=head1 NAME Crossfire::Data - various data structures useful for understanding archs and objects =head1 THIS FILE IS AUTOGENERATED, DO NOT EDIT! It's a translation of the following files: res/spells.xml res/types.xml res/typenumbers.xml See F for more info. =cut our %TYPE = ( 0 => { name => "*NONE*", type => { Floor => { attr => { Main => { damned => { desc => "If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.", name => "no prayers", type => "bool" }, is_floor => { desc => "", name => undef, type => "fixed" }, msg => { desc => "This text may describe the object.", end => "endmsg", name => "description", type => "text" }, no_magic => { desc => "If enabled, it is impossible for players to use (wizard-) spells on that spot.", name => "no spells", type => "bool" }, no_pass => { desc => "If set, the object cannot be passed by players nor monsters.", name => "blocking passage", type => "bool" }, no_pick => { desc => "", name => undef, type => "fixed" }, unique => { 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 .", name => "unique map", type => "bool" } }, terrain => { is_hilly => { desc => "This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.", name => "hilly terrain", type => "bool" }, is_wooded => { desc => "This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.", name => "wooded terrain", type => "bool" }, slow_move => { desc => "If is set to a value greater zero, all creatures moving over this spot will be slower than normal. 1 - rough terrain 2 - very rough terrain ... 7 - spider web (sticky as hell)", name => "slow movement", type => "int" } } }, desc => "Floor is a very basic thing whithout too much functionality. It's a floor - you stand on it.", ignore => [ [ "value", "nrof", "weight", "name_pl", "material", "no_pick", "unpaid", "title", "identified" ] ], import => [ { attr => { Main => { blocksview => { 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.", name => "block view", type => "bool" }, face => { desc => "The image-name defines what image is displayed for this object in-game.", name => "image", type => "string" }, glow_radius => { desc => "If is set to a value greater zero, the object appears lit up on dark maps. can be a value between 0 and 4, the higher, the more light does the object emmit.", name => "glow radius", type => "int" }, identified => { desc => "If an item is identified, the player has full knowledge about it.", name => "identified", type => "bool" }, invisible => { 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.", name => "invisible", type => "bool" }, material => { 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.", name => "material", type => "bitmask_material" }, name => { desc => "This is the name of the object, displayed to the player.", name => "name", type => "string" }, name_pl => { 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.", name => "plural name", type => "string" }, no_pick => { desc => "If set, the object cannot be picked up (Neither by players nor monsters).", name => "non-pickable", type => "bool" }, nrof => { 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.", name => "number", type => "int" }, title => { desc => "This is the object's title. Once an object is identified the title is attached to the name. Typical titels are \"of mostrai\", \"of xray vision\" etc.", name => "title", type => "string" }, unpaid => { desc => "An 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.", name => "unpaid", type => "bool" }, value => { 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.", name => "value", type => "int" }, weight => { desc => "This value defines the object's weight in gramm (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 ;) ).", name => "weight", type => "int" } } } } ], required => { alive => 0, is_floor => 1 } }, Misc => { attr => { Main => { cursed => { desc => "Curses can have various effects: On equipment and food, they generally harm the player in some way.", name => "cursed", type => "bool" }, damned => { 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.", name => "damned", type => "bool" }, msg => { desc => "This text may describe the object.", end => "endmsg", name => "description", type => "text" }, no_pass => { desc => "If set, the object cannot be passed by players nor monsters.", name => "blocking passage", type => "bool" }, startequip => { desc => "A godgiven item vanishes as soon as the player drops it to the ground.", name => "godgiven item", type => "bool" }, unique => { desc => "Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good.", name => "unique item", type => "bool" } } }, import => [ $TYPE{0}{type}{Floor}{import}[0] ], required => { misc => "x" } }, "Monster & NPC" => { attr => { Main => { alive => { desc => "", name => undef, type => "fixed" }, carrying => { desc => "If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.", name => "carries weight", type => "int" }, exp => { desc => "When a player kills this monster, he will get exactly this amount of . The experience will flow into the skill-cathegory the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make sure that the 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!", name => "experience", type => "int" }, flying => { desc => "Flying monsters won't get slowed down in rough terrain and they won't be affected by movers.", name => "flying", type => "bool" }, generator => { desc => "Monsters with enabled will create a every once in a while. Mice are a good example for this effect. If enabled, you must also set or check