3253 name => 'number of uses',
3254 type => 'int'
3255 }
3256 ],
3257 [
3258 'slaying',
3259 {
3260 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3261 name => 'verb',
3262 type => 'string'
3263 }
3264 ],
3265 [
3266 'startequip',
3267 {
3268 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3269 name => 'godgiven item',
3270 type => 'bool'
3271 }
3272 ],
3273 [
3274 'msg',
3275 {
3276 desc => 'This text may contain a description of the item transformer.',
3277 end => 'endmsg',
3278 name => 'description',
3279 type => 'text'
3280 }
3281 ]
3282 ],
3283 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.',
3284 name => 'Item Transformer',
3285 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\'.'
3286 },
3287 Jewel => {
3288 attr => [
3289 [
3290 'race',
3291 {
3292 type => 'fixed',
3293 value => 'gold and jewels'
3294 }
3295 ],
3296 [
3297 'msg',
3298 {
3299 desc => 'This text may describe the object.',
3300 end => 'endmsg',
3301 name => 'description',
3302 type => 'text'
3303 }
3304 ]
3305 ],
3306 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.',
3307 name => 'Jewel'
3308 },
3309 Key => {
3310 attr => [
3311 [
3312 'startequip',
3313 {
3314 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3315 name => 'godgiven item',
3316 type => 'bool'
3317 }
3318 ]
3319 ],
3320 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3321 name => 'Key'
3322 },
3323 'Locked Door' => {
3324 attr => [
3325 [
3326 'move_type',
3327 {
3328 type => 'fixed',
3329 value => 0
3330 }
3331 ],
3332 [
3333 'no_pick',
3334 {
3335 type => 'fixed',
3336 value => 1
3337 }
3338 ],
3339 [
3340 'slaying',
3341 {
3342 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".',
3343 name => 'key string',
3344 type => 'string'
3345 }
3346 ],
3347 [
3348 'no_magic',
3349 {
3350 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).',
3351 name => 'restrict spells',
3352 type => 'bool'
3353 }
3354 ],
3355 [
3356 'damned',
3357 {
3358 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3359 name => 'restrict prayers',
3360 type => 'bool'
3361 }
3362 ],
3363 [
3364 'msg',
3365 {
3366 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.',
3367 end => 'endmsg',
3368 name => 'lock message',
3369 type => 'text'
3370 }
3371 ]
3372 ],
3373 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3374 ignore => [
3375 $IGNORE_LIST{non_pickable}
3376 ],
3377 name => 'Locked Door',
3378 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).'
3379 },
3380 'Magic Ear' => {
3381 attr => [
3382 [
3383 'no_pick',
3384 {
3385 type => 'fixed',
3386 value => 1
3387 }
3388 ],
3389 [
3390 'connected',
3391 {
3392 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3393 name => 'connection',
3394 type => 'int'
3395 }
3396 ],
3397 [
3398 'msg',
3399 {
3400 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!',
3401 end => 'endmsg',
3402 name => 'keyword-matching',
3403 type => 'text'
3404 }
3405 ]
3406 ],
3407 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3408 ignore => [
3409 $IGNORE_LIST{system_object}
3410 ],
3411 name => 'Magic Ear',
3412 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.'
3413 },
3414 'Magic Wall' => {
3415 attr => [
3416 [
3417 'dam',
3418 {
3419 desc => 'The magic wall will cast this <spell>.',
3420 name => 'spell',
3421 type => 'spell'
3422 }
3423 ],
3424 [
3425 'level',
3426 {
3427 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.',
3428 name => 'spell level',
3429 type => 'int'
3430 }
3431 ],
3432 [
3433 'connected',
3434 {
3435 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.',
3436 name => 'connection',
3437 type => 'int'
3438 }
3439 ],
3440 [
3441 'speed',
3442 {
3443 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".',
3444 name => 'casting speed',
3445 type => 'float'
3446 }
3447 ],
3448 [
3449 'speed_left',
3450 {
3451 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3452 name => 'speed left',
3453 type => 'float'
3454 }
3455 ],
3456 [
3457 'sp',
3458 {
3459 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.',
3460 name => 'direction',
3461 type => 'list',
3462 value => $LIST{direction}
3463 }
3464 ],
3465 [
3466 'move_block',
3467 {
3468 desc => 'Objects using these movement types cannot move over this space.',
3469 name => 'blocked movement',
3470 type => 'bitmask',
3471 value => $BITMASK{movement_type}
3472 }
3473 ],
3474 [
3475 'move_allow',
3476 {
3477 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3478 name => 'allowed movement',
3479 type => 'bitmask',
3480 value => $BITMASK{movement_type}
3481 }
3482 ],
3483 [
3484 'move_slow',
3485 {
3486 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3487 name => 'slowed movement',
3488 type => 'bitmask',
3489 value => $BITMASK{movement_type}
3490 }
3491 ],
3492 [
3493 'move_slow_penalty',
3494 {
3495 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)',
3496 name => 'slow movement penalty',
3497 type => 'int'
3498 }
3499 ]
3500 ],
3501 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.',
3502 ignore => [
3503 $IGNORE_LIST{non_pickable}
3504 ],
3505 name => 'Magic Wall',
3506 section => [
3507 [
3508 'destroyable',
3509 [
3510 [
3511 'alive',
3512 {
3513 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.',
3514 name => 'is destroyable',
3515 type => 'bool'
3516 }
3517 ],
3518 [
3519 'hp',
3520 {
3521 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3522 name => 'hitpoints',
3523 type => 'int'
3524 }
3525 ],
3526 [
3527 'maxhp',
3528 {
3529 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3530 name => 'max hitpoints',
3531 type => 'int'
3532 }
3533 ],
3534 [
3535 'ac',
3536 {
3537 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>.',
3538 name => 'armour class',
3539 type => 'int'
3540 }
3541 ]
3542 ]
3543 ],
3544 [
3545 'resistance',
3546 [
3547 [
3548 'resist_physical',
3549 {
3550 name => 'resist physical %',
3551 type => 'int'
3552 }
3553 ],
3554 [
3555 'resist_magic',
3556 {
3557 name => 'resist magic %',
3558 type => 'int'
3559 }
3560 ],
3561 [
3562 'resist_fire',
3563 {
3564 name => 'resist fire %',
3565 type => 'int'
3566 }
3567 ],
3568 [
3569 'resist_electricity',
3570 {
3571 name => 'resist electricity %',
3572 type => 'int'
3573 }
3574 ],
3575 [
3576 'resist_cold',
3577 {
3578 name => 'resist cold %',
3579 type => 'int'
3580 }
3581 ],
3582 [
3583 'resist_confusion',
3584 {
3585 name => 'resist confusion %',
3586 type => 'int'
3587 }
3588 ],
3589 [
3590 'resist_acid',
3591 {
3592 name => 'resist acid %',
3593 type => 'int'
3594 }
3595 ],
3596 [
3597 'resist_drain',
3598 {
3599 name => 'resist draining %',
3600 type => 'int'
3601 }
3602 ],
3603 [
3604 'resist_weaponmagic',
3605 {
3606 name => 'resist weaponmagic %',
3607 type => 'int'
3608 }
3609 ],
3610 [
3611 'resist_ghosthit',
3612 {
3613 name => 'resist ghosthit %',
3614 type => 'int'
3615 }
3616 ],
3617 [
3618 'resist_poison',
3619 {
3620 name => 'resist poison %',
3621 type => 'int'
3622 }
3623 ],
3624 [
3625 'resist_slow',
3626 {
3627 name => 'resist slow %',
3628 type => 'int'
3629 }
3630 ],
3631 [
3632 'resist_paralyze',
3633 {
3634 name => 'resist paralyze %',
3635 type => 'int'
3636 }
3637 ],
3638 [
3639 'resist_fear',
3640 {
3641 name => 'resist fear %',
3642 type => 'int'
3643 }
3644 ],
3645 [
3646 'resist_deplete',
3647 {
3648 name => 'resist depletion %',
3649 type => 'int'
3650 }
3651 ],
3652 [
3653 'resist_turn_undead',
3654 {
3655 name => 'resist turn undead %',
3656 type => 'int'
3657 }
3658 ],
3659 [
3660 'resist_death',
3661 {
3662 name => 'resist death-attack %',
3663 type => 'int'
3664 }
3665 ],
3666 [
3667 'resist_chaos',
3668 {
3669 name => 'resist chaos %',
3670 type => 'int'
3671 }
3672 ],
3673 [
3674 'resist_blind',
3675 {
3676 name => 'resist blinding %',
3677 type => 'int'
3678 }
3679 ],
3680 [
3681 'resist_holyword',
3682 {
3683 name => 'resist holy power %',
3684 type => 'int'
3685 }
3686 ],
3687 [
3688 'resist_godpower',
3689 {
3690 name => 'resist godpower %',
3691 type => 'int'
3692 }
3693 ]
3694 ]
3695 ]
3696 ],
3697 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".'
3698 },
3699 Marker => {
3700 attr => [
3701 [
3702 'no_pick',
3703 {
3704 type => 'fixed',
3705 value => 1
3706 }
3707 ],
3708 [
3709 'slaying',
3710 {
3711 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.',
3712 name => 'key string',
3713 type => 'string'
3714 }
3715 ],
3716 [
3717 'connected',
3718 {
3719 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3720 name => 'connection',
3721 type => 'int'
3722 }
3723 ],
3724 [
3725 'speed',
3726 {
3727 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.',
3728 name => 'marking speed',
3729 type => 'float'
3730 }
3731 ],
3732 [
3733 'speed_left',
3734 {
3735 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3736 name => 'speed left',
3737 type => 'float'
3738 }
3739 ],
3740 [
3741 'food',
3742 {
3743 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.',
3744 name => 'mark duration',
3745 type => 'int'
3746 }
3747 ],
3748 [
3749 'name',
3750 {
3751 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.',
3752 name => 'delete mark',
3753 type => 'string'
3754 }
3755 ],
3756 [
3757 'msg',
3758 {
3759 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.',
3760 end => 'endmsg',
3761 name => 'marking message',
3762 type => 'text'
3763 }
3764 ]
3765 ],
3766 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.',
3767 ignore => [
3768 $IGNORE_LIST{system_object}
3769 ],
3770 name => 'Marker',
3771 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.'
3772 },
3773 Misc => {
3774 attr => [
3775 [
3776 'move_block',
3777 {
3778 desc => 'Objects using these movement types cannot move over this space.',
3779 name => 'blocked movement',
3780 type => 'bitmask',
3781 value => $BITMASK{movement_type}
3782 }
3783 ],
3784 [
3785 'move_allow',
3786 {
3787 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3788 name => 'allowed movement',
3789 type => 'bitmask',
3790 value => $BITMASK{movement_type}
3791 }
3792 ],
3793 [
3794 'move_slow',
3795 {
3796 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3797 name => 'slowed movement',
3798 type => 'bitmask',
3799 value => $BITMASK{movement_type}
3800 }
3801 ],
3802 [
3803 'move_slow_penalty',
3804 {
3805 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)',
3806 name => 'slow movement penalty',
3807 type => 'int'
3808 }
3809 ],
3810 [
3811 'cursed',
3812 {
3813 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3814 name => 'cursed',
3815 type => 'bool'
3816 }
3817 ],
3818 [
3819 'damned',
3820 {
3821 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.',
3822 name => 'damned',
3823 type => 'bool'
3824 }
3825 ],
3826 [
3827 'unique',
3828 {
3829 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3830 name => 'unique item',
3831 type => 'bool'
3832 }
3833 ],
3834 [
3835 'startequip',
3836 {
3837 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3838 name => 'godgiven item',
3839 type => 'bool'
3840 }
3841 ],
3842 [
3843 'msg',
3844 {
3845 desc => 'This text may describe the object.',
3846 end => 'endmsg',
3847 name => 'description',
3848 type => 'text'
3849 }
3850 ]
3851 ],
3852 name => 'Misc'
3853 },
3854 Money => {
3855 attr => [
3856 [
3857 'race',
3858 {
3859 type => 'fixed',
3860 value => 'gold and jewels'
3861 }
3862 ]
3863 ],
3864 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.',
3865 ignore => [
3866 'unpaid'
3867 ],
3868 name => 'Money'
3869 },
3870 'Monster & NPC' => {
3871 attr => [
3872 [
3873 'alive',
3874 {
3875 type => 'fixed',
3876 value => 1
3877 }
3878 ],
3879 [
3880 'randomitems',
3881 {
3882 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>.',
3883 name => 'treasurelist',
3884 type => 'treasurelist'
3885 }
3886 ],
3887 [
3888 'level',
3889 {
3890 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3891 name => 'level',
3892 type => 'int'
3893 }
3894 ],
3895 [
3896 'race',
3897 {
3898 desc => 'Every monster should have a race set to categorize 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.',
3899 name => 'race',
3900 type => 'string'
3901 }
3902 ],
3903 [
3904 'exp',
3905 {
3906 desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-category 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!',
3907 name => 'experience',
3908 type => 'int'
3909 }
3910 ],
3911 [
3912 'speed',
3913 {
3914 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3915 name => 'speed',
3916 type => 'float'
3917 }
3918 ],
3919 [
3920 'speed_left',
3921 {
3922 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3923 name => 'speed left',
3924 type => 'float'
3925 }
3926 ],
3927 [
3928 'other_arch',
3929 {
3930 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.',
3931 name => 'breed monster',
3932 type => 'string'
3933 }
3934 ],
3935 [
3936 'generator',
3937 {
3938 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.',
3939 name => 'multiply',
3940 type => 'bool'
3941 }
3942 ],
3943 [
3944 'use_content_on_gen',
3945 {
3946 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.',
3947 name => 'template generation',
3948 type => 'bool'
3949 }
3950 ],
3951 [
3952 'move_type',
3953 {
3954 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
3955 name => 'movement type',
3956 type => 'bitmask',
3957 value => $BITMASK{movement_type}
3958 }
3959 ],
3960 [
3961 'undead',
3962 {
3963 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3964 name => 'undead',
3965 type => 'bool'
3966 }
3967 ],
3968 [
3969 'carrying',
3970 {
3971 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3972 name => 'carries weight',
3973 type => 'int'
3974 }
3975 ],
3976 [
3977 'msg',
3978 {
3979 end => 'endmsg',
3980 name => 'npc message',
3981 type => 'text'
3982 }
3983 ]
3984 ],
3985 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.',
3986 ignore => [
3987 'material',
3988 'name_pl',
3989 'nrof',
3990 'value',
3991 'unpaid'
3992 ],
3993 name => 'Monster & NPC',
3994 required => {
3995 alive => 1,
3996 is_floor => 0,
3997 tear_down => 0
3998 },
3999 section => [
4000 [
4001 'melee',
4002 [
4003 [
4004 'attacktype',
4005 {
4006 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.',
4007 name => 'attacktype',
4008 type => 'bitmask',
4009 value => $BITMASK{attacktype}
4010 }
4011 ],
4012 [
4013 'dam',
4014 {
4015 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.',
4016 name => 'damage',
4017 type => 'int'
4018 }
4019 ],
4020 [
4021 'wc',
4022 {
4023 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4024 name => 'weapon class',
4025 type => 'int'
4026 }
4027 ],
4028 [
4029 'hp',
4030 {
4031 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>.',
4032 name => 'health points',
4033 type => 'int'
4034 }
4035 ],
4036 [
4037 'maxhp',
4038 {
4039 desc => '<max health> is the maximum amount of <health points> this monster can have.',
4040 name => 'max health',
4041 type => 'int'
4042 }
4043 ],
4044 [
4045 'ac',
4046 {
4047 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).',
4048 name => 'armour class',
4049 type => 'int'
4050 }
4051 ],
4052 [
4053 'Con',
4054 {
4055 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4056 name => 'healing rate',
4057 type => 'int'
4058 }
4059 ],
4060 [
4061 'reflect_missile',
4062 {
4063 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4064 name => 'reflect missiles',
4065 type => 'bool'
4066 }
4067 ],
4068 [
4069 'hitback',
4070 {
4071 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.',
4072 name => 'hitback',
4073 type => 'bool'
4074 }
4075 ],
4076 [
4077 'one_hit',
4078 {
4079 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4080 name => 'one hit only',
4081 type => 'bool'
4082 }
4083 ]
4084 ]
4085 ],
4086 [
4087 'spellcraft',
4088 [
4089 [
4090 'can_cast_spell',
4091 {
4092 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4093 name => 'can cast spell',
4094 type => 'bool'
4095 }
4096 ],
4097 [
4098 'reflect_spell',
4099 {
4100 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.',
4101 name => 'reflect spells',
4102 type => 'bool'
4103 }
4104 ],
4105 [
4106 'sp',
4107 {
4108 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>.',
4109 name => 'spellpoints',
4110 type => 'int'
4111 }
4112 ],
4113 [
4114 'maxsp',
4115 {
4116 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.',
4117 name => 'max spellpoints',
4118 type => 'int'
4119 }
4120 ],
4121 [
4122 'Pow',
4123 {
4124 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.',
4125 name => 'spellpoint regen.',
4126 type => 'int'
4127 }
4128 ],
4129 [
4130 'path_attuned',
4131 {
4132 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4133 name => 'attuned paths',
4134 type => 'bitmask',
4135 value => $BITMASK{spellpath}
4136 }
4137 ],
4138 [
4139 'path_repelled',
4140 {
4141 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4142 name => 'repelled paths',
4143 type => 'bitmask',
4144 value => $BITMASK{spellpath}
4145 }
4146 ],
4147 [
4148 'path_denied',
4149 {
4150 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4151 name => 'denied paths',
4152 type => 'bitmask',
4153 value => $BITMASK{spellpath}
4154 }
4155 ]
4156 ]
4157 ],
4158 [
4159 'ability',
4160 [
4161 [
4162 'Int',
4163 {
4164 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.',
4165 name => 'detect hidden',
4166 type => 'int'
4167 }
4168 ],
4169 [
4170 'see_invisible',
4171 {
4172 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.',
4173 name => 'see invisible',
4174 type => 'bool'
4175 }
4176 ],
4177 [
4178 'can_see_in_dark',
4179 {
4180 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.',
4181 name => 'see in darkness',
4182 type => 'bool'
4183 }
4184 ],
4185 [
4186 'can_use_weapon',
4187 {
4188 desc => 'Monster is able to wield weapon type objects.',
4189 name => 'can use weapons',
4190 type => 'bool'
4191 }
4192 ],
4193 [
4194 'can_use_bow',
4195 {
4196 desc => 'Monster is able to use missile-weapon type objects.',
4197 name => 'can use bows',
4198 type => 'bool'
4199 }
4200 ],
4201 [
4202 'can_use_armour',
4203 {
4204 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4205 name => 'can use armour',
4206 type => 'bool'
4207 }
4208 ],
4209 [
4210 'can_use_ring',
4211 {
4212 desc => 'Monster is able to wear rings.',
4213 name => 'can use rings',
4214 type => 'bool'
4215 }
4216 ],
4217 [
4218 'can_use_wand',
4219 {
4220 desc => 'Monster is able to use wands and staves.',
4221 name => 'can use wands',
4222 type => 'bool'
4223 }
4224 ],
4225 [
4226 'can_use_rod',
4227 {
4228 desc => 'Monster is able to use rods.',
4229 name => 'can use rods',
4230 type => 'bool'
4231 }
4232 ],
4233 [
4234 'can_use_scroll',
4235 {
4236 desc => 'Monster is able to read scrolls.',
4237 name => 'can use scrolls',
4238 type => 'bool'
4239 }
4240 ],
4241 [
4242 'can_use_skill',
4243 {
4244 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>.',
4245 name => 'can use skills',
4246 type => 'bool'
4247 }
4248 ]
4249 ]
4250 ],
4251 [
4252 'behave',
4253 [
4254 [
4255 'monster',
4256 {
4257 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.',
4258 name => 'monster behaviour',
4259 type => 'bool'
4260 }
4261 ],
4262 [
4263 'unaggressive',
4264 {
4265 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4266 name => 'unaggressive',
4267 type => 'bool'
4268 }
4269 ],
4270 [
4271 'friendly',
4272 {
4273 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4274 name => 'friendly',
4275 type => 'bool'
4276 }
4277 ],
4278 [
4279 'stand_still',
4280 {
4281 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.',
4282 name => 'stand still',
4283 type => 'bool'
4284 }
4285 ],
4286 [
4287 'sleep',
4288 {
4289 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.',
4290 name => 'asleep',
4291 type => 'bool'
4292 }
4293 ],
4294 [
4295 'will_apply',
4296 {
4297 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4298 name => 'misc. actions',
4299 type => 'bitmask',
4300 value => $BITMASK{will_apply}
4301 }
4302 ],
4303 [
4304 'pick_up',
4305 {
4306 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.',
4307 name => 'pick up',
4308 type => 'bitmask',
4309 value => $BITMASK{pick_up}
4310 }
4311 ],
4312 [
4313 'Wis',
4314 {
4315 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.',
4316 name => 'sensing range',
4317 type => 'int'
4318 }
4319 ],
4320 [
4321 'attack_movement_bits_0_3',
4322 {
4323 desc => 'If this is set to default, the standard mode of movement will be used.',
4324 name => 'attack movement',
4325 type => 'list',
4326 value => $LIST{attack_movement_bits_0_3}
4327 }
4328 ],
4329 [
4330 'attack_movement_bits_4_7',
4331 {
4332 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4333 name => 'normal movement',
4334 type => 'list',
4335 value => $LIST{attack_movement_bits_4_7}
4336 }
4337 ],
4338 [
4339 'run_away',
4340 {
4341 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.',
4342 name => 'run at % health',
4343 type => 'int'
4344 }
4345 ]
4346 ]
4347 ],
4348 [
4349 'resistance',
4350 [
4351 [
4352 'resist_physical',
4353 {
4354 name => 'resist physical %',
4355 type => 'int'
4356 }
4357 ],
4358 [
4359 'resist_magic',
4360 {
4361 name => 'resist magic %',
4362 type => 'int'
4363 }
4364 ],
4365 [
4366 'resist_fire',
4367 {
4368 name => 'resist fire %',
4369 type => 'int'
4370 }
4371 ],
4372 [
4373 'resist_electricity',
4374 {
4375 name => 'resist electricity %',
4376 type => 'int'
4377 }
4378 ],
4379 [
4380 'resist_cold',
4381 {
4382 name => 'resist cold %',
4383 type => 'int'
4384 }
4385 ],
4386 [
4387 'resist_confusion',
4388 {
4389 name => 'resist confusion %',
4390 type => 'int'
4391 }
4392 ],
4393 [
4394 'resist_acid',
4395 {
4396 name => 'resist acid %',
4397 type => 'int'
4398 }
4399 ],
4400 [
4401 'resist_drain',
4402 {
4403 name => 'resist draining %',
4404 type => 'int'
4405 }
4406 ],
4407 [
4408 'resist_weaponmagic',
4409 {
4410 name => 'resist weaponmagic %',
4411 type => 'int'
4412 }
4413 ],
4414 [
4415 'resist_ghosthit',
4416 {
4417 name => 'resist ghosthit %',
4418 type => 'int'
4419 }
4420 ],
4421 [
4422 'resist_poison',
4423 {
4424 name => 'resist poison %',
4425 type => 'int'
4426 }
4427 ],
4428 [
4429 'resist_slow',
4430 {
4431 name => 'resist slow %',
4432 type => 'int'
4433 }
4434 ],
4435 [
4436 'resist_paralyze',
4437 {
4438 name => 'resist paralyze %',
4439 type => 'int'
4440 }
4441 ],
4442 [
4443 'resist_fear',
4444 {
4445 name => 'resist fear %',
4446 type => 'int'
4447 }
4448 ],
4449 [
4450 'resist_deplete',
4451 {
4452 name => 'resist depletion %',
4453 type => 'int'
4454 }
4455 ],
4456 [
4457 'resist_turn_undead',
4458 {
4459 name => 'resist turn undead %',
4460 type => 'int'
4461 }
4462 ],
4463 [
4464 'resist_death',
4465 {
4466 name => 'resist death-attack %',
4467 type => 'int'
4468 }
4469 ],
4470 [
4471 'resist_chaos',
4472 {
4473 name => 'resist chaos %',
4474 type => 'int'
4475 }
4476 ],
4477 [
4478 'resist_blind',
4479 {
4480 name => 'resist blinding %',
4481 type => 'int'
4482 }
4483 ],
4484 [
4485 'resist_holyword',
4486 {
4487 name => 'resist holy power %',
4488 type => 'int'
4489 }
4490 ],
4491 [
4492 'resist_godpower',
4493 {
4494 name => 'resist godpower %',
4495 type => 'int'
4496 }
4497 ]
4498 ]
4499 ]
4500 ],
4501 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. :-)'
4502 },
4503 'Monster (Grimreaper)' => {
4504 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4505 ignore => [
4506 'material',
4507 'name_pl',
4508 'nrof',
4509 'value',
4510 'unpaid'
4511 ],
4512 import => [
4513 $TYPE{'Monster & NPC'}
4514 ],
4515 name => 'Monster (Grimreaper)',
4516 section => [
4517 [
4518 'grimreaper',
4519 [
4520 [
4521 'value',
4522 {
4523 desc => 'The object vanishes after this number of draining attacks.',
4524 name => 'attacks',
4525 type => 'int'
4526 }
4527 ]
4528 ]
4529 ]
4530 ]
4531 },
4532 'Mood Floor' => {
4533 attr => [
4534 [
4535 'no_pick',
4536 {
4537 type => 'fixed',
4538 value => 1
4539 }
4540 ],
4541 [
4542 'last_sp',
4543 {
4544 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!',
4545 name => 'mood',
4546 type => 'list',
4547 value => $LIST{mood}
4548 }
4549 ],
4550 [
4551 'connected',
4552 {
4553 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!',
4554 name => 'connection',
4555 type => 'int'
4556 }
4557 ],
4558 [
4559 'no_magic',
4560 {
4561 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4562 name => 'no spells',
4563 type => 'bool'
4564 }
4565 ],
4566 [
4567 'damned',
4568 {
4569 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4570 name => 'no prayers',
4571 type => 'bool'
4572 }
4573 ]
4574 ],
4575 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.',
4576 ignore => [
4577 $IGNORE_LIST{system_object}
4578 ],
4579 name => 'Mood Floor',
4580 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.)'
4581 },
4582 Mover => {
4583 attr => [
4584 [
4585 'attacktype',
4586 {
4587 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.',
4588 name => 'forced movement',
4589 type => 'bool'
4590 }
4591 ],
4592 [
4593 'maxsp',
4594 {
4595 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.',
4596 name => 'freeze duration',
4597 type => 'int'
4598 }
4599 ],
4600 [
4601 'speed',
4602 {
4603 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4604 name => 'movement speed',
4605 type => 'float'
4606 }
4607 ],
4608 [
4609 'speed_left',
4610 {
4611 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4612 name => 'speed left',
4613 type => 'float'
4614 }
4615 ],
4616 [
4617 'sp',
4618 {
4619 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.',
4620 name => 'direction',
4621 type => 'list',
4622 value => $LIST{direction}
4623 }
4624 ],
4625 [
4626 'lifesave',
4627 {
4628 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.',
4629 name => 'gets used up',
4630 type => 'bool'
4631 }
4632 ],
4633 [
4634 'hp',
4635 {
4636 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).',
4637 name => 'number of uses',
4638 type => 'int'
4639 }
4640 ]
4641 ],
4642 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.',
4643 ignore => [
4644 $IGNORE_LIST{non_pickable}
4645 ],
4646 name => 'Mover',
4647 section => [
4648 [
4649 'targets',
4650 [
4651 [
4652 'level',
4653 {
4654 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.',
4655 name => 'move players',
4656 type => 'bool'
4657 }
4658 ],
4659 [
4660 'move_on',
4661 {
4662 desc => 'Which movement types activate the mover.',
4663 name => 'movement type',
4664 type => 'movement_type'
4665 }
4666 ]
4667 ]
4668 ]
4669 ],
4670 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).'
4671 },
4672 Pedestal => {
4673 attr => [
4674 [
4675 'no_pick',
4676 {
4677 type => 'fixed',
4678 value => 1
4679 }
4680 ],
4681 [
4682 'slaying',
4683 {
4684 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.',
4685 name => 'match race',
4686 type => 'string'
4687 }
4688 ],
4689 [
4690 'connected',
4691 {
4692 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4693 name => 'connection',
4694 type => 'int'
4695 }
4696 ],
4697 [
4698 'move_on',
4699 {
4700 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4701 name => 'movement type',
4702 type => 'bitmask',
4703 value => $BITMASK{movement_type}
4704 }
4705 ]
4706 ],
4707 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.',
4708 ignore => [
4709 $IGNORE_LIST{non_pickable}
4710 ],
4711 name => 'Pedestal',
4712 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.'
4713 },
4714 Pit => {
4715 attr => [
4716 [
4717 'no_pick',
4718 {
4719 type => 'fixed',
4720 value => 1
4721 }
4722 ],
4723 [
4724 'connected',
4725 {
4726 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4727 name => 'connection',
4728 type => 'int'
4729 }
4730 ],
4731 [
4732 'hp',
4733 {
4734 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!',
4735 name => 'destination X',
4736 type => 'int'
4737 }
4738 ],
4739 [
4740 'sp',
4741 {
4742 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!',
4743 name => 'destination Y',
4744 type => 'int'
4745 }
4746 ],
4747 [
4748 'wc',
4749 {
4750 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.',
4751 name => 'position state',
4752 type => 'int'
4753 }
4754 ],
4755 [
4756 'move_on',
4757 {
4758 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4759 name => 'movement type',
4760 type => 'bitmask',
4761 value => $BITMASK{movement_type}
4762 }
4763 ]
4764 ],
4765 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.',
4766 ignore => [
4767 $IGNORE_LIST{non_pickable}
4768 ],
4769 name => 'Pit',
4770 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.'
4771 },
4772 'Poison Food' => {
4773 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.',
4774 name => 'Poison Food'
4775 },
4776 Potion => {
4777 attr => [
4778 [
4779 'level',
4780 {
4781 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.',
4782 name => 'potion level',
4783 type => 'int'
4784 }
4785 ],
4786 [
4787 'sp',
4788 {
4789 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".',
4790 name => 'spell',
4791 type => 'spell'
4792 }
4793 ],
4794 [
4795 'attacktype',
4796 {
4797 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.',
4798 name => 'special effect',
4799 type => 'list',
4800 value => $LIST{potion_effect}
4801 }
4802 ],
4803 [
4804 'cursed',
4805 {
4806 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 >:)',
4807 name => 'cursed',
4808 type => 'bool'
4809 }
4810 ],
4811 [
4812 'startequip',
4813 {
4814 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4815 name => 'godgiven item',
4816 type => 'bool'
4817 }
4818 ]
4819 ],
4820 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4821 name => 'Potion',
4822 section => [
4823 [
4824 'stats',
4825 [
4826 [
4827 'Str',
4828 {
4829 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.',
4830 name => 'strength',
4831 type => 'int'
4832 }
4833 ],
4834 [
4835 'Dex',
4836 {
4837 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.',
4838 name => 'dexterity',
4839 type => 'int'
4840 }
4841 ],
4842 [
4843 'Con',
4844 {
4845 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.',
4846 name => 'constitution',
4847 type => 'int'
4848 }
4849 ],
4850 [
4851 'Int',
4852 {
4853 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.',
4854 name => 'intelligence',
4855 type => 'int'
4856 }
4857 ],
4858 [
4859 'Pow',
4860 {
4861 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.',
4862 name => 'power',
4863 type => 'int'
4864 }
4865 ],
4866 [
4867 'Wis',
4868 {
4869 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.',
4870 name => 'wisdom',
4871 type => 'int'
4872 }
4873 ],
4874 [
4875 'Cha',
4876 {
4877 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.',
4878 name => 'charisma',
4879 type => 'int'
4880 }
4881 ]
4882 ]
4883 ],
4884 [
4885 'resistance',
4886 [
4887 [
4888 'resist_physical',
4889 {
4890 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!',
4891 name => 'resist physical %',
4892 type => 'int'
4893 }
4894 ],
4895 [
4896 'resist_magic',
4897 {
4898 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!',
4899 name => 'resist magic %',
4900 type => 'int'
4901 }
4902 ],
4903 [
4904 'resist_fire',
4905 {
4906 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!',
4907 name => 'resist fire %',
4908 type => 'int'
4909 }
4910 ],
4911 [
4912 'resist_electricity',
4913 {
4914 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!',
4915 name => 'resist electricity %',
4916 type => 'int'
4917 }
4918 ],
4919 [
4920 'resist_cold',
4921 {
4922 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!',
4923 name => 'resist cold %',
4924 type => 'int'
4925 }
4926 ],
4927 [
4928 'resist_acid',
4929 {
4930 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!',
4931 name => 'resist acid %',
4932 type => 'int'
4933 }
4934 ],
4935 [
4936 'resist_confusion',
4937 {
4938 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!',
4939 name => 'resist confusion %',
4940 type => 'int'
4941 }
4942 ],
4943 [
4944 'resist_weaponmagic',
4945 {
4946 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!',
4947 name => 'resist weaponmagic %',
4948 type => 'int'
4949 }
4950 ],
4951 [
4952 'resist_paralyze',
4953 {
4954 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!',
4955 name => 'resist paralyze %',
4956 type => 'int'
4957 }
4958 ],
4959 [
4960 'resist_drain',
4961 {
4962 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!',
4963 name => 'resist draining %',
4964 type => 'int'
4965 }
4966 ],
4967 [
4968 'resist_deplete',
4969 {
4970 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!',
4971 name => 'resist depletion %',
4972 type => 'int'
4973 }
4974 ],
4975 [
4976 'resist_poison',
4977 {
4978 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!',
4979 name => 'resist poison %',
4980 type => 'int'
4981 }
4982 ]
4983 ]
4984 ]
4985 ],
4986 use => 'One potion should never give multiple benefits at once.'
4987 },
4988 'Power Crystal' => {
4989 attr => [
4990 [
4991 'sp',
4992 {
4993 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
4994 name => 'initial mana',
4995 type => 'int'
4996 }
4997 ],
4998 [
4999 'maxsp',
5000 {
5001 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.',
5002 name => 'mana capacity',
5003 type => 'int'
5004 }
5005 ]
5006 ],
5007 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.',
5008 name => 'Power Crystal'
5009 },
5010 Projectile => {
5011 attr => [
5012 [
5013 'attacktype',
5014 {
5015 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.',
5016 name => 'attacktype',
5017 type => 'bitmask',
5018 value => $BITMASK{attacktype}
5019 }
5020 ],
5021 [
5022 'race',
5023 {
5024 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>.',
5025 name => 'ammunition class',
5026 type => 'string'
5027 }
5028 ],
5029 [
5030 'slaying',
5031 {
5032 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.',
5033 name => 'slaying race',
5034 type => 'string'
5035 }
5036 ],
5037 [
5038 'dam',
5039 {
5040 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5041 name => 'damage',
5042 type => 'int'
5043 }
5044 ],
5045 [
5046 'wc',
5047 {
5048 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.',
5049 name => 'weaponclass',
5050 type => 'int'
5051 }
5052 ],
5053 [
5054 'food',
5055 {
5056 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).',
5057 name => 'chance to break',
5058 type => 'int'
5059 }
5060 ],
5061 [
5062 'magic',
5063 {
5064 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5065 name => 'magic bonus',
5066 type => 'int'
5067 }
5068 ],
5069 [
5070 'unique',
5071 {
5072 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5073 name => 'unique item',
5074 type => 'bool'
5075 }
5076 ],
5077 [
5078 'startequip',
5079 {
5080 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5081 name => 'godgiven item',
5082 type => 'bool'
5083 }
5084 ],
5085 [
5086 'no_drop',
5087 {
5088 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.',
5089 name => 'don\'t drop',
5090 type => 'bool'
5091 }
5092 ],
5093 [
5094 'msg',
5095 {
5096 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5097 end => 'endmsg',
5098 name => 'description',
5099 type => 'text'
5100 }
5101 ]
5102 ],
5103 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.',
5104 name => 'Projectile',
5105 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.'
5106 },
5107 Ring => {
5108 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.',
5109 import => [
5110 $TYPE{Amulet}
5111 ],
5112 name => 'Ring',
5113 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.'
5114 },
5115 Rod => {
5116 attr => [
5117 [
5118 'sp',
5119 {
5120 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!',
5121 name => 'spell',
5122 type => 'spell'
5123 }
5124 ],
5125 [
5126 'level',
5127 {
5128 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5129 name => 'casting level',
5130 type => 'int'
5131 }
5132 ],
5133 [
5134 'hp',
5135 {
5136 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5137 name => 'initial spellpoints',
5138 type => 'int'
5139 }
5140 ],
5141 [
5142 'maxhp',
5143 {
5144 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.',
5145 name => 'max. spellpoints',
5146 type => 'int'
5147 }
5148 ],
5149 [
5150 'startequip',
5151 {
5152 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5153 name => 'godgiven item',
5154 type => 'bool'
5155 }
5156 ],
5157 [
5158 'msg',
5159 {
5160 desc => 'This text may contain a description of the rod.',
5161 end => 'endmsg',
5162 name => 'description',
5163 type => 'text'
5164 }
5165 ]
5166 ],
5167 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.',
5168 ignore => [
5169 'title'
5170 ],
5171 name => 'Rod',
5172 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>'
5173 },
5174 Rune => {
5175 attr => [
5176 [
5177 'no_pick',
5178 {
5179 type => 'fixed',
5180 value => 1
5181 }
5182 ],
5183 [
5184 'move_on',
5185 {
5186 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5187 name => 'movement type',
5188 type => 'bitmask',
5189 value => $BITMASK{movement_type}
5190 }
5191 ],
5192 [
5193 'level',
5194 {
5195 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.',
5196 name => 'rune level',
5197 type => 'int'
5198 }
5199 ],
5200 [
5201 'Cha',
5202 {
5203 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.',
5204 name => 'visibility',
5205 type => 'int'
5206 }
5207 ],
5208 [
5209 'hp',
5210 {
5211 desc => 'The rune will detonate <number of charges> times before disappearing.',
5212 name => 'number of charges',
5213 type => 'int'
5214 }
5215 ],
5216 [
5217 'dam',
5218 {
5219 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.',
5220 name => 'direct damage',
5221 type => 'int'
5222 }
5223 ],
5224 [
5225 'attacktype',
5226 {
5227 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.',
5228 name => 'attacktype',
5229 type => 'bitmask',
5230 value => $BITMASK{attacktype}
5231 }
5232 ],
5233 [
5234 'msg',
5235 {
5236 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5237 end => 'endmsg',
5238 name => 'detonation text',
5239 type => 'text'
5240 }
5241 ]
5242 ],
5243 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.',
5244 ignore => [
5245 'no_pick',
5246 'title',
5247 'name_pl',
5248 'weight',
5249 'value',
5250 'material',
5251 'unpaid'
5252 ],
5253 name => 'Rune',
5254 section => [
5255 [
5256 'spellcraft',
5257 [
5258 [
5259 'sp',
5260 {
5261 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5262 name => 'spell',
5263 type => 'spell'
5264 }
5265 ],
5266 [
5267 'slaying',
5268 {
5269 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5270 name => 'spell name',
5271 type => 'string'
5272 }
5273 ],
5274 [
5275 'other_arch',
5276 {
5277 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.',
5278 name => 'spell arch',
5279 type => 'string'
5280 }
5281 ],
5282 [
5283 'maxsp',
5284 {
5285 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.',
5286 name => 'direction',
5287 type => 'list',
5288 value => $LIST{direction}
5289 }
5290 ],
5291 [
5292 'race',
5293 {
5294 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.',
5295 name => 'summon monster',
5296 type => 'string'
5297 }
5298 ],
5299 [
5300 'maxhp',
5301 {
5302 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5303 name => 'summon amount',
5304 type => 'int'
5305 }
5306 ]
5307 ]
5308 ]
5309 ],
5310 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5311 },
5312 Savebed => {
5313 attr => [
5314 [
5315 'no_pick',
5316 {
5317 type => 'fixed',
5318 value => 1
5319 }
5320 ],
5321 [
5322 'no_magic',
5323 {
5324 type => 'fixed',
5325 value => 1
5326 }
5327 ],
5328 [
5329 'damned',
5330 {
5331 type => 'fixed',
5332 value => 1
5333 }
5334 ]
5335 ],
5336 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.',
5337 ignore => [
5338 $IGNORE_LIST{non_pickable}
5339 ],
5340 name => 'Savebed',
5341 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>'
5342 },
5343 Scroll => {
5344 attr => [
5345 [
5346 'level',
5347 {
5348 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5349 name => 'casting level',
5350 type => 'int'
5351 }
5352 ],
5353 [
5354 'sp',
5355 {
5356 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5357 name => 'spell',
5358 type => 'spell'
5359 }
5360 ],
5361 [
5362 'startequip',
5363 {
5364 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5365 name => 'godgiven item',
5366 type => 'bool'
5367 }
5368 ]
5369 ],
5370 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.',
5371 ignore => [
5372 'title'
5373 ],
5374 name => 'Scroll',
5375 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5376 },
5377 Shield => {
5378 attr => [
5379 [
5380 'magic',
5381 {
5382 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.',
5383 name => 'magic bonus',
5384 type => 'int'
5385 }
5386 ]
5387 ],
5388 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.',
5389 import => [
5390 $TYPE{Amulet}
5391 ],
5392 name => 'Shield',
5393 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5394 },
5395 'Shooting Weapon' => {
5396 attr => [
5397 [
5398 'race',
5399 {
5400 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.',
5401 name => 'ammunition class',
5402 type => 'string'
5403 }
5404 ],
5405 [
5406 'sp',
5407 {
5408 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).',
5409 name => 'shooting speed',
5410 type => 'int'
5411 }
5412 ],
5413 [
5414 'dam',
5415 {
5416 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.',
5417 name => 'base damage',
5418 type => 'int'
5419 }
5420 ],
5421 [
5422 'wc',
5423 {
5424 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.',
5425 name => 'weaponclass',
5426 type => 'int'
5427 }
5428 ],
5429 [
5430 'item_power',
5431 {
5432 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>.',
5433 name => 'item power',
5434 type => 'int'
5435 }
5436 ],
5437 [
5438 'no_strength',
5439 {
5440 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.',
5441 name => 'ignore strength',
5442 type => 'bool'
5443 }
5444 ],
5445 [
5446 'damned',
5447 {
5448 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5449 name => 'damnation',
5450 type => 'bool'
5451 }
5452 ],
5453 [
5454 'cursed',
5455 {
5456 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5457 name => 'curse',
5458 type => 'bool'
5459 }
5460 ],
5461 [
5462 'unique',
5463 {
5464 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5465 name => 'unique item',
5466 type => 'bool'
5467 }
5468 ],
5469 [
5470 'startequip',
5471 {
5472 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5473 name => 'godgiven item',
5474 type => 'bool'
5475 }
5476 ],
5477 [
5478 'msg',
5479 {
5480 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5481 end => 'endmsg',
5482 name => 'description',
5483 type => 'text'
5484 }
5485 ]
5486 ],
5487 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.',
5488 name => 'Shooting Weapon',
5489 section => [
5490 [
5491 'stats',
5492 [
5493 [
5494 'Str',
5495 {
5496 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5497 name => 'strength',
5498 type => 'int'
5499 }
5500 ],
5501 [
5502 'Dex',
5503 {
5504 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5505 name => 'dexterity',
5506 type => 'int'
5507 }
5508 ],
5509 [
5510 'Con',
5511 {
5512 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5513 name => 'constitution',
5514 type => 'int'
5515 }
5516 ],
5517 [
5518 'Int',
5519 {
5520 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5521 name => 'intelligence',
5522 type => 'int'
5523 }
5524 ],
5525 [
5526 'Pow',
5527 {
5528 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5529 name => 'power',
5530 type => 'int'
5531 }
5532 ],
5533 [
5534 'Wis',
5535 {
5536 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5537 name => 'wisdom',
5538 type => 'int'
5539 }
5540 ],
5541 [
5542 'Cha',
5543 {
5544 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5545 name => 'charisma',
5546 type => 'int'
5547 }
5548 ]
5549 ]
5550 ],
5551 [
5552 'bonus',
5553 [
5554 [
5555 'luck',
5556 {
5557 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.',
5558 name => 'luck bonus',
5559 type => 'int'
5560 }
5561 ],
5562 [
5563 'magic',
5564 {
5565 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.',
5566 name => 'magic bonus',
5567 type => 'int'
5568 }
5569 ]
5570 ]
5571 ]
5572 ],
5573 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.'
5574 },
5575 'Shop Floor' => {
5576 attr => [
5577 [
5578 'is_floor',
5579 {
5580 type => 'fixed',
5581 value => 1
5582 }
5583 ],
5584 [
5585 'no_pick',
5586 {
5587 type => 'fixed',
5588 value => 1
5589 }
5590 ],
5591 [
5592 'no_magic',
5593 {
5594 type => 'fixed',
5595 value => 1
5596 }
5597 ],
5598 [
5599 'auto_apply',
5600 {
5601 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.',
5602 name => 'generate goods',
5603 type => 'bool'
5604 }
5605 ],
5606 [
5607 'randomitems',
5608 {
5609 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.',
5610 name => 'treasurelist',
5611 type => 'treasurelist'
5612 }
5613 ],
5614 [
5615 'exp',
5616 {
5617 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.',
5618 name => 'quality level',
5619 type => 'int'
5620 }
5621 ],
5622 [
5623 'damned',
5624 {
5625 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.)',
5626 name => 'no prayers',
5627 type => 'bool'
5628 }
5629 ]
5630 ],
5631 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).',
5632 ignore => [
5633 $IGNORE_LIST{non_pickable}
5634 ],
5635 name => 'Shop Floor',
5636 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.'
5637 },
5638 'Shop Mat' => {
5639 attr => [
5640 [
5641 'no_pick',
5642 {
5643 type => 'fixed',
5644 value => 1
5645 }
5646 ],
5647 [
5648 'move_on',
5649 {
5650 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5651 name => 'movement type',
5652 type => 'bitmask',
5653 value => $BITMASK{movement_type}
5654 }
5655 ]
5656 ],
5657 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).',
5658 ignore => [
5659 $IGNORE_LIST{non_pickable}
5660 ],
5661 name => 'Shop Mat',
5662 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5663 },
5664 'Sign & MagicMouth' => {
5665 attr => [
5666 [
5667 'connected',
5668 {
5669 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.',
5670 name => 'connection',
5671 type => 'int'
5672 }
5673 ],
5674 [
5675 'move_on',
5676 {
5677 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5678 name => 'movement type',
5679 type => 'bitmask',
5680 value => $BITMASK{movement_type}
5681 }
5682 ],
5683 [
5684 'food',
5685 {
5686 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).',
5687 name => 'counter',
5688 type => 'int'
5689 }
5690 ],
5691 [
5692 'msg',
5693 {
5694 desc => 'This text will be displayed to the player.',
5695 end => 'endmsg',
5696 name => 'message',
5697 type => 'text'
5698 }
5699 ]
5700 ],
5701 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).',
5702 ignore => [
5703 $IGNORE_LIST{non_pickable}
5704 ],
5705 name => 'Sign & MagicMouth',
5706 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.'
5707 },
5708 Skill => {
5709 attr => [
5710 [
5711 'invisible',
5712 {
5713 type => 'fixed',
5714 value => 1
5715 }
5716 ],
5717 [
5718 'no_drop',
5719 {
5720 type => 'fixed',
5721 value => 1
5722 }
5723 ],
5724 [
5725 'skill',
5726 {
5727 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.',
5728 name => 'skill name',
5729 type => 'string'
5730 }
5731 ],
5732 [
5733 'expmul',
5734 {
5735 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.',
5736 name => 'exp multiplier',
5737 type => 'float'
5738 }
5739 ],
5740 [
5741 'subtype',
5742 {
5743 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.',
5744 name => 'skill type',
5745 type => 'list',
5746 value => $LIST{skill_type}
5747 }
5748 ],
5749 [
5750 'level',
5751 {
5752 name => 'level',
5753 type => 'int'
5754 }
5755 ],
5756 [
5757 'exp',
5758 {
5759 name => 'experience',
5760 type => 'int'
5761 }
5762 ],
5763 [
5764 'can_use_skill',
5765 {
5766 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.',
5767 name => 'is native skill',
5768 type => 'bool'
5769 }
5770 ]
5771 ],
5772 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.',
5773 ignore => [
5774 $IGNORE_LIST{system_object}
5775 ],
5776 name => 'Skill',
5777 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>'
5778 },
5779 'Skill Scroll' => {
5780 attr => [
5781 [
5782 'race',
5783 {
5784 type => 'fixed',
5785 value => 'scrolls'
5786 }
5787 ],
5788 [
5789 'skill',
5790 {
5791 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5792 name => 'skill name',
5793 type => 'string'
5794 }
5795 ]
5796 ],
5797 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5798 name => 'Skill Scroll',
5799 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.'
5800 },
5801 'Special Key' => {
5802 attr => [
5803 [
5804 'slaying',
5805 {
5806 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.',
5807 name => 'key string',
5808 type => 'string'
5809 }
5810 ],
5811 [
5812 'material',
5813 {
5814 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5815 name => 'material',
5816 type => 'bitmask',
5817 value => $BITMASK{material}
5818 }
5819 ],
5820 [
5821 'unique',
5822 {
5823 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.',
5824 name => 'unique item',
5825 type => 'bool'
5826 }
5827 ],
5828 [
5829 'startequip',
5830 {
5831 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5832 name => 'godgiven item',
5833 type => 'bool'
5834 }
5835 ],
5836 [
5837 'msg',
5838 {
5839 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.',
5840 end => 'endmsg',
5841 name => 'description',
5842 type => 'text'
5843 }
5844 ]
5845 ],
5846 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.',
5847 ignore => [
5848 'material'
5849 ],
5850 name => 'Special Key',
5851 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".'
5852 },
5853 Spell => {
5854 attr => [
5855 [
5856 'no_drop',
5857 {
5858 type => 'fixed',
5859 value => 1
5860 }
5861 ],
5862 [
5863 'invisible',
5864 {
5865 type => 'fixed',
5866 value => 1
5867 }
5868 ],
5869 [
5870 'skill',
5871 {
5872 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.',
5873 name => 'skill name',
5874 type => 'string'
5875 }
5876 ],
5877 [
5878 'subtype',
5879 {
5880 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5881 name => 'spell type',
5882 type => 'list',
5883 value => $LIST{spell_type}
5884 }
5885 ],
5886 [
5887 'level',
5888 {
5889 name => 'spell level',
5890 type => 'int'
5891 }
5892 ],
5893 [
5894 'casting_time',
5895 {
5896 name => 'casting time',
5897 type => 'int'
5898 }
5899 ],
5900 [
5901 'duration',
5902 {
5903 name => 'duration',
5904 type => 'int'
5905 }
5906 ],
5907 [
5908 'other_arch',
5909 {
5910 name => 'create object',
5911 type => 'string'
5912 }
5913 ],
5914 [
5915 'sp',
5916 {
5917 name => 'cost spellpoints',
5918 type => 'int'
5919 }
5920 ],
5921 [
5922 'grace',
5923 {
5924 name => 'cost grace',
5925 type => 'int'
5926 }
5927 ],
5928 [
5929 'maxsp',
5930 {
5931 name => 'double cost per level',
5932 type => 'int'
5933 }
5934 ]
5935 ],
5936 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.',
5937 ignore => [
5938 $IGNORE_LIST{system_object}
5939 ],
5940 name => 'Spell',
5941 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.'
5942 },
5943 Spellbook => {
5944 attr => [
5945 [
5946 'skill',
5947 {
5948 type => 'fixed',
5949 value => 'literacy'
5950 }
5951 ],
5952 [
5953 'randomitems',
5954 {
5955 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.',
5956 name => 'treasurelist',
5957 type => 'treasurelist'
5958 }
5959 ],
5960 [
5961 'startequip',
5962 {
5963 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5964 name => 'godgiven item',
5965 type => 'bool'
5966 }
5967 ],
5968 [
5969 'msg',
5970 {
5971 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
5972 end => 'endmsg',
5973 name => 'description',
5974 type => 'text'
5975 }
5976 ]
5977 ],
5978 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.',
5979 name => 'Spellbook',
5980 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.'
5981 },
5982 Spinner => {
5983 attr => [
5984 [
5985 'sp',
5986 {
5987 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.',
5988 name => 'direction number',
5989 type => 'int'
5990 }
5991 ],
5992 [
5993 'move_on',
5994 {
5995 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5996 name => 'movement type',
5997 type => 'bitmask',
5998 value => $BITMASK{movement_type}
5999 }
6000 ]
6001 ],
6002 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.',
6003 ignore => [
6004 $IGNORE_LIST{non_pickable}
6005 ],
6006 name => 'Spinner',
6007 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.'
6008 },
6009 Swamp => {
6010 attr => [
6011 [
6012 'is_floor',
6013 {
6014 type => 'fixed',
6015 value => 1
6016 }
6017 ],
6018 [
6019 'is_wooded',
6020 {
6021 type => 'fixed',
6022 value => 1
6023 }
6024 ],
6025 [
6026 'speed',
6027 {
6028 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.',
6029 name => 'drowning speed',
6030 type => 'float'
6031 }
6032 ],
6033 [
6034 'speed_left',
6035 {
6036 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6037 name => 'speed left',
6038 type => 'float'
6039 }
6040 ],
6041 [
6042 'move_on',
6043 {
6044 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6045 name => 'movement type',
6046 type => 'bitmask',
6047 value => $BITMASK{movement_type}
6048 }
6049 ],
6050 [
6051 'move_block',
6052 {
6053 desc => 'Objects using these movement types cannot move over this space.',
6054 name => 'blocked movement',
6055 type => 'bitmask',
6056 value => $BITMASK{movement_type}
6057 }
6058 ],
6059 [
6060 'move_allow',
6061 {
6062 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6063 name => 'allowed movement',
6064 type => 'bitmask',
6065 value => $BITMASK{movement_type}
6066 }
6067 ],
6068 [
6069 'move_slow',
6070 {
6071 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6072 name => 'slowed movement',
6073 type => 'bitmask',
6074 value => $BITMASK{movement_type}
6075 }
6076 ],
6077 [
6078 'move_slow_penalty',
6079 {
6080 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)',
6081 name => 'slow movement penalty',
6082 type => 'int'
6083 }
6084 ],
6085 [
6086 'no_magic',
6087 {
6088 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6089 name => 'no spells',
6090 type => 'bool'
6091 }
6092 ],
6093 [
6094 'damned',
6095 {
6096 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6097 name => 'no prayers',
6098 type => 'bool'
6099 }
6100 ]
6101 ],
6102 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.',
6103 ignore => [
6104 $IGNORE_LIST{non_pickable}
6105 ],
6106 name => 'Swamp'
6107 },
6108 Teleporter => {
6109 attr => [
6110 [
6111 'slaying',
6112 {
6113 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.',
6114 name => 'exit path',
6115 type => 'string'
6116 }
6117 ],
6118 [
6119 'hp',
6120 {
6121 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.',
6122 name => 'destination X',
6123 type => 'int'
6124 }
6125 ],
6126 [
6127 'sp',
6128 {
6129 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.',
6130 name => 'destination Y',
6131 type => 'int'
6132 }
6133 ],
6134 [
6135 'connected',
6136 {
6137 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.',
6138 name => 'connection',
6139 type => 'int'
6140 }
6141 ],
6142 [
6143 'speed',
6144 {
6145 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!',
6146 name => 'activation speed',
6147 type => 'float'
6148 }
6149 ],
6150 [
6151 'speed_left',
6152 {
6153 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6154 name => 'speed left',
6155 type => 'float'
6156 }
6157 ]
6158 ],
6159 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.',
6160 ignore => [
6161 $IGNORE_LIST{non_pickable}
6162 ],
6163 name => 'Teleporter',
6164 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.'
6165 },
6166 'Timed Gate' => {
6167 attr => [
6168 [
6169 'no_pick',
6170 {
6171 type => 'fixed',
6172 value => 1
6173 }
6174 ],
6175 [
6176 'connected',
6177 {
6178 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.',
6179 name => 'connection',
6180 type => 'int'
6181 }
6182 ],
6183 [
6184 'wc',
6185 {
6186 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.',
6187 name => 'position state',
6188 type => 'int'
6189 }
6190 ],
6191 [
6192 'move_block',
6193 {
6194 desc => 'Objects using these movement types cannot move over this space.',
6195 name => 'blocked movement',
6196 type => 'bitmask',
6197 value => $BITMASK{movement_type}
6198 }
6199 ],
6200 [
6201 'move_allow',
6202 {
6203 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6204 name => 'allowed movement',
6205 type => 'bitmask',
6206 value => $BITMASK{movement_type}
6207 }
6208 ],
6209 [
6210 'move_slow',
6211 {
6212 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6213 name => 'slowed movement',
6214 type => 'bitmask',
6215 value => $BITMASK{movement_type}
6216 }
6217 ],
6218 [
6219 'move_slow_penalty',
6220 {
6221 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)',
6222 name => 'slow movement penalty',
6223 type => 'int'
6224 }
6225 ],
6226 [
6227 'no_magic',
6228 {
6229 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6230 name => 'restrict spells',
6231 type => 'bool'
6232 }
6233 ],
6234 [
6235 'damned',
6236 {
6237 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6238 name => 'restrict prayers',
6239 type => 'bool'
6240 }
6241 ],
6242 [
6243 'hp',
6244 {
6245 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6246 name => 'open duration',
6247 type => 'int'
6248 }
6249 ]
6250 ],
6251 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.',
6252 ignore => [
6253 $IGNORE_LIST{non_pickable}
6254 ],
6255 name => 'Timed Gate',
6256 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".'
6257 },
6258 Trap => {
6259 attr => [
6260 [
6261 'no_pick',
6262 {
6263 type => 'fixed',
6264 value => 1
6265 }
6266 ],
6267 [
6268 'move_on',
6269 {
6270 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6271 name => 'movement type',
6272 type => 'bitmask',
6273 value => $BITMASK{movement_type}
6274 }
6275 ],
6276 [
6277 'level',
6278 {
6279 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.',
6280 name => 'trap level',
6281 type => 'int'
6282 }
6283 ],
6284 [
6285 'Cha',
6286 {
6287 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.',
6288 name => 'visibility',
6289 type => 'int'
6290 }
6291 ],
6292 [
6293 'hp',
6294 {
6295 desc => 'The trap will detonate <number of charges> times before disappearing.',
6296 name => 'number of charges',
6297 type => 'int'
6298 }
6299 ],
6300 [
6301 'dam',
6302 {
6303 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6304 name => 'direct damage',
6305 type => 'int'
6306 }
6307 ],
6308 [
6309 'attacktype',
6310 {
6311 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6312 name => 'attacktype',
6313 type => 'bitmask',
6314 value => $BITMASK{attacktype}
6315 }
6316 ],
6317 [
6318 'connected',
6319 {
6320 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6321 name => 'connection',
6322 type => 'int'
6323 }
6324 ],
6325 [
6326 'msg',
6327 {
6328 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6329 end => 'endmsg',
6330 name => 'detonation text',
6331 type => 'text'
6332 }
6333 ]
6334 ],
6335 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.',
6336 ignore => [
6337 'no_pick',
6338 'title',
6339 'name_pl',
6340 'weight',
6341 'value',
6342 'material',
6343 'unpaid'
6344 ],
6345 name => 'Trap',
6346 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.'
6347 },
6348 Trapdoor => {
6349 attr => [
6350 [
6351 'no_pick',
6352 {
6353 type => 'fixed',
6354 value => 1
6355 }
6356 ],
6357 [
6358 'move_on',
6359 {
6360 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6361 name => 'movement type',
6362 type => 'bitmask',
6363 value => $BITMASK{movement_type}
6364 }
6365 ],
6366 [
6367 'weight',
6368 {
6369 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.',
6370 name => 'hold weight',
6371 type => 'int'
6372 }
6373 ],
6374 [
6375 'hp',
6376 {
6377 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!',
6378 name => 'destination X',
6379 type => 'int'
6380 }
6381 ],
6382 [
6383 'sp',
6384 {
6385 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!',
6386 name => 'destination Y',
6387 type => 'int'
6388 }
6389 ]
6390 ],
6391 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.',
6392 ignore => [
6393 $IGNORE_LIST{non_pickable}
6394 ],
6395 name => 'Trapdoor',
6396 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.'
6397 },
6398 Treasure => {
6399 attr => [
6400 [
6401 'randomitems',
6402 {
6403 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6404 name => 'treasurelist',
6405 type => 'treasurelist'
6406 }
6407 ],
6408 [
6409 'auto_apply',
6410 {
6411 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.',
6412 name => 'auto-generate',
6413 type => 'bool'
6414 }
6415 ],
6416 [
6417 'hp',
6418 {
6419 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.',
6420 name => 'create number',
6421 type => 'int'
6422 }
6423 ],
6424 [
6425 'exp',
6426 {
6427 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).',
6428 name => 'quality level',
6429 type => 'int'
6430 }
6431 ]
6432 ],
6433 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6434 ignore => [
6435 'nrof',
6436 'title',
6437 'name_pl',
6438 'weight',
6439 'value',
6440 'material'
6441 ],
6442 name => 'Treasure',
6443 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.'
6444 },
6445 'Trigger Marker' => {
6446 attr => [
6447 [
6448 'no_pick',
6449 {
6450 type => 'fixed',
6451 value => 1
6452 }
6453 ],
6454 [
6455 'slaying',
6456 {
6457 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.',
6458 name => 'key string',
6459 type => 'string'
6460 }
6461 ],
6462 [
6463 'connected',
6464 {
6465 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6466 name => 'connection',
6467 type => 'int'
6468 }
6469 ],
6470 [
6471 'food',
6472 {
6473 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.',
6474 name => 'mark duration',
6475 type => 'int'
6476 }
6477 ],
6478 [
6479 'name',
6480 {
6481 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.',
6482 name => 'delete mark',
6483 type => 'string'
6484 }
6485 ],
6486 [
6487 'msg',
6488 {
6489 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.',
6490 end => 'endmsg',
6491 name => 'marking message',
6492 type => 'text'
6493 }
6494 ]
6495 ],
6496 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.',
6497 ignore => [
6498 $IGNORE_LIST{system_object}
6499 ],
6500 name => 'Trigger Marker',
6501 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.'
6502 },
6503 Wall => {
6504 attr => [
6505 [
6506 'move_block',
6507 {
6508 desc => 'Objects using these movement types cannot move over this space.',
6509 name => 'blocked movement',
6510 type => 'bitmask',
6511 value => $BITMASK{movement_type}
6512 }
6513 ],
6514 [
6515 'move_allow',
6516 {
6517 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6518 name => 'allowed movement',
6519 type => 'bitmask',
6520 value => $BITMASK{movement_type}
6521 }
6522 ],
6523 [
6524 'move_slow',
6525 {
6526 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6527 name => 'slowed movement',
6528 type => 'bitmask',
6529 value => $BITMASK{movement_type}
6530 }
6531 ],
6532 [
6533 'move_slow_penalty',
6534 {
6535 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)',
6536 name => 'slow movement penalty',
6537 type => 'int'
6538 }
6539 ],
6540 [
6541 'can_roll',
6542 {
6543 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6544 name => 'moveable',
6545 type => 'bool'
6546 }
6547 ],
6548 [
6549 'no_magic',
6550 {
6551 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6552 name => 'restrict spells',
6553 type => 'bool'
6554 }
6555 ],
6556 [
6557 'damned',
6558 {
6559 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6560 name => 'restrict prayers',
6561 type => 'bool'
6562 }
6563 ]
6564 ],
6565 desc => 'Walls usually block passage and sight.',
6566 ignore => [
6567 'nrof',
6568 'title',
6569 'name_pl',
6570 'value',
6571 'unpaid'
6572 ],
6573 name => 'Wall',
6574 required => {
6575 alive => 0,
6576 is_floor => 0,
6577 move_block => 255
6578 }
6579 },
6580 'Wand & Staff' => {
6581 attr => [
6582 [
6583 'sp',
6584 {
6585 desc => 'The <spell> specifies the contained spell.',
6586 name => 'spell',
6587 type => 'spell'
6588 }
6589 ],
6590 [
6591 'level',
6592 {
6593 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6594 name => 'casting level',
6595 type => 'int'
6596 }
6597 ],
6598 [
6599 'food',
6600 {
6601 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6602 name => 'number of charges',
6603 type => 'int'
6604 }
6605 ],
6606 [
6607 'startequip',
6608 {
6609 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6610 name => 'godgiven item',
6611 type => 'bool'
6612 }
6613 ],
6614 [
6615 'msg',
6616 {
6617 desc => 'This text may contain a description of the wand.',
6618 end => 'endmsg',
6619 name => 'description',
6620 type => 'text'
6621 }
6622 ]
6623 ],
6624 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.',
6625 name => 'Wand & Staff',
6626 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.'
6627 },
6628 'Weak Wall' => {
6629 attr => [
6630 [
6631 'alive',
6632 {
6633 type => 'fixed',
6634 value => 1
6635 }
6636 ],
6637 [
6638 'no_pick',
6639 {
6640 type => 'fixed',
6641 value => 1
6642 }
6643 ],
6644 [
6645 'tear_down',
6646 {
6647 type => 'fixed',
6648 value => 1
6649 }
6650 ],
6651 [
6652 'race',
6653 {
6654 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.',
6655 name => 'race',
6656 type => 'string'
6657 }
6658 ],
6659 [
6660 'level',
6661 {
6662 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.',
6663 name => 'level',
6664 type => 'int'
6665 }
6666 ],
6667 [
6668 'hp',
6669 {
6670 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.',
6671 name => 'health points',
6672 type => 'int'
6673 }
6674 ],
6675 [
6676 'maxhp',
6677 {
6678 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.',
6679 name => 'max health',
6680 type => 'int'
6681 }
6682 ],
6683 [
6684 'ac',
6685 {
6686 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6687 name => 'armour class',
6688 type => 'int'
6689 }
6690 ]
6691 ],
6692 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.',
6693 ignore => [
6694 $IGNORE_LIST{non_pickable}
6695 ],
6696 name => 'Weak Wall',
6697 required => {
6698 alive => 1,
6699 is_floor => 0,
6700 tear_down => 1
6701 },
6702 section => [
6703 [
6704 'resistance',
6705 [
6706 [
6707 'resist_physical',
6708 {
6709 name => 'resist physical %',
6710 type => 'int'
6711 }
6712 ],
6713 [
6714 'resist_magic',
6715 {
6716 name => 'resist magic %',
6717 type => 'int'
6718 }
6719 ],
6720 [
6721 'resist_fire',
6722 {
6723 name => 'resist fire %',
6724 type => 'int'
6725 }
6726 ],
6727 [
6728 'resist_electricity',
6729 {
6730 name => 'resist electricity %',
6731 type => 'int'
6732 }
6733 ],
6734 [
6735 'resist_cold',
6736 {
6737 name => 'resist cold %',
6738 type => 'int'
6739 }
6740 ],
6741 [
6742 'resist_confusion',
6743 {
6744 name => 'resist confusion %',
6745 type => 'int'
6746 }
6747 ],
6748 [
6749 'resist_acid',
6750 {
6751 name => 'resist acid %',
6752 type => 'int'
6753 }
6754 ],
6755 [
6756 'resist_drain',
6757 {
6758 name => 'resist draining %',
6759 type => 'int'
6760 }
6761 ],
6762 [
6763 'resist_weaponmagic',
6764 {
6765 name => 'resist weaponmagic %',
6766 type => 'int'
6767 }
6768 ],
6769 [
6770 'resist_ghosthit',
6771 {
6772 name => 'resist ghosthit %',
6773 type => 'int'
6774 }
6775 ],
6776 [
6777 'resist_poison',
6778 {
6779 name => 'resist poison %',
6780 type => 'int'
6781 }
6782 ],
6783 [
6784 'resist_slow',
6785 {
6786 name => 'resist slow %',
6787 type => 'int'
6788 }
6789 ],
6790 [
6791 'resist_paralyze',
6792 {
6793 name => 'resist paralyze %',
6794 type => 'int'
6795 }
6796 ],
6797 [
6798 'resist_fear',
6799 {
6800 name => 'resist fear %',
6801 type => 'int'
6802 }
6803 ],
6804 [
6805 'resist_deplete',
6806 {
6807 name => 'resist depletion %',
6808 type => 'int'
6809 }
6810 ],
6811 [
6812 'resist_turn_undead',
6813 {
6814 name => 'resist turn undead %',
6815 type => 'int'
6816 }
6817 ],
6818 [
6819 'resist_death',
6820 {
6821 name => 'resist death-attack %',
6822 type => 'int'
6823 }
6824 ],
6825 [
6826 'resist_chaos',
6827 {
6828 name => 'resist chaos %',
6829 type => 'int'
6830 }
6831 ],
6832 [
6833 'resist_blind',
6834 {
6835 name => 'resist blinding %',
6836 type => 'int'
6837 }
6838 ],
6839 [
6840 'resist_holyword',
6841 {
6842 name => 'resist holy power %',
6843 type => 'int'
6844 }
6845 ],
6846 [
6847 'resist_godpower',
6848 {
6849 name => 'resist godpower %',
6850 type => 'int'
6851 }
6852 ]
6853 ]
6854 ]
6855 ],
6856 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.'
6857 },
6858 Weapon => {
6859 attr => [
6860 [
6861 'attacktype',
6862 {
6863 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.',
6864 name => 'attacktype',
6865 type => 'bitmask',
6866 value => $BITMASK{attacktype}
6867 }
6868 ],
6869 [
6870 'weapontype',
6871 {
6872 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.',
6873 name => 'weapontype',
6874 type => 'list',
6875 value => $LIST{weapon_type}
6876 }
6877 ],
6878 [
6879 'skill',
6880 {
6881 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6882 name => 'skill name',
6883 type => 'string'
6884 }
6885 ],
6886 [
6887 'dam',
6888 {
6889 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.',
6890 name => 'damage',
6891 type => 'int'
6892 }
6893 ],
6894 [
6895 'slaying',
6896 {
6897 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.',
6898 name => 'slaying race',
6899 type => 'string'
6900 }
6901 ],
6902 [
6903 'last_sp',
6904 {
6905 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.',
6906 name => 'weapon speed',
6907 type => 'int'
6908 }
6909 ],
6910 [
6911 'wc',
6912 {
6913 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.',
6914 name => 'weapon class',
6915 type => 'int'
6916 }
6917 ],
6918 [
6919 'magic',
6920 {
6921 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.',
6922 name => 'magic bonus',
6923 type => 'int'
6924 }
6925 ],
6926 [
6927 'item_power',
6928 {
6929 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>.',
6930 name => 'item power',
6931 type => 'int'
6932 }
6933 ],
6934 [
6935 'damned',
6936 {
6937 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6938 name => 'damnation',
6939 type => 'bool'
6940 }
6941 ],
6942 [
6943 'cursed',
6944 {
6945 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
6946 name => 'curse',
6947 type => 'bool'
6948 }
6949 ],
6950 [
6951 'lifesave',
6952 {
6953 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!',
6954 name => 'save life',
6955 type => 'bool'
6956 }
6957 ],
6958 [
6959 'unique',
6960 {
6961 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6962 name => 'unique item',
6963 type => 'bool'
6964 }
6965 ],
6966 [
6967 'startequip',
6968 {
6969 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6970 name => 'godgiven item',
6971 type => 'bool'
6972 }
6973 ],
6974 [
6975 'msg',
6976 {
6977 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6978 end => 'endmsg',
6979 name => 'description',
6980 type => 'text'
6981 }
6982 ]
6983 ],
6984 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.',
6985 name => 'Weapon',
6986 section => [
6987 [
6988 'resistance',
6989 [
6990 [
6991 'resist_physical',
6992 {
6993 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.',
6994 name => 'resist physical %',
6995 type => 'int'
6996 }
6997 ],
6998 [
6999 'resist_magic',
7000 {
7001 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.',
7002 name => 'resist magic %',
7003 type => 'int'
7004 }
7005 ],
7006 [
7007 'resist_fire',
7008 {
7009 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.',
7010 name => 'resist fire %',
7011 type => 'int'
7012 }
7013 ],
7014 [
7015 'resist_electricity',
7016 {
7017 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.',
7018 name => 'resist electricity %',
7019 type => 'int'
7020 }
7021 ],
7022 [
7023 'resist_cold',
7024 {
7025 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.',
7026 name => 'resist cold %',
7027 type => 'int'
7028 }
7029 ],
7030 [
7031 'resist_confusion',
7032 {
7033 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).',
7034 name => 'resist confusion %',
7035 type => 'int'
7036 }
7037 ],
7038 [
7039 'resist_acid',
7040 {
7041 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.',
7042 name => 'resist acid %',
7043 type => 'int'
7044 }
7045 ],
7046 [
7047 'resist_drain',
7048 {
7049 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).',
7050 name => 'resist draining %',
7051 type => 'int'
7052 }
7053 ],
7054 [
7055 'resist_weaponmagic',
7056 {
7057 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.',
7058 name => 'resist weaponmagic %',
7059 type => 'int'
7060 }
7061 ],
7062 [
7063 'resist_ghosthit',
7064 {
7065 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.',
7066 name => 'resist ghosthit %',
7067 type => 'int'
7068 }
7069 ],
7070 [
7071 'resist_poison',
7072 {
7073 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.',
7074 name => 'resist poison %',
7075 type => 'int'
7076 }
7077 ],
7078 [
7079 'resist_slow',
7080 {
7081 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.',
7082 name => 'resist slow %',
7083 type => 'int'
7084 }
7085 ],
7086 [
7087 'resist_paralyze',
7088 {
7089 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).',
7090 name => 'resist paralyze %',
7091 type => 'int'
7092 }
7093 ],
7094 [
7095 'resist_fear',
7096 {
7097 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.',
7098 name => 'resist fear %',
7099 type => 'int'
7100 }
7101 ],
7102 [
7103 'resist_deplete',
7104 {
7105 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).',
7106 name => 'resist depletion %',
7107 type => 'int'
7108 }
7109 ],
7110 [
7111 'resist_death',
7112 {
7113 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!',
7114 name => 'resist death-attack %',
7115 type => 'int'
7116 }
7117 ],
7118 [
7119 'resist_chaos',
7120 {
7121 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.',
7122 name => 'resist chaos %',
7123 type => 'int'
7124 }
7125 ],
7126 [
7127 'resist_blind',
7128 {
7129 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.',
7130 name => 'resist blinding %',
7131 type => 'int'
7132 }
7133 ],
7134 [
7135 'resist_holyword',
7136 {
7137 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.',
7138 name => 'resist holy power %',
7139 type => 'int'
7140 }
7141 ]
7142 ]
7143 ],
7144 [
7145 'stats',
7146 [
7147 [
7148 'Str',
7149 {
7150 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
7151 name => 'strength',
7152 type => 'int'
7153 }
7154 ],
7155 [
7156 'Dex',
7157 {
7158 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
7159 name => 'dexterity',
7160 type => 'int'
7161 }
7162 ],
7163 [
7164 'Con',
7165 {
7166 desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
7167 name => 'constitution',
7168 type => 'int'
7169 }
7170 ],
7171 [
7172 'Int',
7173 {
7174 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
7175 name => 'intelligence',
7176 type => 'int'
7177 }
7178 ],
7179 [
7180 'Pow',
7181 {
7182 desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
7183 name => 'power',
7184 type => 'int'
7185 }
7186 ],
7187 [
7188 'Wis',
7189 {
7190 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
7191 name => 'wisdom',
7192 type => 'int'
7193 }
7194 ],
7195 [
7196 'Cha',
7197 {
7198 desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
7199 name => 'charisma',
7200 type => 'int'
7201 }
7202 ]
7203 ]
7204 ],
7205 [
7206 'misc',
7207 [
7208 [
7209 'luck',
7210 {
7211 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.',
7212 name => 'luck bonus',
7213 type => 'int'
7214 }
7215 ],
7216 [
7217 'hp',
7218 {
7219 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7220 name => 'health regen.',
7221 type => 'int'
7222 }
7223 ],
7224 [
7225 'sp',
7226 {
7227 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7228 name => 'mana regen.',
7229 type => 'int'
7230 }
7231 ],
7232 [
7233 'grace',
7234 {
7235 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!!',
7236 name => 'grace regen.',
7237 type => 'int'
7238 }
7239 ],
7240 [
7241 'food',
7242 {
7243 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.',
7244 name => 'food bonus',
7245 type => 'int'
7246 }
7247 ],
7248 [
7249 'xrays',
7250 {
7251 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.',
7252 name => 'xray vision',
7253 type => 'bool'
7254 }
7255 ],
7256 [
7257 'stealth',
7258 {
7259 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)',
7260 name => 'stealth',
7261 type => 'bool'
7262 }
7263 ],
7264 [
7265 'reflect_spell',
7266 {
7267 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!',
7268 name => 'reflect spells',
7269 type => 'bool'
7270 }
7271 ],
7272 [
7273 'reflect_missile',
7274 {
7275 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.',
7276 name => 'reflect missiles',
7277 type => 'bool'
7278 }
7279 ],
7280 [
7281 'path_attuned',
7282 {
7283 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7284 name => 'attuned paths',
7285 type => 'bitmask',
7286 value => $BITMASK{spellpath}
7287 }
7288 ],
7289 [
7290 'path_repelled',
7291 {
7292 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7293 name => 'repelled paths',
7294 type => 'bitmask',
7295 value => $BITMASK{spellpath}
7296 }
7297 ],
7298 [
7299 'path_denied',
7300 {
7301 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7302 name => 'denied paths',
7303 type => 'bitmask',
7304 value => $BITMASK{spellpath}
7305 }
7306 ]
7307 ]
7308 ]
7309 ],
7310 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.'
7311 }
7312 );
7313
7314 our @ATTR0 = (
7315 $TYPE{Floor},
7316 $TYPE{'Monster & NPC'},
7317 $TYPE{Wall},
7318 $TYPE{'Weak Wall'}
7319 );
7320
7321 our %ATTR = (
7322 3 => $TYPE{Rod},
7323 4 => $TYPE{Treasure},
7324 5 => $TYPE{Potion},
7325 6 => $TYPE{Food},
7326 7 => $TYPE{'Poison Food'},
7327 8 => $TYPE{Book},
7328 9 => $TYPE{Clock},
7329 13 => $TYPE{Projectile},
7330 14 => $TYPE{'Shooting Weapon'},
7331 15 => $TYPE{Weapon},
7332 16 => $TYPE{'Brestplate Armour'},
7333 17 => $TYPE{Pedestal},
7334 18 => $TYPE{Altar},
7335 20 => $TYPE{'Locked Door'},
7336 21 => $TYPE{'Special Key'},
7337 23 => $TYPE{Door},
7338 24 => $TYPE{Key},
7339 26 => $TYPE{'Timed Gate'},
7340 27 => $TYPE{'Handle Trigger'},
7341 28 => $TYPE{'Monster (Grimreaper)'},
7342 29 => $TYPE{'Magic Ear'},
7343 30 => $TYPE{'Button Trigger'},
7344 31 => $TYPE{'Altar Trigger'},
7345 33 => $TYPE{Shield},
7346 34 => $TYPE{Helmet},
7347 35 => $TYPE{Horn},
7348 36 => $TYPE{Money},
7349 37 => $TYPE{'Class Changer'},
7350 39 => $TYPE{Amulet},
7351 40 => $TYPE{Mover},
7352 41 => $TYPE{Teleporter},
7353 42 => $TYPE{Creator},
7354 43 => $TYPE{Skill},
7355 51 => $TYPE{Detector},
7356 52 => $TYPE{'Trigger Marker'},
7357 55 => $TYPE{Marker},
7358 56 => $TYPE{'Holy Altar'},
7359 58 => $TYPE{Battleground},
7360 60 => $TYPE{Jewel},
7361 62 => $TYPE{'Magic Wall'},
7362 64 => $TYPE{'Inventory Checker'},
7363 65 => $TYPE{'Mood Floor'},
7364 66 => $TYPE{Exit},
7365 67 => $TYPE{'Floor (Encounter)'},
7366 68 => $TYPE{'Shop Floor'},
7367 69 => $TYPE{'Shop Mat'},
7368 70 => $TYPE{Ring},
7369 72 => $TYPE{Flesh},
7370 73 => $TYPE{Inorganic},
7371 83 => $TYPE{Duplicator},
7372 85 => $TYPE{Spellbook},
7373 87 => $TYPE{Cloak},
7374 88 => $TYPE{'Hazard Floor'},
7375 90 => $TYPE{Spinner},
7376 91 => $TYPE{Gate},
7377 92 => $TYPE{Button},
7378 93 => $TYPE{Handle},
7379 94 => $TYPE{Pit},
7380 95 => $TYPE{Trapdoor},
7381 98 => $TYPE{'Sign & MagicMouth'},
7382 99 => $TYPE{Boots},
7383 100 => $TYPE{Gloves},
7384 101 => $TYPE{Spell},
7385 103 => $TYPE{Converter},
7386 104 => $TYPE{Bracers},
7387 106 => $TYPE{Savebed},
7388 109 => $TYPE{'Wand & Staff'},
7389 110 => $TYPE{Ability},
7390 111 => $TYPE{Scroll},
7391 112 => $TYPE{Director},
7392 113 => $TYPE{Girdle},
7393 116 => $TYPE{'Event Connector'},
7394 122 => $TYPE{Container},
7395 130 => $TYPE{'Skill Scroll'},
7396 138 => $TYPE{Swamp},
7397 154 => $TYPE{Rune},
7398 155 => $TYPE{Trap},
7399 156 => $TYPE{'Power Crystal'},
7400 158 => $TYPE{Disease},
7401 163 => $TYPE{'Item Transformer'}
7402 );
7403
7404 our %TYPENAME = (
7405 0 => '*NONE*',
7406 1 => 'PLAYER',
7407 2 => 'TRANSPORT',
7408 3 => 'ROD',
7409 4 => 'TREASURE',
7410 5 => 'POTION',
7411 6 => 'FOOD',
7412 7 => 'POISON',
7413 8 => 'BOOK',
7414 9 => 'CLOCK',
7415 12 => 'LIGHTNING',
7416 13 => 'ARROW',
7417 14 => 'BOW',
7418 15 => 'WEAPON',
7419 16 => 'ARMOUR',
7420 17 => 'PEDESTAL',
7421 18 => 'ALTAR',
7422 20 => 'LOCKED_DOOR',
7423 21 => 'SPECIAL_KEY',
7424 22 => 'MAP',
7425 23 => 'DOOR',
7426 24 => 'KEY',
7427 26 => 'TIMED_GATE',
7428 27 => 'TRIGGER',
7429 28 => 'GRIMREAPER',
7430 29 => 'MAGIC_EAR',
7431 30 => 'TRIGGER_BUTTON',
7432 31 => 'TRIGGER_ALTAR',
7433 32 => 'TRIGGER_PEDESTAL',
7434 33 => 'SHIELD',
7435 34 => 'HELMET',
7436 35 => 'HORN',
7437 36 => 'MONEY',
7438 37 => 'CLASS',
7439 38 => 'GRAVESTONE',
7440 39 => 'AMULET',
7441 40 => 'PLAYERMOVER',
7442 41 => 'TELEPORTER',
7443 42 => 'CREATOR',
7444 43 => 'SKILL',
7445 44 => 'EXPERIENCE',
7446 45 => 'EARTHWALL',
7447 46 => 'GOLEM',
7448 48 => 'THROWN_OBJ',
7449 49 => 'BLINDNESS',
7450 50 => 'GOD',
7451 51 => 'DETECTOR',
7452 52 => 'TRIGGER_MARKER',
7453 53 => 'DEAD_OBJECT',
7454 54 => 'DRINK',
7455 55 => 'MARKER',
7456 56 => 'HOLY_ALTAR',
7457 57 => 'PLAYER_CHANGER',
7458 58 => 'BATTLEGROUND',
7459 59 => 'PEACEMAKER',
7460 60 => 'GEM',
7461 62 => 'FIREWALL',
7462 63 => 'ANVIL',
7463 64 => 'CHECK_INV',
7464 65 => 'MOOD_FLOOR',
7465 66 => 'EXIT',
7466 67 => 'ENCOUNTER',
7467 68 => 'SHOP_FLOOR',
7468 69 => 'SHOP_MAT',
7469 70 => 'RING',
7470 71 => 'FLOOR',
7471 72 => 'FLESH',
7472 73 => 'INORGANIC',
7473 74 => 'SKILL_TOOL',
7474 75 => 'LIGHTER',
7475 76 => 'TRAP_PART',
7476 77 => 'WALL',
7477 78 => 'LIGHT_SOURCE',
7478 79 => 'MISC_OBJECT',
7479 80 => 'MONSTER',
7480 81 => 'SPAWN_GENERATOR',
7481 82 => 'LAMP',
7482 83 => 'DUPLICATOR',
7483 84 => 'TOOL',
7484 85 => 'SPELLBOOK',
7485 86 => 'BUILDFAC',
7486 87 => 'CLOAK',
7487 90 => 'SPINNER',
7488 91 => 'GATE',
7489 92 => 'BUTTON',
7490 93 => 'CF_HANDLE',
7491 94 => 'HOLE',
7492 95 => 'TRAPDOOR',
7493 98 => 'SIGN',
7494 99 => 'BOOTS',
7495 100 => 'GLOVES',
7496 101 => 'SPELL',
7497 102 => 'SPELL_EFFECT',
7498 103 => 'CONVERTER',
7499 104 => 'BRACERS',
7500 105 => 'POISONING',
7501 106 => 'SAVEBED',
7502 107 => 'POISONCLOUD',
7503 108 => 'FIREHOLES',
7504 109 => 'WAND',
7505 111 => 'SCROLL',
7506 112 => 'DIRECTOR',
7507 113 => 'GIRDLE',
7508 114 => 'FORCE',
7509 115 => 'POTION_EFFECT',
7510 116 => 'EVENT_CONNECTOR',
7511 121 => 'CLOSE_CON',
7512 122 => 'CONTAINER',
7513 123 => 'ARMOUR_IMPROVER',
7514 124 => 'WEAPON_IMPROVER',
7515 130 => 'SKILLSCROLL',
7516 138 => 'DEEP_SWAMP',
7517 139 => 'IDENTIFY_ALTAR',
7518 150 => 'MENU',
7519 154 => 'RUNE',
7520 155 => 'TRAP',
7521 156 => 'POWER_CRYSTAL',
7522 157 => 'CORPSE',
7523 158 => 'DISEASE',
7524 159 => 'SYMPTOM',
7525 160 => 'BUILDER',
7526 161 => 'MATERIAL',
7527 162 => 'GPS',
7528 163 => 'ITEM_TRANSFORMER',
7529 164 => 'QUEST'
7530 );
7531
7532 our %SPELL = (
7533 0 => 'magic bullet',
7534 1 => 'small fireball',
7535 2 => 'medium fireball',
7536 3 => 'large fireball',
7537 4 => 'burning hands',
7538 5 => 'small lightning',
7539 6 => 'large lightning',
7540 7 => 'magic missile',
7541 8 => 'create bomb',
7542 9 => 'summon golem',
7543 10 => 'summon fire elemental',
7544 11 => 'summon earth elemental',
7545 12 => 'summon water elemental',
7546 13 => 'summon air elemental',
7547 14 => 'dimension door',
7548 15 => 'create earth wall',
7549 16 => 'paralyze',
7550 17 => 'icestorm',
7551 18 => 'magic mapping',
7552 19 => 'turn undead',
7553 20 => 'fear',
7554 21 => 'poison cloud',
7555 22 => 'wonder',
7556 23 => 'destruction',
7557 24 => 'perceive self',
7558 25 => 'word of recall',
7559 26 => 'invisible',
7560 27 => 'invisible to undead',
7561 28 => 'probe',
7562 29 => 'large bullet',
7563 30 => 'improved invisibility',
7564 31 => 'holy word',
7565 32 => 'minor healing',
7566 33 => 'medium healing',
7567 34 => 'major healing',
7568 35 => 'heal',
7569 36 => 'create food',
7570 37 => 'earth to dust',
7571 38 => 'armour',
7572 39 => 'strength',
7573 40 => 'dexterity',
7574 41 => 'constitution',
7575 42 => 'charisma',
7576 43 => 'create fire wall',
7577 44 => 'create frost wall',
7578 45 => 'protection from cold',
7579 46 => 'protection from electricity',
7580 47 => 'protection from fire',
7581 48 => 'protection from poison',
7582 49 => 'protection from slow',
7583 50 => 'protection from paralysis',
7584 51 => 'protection from draining',
7585 52 => 'protection from magic',
7586 53 => 'protection from attack',
7587 54 => 'levitate',
7588 55 => 'small speedball',
7589 56 => 'large speedball',
7590 57 => 'hellfire',
7591 58 => 'dragonbreath',
7592 59 => 'large icestorm',
7593 60 => 'charging',
7594 61 => 'polymorph',
7595 62 => 'cancellation',
7596 63 => 'confusion',
7597 64 => 'mass confusion',
7598 65 => 'summon pet monster',
7599 66 => 'slow',
7600 67 => 'regenerate spellpoints',
7601 68 => 'cure poison',
7602 69 => 'protection from confusion',
7603 70 => 'protection from cancellation',
7604 71 => 'protection from depletion',
7605 72 => 'alchemy',
7606 73 => 'remove curse',
7607 74 => 'remove damnation',
7608 75 => 'identify',
7609 76 => 'detect magic',
7610 77 => 'detect monster',
7611 78 => 'detect evil',
7612 79 => 'detect curse',
7613 80 => 'heroism',
7614 81 => 'aggravation',
7615 82 => 'firebolt',
7616 83 => 'frostbolt',
7617 84 => 'shockwave',
7618 85 => 'color spray',
7619 86 => 'haste',
7620 87 => 'face of death',
7621 88 => 'ball lightning',
7622 89 => 'meteor swarm',
7623 90 => 'comet',
7624 91 => 'mystic fist',
7625 92 => 'raise dead',
7626 93 => 'resurrection',
7627 94 => 'reincarnation',
7628 95 => 'immunity to cold',
7629 96 => 'immunity to electricity',
7630 97 => 'immunity to fire',
7631 98 => 'immunity to poison',
7632 99 => 'immunity to slow',
7633 100 => 'immunity to paralysis',
7634 101 => 'immunity to draining',
7635 102 => 'immunity to magic',
7636 103 => 'immunity to attack',
7637 104 => 'invulnerability',
7638 105 => 'defense',
7639 106 => 'rune of fire',
7640 107 => 'rune of frost',
7641 108 => 'rune of shocking',
7642 109 => 'rune of blasting',
7643 110 => 'rune of death',
7644 111 => 'marking rune',
7645 112 => 'build director',
7646 113 => 'create pool of chaos',
7647 114 => 'build bullet wall',
7648 115 => 'build lightning wall',
7649 116 => 'build fireball wall',
7650 117 => 'magic rune',
7651 118 => 'rune of magic drain',
7652 119 => 'antimagic rune',
7653 120 => 'rune of transferrence',
7654 121 => 'transferrence',
7655 122 => 'magic drain',
7656 123 => 'counterspell',
7657 124 => 'disarm',
7658 125 => 'cure confusion',
7659 126 => 'restoration',
7660 127 => 'summon evil monster',
7661 128 => 'counterwall',
7662 129 => 'cause light wounds',
7663 130 => 'cause medium wounds',
7664 131 => 'cause serious wounds',
7665 132 => 'charm monsters',
7666 133 => 'banishment',
7667 134 => 'create missile',
7668 135 => 'show invisible',
7669 136 => 'xray',
7670 137 => 'pacify',
7671 138 => 'summon fog',
7672 139 => 'steambolt',
7673 140 => 'command undead',
7674 141 => 'holy orb',
7675 142 => 'summon avatar',
7676 143 => 'holy possession',
7677 144 => 'bless',
7678 145 => 'curse',
7679 146 => 'regeneration',
7680 147 => 'consecrate',
7681 148 => 'summon cult monsters',
7682 149 => 'cause critical wounds',
7683 150 => 'holy wrath',
7684 151 => 'retributive strike',
7685 152 => 'finger of death',
7686 153 => 'insect plague',
7687 154 => 'call holy servant',
7688 155 => 'wall of thorns',
7689 156 => 'staff to snake',
7690 157 => 'light',
7691 158 => 'darkness',
7692 159 => 'nightfall',
7693 160 => 'daylight',
7694 161 => 'sunspear',
7695 162 => 'faery fire',
7696 163 => 'cure blindness',
7697 164 => 'dark vision',
7698 165 => 'bullet swarm',
7699 166 => 'bullet storm',
7700 167 => 'cause many wounds',
7701 168 => 'small snowstorm',
7702 169 => 'medium snowstorm',
7703 170 => 'large snowstorm',
7704 171 => 'cure disease',
7705 172 => 'cause red death',
7706 173 => 'cause flu',
7707 174 => 'cause black death',
7708 175 => 'cause leprosy',
7709 176 => 'cause smallpox',
7710 177 => 'cause white death',
7711 178 => 'cause anthrax',
7712 179 => 'cause typhoid',
7713 180 => 'mana blast',
7714 181 => 'small manaball',
7715 182 => 'medium manaball',
7716 183 => 'large manaball',
7717 184 => 'mana bolt',
7718 185 => 'dancing sword',
7719 186 => 'animate weapon',
7720 187 => 'cause cold',
7721 188 => 'divine shock',
7722 189 => 'windstorm',
7723 190 => 'sanctuary',
7724 191 => 'peace',
7725 192 => 'spiderweb',
7726 193 => 'conflict',
7727 194 => 'rage',
7728 195 => 'forked lightning',
7729 196 => 'poison fog',
7730 197 => 'flaming aura',
7731 198 => 'vitriol',
7732 199 => 'vitriol splash',
7733 200 => 'ironwood skin',
7734 201 => 'wrathful eye',
7735 202 => 'town portal',
7736 203 => 'missile swarm',
7737 204 => 'cause rabies',
7738 205 => 'glyph'
7739 );
7740
7741
7742 =head1 AUTHOR
7743
7744 Marc Lehmann <schmorp.de>
7745 http://home.schmorp.de/
7746
7747 The source files are part of the CFJavaEditor.
7748
7749 =cut
7750
7751 1