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Revision: 1.2
Committed: Wed Feb 22 20:33:05 2006 UTC (18 years, 3 months ago) by root
Branch: MAIN
Changes since 1.1: +32 -32 lines
Log Message:
*** empty log message ***

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 our %TYPE = (
20 0 => {
21 name => "*NONE*",
22 type => {
23 Floor => {
24 attr => {
25 Main => {
26 damned => {
27 desc => "If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.",
28 name => "no prayers",
29 type => "bool"
30 },
31 is_floor => {
32 desc => "",
33 name => undef,
34 type => "fixed"
35 },
36 msg => {
37 desc => "This text may describe the object.",
38 end => "endmsg",
39 name => "description",
40 type => "text"
41 },
42 no_magic => {
43 desc => "If enabled, it is impossible for players to use (wizard-) spells on that spot.",
44 name => "no spells",
45 type => "bool"
46 },
47 no_pass => {
48 desc => "If set, the object cannot be passed by players nor monsters.",
49 name => "blocking passage",
50 type => "bool"
51 },
52 no_pick => {
53 desc => "",
54 name => undef,
55 type => "fixed"
56 },
57 unique => {
58 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>.",
59 name => "unique map",
60 type => "bool"
61 }
62 },
63 terrain => {
64 is_hilly => {
65 desc => "This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.",
66 name => "hilly terrain",
67 type => "bool"
68 },
69 is_wooded => {
70 desc => "This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.",
71 name => "wooded terrain",
72 type => "bool"
73 },
74 slow_move => {
75 desc => "If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)",
76 name => "slow movement",
77 type => "int"
78 }
79 }
80 },
81 desc => "Floor is a very basic thing whithout too much functionality. It's a floor - you stand on it.",
82 ignore => [
83 [
84 "value",
85 "nrof",
86 "weight",
87 "name_pl",
88 "material",
89 "no_pick",
90 "unpaid",
91 "title",
92 "identified"
93 ]
94 ],
95 import => [
96 {
97 attr => {
98 Main => {
99 blocksview => {
100 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.",
101 name => "block view",
102 type => "bool"
103 },
104 face => {
105 desc => "The image-name defines what image is displayed for this object in-game.",
106 name => "image",
107 type => "string"
108 },
109 glow_radius => {
110 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 emmit.",
111 name => "glow radius",
112 type => "int"
113 },
114 identified => {
115 desc => "If an item is identified, the player has full knowledge about it.",
116 name => "identified",
117 type => "bool"
118 },
119 invisible => {
120 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.",
121 name => "invisible",
122 type => "bool"
123 },
124 material => {
125 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.",
126 name => "material",
127 type => "bitmask_material"
128 },
129 name => {
130 desc => "This is the name of the object, displayed to the player.",
131 name => "name",
132 type => "string"
133 },
134 name_pl => {
135 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.",
136 name => "plural name",
137 type => "string"
138 },
139 no_pick => {
140 desc => "If set, the object cannot be picked up (Neither by players nor monsters).",
141 name => "non-pickable",
142 type => "bool"
143 },
144 nrof => {
145 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.",
146 name => "number",
147 type => "int"
148 },
149 title => {
150 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.",
151 name => "title",
152 type => "string"
153 },
154 unpaid => {
155 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.",
156 name => "unpaid",
157 type => "bool"
158 },
159 value => {
160 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.",
161 name => "value",
162 type => "int"
163 },
164 weight => {
165 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 ;) ).",
166 name => "weight",
167 type => "int"
168 }
169 }
170 }
171 }
172 ],
173 required => {
174 alive => 0,
175 is_floor => 1
176 }
177 },
178 Misc => {
179 attr => {
180 Main => {
181 cursed => {
182 desc => "Curses can have various effects: On equipment and food, they generally harm the player in some way.",
183 name => "cursed",
184 type => "bool"
185 },
186 damned => {
187 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.",
188 name => "damned",
189 type => "bool"
190 },
191 msg => {
192 desc => "This text may describe the object.",
193 end => "endmsg",
194 name => "description",
195 type => "text"
196 },
197 no_pass => {
198 desc => "If set, the object cannot be passed by players nor monsters.",
199 name => "blocking passage",
200 type => "bool"
201 },
202 startequip => {
203 desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
204 name => "godgiven item",
205 type => "bool"
206 },
207 unique => {
208 desc => "Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good.",
209 name => "unique item",
210 type => "bool"
211 }
212 }
213 },
214 import => [
215 $TYPE{0}{type}{Floor}{import}[0]
216 ],
217 required => {
218 misc => "x"
219 }
220 },
221 "Monster & NPC" => {
222 attr => {
223 Main => {
224 alive => {
225 desc => "",
226 name => undef,
227 type => "fixed"
228 },
229 carrying => {
230 desc => "If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.",
231 name => "carries weight",
232 type => "int"
233 },
234 exp => {
235 desc => "When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-cathegory the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a reasonable value. Compare with existing arches to get a feeling what reasonable means. Keep in mind that spellcasting monsters are a lot harder to kill than non-spellcasters!",
236 name => "experience",
237 type => "int"
238 },
239 flying => {
240 desc => "Flying monsters won't get slowed down in rough terrain and they won't be affected by movers.",
241 name => "flying",
242 type => "bool"
243 },
244 generator => {
245 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.",
246 name => "multiply",
247 type => "bool"
248 },
249 level => {
250 desc => "A monster's <level> is the most important attribute. <level> affects the power of a monster in various ways.",
251 name => "level",
252 type => "int"
253 },
254 msg => {
255 desc => "",
256 end => "endmsg",
257 name => "npc message",
258 type => "text"
259 },
260 other_arch => {
261 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.",
262 name => "breed monster",
263 type => "string"
264 },
265 race => {
266 desc => "Every monster should have a race set to cathegorize it. The monster's <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god.",
267 name => "race",
268 type => "string"
269 },
270 randomitems => {
271 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>.",
272 name => "treasurelist",
273 type => "treasurelist"
274 },
275 speed => {
276 desc => "The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.",
277 name => "speed",
278 type => "float"
279 },
280 undead => {
281 desc => "Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.",
282 name => "undead",
283 type => "bool"
284 },
285 use_content_on_gen => {
286 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.",
287 name => "template generation",
288 type => "bool"
289 }
290 },
291 ability => {
292 Int => {
293 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.",
294 name => "detect hidden",
295 type => "int"
296 },
297 can_see_in_dark => {
298 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.",
299 name => "see in darkness",
300 type => "bool"
301 },
302 can_use_armour => {
303 desc => "Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.",
304 name => "can use armour",
305 type => "bool"
306 },
307 can_use_bow => {
308 desc => "Monster is able to use missile-weapon type objects.",
309 name => "can use bows",
310 type => "bool"
311 },
312 can_use_ring => {
313 desc => "Monster is able to wear rings.",
314 name => "can use rings",
315 type => "bool"
316 },
317 can_use_rod => {
318 desc => "Monster is able to use rods.",
319 name => "can use rods",
320 type => "bool"
321 },
322 can_use_scroll => {
323 desc => "Monster is able to read scrolls.",
324 name => "can use scrolls",
325 type => "bool"
326 },
327 can_use_skill => {
328 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>.",
329 name => "can use skills",
330 type => "bool"
331 },
332 can_use_wand => {
333 desc => "Monster is able to use wands and staves.",
334 name => "can use wands",
335 type => "bool"
336 },
337 can_use_weapon => {
338 desc => "Monster is able to wield weapon type objects.",
339 name => "can use weapons",
340 type => "bool"
341 },
342 see_invisible => {
343 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.",
344 name => "see invisible",
345 type => "bool"
346 }
347 },
348 behave => {
349 Wis => {
350 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.",
351 name => "sensing range",
352 type => "int"
353 },
354 attack_movement => {
355 desc => "",
356 name => "attack movement",
357 type => "int"
358 },
359 friendly => {
360 desc => "<friendly> monsters help the player, attacking any non-friendly monsters in range.",
361 name => "friendly",
362 type => "bool"
363 },
364 monster => {
365 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.",
366 name => "monster behaviour",
367 type => "bool"
368 },
369 pick_up => {
370 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.",
371 name => "pick up",
372 type => "bitmask_pick_up"
373 },
374 run_away => {
375 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.",
376 name => "run at % health",
377 type => "int"
378 },
379 sleep => {
380 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.",
381 name => "asleep",
382 type => "bool"
383 },
384 stand_still => {
385 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.",
386 name => "stand still",
387 type => "bool"
388 },
389 unaggressive => {
390 desc => "<unaggressive> monsters do not attack players unless attacked first.",
391 name => "unaggressive",
392 type => "bool"
393 },
394 will_apply => {
395 desc => "This entry defines which kinds of environment actions the creature is able to perform.",
396 name => "misc. actions",
397 type => "bitmask_will_apply"
398 }
399 },
400 melee => {
401 Con => {
402 desc => "Monsters regenerate this many hit points each move. Each time the monster has a move, it gets <healing rate> health points back. Hence, <movement speed> has great effect on the monster's healing rate as well.",
403 name => "healing rate",
404 type => "int"
405 },
406 ac => {
407 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).",
408 name => "armour class",
409 type => "int"
410 },
411 attacktype => {
412 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.",
413 name => "attacktype",
414 type => "bitmask_attacktype"
415 },
416 dam => {
417 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.",
418 name => "damage",
419 type => "int"
420 },
421 hitback => {
422 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.",
423 name => "hitback",
424 type => "bool"
425 },
426 hp => {
427 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>.",
428 name => "health points",
429 type => "int"
430 },
431 maxhp => {
432 desc => "<max health> is the maximum amount of <health points> this monster can have.",
433 name => "max health",
434 type => "int"
435 },
436 one_hit => {
437 desc => "Monsters with <one hit only> dissapear after one successful hit to a player.",
438 name => "one hit only",
439 type => "bool"
440 },
441 reflect_missile => {
442 desc => "A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.",
443 name => "reflect missiles",
444 type => "bool"
445 },
446 wc => {
447 desc => "Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the \"counterpiece\" to <armour class>.",
448 name => "weapon class",
449 type => "int"
450 }
451 },
452 resistance => {
453 resist_acid => {
454 desc => "",
455 name => "resist acid %",
456 type => "int"
457 },
458 resist_blind => {
459 desc => "",
460 name => "resist blinding %",
461 type => "int"
462 },
463 resist_chaos => {
464 desc => "",
465 name => "resist chaos %",
466 type => "int"
467 },
468 resist_cold => {
469 desc => "",
470 name => "resist cold %",
471 type => "int"
472 },
473 resist_confusion => {
474 desc => "",
475 name => "resist confusion %",
476 type => "int"
477 },
478 resist_death => {
479 desc => "",
480 name => "resist death-attack %",
481 type => "int"
482 },
483 resist_deplete => {
484 desc => "",
485 name => "resist depletion %",
486 type => "int"
487 },
488 resist_drain => {
489 desc => "",
490 name => "resist draining %",
491 type => "int"
492 },
493 resist_electricity => {
494 desc => "",
495 name => "resist electricity %",
496 type => "int"
497 },
498 resist_fear => {
499 desc => "",
500 name => "resist fear %",
501 type => "int"
502 },
503 resist_fire => {
504 desc => "",
505 name => "resist fire %",
506 type => "int"
507 },
508 resist_ghosthit => {
509 desc => "",
510 name => "resist ghosthit %",
511 type => "int"
512 },
513 resist_godpower => {
514 desc => "",
515 name => "resist godpower %",
516 type => "int"
517 },
518 resist_holyword => {
519 desc => "",
520 name => "resist holy power %",
521 type => "int"
522 },
523 resist_magic => {
524 desc => "",
525 name => "resist magic %",
526 type => "int"
527 },
528 resist_paralyze => {
529 desc => "",
530 name => "resist paralyze %",
531 type => "int"
532 },
533 resist_physical => {
534 desc => "",
535 name => "resist physical %",
536 type => "int"
537 },
538 resist_poison => {
539 desc => "",
540 name => "resist poison %",
541 type => "int"
542 },
543 resist_slow => {
544 desc => "",
545 name => "resist slow %",
546 type => "int"
547 },
548 resist_turn_undead => {
549 desc => "",
550 name => "resist turn undead %",
551 type => "int"
552 },
553 resist_weaponmagic => {
554 desc => "",
555 name => "resist weaponmagic %",
556 type => "int"
557 }
558 },
559 spellcraft => {
560 Pow => {
561 desc => "Monsters regenerate this many spellpoints each move. Each time the monster has a move, it gets <spellpoint regen.> spellpoints back. Hence, <movement speed> has great effect on the monster's spellpoint regeneration as well. 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.",
562 name => "spellpoint regen.",
563 type => "int"
564 },
565 can_cast_spell => {
566 desc => "If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.",
567 name => "can cast spell",
568 type => "bool"
569 },
570 maxsp => {
571 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.",
572 name => "max spellpoints",
573 type => "int"
574 },
575 path_attuned => {
576 desc => "Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.",
577 name => "attuned paths",
578 type => "bitmask_spellpath"
579 },
580 path_denied => {
581 desc => "Click on the <denied paths> button to select spellpaths. The creature won't be able to cast spells of the specified paths.",
582 name => "denied paths",
583 type => "bitmask_spellpath"
584 },
585 path_repelled => {
586 desc => "Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.",
587 name => "repelled paths",
588 type => "bitmask_spellpath"
589 },
590 reflect_spell => {
591 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.",
592 name => "reflect spells",
593 type => "bool"
594 },
595 sp => {
596 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>.",
597 name => "spellpoints",
598 type => "int"
599 }
600 }
601 },
602 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.",
603 ignore => [
604 "material",
605 "name_pl",
606 "nrof",
607 "value",
608 "unpaid"
609 ],
610 import => [
611 $TYPE{0}{type}{Floor}{import}[0]
612 ],
613 required => {
614 alive => 1,
615 is_floor => 0,
616 tear_down => 0
617 },
618 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. :-)"
619 },
620 Wall => {
621 attr => {
622 Main => {
623 can_roll => {
624 desc => "If set, the object is able to \"roll\", so it can be pushed around. This setting is used for boulders and barrels.",
625 name => "moveable",
626 type => "bool"
627 },
628 damned => {
629 desc => "This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.",
630 name => "restrict prayers",
631 type => "bool"
632 },
633 no_magic => {
634 desc => "This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.",
635 name => "restrict spells",
636 type => "bool"
637 },
638 no_pass => {
639 desc => "If set, the object cannot be passed by players nor monsters.",
640 name => "blocking passage",
641 type => "bool"
642 }
643 }
644 },
645 desc => "Walls usually block passage and sight.",
646 ignore => [
647 "nrof",
648 "title",
649 "name_pl",
650 "value",
651 "unpaid"
652 ],
653 import => [
654 $TYPE{0}{type}{Floor}{import}[0]
655 ],
656 required => {
657 alive => 0,
658 is_floor => 0,
659 no_pass => 1
660 }
661 },
662 "Weak Wall" => {
663 attr => {
664 Main => {
665 ac => {
666 desc => "Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the \"counterpiece\" to <weapon class>.",
667 name => "armour class",
668 type => "int"
669 },
670 alive => {
671 desc => "",
672 name => undef,
673 type => "fixed"
674 },
675 hp => {
676 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.",
677 name => "health points",
678 type => "int"
679 },
680 level => {
681 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.",
682 name => "level",
683 type => "int"
684 },
685 maxhp => {
686 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.",
687 name => "max health",
688 type => "int"
689 },
690 no_pick => {
691 desc => "",
692 name => undef,
693 type => "fixed"
694 },
695 race => {
696 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.",
697 name => "race",
698 type => "string"
699 },
700 tear_down => {
701 desc => "",
702 name => undef,
703 type => "fixed"
704 }
705 },
706 resistance => {
707 resist_acid => {
708 desc => "",
709 name => "resist acid %",
710 type => "int"
711 },
712 resist_blind => {
713 desc => "",
714 name => "resist blinding %",
715 type => "int"
716 },
717 resist_chaos => {
718 desc => "",
719 name => "resist chaos %",
720 type => "int"
721 },
722 resist_cold => {
723 desc => "",
724 name => "resist cold %",
725 type => "int"
726 },
727 resist_confusion => {
728 desc => "",
729 name => "resist confusion %",
730 type => "int"
731 },
732 resist_death => {
733 desc => "",
734 name => "resist death-attack %",
735 type => "int"
736 },
737 resist_deplete => {
738 desc => "",
739 name => "resist depletion %",
740 type => "int"
741 },
742 resist_drain => {
743 desc => "",
744 name => "resist draining %",
745 type => "int"
746 },
747 resist_electricity => {
748 desc => "",
749 name => "resist electricity %",
750 type => "int"
751 },
752 resist_fear => {
753 desc => "",
754 name => "resist fear %",
755 type => "int"
756 },
757 resist_fire => {
758 desc => "",
759 name => "resist fire %",
760 type => "int"
761 },
762 resist_ghosthit => {
763 desc => "",
764 name => "resist ghosthit %",
765 type => "int"
766 },
767 resist_godpower => {
768 desc => "",
769 name => "resist godpower %",
770 type => "int"
771 },
772 resist_holyword => {
773 desc => "",
774 name => "resist holy power %",
775 type => "int"
776 },
777 resist_magic => {
778 desc => "",
779 name => "resist magic %",
780 type => "int"
781 },
782 resist_paralyze => {
783 desc => "",
784 name => "resist paralyze %",
785 type => "int"
786 },
787 resist_physical => {
788 desc => "",
789 name => "resist physical %",
790 type => "int"
791 },
792 resist_poison => {
793 desc => "",
794 name => "resist poison %",
795 type => "int"
796 },
797 resist_slow => {
798 desc => "",
799 name => "resist slow %",
800 type => "int"
801 },
802 resist_turn_undead => {
803 desc => "",
804 name => "resist turn undead %",
805 type => "int"
806 },
807 resist_weaponmagic => {
808 desc => "",
809 name => "resist weaponmagic %",
810 type => "int"
811 }
812 }
813 },
814 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.",
815 ignore => [
816 $TYPE{0}{type}{Floor}{ignore}[0]
817 ],
818 import => [
819 $TYPE{0}{type}{Floor}{import}[0]
820 ],
821 required => {
822 alive => 1,
823 is_floor => 0,
824 tear_down => 1
825 },
826 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."
827 }
828 }
829 },
830 1 => {
831 name => "PLAYER"
832 },
833 2 => {
834 name => "BULLET"
835 },
836 3 => {
837 name => "ROD",
838 type => {
839 Rod => {
840 attr => {
841 Main => {
842 hp => {
843 desc => "This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.",
844 name => "initial spellpoints",
845 type => "int"
846 },
847 level => {
848 desc => "The casting level of the <spell> determines it's power. For attack spells, level should be set to something reasonable.",
849 name => "casting level",
850 type => "int"
851 },
852 maxhp => {
853 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.",
854 name => "max. spellpoints",
855 type => "int"
856 },
857 msg => {
858 desc => "This text may contain a description of the rod.",
859 end => "endmsg",
860 name => "description",
861 type => "text"
862 },
863 sp => {
864 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!",
865 name => "spell",
866 type => "spell"
867 },
868 startequip => {
869 desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
870 name => "godgiven item",
871 type => "bool"
872 }
873 }
874 },
875 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.",
876 ignore => [
877 "title"
878 ],
879 import => [
880 $TYPE{0}{type}{Floor}{import}[0]
881 ],
882 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>"
883 }
884 }
885 },
886 4 => {
887 name => "TREASURE",
888 type => {
889 Treasure => {
890 attr => {
891 Main => {
892 auto_apply => {
893 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.",
894 name => "auto-generate",
895 type => "bool"
896 },
897 exp => {
898 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).",
899 name => "quality level",
900 type => "int"
901 },
902 hp => {
903 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.",
904 name => "create number",
905 type => "int"
906 },
907 randomitems => {
908 desc => "This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.",
909 name => "treasurelist",
910 type => "treasurelist"
911 }
912 }
913 },
914 desc => "A treasure-object turns into certain randomitems when the map is loaded into the game.",
915 ignore => [
916 "nrof",
917 "title",
918 "name_pl",
919 "weight",
920 "value",
921 "material"
922 ],
923 import => [
924 $TYPE{0}{type}{Floor}{import}[0]
925 ],
926 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."
927 }
928 }
929 },
930 5 => {
931 name => "POTION",
932 type => {
933 Potion => {
934 attr => {
935 Main => {
936 attacktype => {
937 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.",
938 name => "special effect",
939 type => "list_potion_effect"
940 },
941 cursed => {
942 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 >:)",
943 name => "cursed",
944 type => "bool"
945 },
946 level => {
947 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.",
948 name => "potion level",
949 type => "int"
950 },
951 sp => {
952 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\".",
953 name => "spell",
954 type => "spell"
955 },
956 startequip => {
957 desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
958 name => "godgiven item",
959 type => "bool"
960 }
961 },
962 resistance => {
963 resist_acid => {
964 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!",
965 name => "resist acid %",
966 type => "int"
967 },
968 resist_cold => {
969 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!",
970 name => "resist cold %",
971 type => "int"
972 },
973 resist_confusion => {
974 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!",
975 name => "resist confusion %",
976 type => "int"
977 },
978 resist_deplete => {
979 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!",
980 name => "resist depletion %",
981 type => "int"
982 },
983 resist_drain => {
984 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!",
985 name => "resist draining %",
986 type => "int"
987 },
988 resist_electricity => {
989 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!",
990 name => "resist electricity %",
991 type => "int"
992 },
993 resist_fire => {
994 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!",
995 name => "resist fire %",
996 type => "int"
997 },
998 resist_magic => {
999 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!",
1000 name => "resist magic %",
1001 type => "int"
1002 },
1003 resist_paralyze => {
1004 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!",
1005 name => "resist paralyze %",
1006 type => "int"
1007 },
1008 resist_physical => {
1009 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!",
1010 name => "resist physical %",
1011 type => "int"
1012 },
1013 resist_poison => {
1014 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!",
1015 name => "resist poison %",
1016 type => "int"
1017 },
1018 resist_weaponmagic => {
1019 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!",
1020 name => "resist weaponmagic %",
1021 type => "int"
1022 }
1023 },
1024 stats => {
1025 Cha => {
1026 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.",
1027 name => "charisma",
1028 type => "int"
1029 },
1030 Con => {
1031 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.",
1032 name => "constitution",
1033 type => "int"
1034 },
1035 Dex => {
1036 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.",
1037 name => "dexterity",
1038 type => "int"
1039 },
1040 Int => {
1041 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.",
1042 name => "intelligence",
1043 type => "int"
1044 },
1045 Pow => {
1046 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.",
1047 name => "power",
1048 type => "int"
1049 },
1050 Str => {
1051 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.",
1052 name => "strength",
1053 type => "int"
1054 },
1055 Wis => {
1056 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.",
1057 name => "wisdom",
1058 type => "int"
1059 }
1060 }
1061 },
1062 desc => "The player can drink these and gain various kinds of benefits (/penalties) by doing so.",
1063 import => [
1064 $TYPE{0}{type}{Floor}{import}[0]
1065 ],
1066 use => "One potion should never give multiple benefits at once."
1067 }
1068 }
1069 },
1070 6 => {
1071 name => "FOOD",
1072 type => {
1073 Food => {
1074 attr => {
1075 Main => {
1076 food => {
1077 desc => "The player's stomache will get filled with this amount of foodpoints. The player's health will increase by <foodpoints>/50 hp.",
1078 name => "foodpoints",
1079 type => "int"
1080 },
1081 startequip => {
1082 desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
1083 name => "godgiven item",
1084 type => "bool"
1085 }
1086 }
1087 },
1088 desc => "By eating/drinking food-objects, the player can fill his stomache and gain a little health.",
1089 import => [
1090 $TYPE{0}{type}{Floor}{import}[0]
1091 ]
1092 }
1093 }
1094 },
1095 7 => {
1096 name => "POISON",
1097 type => {
1098 "Poison Food" => {
1099 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.",
1100 import => [
1101 $TYPE{0}{type}{Floor}{import}[0]
1102 ]
1103 }
1104 }
1105 },
1106 8 => {
1107 name => "BOOK",
1108 type => {
1109 Book => {
1110 attr => {
1111 Main => {
1112 level => {
1113 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.",
1114 name => "literacy level",
1115 type => "int"
1116 },
1117 msg => {
1118 desc => "This is the text that appears \"written\" in the book.",
1119 end => "endmsg",
1120 name => "book content",
1121 type => "text"
1122 },
1123 startequip => {
1124 desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
1125 name => "godgiven item",
1126 type => "bool"
1127 },
1128 unique => {
1129 desc => "Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good.",
1130 name => "unique item",
1131 type => "bool"
1132 }
1133 }
1134 },
1135 desc => "Applying a book, the containing message is displayed to the player.",
1136 import => [
1137 $TYPE{0}{type}{Floor}{import}[0]
1138 ]
1139 }
1140 }
1141 },
1142 9 => {
1143 name => "CLOCK",
1144 type => {
1145 Clock => {
1146 attr => {
1147 Main => {
1148 msg => {
1149 desc => "This text may describe the item",
1150 end => "endmsg",
1151 name => "description",
1152 type => "text"
1153 }
1154 }
1155 },
1156 desc => "Applying a clock, the time is displayed to the player.",
1157 import => [
1158 $TYPE{0}{type}{Floor}{import}[0]
1159 ]
1160 }
1161 }
1162 },
1163 10 => {
1164 name => "FBULLET"
1165 },
1166 11 => {
1167 name => "FBALL"
1168 },
1169 12 => {
1170 name => "LIGHTNING"
1171 },
1172 13 => {
1173 name => "ARROW",
1174 type => {
1175 Projectile => {
1176 attr => {
1177 Main => {
1178 attacktype => {
1179 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.",
1180 name => "attacktype",
1181 type => "bitmask_attacktype"
1182 },
1183 dam => {
1184 desc => "The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon's attributes.",
1185 name => "damage",
1186 type => "int"
1187 },
1188 food => {
1189 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).",
1190 name => "chance to break",
1191 type => "int"
1192 },
1193 magic => {
1194 desc => "Magic bonus increases chance to hit and damage a little bit.",
1195 name => "magic bonus",
1196 type => "int"
1197 },
1198 msg => {
1199 desc => "This text may describe the projectile. This could be nice for very special ones.",
1200 end => "endmsg",
1201 name => "description",
1202 type => "text"
1203 },
1204 no_drop => {
1205 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.",
1206 name => "don't drop",
1207 type => "bool"
1208 },
1209 race => {
1210 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>.",
1211 name => "ammunition class",
1212 type => "string"
1213 },
1214 slaying => {
1215 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.",
1216 name => "slaying race",
1217 type => "string"
1218 },
1219 startequip => {
1220 desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
1221 name => "godgiven item",
1222 type => "bool"
1223 },
1224 unique => {
1225 desc => "Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good.",
1226 name => "unique item",
1227 type => "bool"
1228 },
1229 wc => {
1230 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.",
1231 name => "weaponclass",
1232 type => "int"
1233 }
1234 }
1235 },
1236 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.",
1237 import => [
1238 $TYPE{0}{type}{Floor}{import}[0]
1239 ],
1240 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."
1241 }
1242 }
1243 },
1244 14 => {
1245 name => "BOW",
1246 type => {
1247 "Shooting Weapon" => {
1248 attr => {
1249 Main => {
1250 cursed => {
1251 desc => "A cursed shooting weapon cannot be unwielded unless the curse is removed.",
1252 name => "curse",
1253 type => "bool"
1254 },
1255 dam => {
1256 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.",
1257 name => "base damage",
1258 type => "int"
1259 },
1260 damned => {
1261 desc => "A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.",
1262 name => "damnation",
1263 type => "bool"
1264 },
1265 item_power => {
1266 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>.",
1267 name => "item power",
1268 type => "int"
1269 },
1270 msg => {
1271 desc => "This text describes the weapons's \"story\". Every decent artifact weapon should have such a description.",
1272 end => "endmsg",
1273 name => "description",
1274 type => "text"
1275 },
1276 no_strength => {
1277 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.",
1278 name => "ignore strength",
1279 type => "bool"
1280 },
1281 race => {
1282 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.",
1283 name => "ammunition class",
1284 type => "string"
1285 },
1286 sp => {
1287 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).",
1288 name => "shooting speed",
1289 type => "int"
1290 },
1291 startequip => {
1292 desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
1293 name => "godgiven item",
1294 type => "bool"
1295 },
1296 unique => {
1297 desc => "Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good.",
1298 name => "unique item",
1299 type => "bool"
1300 },
1301 wc => {
1302 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.",
1303 name => "weaponclass",
1304 type => "int"
1305 }
1306 },
1307 bonus => {
1308 luck => {
1309 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.",
1310 name => "luck bonus",
1311 type => "int"
1312 },
1313 magic => {
1314 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.",
1315 name => "magic bonus",
1316 type => "int"
1317 }
1318 },
1319 stats => {
1320 Cha => {
1321 desc => "The player's charisma will rise/fall by the given value while wearing this shooting weapon.",
1322 name => "charisma",
1323 type => "int"
1324 },
1325 Con => {
1326 desc => "The player's constitution will rise/fall by the given value while wearing this shooting weapon.",
1327 name => "constitution",
1328 type => "int"
1329 },
1330 Dex => {
1331 desc => "The player's dexterity will rise/fall by the given value while wearing this shooting weapon.",
1332 name => "dexterity",
1333 type => "int"
1334 },
1335 Int => {
1336 desc => "The player's intelligence will rise/fall by the given value while wearing this shooting weapon.",
1337 name => "intelligence",
1338 type => "int"
1339 },
1340 Pow => {
1341 desc => "The player's power will rise/fall by the given value while wearing this shooting weapon.",
1342 name => "power",
1343 type => "int"
1344 },
1345 Str => {
1346 desc => "The player's strentgh will rise/fall by the given value while wearing this shooting weapon.",
1347 name => "strength",
1348 type => "int"
1349 },
1350 Wis => {
1351 desc => "The player's wisdom will rise/fall by the given value while wearing this shooting weapon.",
1352 name => "wisdom",
1353 type => "int"
1354 }
1355 }
1356 },
1357 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.",
1358 import => [
1359 $TYPE{0}{type}{Floor}{import}[0]
1360 ],
1361 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."
1362 }
1363 }
1364 },
1365 15 => {
1366 name => "WEAPON",
1367 type => {
1368 Weapon => {
1369 attr => {
1370 Main => {
1371 attacktype => {
1372 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.",
1373 name => "attacktype",
1374 type => "bitmask_attacktype"
1375 },
1376 cursed => {
1377 desc => "A cursed weapon cannot be unwielded unless the curse is removed.",
1378 name => "curse",
1379 type => "bool"
1380 },
1381 dam => {
1382 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.",
1383 name => "damage",
1384 type => "int"
1385 },
1386 damned => {
1387 desc => "A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.",
1388 name => "damnation",
1389 type => "bool"
1390 },
1391 item_power => {
1392 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>.",
1393 name => "item power",
1394 type => "int"
1395 },
1396 last_sp => {
1397 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.",
1398 name => "weapon speed",
1399 type => "int"
1400 },
1401 lifesave => {
1402 desc => "An item with this flag enabled will save the players life for one time: When the player is wearing this item and his healthpoints reach zero, the item dissapears, replenishing half of the player's health. An item with <save life> should not have any decent additional bonuses!",
1403 name => "save life",
1404 type => "bool"
1405 },
1406 magic => {
1407 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.",
1408 name => "magic bonus",
1409 type => "int"
1410 },
1411 msg => {
1412 desc => "This text describes the weapons's \"story\". Every decent artifact weapon should have such a description.",
1413 end => "endmsg",
1414 name => "description",
1415 type => "text"
1416 },
1417 skill => {
1418 desc => "Matching <skill name> of the skill that is required to use this weapon.",
1419 name => "skill name",
1420 type => "string"
1421 },
1422 slaying => {
1423 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.",
1424 name => "slaying race",
1425 type => "string"
1426 },
1427 startequip => {
1428 desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
1429 name => "godgiven item",
1430 type => "bool"
1431 },
1432 unique => {
1433 desc => "Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good.",
1434 name => "unique item",
1435 type => "bool"
1436 },
1437 wc => {
1438 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.",
1439 name => "weapon class",
1440 type => "int"
1441 },
1442 weapontype => {
1443 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.",
1444 name => "weapontype",
1445 type => "list_weapon_type"
1446 }
1447 },
1448 misc => {
1449 food => {
1450 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.",
1451 name => "food bonus",
1452 type => "int"
1453 },
1454 grace => {
1455 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!!",
1456 name => "grace regen.",
1457 type => "int"
1458 },
1459 hp => {
1460 desc => "Positive <health regen.> bonus speeds up the player's healing process. Negative values slow it down.",
1461 name => "health regen.",
1462 type => "int"
1463 },
1464 luck => {
1465 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.",
1466 name => "luck bonus",
1467 type => "int"
1468 },
1469 path_attuned => {
1470 desc => "Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.",
1471 name => "attuned paths",
1472 type => "bitmask_spellpath"
1473 },
1474 path_denied => {
1475 desc => "Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.",
1476 name => "denied paths",
1477 type => "bitmask_spellpath"
1478 },
1479 path_repelled => {
1480 desc => "Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.",
1481 name => "repelled paths",
1482 type => "bitmask_spellpath"
1483 },
1484 reflect_missile => {
1485 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.",
1486 name => "reflect missiles",
1487 type => "bool"
1488 },
1489 reflect_spell => {
1490 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!",
1491 name => "reflect spells",
1492 type => "bool"
1493 },
1494 sp => {
1495 desc => "Positive <mana regen.> bonus speeds up the player's mana regeneration. Negative values slow it down.",
1496 name => "mana regen.",
1497 type => "int"
1498 },
1499 stealth => {
1500 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)",
1501 name => "stealth",
1502 type => "bool"
1503 },
1504 xrays => {
1505 desc => "Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desireable, so don't give it away for cheap on equipment.",
1506 name => "xray vision",
1507 type => "bool"
1508 }
1509 },
1510 resistance => {
1511 resist_acid => {
1512 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.",
1513 name => "resist acid %",
1514 type => "int"
1515 },
1516 resist_blind => {
1517 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.",
1518 name => "resist blinding %",
1519 type => "int"
1520 },
1521 resist_chaos => {
1522 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.",
1523 name => "resist chaos %",
1524 type => "int"
1525 },
1526 resist_cold => {
1527 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.",
1528 name => "resist cold %",
1529 type => "int"
1530 },
1531 resist_confusion => {
1532 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).",
1533 name => "resist confusion %",
1534 type => "int"
1535 },
1536 resist_death => {
1537 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!",
1538 name => "resist death-attack %",
1539 type => "int"
1540 },
1541 resist_deplete => {
1542 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).",
1543 name => "resist depletion %",
1544 type => "int"
1545 },
1546 resist_drain => {
1547 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).",
1548 name => "resist draining %",
1549 type => "int"
1550 },
1551 resist_electricity => {
1552 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.",
1553 name => "resist electricity %",
1554 type => "int"
1555 },
1556 resist_fear => {
1557 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.",
1558 name => "resist fear %",
1559 type => "int"
1560 },
1561 resist_fire => {
1562 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.",
1563 name => "resist fire %",
1564 type => "int"
1565 },
1566 resist_ghosthit => {
1567 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.",
1568 name => "resist ghosthit %",
1569 type => "int"
1570 },
1571 resist_holyword => {
1572 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.",
1573 name => "resist holy power %",
1574 type => "int"
1575 },
1576 resist_magic => {
1577 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.",
1578 name => "resist magic %",
1579 type => "int"
1580 },
1581 resist_paralyze => {
1582 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).",
1583 name => "resist paralyze %",
1584 type => "int"
1585 },
1586 resist_physical => {
1587 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.",
1588 name => "resist physical %",
1589 type => "int"
1590 },
1591 resist_poison => {
1592 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.",
1593 name => "resist poison %",
1594 type => "int"
1595 },
1596 resist_slow => {
1597 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.",
1598 name => "resist slow %",
1599 type => "int"
1600 },
1601 resist_weaponmagic => {
1602 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.",
1603 name => "resist weaponmagic %",
1604 type => "int"
1605 }
1606 },
1607 stats => {
1608 Cha => {
1609 desc => "The player's charisma will rise/fall by the given value while wearing this weapon.",
1610 name => "charisma",
1611 type => "int"
1612 },
1613 Con => {
1614 desc => "The player's constitution will rise/fall by the given value while wearing this weapon.",
1615 name => "constitution",
1616 type => "int"
1617 },
1618 Dex => {
1619 desc => "The player's dexterity will rise/fall by the given value while wearing this weapon.",
1620 name => "dexterity",
1621 type => "int"
1622 },
1623 Int => {
1624 desc => "The player's intelligence will rise/fall by the given value while wearing this weapon.",
1625 name => "intelligence",
1626 type => "int"
1627 },
1628 Pow => {
1629 desc => "The player's power will rise/fall by the given value while wearing this weapon.",
1630 name => "power",
1631 type => "int"
1632 },
1633 Str => {
1634 desc => "The player's strentgh will rise/fall by the given value while wearing this weapon.",
1635 name => "strength",
1636 type => "int"
1637 },
1638 Wis => {
1639 desc => "The player's wisdom will rise/fall by the given value while wearing this weapon.",
1640 name => "wisdom",
1641 type => "int"
1642 }
1643 }
1644 },
1645 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.",
1646 import => [
1647 $TYPE{0}{type}{Floor}{import}[0]
1648 ],
1649 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."
1650 }
1651 }
1652 },
1653 16 => {
1654 name => "ARMOUR",
1655 type => {
1656 "Brestplate Armour" => {
1657 attr => {
1658 Main => {
1659 last_heal => {
1660 desc => "This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.",
1661 name => "spellpoint penalty",
1662 type => "int"
1663 },
1664 last_sp => {
1665 desc => "Slowdown penalty reduces the player's walking speed when wearing the armour. Bigger values are worse - zero is best.",
1666 name => "slowdown penalty",
1667 type => "int"
1668 },
1669 magic => {
1670 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.",
1671 name => "magic bonus",
1672 type => "int"
1673 }
1674 }
1675 },
1676 desc => "Wearing an armour, the object's stats will directly be inherited to the player. Usually enhancing his defense.",
1677 import => [
1678 $TYPE{0}{type}{Floor}{import}[0],
1679 {}
1680 ],
1681 use => "Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps."
1682 }
1683 }
1684 },
1685 17 => {
1686 name => "PEDESTAL",
1687 type => {
1688 Pedestal => {
1689 attr => {
1690 Main => {
1691 connected => {
1692 desc => "When the pedestal is triggered, all objects with the same connection value get activated.",
1693 name => "connection",
1694 type => "int"
1695 },
1696 no_pick => {
1697 desc => "",
1698 name => undef,
1699 type => "fixed"
1700 },
1701 slaying => {
1702 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.",
1703 name => "match race",
1704 type => "string"
1705 },
1706 walk_off => {
1707 desc => "",
1708 name => undef,
1709 type => "fixed"
1710 },
1711 walk_on => {
1712 desc => "",
1713 name => undef,
1714 type => "fixed"
1715 }
1716 }
1717 },
1718 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.",
1719 ignore => [
1720 $TYPE{0}{type}{Floor}{ignore}[0]
1721 ],
1722 import => [
1723 $TYPE{0}{type}{Floor}{import}[0]
1724 ],
1725 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."
1726 }
1727 }
1728 },
1729 18 => {
1730 name => "ALTAR",
1731 type => {
1732 Altar => {
1733 attr => {
1734 Main => {
1735 connected => {
1736 desc => "If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.",
1737 name => "connection",
1738 type => "int"
1739 },
1740 food => {
1741 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.",
1742 name => "drop amount",
1743 type => "int"
1744 },
1745 msg => {
1746 desc => "This text will be displayed to the player in the exact moment when the altar is activated.",
1747 end => "endmsg",
1748 name => "message",
1749 type => "text"
1750 },
1751 no_pick => {
1752 desc => "",
1753 name => undef,
1754 type => "fixed"
1755 },
1756 slaying => {
1757 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\")",
1758 name => "match item name",
1759 type => "string"
1760 },
1761 sp => {
1762 desc => "When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitly in this way. Don't set both <spell> and <connection> for one altar.",
1763 name => "spell",
1764 type => "spell"
1765 },
1766 walk_on => {
1767 desc => "",
1768 name => undef,
1769 type => "fixed"
1770 }
1771 }
1772 },
1773 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 dissapears.",
1774 ignore => [
1775 $TYPE{0}{type}{Floor}{ignore}[0]
1776 ],
1777 import => [
1778 $TYPE{0}{type}{Floor}{import}[0]
1779 ]
1780 }
1781 }
1782 },
1783 19 => {
1784 name => "CONFUSION"
1785 },
1786 20 => {
1787 name => "LOCKED_DOOR",
1788 type => {
1789 "Locked Door" => {
1790 attr => {
1791 Main => {
1792 damned => {
1793 desc => "Restricting the use of prayers to pass this door. This should be set in most cases.",
1794 name => "restrict prayers",
1795 type => "bool"
1796 },
1797 msg => {
1798 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.",
1799 end => "endmsg",
1800 name => "lock message",
1801 type => "text"
1802 },
1803 no_magic => {
1804 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).",
1805 name => "restrict spells",
1806 type => "bool"
1807 },
1808 no_pass => {
1809 desc => "",
1810 name => undef,
1811 type => "fixed"
1812 },
1813 no_pick => {
1814 desc => "",
1815 name => undef,
1816 type => "fixed"
1817 },
1818 slaying => {
1819 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\".",
1820 name => "key string",
1821 type => "string"
1822 }
1823 }
1824 },
1825 desc => "A locked door can be opened only when carrying the appropriate special key.",
1826 ignore => [
1827 $TYPE{0}{type}{Floor}{ignore}[0]
1828 ],
1829 import => [
1830 $TYPE{0}{type}{Floor}{import}[0]
1831 ],
1832 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)."
1833 }
1834 }
1835 },
1836 21 => {
1837 name => "SPECIAL_KEY",
1838 type => {
1839 "Special Key" => {
1840 attr => {
1841 Main => {
1842 material => {
1843 desc => "For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.",
1844 name => "material",
1845 type => "bitmask_material"
1846 },
1847 msg => {
1848 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.",
1849 end => "endmsg",
1850 name => "description",
1851 type => "text"
1852 },
1853 slaying => {
1854 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.",
1855 name => "key string",
1856 type => "string"
1857 },
1858 startequip => {
1859 desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
1860 name => "godgiven item",
1861 type => "bool"
1862 },
1863 unique => {
1864 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.",
1865 name => "unique item",
1866 type => "bool"
1867 }
1868 }
1869 },
1870 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.",
1871 ignore => [
1872 "material"
1873 ],
1874 import => [
1875 $TYPE{0}{type}{Floor}{import}[0]
1876 ],
1877 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\"."
1878 }
1879 }
1880 },
1881 22 => {
1882 name => "MAP"
1883 },
1884 23 => {
1885 name => "DOOR"
1886 },
1887 24 => {
1888 name => "KEY"
1889 },
1890 25 => {
1891 name => "MMISSILE"
1892 },
1893 26 => {
1894 name => "TIMED_GATE"
1895 },
1896 27 => {
1897 name => "TRIGGER",
1898 type => {
1899 "Handle Trigger" => {
1900 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.",
1901 ignore => [
1902 $TYPE{0}{type}{Floor}{ignore}[0]
1903 ],
1904 import => [
1905 $TYPE{0}{type}{Floor}{import}[0],
1906 {}
1907 ],
1908 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."
1909 }
1910 }
1911 },
1912 28 => {
1913 name => "GRIMREAPER"
1914 },
1915 29 => {
1916 name => "MAGIC_EAR",
1917 type => {
1918 "Magic Ear" => {
1919 attr => {
1920 Main => {
1921 connected => {
1922 desc => "The Magic_ear will trigger all objects with the same connection value, every time it is activated.",
1923 name => "connection",
1924 type => "int"
1925 },
1926 msg => {
1927 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!",
1928 end => "endmsg",
1929 name => "keyword-matching",
1930 type => "text"
1931 },
1932 no_pick => {
1933 desc => "",
1934 name => undef,
1935 type => "fixed"
1936 }
1937 }
1938 },
1939 desc => "Magic_ears trigger a connected value when the player speaks a specific keyword.",
1940 ignore => [
1941 [
1942 "value",
1943 "nrof",
1944 "weight",
1945 "name_pl",
1946 "material",
1947 "no_pick",
1948 "unpaid",
1949 "title",
1950 "glow_radius",
1951 "identified",
1952 "blocksview",
1953 "invisible"
1954 ]
1955 ],
1956 import => [
1957 $TYPE{0}{type}{Floor}{import}[0]
1958 ],
1959 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."
1960 }
1961 }
1962 },
1963 30 => {
1964 name => "TRIGGER_BUTTON"
1965 },
1966 31 => {
1967 name => "TRIGGER_ALTAR",
1968 type => {
1969 "Altar Trigger" => {
1970 attr => {
1971 Main => {
1972 connected => {
1973 desc => "If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.",
1974 name => "connection",
1975 type => "int"
1976 },
1977 exp => {
1978 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.",
1979 name => "reset time",
1980 type => "int"
1981 },
1982 food => {
1983 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.",
1984 name => "drop amount",
1985 type => "int"
1986 },
1987 last_sp => {
1988 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.",
1989 name => "ignore reset",
1990 type => "bool"
1991 },
1992 msg => {
1993 desc => "This text will be displayed to the player in the exact moment when the altar is activated.",
1994 end => "endmsg",
1995 name => "message",
1996 type => "text"
1997 },
1998 no_pick => {
1999 desc => "",
2000 name => undef,
2001 type => "fixed"
2002 },
2003 slaying => {
2004 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\")",
2005 name => "match item name",
2006 type => "string"
2007 },
2008 sp => {
2009 desc => "When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitly in this way. Don't set both <spell> and <connection> for one altar.",
2010 name => "spell",
2011 type => "spell"
2012 },
2013 walk_on => {
2014 desc => "",
2015 name => undef,
2016 type => "fixed"
2017 }
2018 }
2019 },
2020 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 infinitly.",
2021 ignore => [
2022 $TYPE{0}{type}{Floor}{ignore}[0]
2023 ],
2024 import => [
2025 $TYPE{0}{type}{Floor}{import}[0]
2026 ],
2027 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. =)"
2028 }
2029 }
2030 },
2031 32 => {
2032 name => "TRIGGER_PEDESTAL"
2033 },
2034 33 => {
2035 name => "SHIELD",
2036 type => {
2037 Shield => {
2038 attr => {
2039 Main => {
2040 magic => {
2041 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.",
2042 name => "magic bonus",
2043 type => "int"
2044 }
2045 }
2046 },
2047 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.",
2048 import => [
2049 $TYPE{0}{type}{Floor}{import}[0],
2050 $TYPE{16}{type}{"Brestplate Armour"}{import}[1]
2051 ],
2052 use => "Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps."
2053 }
2054 }
2055 },
2056 34 => {
2057 name => "HELMET",
2058 type => {
2059 Helmet => {
2060 attr => {
2061 Main => {
2062 magic => {
2063 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>.",
2064 name => "magic bonus",
2065 type => "int"
2066 }
2067 }
2068 },
2069 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.",
2070 import => [
2071 $TYPE{0}{type}{Floor}{import}[0],
2072 $TYPE{16}{type}{"Brestplate Armour"}{import}[1]
2073 ],
2074 use => "Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps."
2075 }
2076 }
2077 },
2078 35 => {
2079 name => "HORN",
2080 type => {
2081 Horn => {
2082 attr => {
2083 Main => {
2084 hp => {
2085 desc => "This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.",
2086 name => "initial spellpoints",
2087 type => "int"
2088 },
2089 level => {
2090 desc => "The casting level of the <spell> determines it's power. For attack spells, level should not be set too high.",
2091 name => "casting level",
2092 type => "int"
2093 },
2094 maxhp => {
2095 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.",
2096 name => "max. spellpoints",
2097 type => "int"
2098 },
2099 msg => {
2100 desc => "This text may contain a description of the horn.",
2101 end => "endmsg",
2102 name => "description",
2103 type => "text"
2104 },
2105 sp => {
2106 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!",
2107 name => "spell",
2108 type => "spell"
2109 },
2110 startequip => {
2111 desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
2112 name => "godgiven item",
2113 type => "bool"
2114 }
2115 }
2116 },
2117 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.",
2118 ignore => [
2119 "title"
2120 ],
2121 import => [
2122 $TYPE{0}{type}{Floor}{import}[0]
2123 ],
2124 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."
2125 }
2126 }
2127 },
2128 36 => {
2129 name => "MONEY",
2130 type => {
2131 Money => {
2132 attr => {
2133 Main => {
2134 race => {
2135 desc => "",
2136 name => undef,
2137 type => "fixed"
2138 }
2139 }
2140 },
2141 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.",
2142 ignore => [
2143 "unpaid"
2144 ],
2145 import => [
2146 $TYPE{0}{type}{Floor}{import}[0]
2147 ]
2148 }
2149 }
2150 },
2151 37 => {
2152 name => "CLASS"
2153 },
2154 38 => {
2155 name => "GRAVESTONE"
2156 },
2157 39 => {
2158 name => "AMULET",
2159 type => {
2160 Amulet => {
2161 attr => {
2162 Main => {
2163 ac => {
2164 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.",
2165 name => "armour class",
2166 type => "int"
2167 },
2168 applied => {
2169 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.",
2170 name => "is applied",
2171 type => "bool"
2172 },
2173 cursed => {
2174 desc => "A cursed piece of equipment cannot be unwielded unless the curse is removed.",
2175 name => "curse",
2176 type => "bool"
2177 },
2178 damned => {
2179 desc => "A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.",
2180 name => "damnation",
2181 type => "bool"
2182 },
2183 item_power => {
2184 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>.",
2185 name => "item power",
2186 type => "int"
2187 },
2188 lifesave => {
2189 desc => "An item with this flag enabled will save the players life for one time: When the player is wearing this item and his healthpoints reach zero, the item dissapears, replenishing half of the player's health. An item with <save life> should not have any decent additional bonuses!",
2190 name => "save life",
2191 type => "bool"
2192 },
2193 msg => {
2194 desc => "This text describes the item's \"story\". Every decent artifact should have such a description.",
2195 end => "endmsg",
2196 name => "description",
2197 type => "text"
2198 },
2199 startequip => {
2200 desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
2201 name => "godgiven item",
2202 type => "bool"
2203 },
2204 unique => {
2205 desc => "Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good.",
2206 name => "unique item",
2207 type => "bool"
2208 },
2209 wc => {
2210 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.",
2211 name => "weapon class",
2212 type => "int"
2213 }
2214 },
2215 misc => {
2216 flying => {
2217 desc => "As soon as the player applies a piece of equipment with <levitate> set, the player will start to float in the air.",
2218 name => "levitate",
2219 type => "bool"
2220 },
2221 food => {
2222 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.",
2223 name => "food bonus",
2224 type => "int"
2225 },
2226 grace => {
2227 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!!",
2228 name => "grace regen.",
2229 type => "int"
2230 },
2231 hp => {
2232 desc => "Positive <health regen.> bonus speeds up the player's healing process. Negative values slow it down.",
2233 name => "health regen.",
2234 type => "int"
2235 },
2236 luck => {
2237 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.",
2238 name => "luck bonus",
2239 type => "int"
2240 },
2241 path_attuned => {
2242 desc => "Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.",
2243 name => "attuned paths",
2244 type => "bitmask_spellpath"
2245 },
2246 path_denied => {
2247 desc => "Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.",
2248 name => "denied paths",
2249 type => "bitmask_spellpath"
2250 },
2251 path_repelled => {
2252 desc => "Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.",
2253 name => "repelled paths",
2254 type => "bitmask_spellpath"
2255 },
2256 reflect_missile => {
2257 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.",
2258 name => "reflect missiles",
2259 type => "bool"
2260 },
2261 reflect_spell => {
2262 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!",
2263 name => "reflect spells",
2264 type => "bool"
2265 },
2266 sp => {
2267 desc => "Positive <mana regen.> bonus speeds up the player's mana regeneration. Negative values slow it down.",
2268 name => "mana regen.",
2269 type => "int"
2270 },
2271 stealth => {
2272 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)",
2273 name => "stealth",
2274 type => "bool"
2275 },
2276 xrays => {
2277 desc => "Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desireable, so don't give it away for cheap on equipment.",
2278 name => "xray vision",
2279 type => "bool"
2280 }
2281 },
2282 resistance => {
2283 resist_acid => {
2284 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.",
2285 name => "resist acid %",
2286 type => "int"
2287 },
2288 resist_blind => {
2289 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.",
2290 name => "resist blinding %",
2291 type => "int"
2292 },
2293 resist_chaos => {
2294 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.",
2295 name => "resist chaos %",
2296 type => "int"
2297 },
2298 resist_cold => {
2299 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.",
2300 name => "resist cold %",
2301 type => "int"
2302 },
2303 resist_confusion => {
2304 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).",
2305 name => "resist confusion %",
2306 type => "int"
2307 },
2308 resist_death => {
2309 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!",
2310 name => "resist death-attack %",
2311 type => "int"
2312 },
2313 resist_deplete => {
2314 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).",
2315 name => "resist depletion %",
2316 type => "int"
2317 },
2318 resist_drain => {
2319 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).",
2320 name => "resist draining %",
2321 type => "int"
2322 },
2323 resist_electricity => {
2324 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.",
2325 name => "resist electricity %",
2326 type => "int"
2327 },
2328 resist_fear => {
2329 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.",
2330 name => "resist fear %",
2331 type => "int"
2332 },
2333 resist_fire => {
2334 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.",
2335 name => "resist fire %",
2336 type => "int"
2337 },
2338 resist_ghosthit => {
2339 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.",
2340 name => "resist ghosthit %",
2341 type => "int"
2342 },
2343 resist_holyword => {
2344 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.",
2345 name => "resist holy power %",
2346 type => "int"
2347 },
2348 resist_magic => {
2349 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.",
2350 name => "resist magic %",
2351 type => "int"
2352 },
2353 resist_paralyze => {
2354 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).",
2355 name => "resist paralyze %",
2356 type => "int"
2357 },
2358 resist_physical => {
2359 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.",
2360 name => "resist physical %",
2361 type => "int"
2362 },
2363 resist_poison => {
2364 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.",
2365 name => "resist poison %",
2366 type => "int"
2367 },
2368 resist_slow => {
2369 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.",
2370 name => "resist slow %",
2371 type => "int"
2372 },
2373 resist_weaponmagic => {
2374 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.",
2375 name => "resist weaponmagic %",
2376 type => "int"
2377 }
2378 },
2379 stats => {
2380 Cha => {
2381 desc => "The player's charisma will rise/fall by the given value while wearing this piece of equipment.",
2382 name => "charisma",
2383 type => "int"
2384 },
2385 Con => {
2386 desc => "The player's constitution will rise/fall by the given value while wearing this piece of equipment.",
2387 name => "constitution",
2388 type => "int"
2389 },
2390 Dex => {
2391 desc => "The player's dexterity will rise/fall by the given value while wearing this piece of equipment.",
2392 name => "dexterity",
2393 type => "int"
2394 },
2395 Int => {
2396 desc => "The player's intelligence will rise/fall by the given value while wearing this piece of equipment.",
2397 name => "intelligence",
2398 type => "int"
2399 },
2400 Pow => {
2401 desc => "The player's power will rise/fall by the given value while wearing this piece of equipment.",
2402 name => "power",
2403 type => "int"
2404 },
2405 Str => {
2406 desc => "The player's strentgh will rise/fall by the given value while wearing this piece of equipment.",
2407 name => "strength",
2408 type => "int"
2409 },
2410 Wis => {
2411 desc => "The player's wisdom will rise/fall by the given value while wearing this piece of equipment.",
2412 name => "wisdom",
2413 type => "int"
2414 }
2415 }
2416 },
2417 desc => "Wearing an amulet, the object's stats will directly be inherited to the player. Amulets are usually meant for protection and defense.",
2418 import => [
2419 $TYPE{0}{type}{Floor}{import}[0]
2420 ],
2421 use => "Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps."
2422 }
2423 }
2424 },
2425 40 => {
2426 name => "PLAYERMOVER",
2427 type => {
2428 Mover => {
2429 attr => {
2430 Main => {
2431 attacktype => {
2432 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.",
2433 name => "forced movement",
2434 type => "bool"
2435 },
2436 hp => {
2437 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).",
2438 name => "number of uses",
2439 type => "int"
2440 },
2441 lifesave => {
2442 desc => "If enabled, the mover gets \"used up\" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitly.",
2443 name => "gets used up",
2444 type => "bool"
2445 },
2446 maxsp => {
2447 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.",
2448 name => "freeze duration",
2449 type => "int"
2450 },
2451 sp => {
2452 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.",
2453 name => "direction",
2454 type => "list_direction"
2455 },
2456 speed => {
2457 desc => "The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).",
2458 name => "movement speed",
2459 type => "float"
2460 }
2461 },
2462 targets => {
2463 fly_on => {
2464 desc => "Move flying creatures enabled means all flying (living) objects will get moved too. If disabled, only walking (non-flying) creatures will get moved.",
2465 name => "move flying creatures",
2466 type => "bool"
2467 },
2468 level => {
2469 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.",
2470 name => "move players",
2471 type => "bool"
2472 },
2473 walk_on => {
2474 desc => "This should always be set.",
2475 name => "move walking creatures",
2476 type => "bool"
2477 }
2478 }
2479 },
2480 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.",
2481 ignore => [
2482 $TYPE{0}{type}{Floor}{ignore}[0]
2483 ],
2484 import => [
2485 $TYPE{0}{type}{Floor}{import}[0]
2486 ],
2487 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)."
2488 }
2489 }
2490 },
2491 41 => {
2492 name => "TELEPORTER",
2493 type => {
2494 Teleporter => {
2495 attr => {
2496 Main => {
2497 connected => {
2498 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.",
2499 name => "connection",
2500 type => "int"
2501 },
2502 hp => {
2503 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.",
2504 name => "destination X",
2505 type => "int"
2506 },
2507 slaying => {
2508 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.",
2509 name => "exit path",
2510 type => "string"
2511 },
2512 sp => {
2513 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.",
2514 name => "destination Y",
2515 type => "int"
2516 },
2517 speed => {
2518 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!",
2519 name => "activation speed",
2520 type => "float"
2521 }
2522 }
2523 },
2524 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.",
2525 ignore => [
2526 $TYPE{0}{type}{Floor}{ignore}[0]
2527 ],
2528 import => [
2529 $TYPE{0}{type}{Floor}{import}[0]
2530 ],
2531 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."
2532 }
2533 }
2534 },
2535 42 => {
2536 name => "CREATOR",
2537 type => {
2538 Creator => {
2539 attr => {
2540 Main => {
2541 connected => {
2542 desc => "Whenever the connection value is activated, the creator gets triggered.",
2543 name => "connection",
2544 type => "int"
2545 },
2546 hp => {
2547 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).",
2548 name => "number of uses",
2549 type => "int"
2550 },
2551 level => {
2552 desc => "The created object will be of that level. If zero/unset, the standard level of the archetype is used.",
2553 name => "level of creation",
2554 type => "int"
2555 },
2556 lifesave => {
2557 desc => "If <infinit uses> is set, the creator will work infinitly, regardless of the value in <number of uses>.",
2558 name => "infinit uses",
2559 type => "bool"
2560 },
2561 no_pick => {
2562 desc => "",
2563 name => undef,
2564 type => "fixed"
2565 },
2566 other_arch => {
2567 desc => "This string defines the object that will be created. You can choose any of the existing arches.",
2568 name => "create arch",
2569 type => "string"
2570 },
2571 slaying => {
2572 desc => "The created object will bear the name specified in <name creation>. If nothing is set, the standard name of the archetype is used.",
2573 name => "name of creation",
2574 type => "string"
2575 }
2576 }
2577 },
2578 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.",
2579 ignore => [
2580 $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
2581 ],
2582 import => [
2583 $TYPE{0}{type}{Floor}{import}[0]
2584 ],
2585 use => "Don't hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor."
2586 }
2587 }
2588 },
2589 43 => {
2590 name => "SKILL",
2591 type => {
2592 Skill => {
2593 attr => {
2594 Main => {
2595 can_use_skill => {
2596 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.",
2597 name => "is native skill",
2598 type => "bool"
2599 },
2600 exp => {
2601 desc => "",
2602 name => "experience",
2603 type => "int"
2604 },
2605 expmul => {
2606 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.",
2607 name => "exp multiplier",
2608 type => "float"
2609 },
2610 invisible => {
2611 desc => "",
2612 name => undef,
2613 type => "fixed"
2614 },
2615 level => {
2616 desc => "",
2617 name => "level",
2618 type => "int"
2619 },
2620 no_drop => {
2621 desc => "",
2622 name => undef,
2623 type => "fixed"
2624 },
2625 skill => {
2626 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.",
2627 name => "skill name",
2628 type => "string"
2629 },
2630 subtype => {
2631 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.",
2632 name => "skill type",
2633 type => "list_skill_type"
2634 }
2635 }
2636 },
2637 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.",
2638 ignore => [
2639 $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
2640 ],
2641 import => [
2642 $TYPE{0}{type}{Floor}{import}[0]
2643 ],
2644 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>"
2645 }
2646 }
2647 },
2648 44 => {
2649 name => "EXPERIENCE"
2650 },
2651 45 => {
2652 name => "EARTHWALL"
2653 },
2654 46 => {
2655 name => "GOLEM"
2656 },
2657 47 => {
2658 name => "BOMB"
2659 },
2660 48 => {
2661 name => "THROWN_OBJ"
2662 },
2663 49 => {
2664 name => "BLINDNESS"
2665 },
2666 50 => {
2667 name => "GOD"
2668 },
2669 51 => {
2670 name => "DETECTOR",
2671 type => {
2672 Detector => {
2673 attr => {
2674 Main => {
2675 connected => {
2676 desc => "When the detector is triggered, all objects with the same connection value get activated.",
2677 name => "connection",
2678 type => "int"
2679 },
2680 no_pick => {
2681 desc => "",
2682 name => undef,
2683 type => "fixed"
2684 },
2685 slaying => {
2686 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.",
2687 name => "match name",
2688 type => "string"
2689 },
2690 speed => {
2691 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.",
2692 name => "detection speed",
2693 type => "float"
2694 }
2695 }
2696 },
2697 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.",
2698 ignore => [
2699 $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
2700 ],
2701 import => [
2702 $TYPE{0}{type}{Floor}{import}[0]
2703 ],
2704 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."
2705 }
2706 }
2707 },
2708 52 => {
2709 name => "TRIGGER_MARKER",
2710 type => {
2711 "Trigger Marker" => {
2712 attr => {
2713 Main => {
2714 connected => {
2715 desc => "Unlike a regular marker this is the connection that triggers this marker to activate.",
2716 name => "connection",
2717 type => "int"
2718 },
2719 food => {
2720 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.",
2721 name => "mark duration",
2722 type => "int"
2723 },
2724 msg => {
2725 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.",
2726 end => "endmsg",
2727 name => "marking message",
2728 type => "text"
2729 },
2730 name => {
2731 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.",
2732 name => "delete mark",
2733 type => "string"
2734 },
2735 no_pick => {
2736 desc => "",
2737 name => undef,
2738 type => "fixed"
2739 },
2740 slaying => {
2741 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.",
2742 name => "key string",
2743 type => "string"
2744 }
2745 }
2746 },
2747 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.",
2748 ignore => [
2749 $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
2750 ],
2751 import => [
2752 $TYPE{0}{type}{Floor}{import}[0]
2753 ],
2754 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."
2755 }
2756 }
2757 },
2758 53 => {
2759 name => "DEAD_OBJECT"
2760 },
2761 54 => {
2762 name => "DRINK"
2763 },
2764 55 => {
2765 name => "MARKER",
2766 type => {
2767 Marker => {
2768 attr => {
2769 Main => {
2770 connected => {
2771 desc => "When the detector is triggered, all objects with the same connection value get activated.",
2772 name => "connection",
2773 type => "int"
2774 },
2775 food => {
2776 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.",
2777 name => "mark duration",
2778 type => "int"
2779 },
2780 msg => {
2781 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.",
2782 end => "endmsg",
2783 name => "marking message",
2784 type => "text"
2785 },
2786 name => {
2787 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.",
2788 name => "delete mark",
2789 type => "string"
2790 },
2791 no_pick => {
2792 desc => "",
2793 name => undef,
2794 type => "fixed"
2795 },
2796 slaying => {
2797 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.",
2798 name => "key string",
2799 type => "string"
2800 },
2801 speed => {
2802 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.",
2803 name => "marking speed",
2804 type => "float"
2805 }
2806 }
2807 },
2808 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.",
2809 ignore => [
2810 $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
2811 ],
2812 import => [
2813 $TYPE{0}{type}{Floor}{import}[0]
2814 ],
2815 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."
2816 }
2817 }
2818 },
2819 56 => {
2820 name => "HOLY_ALTAR",
2821 type => {
2822 "Holy Altar" => {
2823 attr => {
2824 Main => {
2825 level => {
2826 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.",
2827 name => "reconsecrate level",
2828 type => "int"
2829 },
2830 no_pick => {
2831 desc => "",
2832 name => undef,
2833 type => "fixed"
2834 },
2835 other_arch => {
2836 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.",
2837 name => "god name",
2838 type => "string"
2839 }
2840 }
2841 },
2842 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.",
2843 ignore => [
2844 $TYPE{0}{type}{Floor}{ignore}[0]
2845 ],
2846 import => [
2847 $TYPE{0}{type}{Floor}{import}[0]
2848 ]
2849 }
2850 }
2851 },
2852 57 => {
2853 name => "PLAYER_CHANGER"
2854 },
2855 58 => {
2856 name => "BATTLEGROUND",
2857 type => {
2858 Battleground => {
2859 attr => {
2860 Main => {
2861 hp => {
2862 desc => "The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.",
2863 name => "destination X",
2864 type => "int"
2865 },
2866 is_floor => {
2867 desc => "",
2868 name => undef,
2869 type => "fixed"
2870 },
2871 no_pick => {
2872 desc => "",
2873 name => undef,
2874 type => "fixed"
2875 },
2876 sp => {
2877 desc => "The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.",
2878 name => "destination Y",
2879 type => "int"
2880 }
2881 }
2882 },
2883 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.",
2884 ignore => [
2885 $TYPE{0}{type}{Floor}{ignore}[0]
2886 ],
2887 import => [
2888 $TYPE{0}{type}{Floor}{import}[0]
2889 ],
2890 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.)"
2891 }
2892 }
2893 },
2894 59 => {
2895 name => "PEACEMAKER"
2896 },
2897 60 => {
2898 name => "GEM",
2899 type => {
2900 Jewel => {
2901 attr => {
2902 Main => {
2903 msg => {
2904 desc => "This text may describe the object.",
2905 end => "endmsg",
2906 name => "description",
2907 type => "text"
2908 },
2909 race => {
2910 desc => "",
2911 name => undef,
2912 type => "fixed"
2913 }
2914 }
2915 },
2916 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.",
2917 import => [
2918 $TYPE{0}{type}{Floor}{import}[0]
2919 ]
2920 }
2921 }
2922 },
2923 61 => {
2924 name => "FIRECHEST"
2925 },
2926 62 => {
2927 name => "FIREWALL",
2928 type => {
2929 "Magic Wall" => {
2930 attr => {
2931 Main => {
2932 connected => {
2933 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.",
2934 name => "connection",
2935 type => "int"
2936 },
2937 dam => {
2938 desc => "The magic wall will cast this <spell>.",
2939 name => "spell",
2940 type => "spell"
2941 },
2942 level => {
2943 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.",
2944 name => "spell level",
2945 type => "int"
2946 },
2947 no_pass => {
2948 desc => "If set, the object cannot be passed by players nor monsters.",
2949 name => "blocking passage",
2950 type => "bool"
2951 },
2952 sp => {
2953 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.",
2954 name => "direction",
2955 type => "list_direction"
2956 },
2957 speed => {
2958 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\".",
2959 name => "casting speed",
2960 type => "float"
2961 }
2962 },
2963 destroyable => {
2964 ac => {
2965 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>.",
2966 name => "armour class",
2967 type => "int"
2968 },
2969 alive => {
2970 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.",
2971 name => "is destroyable",
2972 type => "bool"
2973 },
2974 hp => {
2975 desc => "The more <hitpoints> the wall has, the longer it takes to be destroyed.",
2976 name => "hitpoints",
2977 type => "int"
2978 },
2979 maxhp => {
2980 desc => "<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.",
2981 name => "max hitpoints",
2982 type => "int"
2983 }
2984 },
2985 resistance => {
2986 resist_acid => {
2987 desc => "",
2988 name => "resist acid %",
2989 type => "int"
2990 },
2991 resist_blind => {
2992 desc => "",
2993 name => "resist blinding %",
2994 type => "int"
2995 },
2996 resist_chaos => {
2997 desc => "",
2998 name => "resist chaos %",
2999 type => "int"
3000 },
3001 resist_cold => {
3002 desc => "",
3003 name => "resist cold %",
3004 type => "int"
3005 },
3006 resist_confusion => {
3007 desc => "",
3008 name => "resist confusion %",
3009 type => "int"
3010 },
3011 resist_death => {
3012 desc => "",
3013 name => "resist death-attack %",
3014 type => "int"
3015 },
3016 resist_deplete => {
3017 desc => "",
3018 name => "resist depletion %",
3019 type => "int"
3020 },
3021 resist_drain => {
3022 desc => "",
3023 name => "resist draining %",
3024 type => "int"
3025 },
3026 resist_electricity => {
3027 desc => "",
3028 name => "resist electricity %",
3029 type => "int"
3030 },
3031 resist_fear => {
3032 desc => "",
3033 name => "resist fear %",
3034 type => "int"
3035 },
3036 resist_fire => {
3037 desc => "",
3038 name => "resist fire %",
3039 type => "int"
3040 },
3041 resist_ghosthit => {
3042 desc => "",
3043 name => "resist ghosthit %",
3044 type => "int"
3045 },
3046 resist_godpower => {
3047 desc => "",
3048 name => "resist godpower %",
3049 type => "int"
3050 },
3051 resist_holyword => {
3052 desc => "",
3053 name => "resist holy power %",
3054 type => "int"
3055 },
3056 resist_magic => {
3057 desc => "",
3058 name => "resist magic %",
3059 type => "int"
3060 },
3061 resist_paralyze => {
3062 desc => "",
3063 name => "resist paralyze %",
3064 type => "int"
3065 },
3066 resist_physical => {
3067 desc => "",
3068 name => "resist physical %",
3069 type => "int"
3070 },
3071 resist_poison => {
3072 desc => "",
3073 name => "resist poison %",
3074 type => "int"
3075 },
3076 resist_slow => {
3077 desc => "",
3078 name => "resist slow %",
3079 type => "int"
3080 },
3081 resist_turn_undead => {
3082 desc => "",
3083 name => "resist turn undead %",
3084 type => "int"
3085 },
3086 resist_weaponmagic => {
3087 desc => "",
3088 name => "resist weaponmagic %",
3089 type => "int"
3090 }
3091 }
3092 },
3093 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.",
3094 ignore => [
3095 $TYPE{0}{type}{Floor}{ignore}[0]
3096 ],
3097 import => [
3098 $TYPE{0}{type}{Floor}{import}[0]
3099 ],
3100 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\"."
3101 }
3102 }
3103 },
3104 63 => {
3105 name => "ANVIL"
3106 },
3107 64 => {
3108 name => "CHECK_INV",
3109 type => {
3110 "Inventory Checker" => {
3111 attr => {
3112 Main => {
3113 connected => {
3114 desc => "Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.",
3115 name => "connection",
3116 type => "int"
3117 },
3118 hp => {
3119 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. ;)",
3120 name => "match type",
3121 type => "int"
3122 },
3123 last_heal => {
3124 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!",
3125 name => "remove match",
3126 type => "bool"
3127 },
3128 last_sp => {
3129 desc => "Enabled means having that object is a match. Disabled means not having that object is a match.",
3130 name => "match = having",
3131 type => "bool"
3132 },
3133 no_pass => {
3134 desc => "If set, only players meeting the match criteria can pass through that space. If unset (default), the inventory checker acts like a trigger/button.",
3135 name => "blocking passage",
3136 type => "bool"
3137 },
3138 no_pick => {
3139 desc => "",
3140 name => undef,
3141 type => "fixed"
3142 },
3143 race => {
3144 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>.",
3145 name => "match arch name",
3146 type => "string"
3147 },
3148 slaying => {
3149 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.",
3150 name => "match key string",
3151 type => "string"
3152 }
3153 }
3154 },
3155 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 (-&gt; \"no_pass\"). <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.",
3156 ignore => [
3157 $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
3158 ],
3159 import => [
3160 $TYPE{0}{type}{Floor}{import}[0]
3161 ],
3162 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."
3163 }
3164 }
3165 },
3166 65 => {
3167 name => "MOOD_FLOOR",
3168 type => {
3169 "Mood Floor" => {
3170 attr => {
3171 Main => {
3172 connected => {
3173 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!",
3174 name => "connection",
3175 type => "int"
3176 },
3177 damned => {
3178 desc => "If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.",
3179 name => "no prayers",
3180 type => "bool"
3181 },
3182 last_sp => {
3183 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!",
3184 name => "mood",
3185 type => "list_mood"
3186 },
3187 no_magic => {
3188 desc => "If enabled, it is impossible for players to use (wizard-) spells on that spot.",
3189 name => "no spells",
3190 type => "bool"
3191 },
3192 no_pick => {
3193 desc => "",
3194 name => undef,
3195 type => "fixed"
3196 }
3197 }
3198 },
3199 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.",
3200 ignore => [
3201 $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
3202 ],
3203 import => [
3204 $TYPE{0}{type}{Floor}{import}[0]
3205 ],
3206 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.)"
3207 }
3208 }
3209 },
3210 66 => {
3211 name => "EXIT",
3212 type => {
3213 Exit => {
3214 attr => {
3215 Main => {
3216 fly_on => {
3217 desc => "If set, the player will apply the exit by \"flying into it\". Flying means the player is levitating. E.g. wearing levitation boots.",
3218 name => "apply by flying",
3219 type => "bool"
3220 },
3221 hp => {
3222 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.",
3223 name => "destination X",
3224 type => "int"
3225 },
3226 msg => {
3227 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. =)",
3228 end => "endmsg",
3229 name => "exit message",
3230 type => "text"
3231 },
3232 slaying => {
3233 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\".",
3234 name => "exit path",
3235 type => "string"
3236 },
3237 sp => {
3238 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.",
3239 name => "destination Y",
3240 type => "int"
3241 },
3242 unique => {
3243 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.",
3244 name => "unique destination",
3245 type => "bool"
3246 },
3247 walk_on => {
3248 desc => "If set, the player will apply the exit by just walking into it. This must be set for the invisible exits for example. If unset, the player has to step onto the exit and press 'a' to get transferred.",
3249 name => "apply by walking",
3250 type => "bool"
3251 }
3252 }
3253 },
3254 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.",
3255 ignore => [
3256 $TYPE{0}{type}{Floor}{ignore}[0]
3257 ],
3258 import => [
3259 $TYPE{0}{type}{Floor}{import}[0]
3260 ],
3261 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."
3262 }
3263 }
3264 },
3265 67 => {
3266 name => "ENCOUNTER",
3267 type => {
3268 "Floor (Encounter)" => {
3269 attr => {
3270 Main => {
3271 damned => {
3272 desc => "If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.",
3273 name => "no prayers",
3274 type => "bool"
3275 },
3276 is_floor => {
3277 desc => "",
3278 name => undef,
3279 type => "fixed"
3280 },
3281 msg => {
3282 desc => "This text may describe the object.",
3283 end => "endmsg",
3284 name => "description",
3285 type => "text"
3286 },
3287 no_magic => {
3288 desc => "If enabled, it is impossible for players to use (wizard-) spells on that spot.",
3289 name => "no spells",
3290 type => "bool"
3291 },
3292 no_pass => {
3293 desc => "If set, the object cannot be passed by players nor monsters.",
3294 name => "blocking passage",
3295 type => "bool"
3296 },
3297 no_pick => {
3298 desc => "",
3299 name => undef,
3300 type => "fixed"
3301 },
3302 unique => {
3303 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>.",
3304 name => "unique map",
3305 type => "bool"
3306 }
3307 },
3308 terrain => {
3309 is_hilly => {
3310 desc => "This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.",
3311 name => "hilly terrain",
3312 type => "bool"
3313 },
3314 is_wooded => {
3315 desc => "This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.",
3316 name => "wooded terrain",
3317 type => "bool"
3318 },
3319 slow_move => {
3320 desc => "If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)",
3321 name => "slow movement",
3322 type => "int"
3323 }
3324 }
3325 },
3326 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.",
3327 ignore => [
3328 $TYPE{0}{type}{Floor}{ignore}[0]
3329 ],
3330 import => [
3331 $TYPE{0}{type}{Floor}{import}[0]
3332 ]
3333 }
3334 }
3335 },
3336 68 => {
3337 name => "SHOP_FLOOR",
3338 type => {
3339 "Shop Floor" => {
3340 attr => {
3341 Main => {
3342 auto_apply => {
3343 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.",
3344 name => "generate goods",
3345 type => "bool"
3346 },
3347 damned => {
3348 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.)",
3349 name => "no prayers",
3350 type => "bool"
3351 },
3352 exp => {
3353 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.",
3354 name => "quality level",
3355 type => "int"
3356 },
3357 is_floor => {
3358 desc => "",
3359 name => undef,
3360 type => "fixed"
3361 },
3362 no_magic => {
3363 desc => "",
3364 name => undef,
3365 type => "fixed"
3366 },
3367 no_pick => {
3368 desc => "",
3369 name => undef,
3370 type => "fixed"
3371 },
3372 randomitems => {
3373 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.",
3374 name => "treasurelist",
3375 type => "treasurelist"
3376 }
3377 }
3378 },
3379 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).",
3380 ignore => [
3381 $TYPE{0}{type}{Floor}{ignore}[0]
3382 ],
3383 import => [
3384 $TYPE{0}{type}{Floor}{import}[0]
3385 ],
3386 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."
3387 }
3388 }
3389 },
3390 69 => {
3391 name => "SHOP_MAT",
3392 type => {
3393 "Shop Mat" => {
3394 attr => {
3395 Main => {
3396 fly_on => {
3397 desc => "If set, the player can enter/leave the shop by \"flying\" into the shop mat.",
3398 name => "apply by flying",
3399 type => "bool"
3400 },
3401 no_pick => {
3402 desc => "",
3403 name => undef,
3404 type => "fixed"
3405 },
3406 walk_on => {
3407 desc => "If set, the player can enter/leave the shop by just walking into the shop mat.",
3408 name => "apply by walking",
3409 type => "bool"
3410 }
3411 }
3412 },
3413 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).",
3414 ignore => [
3415 $TYPE{0}{type}{Floor}{ignore}[0]
3416 ],
3417 import => [
3418 $TYPE{0}{type}{Floor}{import}[0]
3419 ],
3420 use => "As stated above, always place TWO shop mats into your shop. Not more and not less than that."
3421 }
3422 }
3423 },
3424 70 => {
3425 name => "RING",
3426 type => {
3427 Ring => {
3428 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.",
3429 import => [
3430 $TYPE{0}{type}{Floor}{import}[0],
3431 $TYPE{16}{type}{"Brestplate Armour"}{import}[1]
3432 ],
3433 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."
3434 }
3435 }
3436 },
3437 71 => {
3438 name => "FLOOR"
3439 },
3440 72 => {
3441 name => "FLESH",
3442 type => {
3443 Flesh => {
3444 attr => {
3445 Main => {
3446 food => {
3447 desc => "The player's stomache will get filled with this amount of foodpoints. The player's health will increase by <foodpoints>/50 hp.",
3448 name => "foodpoints",
3449 type => "int"
3450 },
3451 level => {
3452 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.",
3453 name => "flesh level",
3454 type => "int"
3455 },
3456 msg => {
3457 desc => "This text may describe the item.",
3458 end => "endmsg",
3459 name => "description",
3460 type => "text"
3461 },
3462 startequip => {
3463 desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
3464 name => "godgiven item",
3465 type => "bool"
3466 }
3467 },
3468 resistance => {
3469 resist_acid => {
3470 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.",
3471 name => "resist acid %",
3472 type => "int"
3473 },
3474 resist_blind => {
3475 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.",
3476 name => "resist blinding %",
3477 type => "int"
3478 },
3479 resist_chaos => {
3480 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.",
3481 name => "resist chaos %",
3482 type => "int"
3483 },
3484 resist_cold => {
3485 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.",
3486 name => "resist cold %",
3487 type => "int"
3488 },
3489 resist_confusion => {
3490 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.",
3491 name => "resist confusion %",
3492 type => "int"
3493 },
3494 resist_death => {
3495 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.",
3496 name => "resist death-attack %",
3497 type => "int"
3498 },
3499 resist_deplete => {
3500 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.",
3501 name => "resist depletion %",
3502 type => "int"
3503 },
3504 resist_drain => {
3505 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.",
3506 name => "resist draining %",
3507 type => "int"
3508 },
3509 resist_electricity => {
3510 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.",
3511 name => "resist electricity %",
3512 type => "int"
3513 },
3514 resist_fear => {
3515 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.",
3516 name => "resist fear %",
3517 type => "int"
3518 },
3519 resist_fire => {
3520 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.",
3521 name => "resist fire %",
3522 type => "int"
3523 },
3524 resist_ghosthit => {
3525 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.",
3526 name => "resist ghosthit %",
3527 type => "int"
3528 },
3529 resist_magic => {
3530 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.",
3531 name => "resist magic %",
3532 type => "int"
3533 },
3534 resist_paralyze => {
3535 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.",
3536 name => "resist paralyze %",
3537 type => "int"
3538 },
3539 resist_physical => {
3540 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.",
3541 name => "resist physical %",
3542 type => "int"
3543 },
3544 resist_poison => {
3545 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.",
3546 name => "resist poison %",
3547 type => "int"
3548 },
3549 resist_slow => {
3550 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.",
3551 name => "resist slow %",
3552 type => "int"
3553 },
3554 resist_weaponmagic => {
3555 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.",
3556 name => "resist weaponmagic %",
3557 type => "int"
3558 }
3559 }
3560 },
3561 desc => "Just like with food, the player can fill his stomache and gain a little health by eating flesh-objects. <br> For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in those cathegories. The only constraint to this process is the &lt;flesh level&gt;. Don't forget that flesh items with resistances have to be balanced according to map/monster difficulty.",
3562 import => [
3563 $TYPE{0}{type}{Floor}{import}[0]
3564 ],
3565 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."
3566 }
3567 }
3568 },
3569 73 => {
3570 name => "INORGANIC",
3571 type => {
3572 Inorganic => {
3573 attr => {
3574 Main => {
3575 is_dust => {
3576 desc => "",
3577 name => "is dust",
3578 type => "bool"
3579 }
3580 },
3581 resistance => {
3582 resist_acid => {
3583 desc => "",
3584 name => "resist acid %",
3585 type => "int"
3586 },
3587 resist_chaos => {
3588 desc => "",
3589 name => "resist chaos %",
3590 type => "int"
3591 },
3592 resist_cold => {
3593 desc => "",
3594 name => "resist cold %",
3595 type => "int"
3596 },
3597 resist_death => {
3598 desc => "",
3599 name => "resist death-attack %",
3600 type => "int"
3601 },
3602 resist_electricity => {
3603 desc => "",
3604 name => "resist electricity %",
3605 type => "int"
3606 },
3607 resist_fire => {
3608 desc => "",
3609 name => "resist fire %",
3610 type => "int"
3611 },
3612 resist_ghosthit => {
3613 desc => "",
3614 name => "resist ghosthit %",
3615 type => "int"
3616 },
3617 resist_holyword => {
3618 desc => "",
3619 name => "resist holy power %",
3620 type => "int"
3621 },
3622 resist_magic => {
3623 desc => "",
3624 name => "resist magic %",
3625 type => "int"
3626 },
3627 resist_physical => {
3628 desc => "",
3629 name => "resist physical %",
3630 type => "int"
3631 },
3632 resist_poison => {
3633 desc => "",
3634 name => "resist poison %",
3635 type => "int"
3636 },
3637 resist_weaponmagic => {
3638 desc => "",
3639 name => "resist weaponmagic %",
3640 type => "int"
3641 }
3642 }
3643 },
3644 desc => "Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.",
3645 import => [
3646 $TYPE{0}{type}{Floor}{import}[0]
3647 ]
3648 }
3649 }
3650 },
3651 74 => {
3652 name => "SKILL_TOOL"
3653 },
3654 75 => {
3655 name => "LIGHTER"
3656 },
3657 76 => {
3658 name => "TRAP_PART"
3659 },
3660 77 => {
3661 name => "WALL"
3662 },
3663 78 => {
3664 name => "LIGHT_SOURCE"
3665 },
3666 79 => {
3667 name => "MISC_OBJECT"
3668 },
3669 80 => {
3670 name => "MONSTER"
3671 },
3672 81 => {
3673 name => "SPAWN_GENERATOR"
3674 },
3675 82 => {
3676 name => "LAMP"
3677 },
3678 83 => {
3679 name => "DUPLICATOR",
3680 type => {
3681 Duplicator => {
3682 attr => {
3683 Main => {
3684 connected => {
3685 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!",
3686 name => "connection",
3687 type => "int"
3688 },
3689 level => {
3690 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.",
3691 name => "multiply factor",
3692 type => "int"
3693 },
3694 other_arch => {
3695 desc => "Only objects of matching archtype, lying ontop of the dublicator will be dublicated, multiplied or removed. All other objects will be ignored.",
3696 name => "target arch",
3697 type => "string"
3698 }
3699 }
3700 },
3701 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.",
3702 ignore => [
3703 $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
3704 ],
3705 import => [
3706 $TYPE{0}{type}{Floor}{import}[0]
3707 ],
3708 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%."
3709 }
3710 }
3711 },
3712 84 => {
3713 name => "TOOL"
3714 },
3715 85 => {
3716 name => "SPELLBOOK",
3717 type => {
3718 Spellbook => {
3719 attr => {
3720 Main => {
3721 msg => {
3722 desc => "This text may contain a nice description of the spellbook's cover or something.",
3723 end => "endmsg",
3724 name => "description",
3725 type => "text"
3726 },
3727 randomitems => {
3728 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.",
3729 name => "treasurelist",
3730 type => "treasurelist"
3731 },
3732 skill => {
3733 desc => "",
3734 name => undef,
3735 type => "fixed"
3736 },
3737 startequip => {
3738 desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
3739 name => "godgiven item",
3740 type => "bool"
3741 }
3742 }
3743 },
3744 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.",
3745 import => [
3746 $TYPE{0}{type}{Floor}{import}[0]
3747 ],
3748 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."
3749 }
3750 }
3751 },
3752 86 => {
3753 name => "BUILDFAC"
3754 },
3755 87 => {
3756 name => "CLOAK",
3757 type => {
3758 Cloak => {
3759 attr => {
3760 Main => {
3761 magic => {
3762 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>.",
3763 name => "magic bonus",
3764 type => "int"
3765 }
3766 }
3767 },
3768 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.",
3769 import => [
3770 $TYPE{0}{type}{Floor}{import}[0],
3771 $TYPE{16}{type}{"Brestplate Armour"}{import}[1]
3772 ],
3773 use => "Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps."
3774 }
3775 }
3776 },
3777 88 => {
3778 name => "CONE",
3779 type => {
3780 "Hazard Floor" => {
3781 attr => {
3782 Main => {
3783 attacktype => {
3784 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.",
3785 name => "attacktype",
3786 type => "bitmask_attacktype"
3787 },
3788 dam => {
3789 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.",
3790 name => "base damage",
3791 type => "int"
3792 },
3793 damned => {
3794 desc => "If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.",
3795 name => "no prayers",
3796 type => "bool"
3797 },
3798 is_floor => {
3799 desc => "",
3800 name => undef,
3801 type => "fixed"
3802 },
3803 level => {
3804 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.",
3805 name => "attack level",
3806 type => "int"
3807 },
3808 lifesave => {
3809 desc => "",
3810 name => undef,
3811 type => "fixed"
3812 },
3813 no_magic => {
3814 desc => "If enabled, it is impossible for players to use (wizard-) spells on that spot.",
3815 name => "no spells",
3816 type => "bool"
3817 },
3818 no_pick => {
3819 desc => "",
3820 name => undef,
3821 type => "fixed"
3822 },
3823 unique => {
3824 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>.",
3825 name => "unique map",
3826 type => "bool"
3827 },
3828 walk_on => {
3829 desc => "",
3830 name => undef,
3831 type => "fixed"
3832 },
3833 wc => {
3834 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.",
3835 name => "weaponclass",
3836 type => "int"
3837 }
3838 },
3839 terrain => {
3840 is_hilly => {
3841 desc => "This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.",
3842 name => "hilly terrain",
3843 type => "bool"
3844 },
3845 is_wooded => {
3846 desc => "This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.",
3847 name => "wooded terrain",
3848 type => "bool"
3849 },
3850 slow_move => {
3851 desc => "If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)",
3852 name => "slow movement",
3853 type => "int"
3854 }
3855 }
3856 },
3857 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.",
3858 ignore => [
3859 $TYPE{0}{type}{Floor}{ignore}[0]
3860 ],
3861 import => [
3862 $TYPE{0}{type}{Floor}{import}[0]
3863 ],
3864 required => {
3865 is_floor => 1
3866 },
3867 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."
3868 }
3869 }
3870 },
3871 89 => {
3872 name => "AURA"
3873 },
3874 90 => {
3875 name => "SPINNER",
3876 type => {
3877 Spinner => {
3878 attr => {
3879 Main => {
3880 fly_on => {
3881 desc => "",
3882 name => undef,
3883 type => "fixed"
3884 },
3885 sp => {
3886 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.",
3887 name => "direction number",
3888 type => "int"
3889 },
3890 walk_on => {
3891 desc => "",
3892 name => undef,
3893 type => "fixed"
3894 }
3895 }
3896 },
3897 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.",
3898 ignore => [
3899 $TYPE{0}{type}{Floor}{ignore}[0]
3900 ],
3901 import => [
3902 $TYPE{0}{type}{Floor}{import}[0]
3903 ],
3904 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."
3905 }
3906 }
3907 },
3908 91 => {
3909 name => "GATE",
3910 type => {
3911 Gate => {
3912 attr => {
3913 Main => {
3914 connected => {
3915 desc => "Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.",
3916 name => "connection",
3917 type => "int"
3918 },
3919 damned => {
3920 desc => "Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.",
3921 name => "restrict prayers",
3922 type => "bool"
3923 },
3924 no_magic => {
3925 desc => "Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.",
3926 name => "restrict spells",
3927 type => "bool"
3928 },
3929 no_pass => {
3930 desc => "For open gates, <blocking passage> should be unset. For closed gates it must be set.",
3931 name => "blocking passage",
3932 type => "bool"
3933 },
3934 no_pick => {
3935 desc => "",
3936 name => undef,
3937 type => "fixed"
3938 },
3939 wc => {
3940 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.",
3941 name => "position state",
3942 type => "int"
3943 }
3944 }
3945 },
3946 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.",
3947 ignore => [
3948 $TYPE{0}{type}{Floor}{ignore}[0]
3949 ],
3950 import => [
3951 $TYPE{0}{type}{Floor}{import}[0]
3952 ],
3953 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\"."
3954 }
3955 }
3956 },
3957 92 => {
3958 name => "BUTTON",
3959 type => {
3960 Button => {
3961 attr => {
3962 Main => {
3963 connected => {
3964 desc => "Every time the button is pressed or released, all objects with the same <connection> value are activated.",
3965 name => "connection",
3966 type => "int"
3967 },
3968 msg => {
3969 desc => "This text may describe the item. You can use this message to explain the button's purpose to the player.",
3970 end => "endmsg",
3971 name => "description",
3972 type => "text"
3973 },
3974 no_pick => {
3975 desc => "",
3976 name => undef,
3977 type => "fixed"
3978 },
3979 walk_off => {
3980 desc => "",
3981 name => undef,
3982 type => "fixed"
3983 },
3984 walk_on => {
3985 desc => "",
3986 name => undef,
3987 type => "fixed"
3988 },
3989 weight => {
3990 desc => "The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.",
3991 name => "press weight",
3992 type => "string"
3993 }
3994 }
3995 },
3996 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.",
3997 ignore => [
3998 $TYPE{0}{type}{Floor}{ignore}[0]
3999 ],
4000 import => [
4001 $TYPE{0}{type}{Floor}{import}[0]
4002 ]
4003 }
4004 }
4005 },
4006 93 => {
4007 name => "CF_HANDLE",
4008 type => {
4009 Handle => {
4010 attr => {
4011 Main => {
4012 connected => {
4013 desc => "Every time the handle is applied, all objects with the same <connection> value are activated.",
4014 name => "connection",
4015 type => "int"
4016 },
4017 msg => {
4018 desc => "This text may describe the item. You can use this message to explain the handle's purpose to the player.",
4019 end => "endmsg",
4020 name => "description",
4021 type => "text"
4022 },
4023 no_pick => {
4024 desc => "",
4025 name => undef,
4026 type => "fixed"
4027 }
4028 }
4029 },
4030 desc => "A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.",
4031 ignore => [
4032 $TYPE{0}{type}{Floor}{ignore}[0]
4033 ],
4034 import => [
4035 $TYPE{0}{type}{Floor}{import}[0]
4036 ],
4037 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."
4038 }
4039 }
4040 },
4041 94 => {
4042 name => "HOLE",
4043 type => {
4044 Pit => {
4045 attr => {
4046 Main => {
4047 connected => {
4048 desc => "When a <connection> value is set, the pit can be opened/closed by activating the connection.",
4049 name => "connection",
4050 type => "int"
4051 },
4052 fly_on => {
4053 desc => "If set, all flying creatures will fall into the pit as well. This is not the behaviour expected from a pit, and it should only be used for map-mechanisms (e.g. for transporting flying monsters). An interesting side-effect: If this flag is enabled, spell effects like fire/snow also make their way through the pit.",
4054 name => "swallow flying",
4055 type => "bool"
4056 },
4057 hp => {
4058 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!",
4059 name => "destination X",
4060 type => "int"
4061 },
4062 no_pick => {
4063 desc => "",
4064 name => undef,
4065 type => "fixed"
4066 },
4067 sp => {
4068 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!",
4069 name => "destination Y",
4070 type => "int"
4071 },
4072 walk_on => {
4073 desc => "If set, all walking creatures will fall into the pit. This does NOT need to be set for closed pits!",
4074 name => "swallow walking",
4075 type => "bool"
4076 },
4077 wc => {
4078 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.",
4079 name => "position state",
4080 type => "int"
4081 }
4082 }
4083 },
4084 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.",
4085 ignore => [
4086 $TYPE{0}{type}{Floor}{ignore}[0]
4087 ],
4088 import => [
4089 $TYPE{0}{type}{Floor}{import}[0]
4090 ],
4091 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."
4092 }
4093 }
4094 },
4095 95 => {
4096 name => "TRAPDOOR",
4097 type => {
4098 Trapdoor => {
4099 attr => {
4100 Main => {
4101 hp => {
4102 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!",
4103 name => "destination X",
4104 type => "int"
4105 },
4106 no_pick => {
4107 desc => "",
4108 name => undef,
4109 type => "fixed"
4110 },
4111 sp => {
4112 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!",
4113 name => "destination Y",
4114 type => "int"
4115 },
4116 walk_on => {
4117 desc => "",
4118 name => undef,
4119 type => "fixed"
4120 },
4121 weight => {
4122 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.",
4123 name => "hold weight",
4124 type => "int"
4125 }
4126 }
4127 },
4128 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.",
4129 ignore => [
4130 $TYPE{0}{type}{Floor}{ignore}[0]
4131 ],
4132 import => [
4133 $TYPE{0}{type}{Floor}{import}[0]
4134 ],
4135 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."
4136 }
4137 }
4138 },
4139 96 => {
4140 name => "WORD_OF_RECALL"
4141 },
4142 97 => {
4143 name => "PARAIMAGE"
4144 },
4145 98 => {
4146 name => "SIGN",
4147 type => {
4148 "Sign & MagicMouth" => {
4149 attr => {
4150 Main => {
4151 connected => {
4152 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.",
4153 name => "connection",
4154 type => "int"
4155 },
4156 fly_on => {
4157 desc => "If set, the player gets the message when flying (=levitating) ontop of the object. Usually this should be set together with walk_on.",
4158 name => "activate by flying",
4159 type => "bool"
4160 },
4161 food => {
4162 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).",
4163 name => "counter",
4164 type => "int"
4165 },
4166 msg => {
4167 desc => "This text will be displayed to the player.",
4168 end => "endmsg",
4169 name => "message",
4170 type => "text"
4171 },
4172 walk_on => {
4173 desc => "If set, the player gets the message when walking ontop of the object. \"invisible 1\" should be set in this case. This is the typical configuration for a \"magic_mouth\": The player walks through a dungeon and suddenly he gets a message. Use this to create some roleplay atmosphere, and to inform the player about possible dangers or secrets.",
4174 name => "activate by walking",
4175 type => "bool"
4176 }
4177 }
4178 },
4179 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).",
4180 ignore => [
4181 $TYPE{0}{type}{Floor}{ignore}[0]
4182 ],
4183 import => [
4184 $TYPE{0}{type}{Floor}{import}[0]
4185 ],
4186 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."
4187 }
4188 }
4189 },
4190 99 => {
4191 name => "BOOTS",
4192 type => {
4193 Boots => {
4194 attr => {
4195 Main => {
4196 exp => {
4197 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.",
4198 name => "speed bonus",
4199 type => "int"
4200 },
4201 magic => {
4202 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>.",
4203 name => "magic bonus",
4204 type => "int"
4205 }
4206 }
4207 },
4208 desc => "Wearing boots, the object's stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.",
4209 import => [
4210 $TYPE{0}{type}{Floor}{import}[0],
4211 $TYPE{16}{type}{"Brestplate Armour"}{import}[1]
4212 ],
4213 use => "Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps."
4214 }
4215 }
4216 },
4217 100 => {
4218 name => "GLOVES",
4219 type => {
4220 Gloves => {
4221 attr => {
4222 Main => {
4223 magic => {
4224 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.",
4225 name => "magic bonus",
4226 type => "int"
4227 }
4228 }
4229 },
4230 desc => "Wearing gloves, the object's stats will directly be inherited to the player. Gloves can add defense or damage bonuses.",
4231 import => [
4232 $TYPE{0}{type}{Floor}{import}[0],
4233 $TYPE{16}{type}{"Brestplate Armour"}{import}[1]
4234 ],
4235 use => "Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps."
4236 }
4237 }
4238 },
4239 101 => {
4240 name => "SPELL",
4241 type => {
4242 Spell => {
4243 attr => {
4244 Main => {
4245 casting_time => {
4246 desc => "",
4247 name => "casting time",
4248 type => "int"
4249 },
4250 duration => {
4251 desc => "",
4252 name => "duration",
4253 type => "int"
4254 },
4255 grace => {
4256 desc => "",
4257 name => "cost grace",
4258 type => "int"
4259 },
4260 invisible => {
4261 desc => "",
4262 name => undef,
4263 type => "fixed"
4264 },
4265 level => {
4266 desc => "",
4267 name => "spell level",
4268 type => "int"
4269 },
4270 maxsp => {
4271 desc => "",
4272 name => "double cost per level",
4273 type => "int"
4274 },
4275 no_drop => {
4276 desc => "",
4277 name => undef,
4278 type => "fixed"
4279 },
4280 other_arch => {
4281 desc => "",
4282 name => "create object",
4283 type => "string"
4284 },
4285 skill => {
4286 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.",
4287 name => "skill name",
4288 type => "string"
4289 },
4290 sp => {
4291 desc => "",
4292 name => "cost spellpoints",
4293 type => "int"
4294 },
4295 subtype => {
4296 desc => "The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.",
4297 name => "spell type",
4298 type => "list_spell_type"
4299 }
4300 }
4301 },
4302 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.",
4303 ignore => [
4304 $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
4305 ],
4306 import => [
4307 $TYPE{0}{type}{Floor}{import}[0]
4308 ],
4309 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."
4310 }
4311 }
4312 },
4313 102 => {
4314 name => "SPELL_EFFECT"
4315 },
4316 103 => {
4317 name => "CONVERTER",
4318 type => {
4319 Converter => {
4320 attr => {
4321 Main => {
4322 food => {
4323 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>.",
4324 name => "cost number",
4325 type => "int"
4326 },
4327 msg => {
4328 desc => "This text may contain a description of the converter.",
4329 end => "endmsg",
4330 name => "description",
4331 type => "text"
4332 },
4333 no_pick => {
4334 desc => "",
4335 name => undef,
4336 type => "fixed"
4337 },
4338 other_arch => {
4339 desc => "<receive arch> is the name of the archetype to convert into.",
4340 name => "receive arch",
4341 type => "string"
4342 },
4343 slaying => {
4344 desc => "<cost arch> is the name of the archetype the player has to put on the converter, as payment.",
4345 name => "cost arch",
4346 type => "string"
4347 },
4348 sp => {
4349 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>.",
4350 name => "receive number",
4351 type => "int"
4352 }
4353 }
4354 },
4355 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.",
4356 ignore => [
4357 "value",
4358 "nrof",
4359 "name_pl",
4360 "no_pick",
4361 "unpaid",
4362 "title"
4363 ],
4364 import => [
4365 $TYPE{0}{type}{Floor}{import}[0]
4366 ],
4367 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."
4368 }
4369 }
4370 },
4371 104 => {
4372 name => "BRACERS",
4373 type => {
4374 Bracers => {
4375 attr => {
4376 Main => {
4377 magic => {
4378 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.",
4379 name => "magic bonus",
4380 type => "int"
4381 }
4382 }
4383 },
4384 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.",
4385 import => [
4386 $TYPE{0}{type}{Floor}{import}[0],
4387 $TYPE{16}{type}{"Brestplate Armour"}{import}[1]
4388 ],
4389 use => "Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps."
4390 }
4391 }
4392 },
4393 105 => {
4394 name => "POISONING"
4395 },
4396 106 => {
4397 name => "SAVEBED",
4398 type => {
4399 Savebed => {
4400 attr => {
4401 Main => {
4402 damned => {
4403 desc => "",
4404 name => undef,
4405 type => "fixed"
4406 },
4407 no_magic => {
4408 desc => "",
4409 name => undef,
4410 type => "fixed"
4411 },
4412 no_pick => {
4413 desc => "",
4414 name => undef,
4415 type => "fixed"
4416 }
4417 }
4418 },
4419 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.",
4420 ignore => [
4421 $TYPE{0}{type}{Floor}{ignore}[0]
4422 ],
4423 import => [
4424 $TYPE{0}{type}{Floor}{import}[0]
4425 ],
4426 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>"
4427 }
4428 }
4429 },
4430 107 => {
4431 name => "POISONCLOUD"
4432 },
4433 108 => {
4434 name => "FIREHOLES"
4435 },
4436 109 => {
4437 name => "WAND",
4438 type => {
4439 "Wand & Staff" => {
4440 attr => {
4441 Main => {
4442 food => {
4443 desc => "The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.",
4444 name => "number of charges",
4445 type => "int"
4446 },
4447 level => {
4448 desc => "The <casting level> of the wand determines it's power. An average level for wands in shops is about 10.",
4449 name => "casting level",
4450 type => "int"
4451 },
4452 msg => {
4453 desc => "This text may contain a description of the wand.",
4454 end => "endmsg",
4455 name => "description",
4456 type => "text"
4457 },
4458 sp => {
4459 desc => "The <spell> specifies the contained spell.",
4460 name => "spell",
4461 type => "spell"
4462 },
4463 startequip => {
4464 desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
4465 name => "godgiven item",
4466 type => "bool"
4467 }
4468 }
4469 },
4470 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.",
4471 import => [
4472 $TYPE{0}{type}{Floor}{import}[0]
4473 ],
4474 use => "Wands are quite seldomly used. The reason prolly is that they're generally not cost-efficient. Handing out high-level wands with powerfull 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 desireable though. Ideal rewards for low level quests."
4475 }
4476 }
4477 },
4478 110 => {
4479 name => "ABILITY",
4480 type => {
4481 Ability => {
4482 attr => {
4483 Main => {
4484 attacktype => {
4485 desc => "This flag specifies wether 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.",
4486 name => "is magical",
4487 type => "bool_special"
4488 },
4489 hp => {
4490 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.",
4491 name => "long range spell",
4492 type => "nz_spell"
4493 },
4494 invisible => {
4495 desc => "",
4496 name => undef,
4497 type => "fixed"
4498 },
4499 maxsp => {
4500 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\".",
4501 name => "importance",
4502 type => "int"
4503 },
4504 no_drop => {
4505 desc => "",
4506 name => undef,
4507 type => "fixed"
4508 },
4509 sp => {
4510 desc => "The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster's head).",
4511 name => "short range spell",
4512 type => "spell"
4513 }
4514 }
4515 },
4516 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;.",
4517 ignore => [
4518 $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
4519 ],
4520 import => [
4521 $TYPE{0}{type}{Floor}{import}[0]
4522 ],
4523 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?"
4524 }
4525 }
4526 },
4527 111 => {
4528 name => "SCROLL",
4529 type => {
4530 Scroll => {
4531 attr => {
4532 Main => {
4533 level => {
4534 desc => "The spell of the scroll will be casted at this level. This value should always be set, at least to 1.",
4535 name => "casting level",
4536 type => "int"
4537 },
4538 sp => {
4539 desc => "When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.",
4540 name => "spell",
4541 type => "spell"
4542 },
4543 startequip => {
4544 desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
4545 name => "godgiven item",
4546 type => "bool"
4547 }
4548 }
4549 },
4550 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.",
4551 ignore => [
4552 "title"
4553 ],
4554 import => [
4555 $TYPE{0}{type}{Floor}{import}[0]
4556 ],
4557 use => "For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful."
4558 }
4559 }
4560 },
4561 112 => {
4562 name => "DIRECTOR",
4563 type => {
4564 Director => {
4565 attr => {
4566 Main => {
4567 fly_on => {
4568 desc => "",
4569 name => undef,
4570 type => "fixed"
4571 },
4572 sp => {
4573 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).",
4574 name => "direction",
4575 type => "list_direction"
4576 },
4577 walk_on => {
4578 desc => "",
4579 name => undef,
4580 type => "fixed"
4581 }
4582 }
4583 },
4584 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.",
4585 ignore => [
4586 $TYPE{0}{type}{Floor}{ignore}[0]
4587 ],
4588 import => [
4589 $TYPE{0}{type}{Floor}{import}[0]
4590 ],
4591 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."
4592 }
4593 }
4594 },
4595 113 => {
4596 name => "GIRDLE",
4597 type => {
4598 Girdle => {
4599 attr => {
4600 Main => {
4601 magic => {
4602 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.",
4603 name => "magic bonus",
4604 type => "int"
4605 }
4606 }
4607 },
4608 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.",
4609 import => [
4610 $TYPE{0}{type}{Floor}{import}[0],
4611 $TYPE{16}{type}{"Brestplate Armour"}{import}[1]
4612 ],
4613 use => "Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps."
4614 }
4615 }
4616 },
4617 114 => {
4618 name => "FORCE"
4619 },
4620 115 => {
4621 name => "POTION_EFFECT"
4622 },
4623 121 => {
4624 name => "CLOSE_CON"
4625 },
4626 122 => {
4627 name => "CONTAINER",
4628 type => {
4629 Container => {
4630 attr => {
4631 Main => {
4632 Str => {
4633 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.",
4634 name => "reduce weight %",
4635 type => "int"
4636 },
4637 container => {
4638 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.",
4639 name => "maximum weight",
4640 type => "int"
4641 },
4642 is_cauldron => {
4643 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.",
4644 name => "alchemy cauldron",
4645 type => "bool"
4646 },
4647 msg => {
4648 desc => "This text may contain a description of the container.",
4649 end => "endmsg",
4650 name => "description",
4651 type => "text"
4652 },
4653 other_arch => {
4654 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.",
4655 name => "animation arch",
4656 type => "string"
4657 },
4658 race => {
4659 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.",
4660 name => "container class",
4661 type => "string"
4662 },
4663 slaying => {
4664 desc => "If <key string> is set, only players with a special key of matching <key string> are able to open the container.",
4665 name => "key string",
4666 type => "string"
4667 },
4668 startequip => {
4669 desc => "A godgiven item vanishes as soon as the player drops it to the ground.",
4670 name => "godgiven item",
4671 type => "bool"
4672 },
4673 unique => {
4674 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.",
4675 name => "unique item",
4676 type => "bool"
4677 }
4678 }
4679 },
4680 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.",
4681 import => [
4682 $TYPE{0}{type}{Floor}{import}[0]
4683 ],
4684 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>"
4685 }
4686 }
4687 },
4688 123 => {
4689 name => "ARMOUR_IMPROVER"
4690 },
4691 124 => {
4692 name => "WEAPON_IMPROVER"
4693 },
4694 130 => {
4695 name => "SKILLSCROLL",
4696 type => {
4697 "Skill Scroll" => {
4698 attr => {
4699 Main => {
4700 race => {
4701 desc => "",
4702 name => undef,
4703 type => "fixed"
4704 },
4705 skill => {
4706 desc => "The <skill name> matches the skill object that can be learned from this scroll.",
4707 name => "skill name",
4708 type => "string"
4709 }
4710 }
4711 },
4712 desc => "By reading a skill scroll, a player has a chance to learn the contained skill.",
4713 import => [
4714 $TYPE{0}{type}{Floor}{import}[0]
4715 ],
4716 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."
4717 }
4718 }
4719 },
4720 138 => {
4721 name => "DEEP_SWAMP",
4722 type => {
4723 Swamp => {
4724 attr => {
4725 Main => {
4726 damned => {
4727 desc => "If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.",
4728 name => "no prayers",
4729 type => "bool"
4730 },
4731 is_floor => {
4732 desc => "",
4733 name => undef,
4734 type => "fixed"
4735 },
4736 is_wooded => {
4737 desc => "",
4738 name => undef,
4739 type => "fixed"
4740 },
4741 no_magic => {
4742 desc => "If enabled, it is impossible for players to use (wizard-) spells on that spot.",
4743 name => "no spells",
4744 type => "bool"
4745 },
4746 slow_move => {
4747 desc => "If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp",
4748 name => "slow movement",
4749 type => "int"
4750 },
4751 speed => {
4752 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.",
4753 name => "drowning speed",
4754 type => "float"
4755 },
4756 walk_on => {
4757 desc => "",
4758 name => undef,
4759 type => "fixed"
4760 }
4761 }
4762 },
4763 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.",
4764 ignore => [
4765 $TYPE{0}{type}{Floor}{ignore}[0]
4766 ],
4767 import => [
4768 $TYPE{0}{type}{Floor}{import}[0]
4769 ]
4770 }
4771 }
4772 },
4773 139 => {
4774 name => "IDENTIFY_ALTAR"
4775 },
4776 141 => {
4777 name => "CANCELLATION"
4778 },
4779 150 => {
4780 name => "MENU"
4781 },
4782 151 => {
4783 name => "BALL_LIGHTNING"
4784 },
4785 153 => {
4786 name => "SWARM_SPELL"
4787 },
4788 154 => {
4789 name => "RUNE",
4790 type => {
4791 Rune => {
4792 attr => {
4793 Main => {
4794 Cha => {
4795 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.",
4796 name => "visibility",
4797 type => "int"
4798 },
4799 attacktype => {
4800 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.",
4801 name => "attacktype",
4802 type => "bitmask_attacktype"
4803 },
4804 dam => {
4805 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.",
4806 name => "direct damage",
4807 type => "int"
4808 },
4809 hp => {
4810 desc => "The rune will detonate <number of charges> times before disappearing.",
4811 name => "number of charges",
4812 type => "int"
4813 },
4814 level => {
4815 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.",
4816 name => "rune level",
4817 type => "int"
4818 },
4819 msg => {
4820 desc => "When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)",
4821 end => "endmsg",
4822 name => "detonation text",
4823 type => "text"
4824 },
4825 no_pick => {
4826 desc => "",
4827 name => undef,
4828 type => "fixed"
4829 },
4830 walk_on => {
4831 desc => "",
4832 name => undef,
4833 type => "fixed"
4834 }
4835 },
4836 spellcraft => {
4837 maxhp => {
4838 desc => "This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.",
4839 name => "summon amount",
4840 type => "int"
4841 },
4842 maxsp => {
4843 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.",
4844 name => "direction",
4845 type => "list_direction"
4846 },
4847 other_arch => {
4848 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.",
4849 name => "spell arch",
4850 type => "string"
4851 },
4852 race => {
4853 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.",
4854 name => "summon monster",
4855 type => "string"
4856 },
4857 slaying => {
4858 desc => "Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.",
4859 name => "spell name",
4860 type => "string"
4861 },
4862 sp => {
4863 desc => "The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).",
4864 name => "spell",
4865 type => "spell"
4866 }
4867 }
4868 },
4869 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.",
4870 ignore => [
4871 "no_pick",
4872 "title",
4873 "name_pl",
4874 "weight",
4875 "value",
4876 "material",
4877 "unpaid"
4878 ],
4879 import => [
4880 $TYPE{0}{type}{Floor}{import}[0]
4881 ],
4882 use => "Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea."
4883 }
4884 }
4885 },
4886 155 => {
4887 name => "TRAP",
4888 type => {
4889 Trap => {
4890 attr => {
4891 Main => {
4892 Cha => {
4893 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.",
4894 name => "visibility",
4895 type => "int"
4896 },
4897 attacktype => {
4898 desc => "This attribute defines what attacktype to use for direct damage when the trap detonates.",
4899 name => "attacktype",
4900 type => "bitmask_attacktype"
4901 },
4902 connected => {
4903 desc => "When the trap is detonated, all objects with the same connection value get activated.",
4904 name => "connection",
4905 type => "int"
4906 },
4907 dam => {
4908 desc => "<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap's level.",
4909 name => "direct damage",
4910 type => "int"
4911 },
4912 hp => {
4913 desc => "The trap will detonate <number of charges> times before disappearing.",
4914 name => "number of charges",
4915 type => "int"
4916 },
4917 level => {
4918 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.",
4919 name => "trap level",
4920 type => "int"
4921 },
4922 msg => {
4923 desc => "When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)",
4924 end => "endmsg",
4925 name => "detonation text",
4926 type => "text"
4927 },
4928 no_pick => {
4929 desc => "",
4930 name => undef,
4931 type => "fixed"
4932 },
4933 walk_on => {
4934 desc => "",
4935 name => undef,
4936 type => "fixed"
4937 }
4938 }
4939 },
4940 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.",
4941 ignore => [
4942 "no_pick",
4943 "title",
4944 "name_pl",
4945 "weight",
4946 "value",
4947 "material",
4948 "unpaid"
4949 ],
4950 import => [
4951 $TYPE{0}{type}{Floor}{import}[0]
4952 ],
4953 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."
4954 }
4955 }
4956 },
4957 156 => {
4958 name => "POWER_CRYSTAL",
4959 type => {
4960 "Power Crystal" => {
4961 attr => {
4962 Main => {
4963 maxsp => {
4964 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.",
4965 name => "mana capacity",
4966 type => "int"
4967 },
4968 sp => {
4969 desc => "<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.",
4970 name => "initial mana",
4971 type => "int"
4972 }
4973 }
4974 },
4975 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.",
4976 import => [
4977 $TYPE{0}{type}{Floor}{import}[0]
4978 ]
4979 }
4980 }
4981 },
4982 157 => {
4983 name => "CORPSE"
4984 },
4985 158 => {
4986 name => "DISEASE",
4987 type => {
4988 Disease => {
4989 attr => {
4990 Main => {
4991 ac => {
4992 desc => "Every time the disease \"moves\" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)",
4993 name => "progressiveness",
4994 type => "int"
4995 },
4996 invisible => {
4997 desc => "",
4998 name => undef,
4999 type => "fixed"
5000 },
5001 level => {
5002 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.",
5003 name => "plaque level",
5004 type => "int"
5005 },
5006 msg => {
5007 desc => "This text is displayed to the player every time the symptoms strike.",
5008 end => "endmsg",
5009 name => "message",
5010 type => "text"
5011 },
5012 race => {
5013 desc => "The disease will only infect creatures of the specified <race>. \"<race> *\" means every creature can be infected.",
5014 name => "infect race",
5015 type => "string"
5016 }
5017 },
5018 disability => {
5019 Cha => {
5020 desc => "The player's charisma will rise by the given value while being infected. (Negative values make charisma fall)",
5021 name => "charisma",
5022 type => "int"
5023 },
5024 Con => {
5025 desc => "The player's constitution will rise by the given value while being infected. (Negative values make constitution fall)",
5026 name => "constitution",
5027 type => "int"
5028 },
5029 Dex => {
5030 desc => "The player's dexterity will rise by the given value while being infected. (Negative values make dexterity fall)",
5031 name => "dexterity",
5032 type => "int"
5033 },
5034 Int => {
5035 desc => "The player's intelligence will rise by the given value while being infected. (Negative values make intelligence fall)",
5036 name => "intelligence",
5037 type => "int"
5038 },
5039 Pow => {
5040 desc => "The player's power will rise by the given value while being infected. (Negative values make power fall)",
5041 name => "power",
5042 type => "int"
5043 },
5044 Str => {
5045 desc => "The player's strength will rise by the given value while being infected. (Negative values make strength fall)",
5046 name => "strength",
5047 type => "int"
5048 },
5049 Wis => {
5050 desc => "The player's wisdom will rise by the given value while being infected. (Negative values make wisdom fall)",
5051 name => "wisdom",
5052 type => "int"
5053 }
5054 },
5055 spreading => {
5056 last_grace => {
5057 desc => "The <attenuation> value reduces the diseases' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.",
5058 name => "attenuation",
5059 type => "int"
5060 },
5061 magic => {
5062 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.",
5063 name => "infection range",
5064 type => "int"
5065 },
5066 maxgrace => {
5067 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.",
5068 name => "curing duration",
5069 type => "int"
5070 },
5071 maxhp => {
5072 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).",
5073 name => "persistence",
5074 type => "int"
5075 },
5076 speed => {
5077 desc => "The <speed> of the disease determines how fast the disease will \"move\", thus how fast the symptoms strike the host.",
5078 name => "moving speed",
5079 type => "float"
5080 },
5081 wc => {
5082 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.",
5083 name => "infectiosness",
5084 type => "int"
5085 }
5086 },
5087 symptoms => {
5088 attacktype => {
5089 desc => "The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for \"unresistable\" diseases.",
5090 name => "attacktype",
5091 type => "bitmask_attacktype"
5092 },
5093 dam => {
5094 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.",
5095 name => "damage",
5096 type => "int"
5097 },
5098 exp => {
5099 desc => "When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.",
5100 name => "exp. for curing",
5101 type => "int"
5102 },
5103 hp => {
5104 desc => "This value increases the player's healing rate. Negative values decrease it.",
5105 name => "health regen.",
5106 type => "int"
5107 },
5108 last_eat => {
5109 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.",
5110 name => "food depletion",
5111 type => "int"
5112 },
5113 last_sp => {
5114 desc => "If set, the disease imposes a <slowdown penalty> while being infected. The player's speed is reduced by <slowdown penalty> % of normal value.",
5115 name => "slowdown penalty",
5116 type => "int"
5117 },
5118 maxsp => {
5119 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.",
5120 name => "mana depletion",
5121 type => "int"
5122 },
5123 other_arch => {
5124 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.",
5125 name => "create arch",
5126 type => "string"
5127 },
5128 sp => {
5129 desc => "This value increases the player's rate of mana regeneration. Negative values decrease it.",
5130 name => "mana regen.",
5131 type => "int"
5132 }
5133 }
5134 },
5135 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.",
5136 ignore => [
5137 $TYPE{29}{type}{"Magic Ear"}{ignore}[0]
5138 ],
5139 import => [
5140 $TYPE{0}{type}{Floor}{import}[0]
5141 ],
5142 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."
5143 }
5144 }
5145 },
5146 159 => {
5147 name => "SYMPTOM"
5148 },
5149 160 => {
5150 name => "BUILDER"
5151 },
5152 161 => {
5153 name => "BUILD_MATERIAL"
5154 },
5155 162 => {
5156 name => "GPS"
5157 }
5158 );
5159
5160 our %LIST = (
5161 direction => {
5162 0 => "<none>",
5163 1 => "north",
5164 2 => "northeast",
5165 3 => "east",
5166 4 => "southeast",
5167 5 => "south",
5168 6 => "southwest",
5169 7 => "west",
5170 8 => "northwest"
5171 },
5172 mood => {
5173 0 => "furious",
5174 1 => "angry",
5175 2 => "calm",
5176 3 => "sleep",
5177 4 => "charm"
5178 },
5179 potion_effect => {
5180 0 => "<none>",
5181 65536 => "life restoration",
5182 1048576 => "improvement"
5183 },
5184 skill_type => {
5185 1 => "lockpicking",
5186 2 => "hiding",
5187 3 => "smithery",
5188 4 => "bowyer",
5189 5 => "jeweler",
5190 6 => "alchemy",
5191 7 => "stealing",
5192 8 => "literacy",
5193 9 => "bargaining",
5194 10 => "jumping",
5195 11 => "detect magic",
5196 12 => "oratory",
5197 13 => "singing",
5198 14 => "detect curse",
5199 15 => "find traps",
5200 16 => "mediatation",
5201 17 => "punching",
5202 18 => "flame touch",
5203 19 => "karate",
5204 20 => "climbing",
5205 21 => "woodsman",
5206 22 => "inscription",
5207 23 => "one handed weapons",
5208 24 => "missile weapons",
5209 25 => "throwing",
5210 26 => "use magic item",
5211 27 => "disarm traps",
5212 28 => "set traps",
5213 29 => "thaumaturgy",
5214 30 => "praying",
5215 31 => "clawing",
5216 32 => "levitation",
5217 33 => "summoning",
5218 34 => "pyromancy",
5219 35 => "evocation",
5220 36 => "sorcery",
5221 37 => "two handed weapons"
5222 },
5223 spell_type => {
5224 1 => "raise dead",
5225 2 => "rune",
5226 3 => "make mark",
5227 4 => "bolt",
5228 5 => "bullet",
5229 6 => "explosion",
5230 7 => "cone",
5231 8 => "bomb",
5232 9 => "wonder",
5233 10 => "smite",
5234 11 => "magic missile",
5235 12 => "summon golem",
5236 13 => "dimension door",
5237 14 => "magic mapping",
5238 15 => "magic wall",
5239 16 => "destruction",
5240 17 => "perceive self",
5241 18 => "word of recall",
5242 19 => "invisible",
5243 20 => "probe",
5244 21 => "healing",
5245 22 => "create food",
5246 23 => "earth to dust",
5247 24 => "change ability",
5248 25 => "bless",
5249 26 => "curse",
5250 27 => "summon monster",
5251 28 => "recharge",
5252 29 => "polymorph",
5253 30 => "alchemy",
5254 31 => "remove curse",
5255 32 => "identify",
5256 33 => "detection",
5257 34 => "mood change",
5258 35 => "moving ball",
5259 36 => "swarm",
5260 37 => "charge mana",
5261 38 => "dispel rune",
5262 39 => "create missile",
5263 40 => "consecrate",
5264 41 => "animate weapon",
5265 42 => "light",
5266 43 => "change map light",
5267 44 => "faery fire",
5268 45 => "disease",
5269 46 => "aura",
5270 47 => "town portal"
5271 },
5272 weapon_type => {
5273 0 => "<unknown>",
5274 1 => "sword",
5275 2 => "arrows",
5276 3 => "axe",
5277 4 => "katana",
5278 5 => "knife, dagger",
5279 6 => "whip, chain",
5280 7 => "hammer, flail",
5281 8 => "club, stick"
5282 }
5283 );
5284
5285 our %BITMASK = (
5286 attacktype => {
5287 0 => "Physical",
5288 1 => "Magical",
5289 2 => "Fire",
5290 3 => "Electricity",
5291 4 => "Cold",
5292 5 => "Confusion",
5293 6 => "Acid",
5294 7 => "Drain",
5295 8 => "Weaponmagic",
5296 9 => "Ghosthit",
5297 10 => "Poison",
5298 11 => "Slow",
5299 12 => "Paralyze",
5300 13 => "Turn Undead",
5301 14 => "Fear",
5302 15 => "Cancellation",
5303 16 => "Depletion",
5304 17 => "Death",
5305 18 => "Chaos",
5306 19 => "Counterspell",
5307 20 => "God Power",
5308 21 => "Holy Power",
5309 22 => "Blinding"
5310 },
5311 material => {
5312 0 => "Paper",
5313 1 => "Iron",
5314 2 => "Glass",
5315 3 => "Leather",
5316 4 => "Wood",
5317 5 => "Organics",
5318 6 => "Stone",
5319 7 => "Cloth",
5320 8 => "Adamantite"
5321 },
5322 pick_up => {
5323 0 => "Nothing",
5324 1 => "Wealth",
5325 2 => "Food",
5326 3 => "Weapons",
5327 4 => "Armour",
5328 5 => "Inverse",
5329 6 => "All"
5330 },
5331 spellpath => {
5332 0 => "Protection",
5333 1 => "Fire",
5334 2 => "Frost",
5335 3 => "Electricity",
5336 4 => "Missiles",
5337 5 => "Self",
5338 6 => "Summoning",
5339 7 => "Abjuration",
5340 8 => "Restoration",
5341 9 => "Detonation",
5342 10 => "Mind",
5343 11 => "Creation",
5344 12 => "Teleportation",
5345 13 => "Information",
5346 14 => "Transmutation",
5347 15 => "Transferrence",
5348 16 => "Turning",
5349 17 => "Wounding",
5350 18 => "Death",
5351 19 => "Light"
5352 },
5353 will_apply => {
5354 0 => "Apply Handles",
5355 1 => "Open Chests",
5356 2 => "Break Walls",
5357 3 => "Open Doors"
5358 }
5359 );
5360
5361 our %SPELL = (
5362 0 => "magic bullet",
5363 1 => "small fireball",
5364 2 => "medium fireball",
5365 3 => "large fireball",
5366 4 => "burning hands",
5367 5 => "small lightning",
5368 6 => "large lightning",
5369 7 => "magic missile",
5370 8 => "create bomb",
5371 9 => "summon golem",
5372 10 => "summon fire elemental",
5373 11 => "summon earth elemental",
5374 12 => "summon water elemental",
5375 13 => "summon air elemental",
5376 14 => "dimension door",
5377 15 => "create earth wall",
5378 16 => "paralyze",
5379 17 => "icestorm",
5380 18 => "magic mapping",
5381 19 => "turn undead",
5382 20 => "fear",
5383 21 => "poison cloud",
5384 22 => "wonder",
5385 23 => "destruction",
5386 24 => "perceive self",
5387 25 => "word of recall",
5388 26 => "invisible",
5389 27 => "invisible to undead",
5390 28 => "probe",
5391 29 => "large bullet",
5392 30 => "improved invisibility",
5393 31 => "holy word",
5394 32 => "minor healing",
5395 33 => "medium healing",
5396 34 => "major healing",
5397 35 => "heal",
5398 36 => "create food",
5399 37 => "earth to dust",
5400 38 => "armour",
5401 39 => "strength",
5402 40 => "dexterity",
5403 41 => "constitution",
5404 42 => "charisma",
5405 43 => "create fire wall",
5406 44 => "create frost wall",
5407 45 => "protection from cold",
5408 46 => "protection from electricity",
5409 47 => "protection from fire",
5410 48 => "protection from poison",
5411 49 => "protection from slow",
5412 50 => "protection from paralysis",
5413 51 => "protection from draining",
5414 52 => "protection from magic",
5415 53 => "protection from attack",
5416 54 => "levitate",
5417 55 => "small speedball",
5418 56 => "large speedball",
5419 57 => "hellfire",
5420 58 => "dragonbreath",
5421 59 => "large icestorm",
5422 60 => "charging",
5423 61 => "polymorph",
5424 62 => "cancellation",
5425 63 => "confusion",
5426 64 => "mass confusion",
5427 65 => "summon pet monster",
5428 66 => "slow",
5429 67 => "regenerate spellpoints",
5430 68 => "cure poison",
5431 69 => "protection from confusion",
5432 70 => "protection from cancellation",
5433 71 => "protection from depletion",
5434 72 => "alchemy",
5435 73 => "remove curse",
5436 74 => "remove damnation",
5437 75 => "identify",
5438 76 => "detect magic",
5439 77 => "detect monster",
5440 78 => "detect evil",
5441 79 => "detect curse",
5442 80 => "heroism",
5443 81 => "aggravation",
5444 82 => "firebolt",
5445 83 => "frostbolt",
5446 84 => "shockwave",
5447 85 => "color spray",
5448 86 => "haste",
5449 87 => "face of death",
5450 88 => "ball lightning",
5451 89 => "meteor swarm",
5452 90 => "comet",
5453 91 => "mystic fist",
5454 92 => "raise dead",
5455 93 => "resurrection",
5456 94 => "reincarnation",
5457 95 => "immunity to cold",
5458 96 => "immunity to electricity",
5459 97 => "immunity to fire",
5460 98 => "immunity to poison",
5461 99 => "immunity to slow",
5462 100 => "immunity to paralysis",
5463 101 => "immunity to draining",
5464 102 => "immunity to magic",
5465 103 => "immunity to attack",
5466 104 => "invulnerability",
5467 105 => "defense",
5468 106 => "rune of fire",
5469 107 => "rune of frost",
5470 108 => "rune of shocking",
5471 109 => "rune of blasting",
5472 110 => "rune of death",
5473 111 => "marking rune",
5474 112 => "build director",
5475 113 => "create pool of chaos",
5476 114 => "build bullet wall",
5477 115 => "build lightning wall",
5478 116 => "build fireball wall",
5479 117 => "magic rune",
5480 118 => "rune of magic drain",
5481 119 => "antimagic rune",
5482 120 => "rune of transferrence",
5483 121 => "transferrence",
5484 122 => "magic drain",
5485 123 => "counterspell",
5486 124 => "disarm",
5487 125 => "cure confusion",
5488 126 => "restoration",
5489 127 => "summon evil monster",
5490 128 => "counterwall",
5491 129 => "cause light wounds",
5492 130 => "cause medium wounds",
5493 131 => "cause serious wounds",
5494 132 => "charm monsters",
5495 133 => "banishment",
5496 134 => "create missile",
5497 135 => "show invisible",
5498 136 => "xray",
5499 137 => "pacify",
5500 138 => "summon fog",
5501 139 => "steambolt",
5502 140 => "command undead",
5503 141 => "holy orb",
5504 142 => "summon avatar",
5505 143 => "holy possession",
5506 144 => "bless",
5507 145 => "curse",
5508 146 => "regeneration",
5509 147 => "consecrate",
5510 148 => "summon cult monsters",
5511 149 => "cause critical wounds",
5512 150 => "holy wrath",
5513 151 => "retributive strike",
5514 152 => "finger of death",
5515 153 => "insect plague",
5516 154 => "call holy servant",
5517 155 => "wall of thorns",
5518 156 => "staff to snake",
5519 157 => "light",
5520 158 => "darkness",
5521 159 => "nightfall",
5522 160 => "daylight",
5523 161 => "sunspear",
5524 162 => "faery fire",
5525 163 => "cure blindness",
5526 164 => "dark vision",
5527 165 => "bullet swarm",
5528 166 => "bullet storm",
5529 167 => "cause many wounds",
5530 168 => "small snowstorm",
5531 169 => "medium snowstorm",
5532 170 => "large snowstorm",
5533 171 => "cure disease",
5534 172 => "cause red death",
5535 173 => "cause flu",
5536 174 => "cause black death",
5537 175 => "cause leprosy",
5538 176 => "cause smallpox",
5539 177 => "cause white death",
5540 178 => "cause anthrax",
5541 179 => "cause typhoid",
5542 180 => "mana blast",
5543 181 => "small manaball",
5544 182 => "medium manaball",
5545 183 => "large manaball",
5546 184 => "mana bolt",
5547 185 => "dancing sword",
5548 186 => "animate weapon",
5549 187 => "cause cold",
5550 188 => "divine shock",
5551 189 => "windstorm",
5552 190 => "sanctuary",
5553 191 => "peace",
5554 192 => "spiderweb",
5555 193 => "conflict",
5556 194 => "rage",
5557 195 => "forked lightning",
5558 196 => "poison fog",
5559 197 => "flaming aura",
5560 198 => "vitriol",
5561 199 => "vitriol splash",
5562 200 => "ironwood skin",
5563 201 => "wrathful eye",
5564 202 => "town portal",
5565 203 => "missile swarm",
5566 204 => "cause rabies",
5567 205 => "glyph"
5568 );
5569
5570
5571 =head1 AUTHOR
5572
5573 Marc Lehmann <schmorp.de>
5574 http://home.schmorp.de/
5575
5576 The source files are part of the CFJavaEditor.
5577
5578 =cut
5579
5580 1