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Revision: 1.20
Committed: Tue Aug 8 20:29:30 2006 UTC (17 years, 10 months ago) by elmex
Branch: MAIN
Changes since 1.19: +7 -0 lines
Log Message:
added speed field for gates

File Contents

# Content
1 =head1 NAME
2
3 Crossfire::Data - various data structures useful for understanding archs and objects
4
5 =head1
6
7 THIS FILE IS AUTOGENERATED, DO NOT EDIT!
8
9 It's a translation of the following files:
10
11 res/spells.xml
12 res/types.xml
13 res/typenumbers.xml
14
15 See F<res/README> for more info.
16
17 =cut
18
19 package Crossfire::Data;
20
21 our %BITMASK = (
22 attacktype => {
23 0 => 'Physical',
24 1 => 'Magical',
25 2 => 'Fire',
26 3 => 'Electricity',
27 4 => 'Cold',
28 5 => 'Confusion',
29 6 => 'Acid',
30 7 => 'Drain',
31 8 => 'Weaponmagic',
32 9 => 'Ghosthit',
33 10 => 'Poison',
34 11 => 'Slow',
35 12 => 'Paralyze',
36 13 => 'Turn Undead',
37 14 => 'Fear',
38 15 => 'Cancellation',
39 16 => 'Depletion',
40 17 => 'Death',
41 18 => 'Chaos',
42 19 => 'Counterspell',
43 20 => 'God Power',
44 21 => 'Holy Power',
45 22 => 'Blinding'
46 },
47 material => {
48 0 => 'Paper',
49 1 => 'Iron',
50 2 => 'Glass',
51 3 => 'Leather',
52 4 => 'Wood',
53 5 => 'Organics',
54 6 => 'Stone',
55 7 => 'Cloth',
56 8 => 'Adamantite',
57 9 => 'Liquid',
58 10 => 'Soft Metal',
59 11 => 'Bone',
60 12 => 'Ice',
61 13 => '(supress name on display)'
62 },
63 movement_type => {
64 0 => 'Walk',
65 1 => 'Fly Low',
66 2 => 'Fly High',
67 3 => 'Swim',
68 4 => 'Boat',
69 16 => 'Other'
70 },
71 pick_up => {
72 0 => 'Nothing',
73 1 => 'Wealth',
74 2 => 'Food',
75 3 => 'Weapons',
76 4 => 'Armour',
77 5 => 'Inverse',
78 6 => 'All'
79 },
80 spellpath => {
81 0 => 'Protection',
82 1 => 'Fire',
83 2 => 'Frost',
84 3 => 'Electricity',
85 4 => 'Missiles',
86 5 => 'Self',
87 6 => 'Summoning',
88 7 => 'Abjuration',
89 8 => 'Restoration',
90 9 => 'Detonation',
91 10 => 'Mind',
92 11 => 'Creation',
93 12 => 'Teleportation',
94 13 => 'Information',
95 14 => 'Transmutation',
96 15 => 'Transferrence',
97 16 => 'Turning',
98 17 => 'Wounding',
99 18 => 'Death',
100 19 => 'Light'
101 },
102 will_apply => {
103 0 => 'Apply Handles',
104 1 => 'Open Chests',
105 2 => 'Break Walls',
106 3 => 'Open Doors'
107 }
108 );
109
110 our %LIST = (
111 attack_movement_bits_0_3 => {
112 0 => 'default',
113 1 => 'attack from distance',
114 2 => 'run away',
115 3 => 'hit and run',
116 4 => 'wait, then hit, then move',
117 5 => 'rush blindly',
118 6 => 'always run',
119 7 => 'attack from distance if hit',
120 8 => 'do not approach'
121 },
122 attack_movement_bits_4_7 => {
123 0 => 'none',
124 16 => 'pet',
125 32 => 'small circle',
126 48 => 'large circle',
127 64 => 'small horizontal',
128 80 => 'large horizontal',
129 96 => 'random direction',
130 112 => 'random movement',
131 128 => 'small vertical',
132 144 => 'large vertical'
133 },
134 direction => {
135 0 => '<none>',
136 1 => 'north',
137 2 => 'northeast',
138 3 => 'east',
139 4 => 'southeast',
140 5 => 'south',
141 6 => 'southwest',
142 7 => 'west',
143 8 => 'northwest'
144 },
145 event_type => {
146 0 => 'none',
147 1 => 'apply',
148 2 => 'attack',
149 3 => 'death',
150 4 => 'drop',
151 5 => 'pickup',
152 6 => 'say',
153 7 => 'stop',
154 8 => 'time',
155 9 => 'throw',
156 10 => 'trigger',
157 11 => 'close',
158 12 => 'timer',
159 28 => 'move'
160 },
161 mood => {
162 0 => 'furious',
163 1 => 'angry',
164 2 => 'calm',
165 3 => 'sleep',
166 4 => 'charm'
167 },
168 potion_effect => {
169 0 => '<none>',
170 65536 => 'life restoration',
171 1048576 => 'improvement'
172 },
173 skill_type => {
174 1 => 'lockpicking',
175 2 => 'hiding',
176 3 => 'smithery',
177 4 => 'bowyer',
178 5 => 'jeweler',
179 6 => 'alchemy',
180 7 => 'stealing',
181 8 => 'literacy',
182 9 => 'bargaining',
183 10 => 'jumping',
184 11 => 'detect magic',
185 12 => 'oratory',
186 13 => 'singing',
187 14 => 'detect curse',
188 15 => 'find traps',
189 16 => 'mediatation',
190 17 => 'punching',
191 18 => 'flame touch',
192 19 => 'karate',
193 20 => 'climbing',
194 21 => 'woodsman',
195 22 => 'inscription',
196 23 => 'one handed weapons',
197 24 => 'missile weapons',
198 25 => 'throwing',
199 26 => 'use magic item',
200 27 => 'disarm traps',
201 28 => 'set traps',
202 29 => 'thaumaturgy',
203 30 => 'praying',
204 31 => 'clawing',
205 32 => 'levitation',
206 33 => 'summoning',
207 34 => 'pyromancy',
208 35 => 'evocation',
209 36 => 'sorcery',
210 37 => 'two handed weapons'
211 },
212 spell_type => {
213 1 => 'raise dead',
214 2 => 'rune',
215 3 => 'make mark',
216 4 => 'bolt',
217 5 => 'bullet',
218 6 => 'explosion',
219 7 => 'cone',
220 8 => 'bomb',
221 9 => 'wonder',
222 10 => 'smite',
223 11 => 'magic missile',
224 12 => 'summon golem',
225 13 => 'dimension door',
226 14 => 'magic mapping',
227 15 => 'magic wall',
228 16 => 'destruction',
229 17 => 'perceive self',
230 18 => 'word of recall',
231 19 => 'invisible',
232 20 => 'probe',
233 21 => 'healing',
234 22 => 'create food',
235 23 => 'earth to dust',
236 24 => 'change ability',
237 25 => 'bless',
238 26 => 'curse',
239 27 => 'summon monster',
240 28 => 'recharge',
241 29 => 'polymorph',
242 30 => 'alchemy',
243 31 => 'remove curse',
244 32 => 'identify',
245 33 => 'detection',
246 34 => 'mood change',
247 35 => 'moving ball',
248 36 => 'swarm',
249 37 => 'charge mana',
250 38 => 'dispel rune',
251 39 => 'create missile',
252 40 => 'consecrate',
253 41 => 'animate weapon',
254 42 => 'light',
255 43 => 'change map light',
256 44 => 'faery fire',
257 45 => 'disease',
258 46 => 'aura',
259 47 => 'town portal'
260 },
261 weapon_type => {
262 0 => '<unknown>',
263 1 => 'sword',
264 2 => 'arrows',
265 3 => 'axe',
266 4 => 'katana',
267 5 => 'knife, dagger',
268 6 => 'whip, chain',
269 7 => 'hammer, flail',
270 8 => 'club, stick'
271 }
272 );
273
274 our %IGNORE_LIST = (
275 non_pickable => [
276 'value',
277 'nrof',
278 'weight',
279 'name_pl',
280 'material',
281 'no_pick',
282 'unpaid',
283 'title',
284 'identified'
285 ],
286 system_object => [
287 'value',
288 'nrof',
289 'weight',
290 'name_pl',
291 'material',
292 'no_pick',
293 'unpaid',
294 'title',
295 'glow_radius',
296 'identified',
297 'blocksview',
298 'invisible'
299 ]
300 );
301
302 our %DEFAULT_ATTR = (
303 attr => [
304 [
305 'name',
306 {
307 desc => 'This is the name of the object, displayed to the player.',
308 name => 'name',
309 type => 'string'
310 }
311 ],
312 [
313 'name_pl',
314 {
315 desc => 'This is the plural name of the object. A plural name must be set for all items that can be picked up and collected by the player.',
316 name => 'plural name',
317 type => 'string'
318 }
319 ],
320 [
321 'title',
322 {
323 desc => 'This is the object\'s title. Once an object is identified the title is attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.',
324 name => 'title',
325 type => 'string'
326 }
327 ],
328 [
329 'face',
330 {
331 desc => 'The image-name defines what image is displayed for this object in-game.',
332 name => 'image',
333 type => 'string'
334 }
335 ],
336 [
337 'nrof',
338 {
339 desc => 'This value determines the number of objects in one stack (for example: 100 goldcoins => "number = 100"). You should set this at least to one, for any pickable object - otherwise it won\'t be mergeable into a stack.',
340 name => 'number',
341 type => 'int'
342 }
343 ],
344 [
345 'weight',
346 {
347 desc => 'This value defines the object\'s weight in grams (1000g is 1kg). Objects with zero weight are not pickable for players. Still, set the "non-pickable"-flag for explicitly non-pickable objects (hey, this is opensource.. you never know ;) ).',
348 name => 'weight',
349 type => 'int'
350 }
351 ],
352 [
353 'value',
354 {
355 desc => 'Determines the value of the object, in units of silver coins (one platinum coin == 50 silver coins). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.',
356 name => 'value',
357 type => 'int'
358 }
359 ],
360 [
361 'glow_radius',
362 {
363 desc => 'If <glow radius> is set to a value greater zero, the object appears lit up on dark maps. <glow radius> can be a value between 0 and 4, the higher, the more light does the object emit.',
364 name => 'glow radius',
365 type => 'int'
366 }
367 ],
368 [
369 'material',
370 {
371 desc => 'This bitmask-value informs the player of which material(s) the object consists. Material does also affect how likely the object can be destroyed by hazardous spell-effects.',
372 name => 'material',
373 type => 'bitmask',
374 value => $BITMASK{material}
375 }
376 ],
377 [
378 'no_pick',
379 {
380 desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
381 name => 'non-pickable',
382 type => 'bool'
383 }
384 ],
385 [
386 'invisible',
387 {
388 desc => 'Generally makes the object invisible. Depending on the object-type, some can be made visible by the show_invisible spell. If in doubt, test it. Putting an invisible object under the floor always prevents it from being shown.',
389 name => 'invisible',
390 type => 'bool'
391 }
392 ],
393 [
394 'blocksview',
395 {
396 desc => 'If an item is set to block view, players (and monsters) cannot see byond it unless they cross it or manage to stand ontop.',
397 name => 'block view',
398 type => 'bool'
399 }
400 ],
401 [
402 'identified',
403 {
404 desc => 'If an item is identified, the player has full knowledge about it.',
405 name => 'identified',
406 type => 'bool'
407 }
408 ],
409 [
410 'unpaid',
411 {
412 desc => 'An <unpaid> item cannot be used unless a player carried it over a shop mat, paying the demanded price. Setting this flag makes sense only for pickable items inside shops.',
413 name => 'unpaid',
414 type => 'bool'
415 }
416 ]
417 ]
418 );
419
420 our %TYPE = (
421 Ability => {
422 attr => [
423 [
424 'invisible',
425 {
426 type => 'fixed',
427 value => 1
428 }
429 ],
430 [
431 'no_drop',
432 {
433 type => 'fixed',
434 value => 1
435 }
436 ],
437 [
438 'sp',
439 {
440 desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
441 name => 'short range spell',
442 type => 'spell'
443 }
444 ],
445 [
446 'hp',
447 {
448 desc => 'The monster will use the specified <long range spell> when the player is at least 6 squares away (from the monster\'s head). Setting a <long range spell> is optional. If unset, the <short range spell> gets used all the time.',
449 name => 'long range spell',
450 type => 'nz_spell'
451 }
452 ],
453 [
454 'maxsp',
455 {
456 desc => 'Sometimes you\'ll want a monster to use one ability more than others. To achieve this, set the <importance> to a value greater than one. Abilities with this value zero/unset are counted to be of <importance> one. Example: A monster with "small fireball" of <importance> 3 and "paralyze" of <importance> 1 will averagely cast three out of four times the "small fireball".',
457 name => 'importance',
458 type => 'int'
459 }
460 ],
461 [
462 'attacktype',
463 {
464 desc => 'This flag specifies whether the ability <is magical> in nature. If enabled, all spells produced by this ability will have magic attacktype added to the usual attacktypes. This should always be set for spell-like abilities. "Natural" abilities like a dragon\'s firebreath are an exception. Note that non-magical abilities are more dangerous because magic resistance does not protect from those.',
465 name => 'is magical',
466 type => 'bool',
467 value => [
468 0,
469 2
470 ]
471 }
472 ]
473 ],
474 desc => 'Abilities are to be put in a monster\'s inventory. They grant monsters the knowledge to cast spells. Spells from abilities are usually magical in nature, thus adding magic attacktype to the spell-damage they produce. <br><br> A particularly nice feature of abilities is that they can hold two spells: One for short range- and one for long range use. \\n\\n You should know that spellcasting monsters receive abilities via &lt;treasurelist&gt;.',
475 ignore => [
476 $IGNORE_LIST{system_object}
477 ],
478 name => 'Ability',
479 use => 'If you want to create "customized" spellcasting monsters, you should use abilities (rather than spellbooks/wands or something). The long/short-range spell feature can make boss-monsters more interesting and challenging. <br><br> You should keep in mind that magic abilities allow players to get better resistance. You can turn off the magic part to make the spells more dangerous. However, this really shouldn\'t be neccessary unless you work on very high level maps. And what fun is a magic resistance cloak when it has no effect?'
480 },
481 Altar => {
482 attr => [
483 [
484 'no_pick',
485 {
486 type => 'fixed',
487 value => 1
488 }
489 ],
490 [
491 'move_on',
492 {
493 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
494 name => 'movement type',
495 type => 'bitmask',
496 value => $BITMASK{movement_type}
497 }
498 ],
499 [
500 'slaying',
501 {
502 desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
503 name => 'match item name',
504 type => 'string'
505 }
506 ],
507 [
508 'food',
509 {
510 desc => 'The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767.',
511 name => 'drop amount',
512 type => 'int'
513 }
514 ],
515 [
516 'connected',
517 {
518 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
519 name => 'connection',
520 type => 'int'
521 }
522 ],
523 [
524 'sp',
525 {
526 desc => 'When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
527 name => 'spell',
528 type => 'spell'
529 }
530 ],
531 [
532 'msg',
533 {
534 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
535 end => 'endmsg',
536 name => 'message',
537 type => 'text'
538 }
539 ]
540 ],
541 desc => 'When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. Either way, the sacrificed item disappears.',
542 ignore => [
543 $IGNORE_LIST{non_pickable}
544 ],
545 name => 'Altar'
546 },
547 'Altar Trigger' => {
548 attr => [
549 [
550 'no_pick',
551 {
552 type => 'fixed',
553 value => 1
554 }
555 ],
556 [
557 'slaying',
558 {
559 desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
560 name => 'match item name',
561 type => 'string'
562 }
563 ],
564 [
565 'food',
566 {
567 desc => 'The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767.',
568 name => 'drop amount',
569 type => 'int'
570 }
571 ],
572 [
573 'connected',
574 {
575 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
576 name => 'connection',
577 type => 'int'
578 }
579 ],
580 [
581 'sp',
582 {
583 desc => 'When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
584 name => 'spell',
585 type => 'spell'
586 }
587 ],
588 [
589 'exp',
590 {
591 desc => 'Being activated, the altar will reset after <reset time> ticks. After reset, the altar is ready to be activated once again. The default <reset time> is 30.',
592 name => 'reset time',
593 type => 'int'
594 }
595 ],
596 [
597 'last_sp',
598 {
599 desc => 'If this attribute is enabled, the altar_trigger won\'t push the connected value by altar reset. Only ONCE by dropping the sacrifice. This is typically used when the altar is connected to a creator, e.g. for selling tickets. If this attribute is disabled (default), the altar_trigger will push the connected value TWICE per sacrifice: First by dropping sacrifice, second by reset. This mode is typically used for altars being connected to gates, resulting in the gate being opened and closed again.',
600 name => 'ignore reset',
601 type => 'bool'
602 }
603 ],
604 [
605 'move_on',
606 {
607 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
608 name => 'movement type',
609 type => 'bitmask',
610 value => $BITMASK{movement_type}
611 }
612 ],
613 [
614 'msg',
615 {
616 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
617 end => 'endmsg',
618 name => 'message',
619 type => 'text'
620 }
621 ]
622 ],
623 desc => 'Altar_triggers work pretty much like normal altars (drop sacrifice -> connection activated), except for the fact that they reset after usage. Hence, altar_triggers can be used infinitely.',
624 ignore => [
625 $IGNORE_LIST{non_pickable}
626 ],
627 name => 'Altar Trigger',
628 use => 'Altar_triggers are very useful if you want to charge a price for... <UL> <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. </UL> The big advantage over normal altars is the infinite usability of altar_triggers! If there are ten players on one server, they\'re quite grateful if things work more than once. =)'
629 },
630 Amulet => {
631 attr => [
632 [
633 'ac',
634 {
635 desc => 'This value defines the amount of armour-class bonus for wearing this item. <Armour class> lessens the chance of being hit. Lower values are better. It should usually be set only for armour-like equipment.',
636 name => 'armour class',
637 type => 'int'
638 }
639 ],
640 [
641 'wc',
642 {
643 desc => 'The <weapon class> value adds to the overall weapon class of the wielder\'s melee attacks. Weapon class improves the chance of hitting the opponent. Weapon class is the "counterpiece" of <armour class>. It should usually be set only for weapon-like items. Lower values are better.',
644 name => 'weapon class',
645 type => 'int'
646 }
647 ],
648 [
649 'item_power',
650 {
651 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
652 name => 'item power',
653 type => 'int'
654 }
655 ],
656 [
657 'damned',
658 {
659 desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
660 name => 'damnation',
661 type => 'bool'
662 }
663 ],
664 [
665 'cursed',
666 {
667 desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
668 name => 'curse',
669 type => 'bool'
670 }
671 ],
672 [
673 'lifesave',
674 {
675 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
676 name => 'save life',
677 type => 'bool'
678 }
679 ],
680 [
681 'unique',
682 {
683 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
684 name => 'unique item',
685 type => 'bool'
686 }
687 ],
688 [
689 'startequip',
690 {
691 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
692 name => 'godgiven item',
693 type => 'bool'
694 }
695 ],
696 [
697 'applied',
698 {
699 desc => 'If you put this item into the inventory of a monster, and you want the monster to use/wear the item - you must set <is applied>. Enabling this flag doesn\'t make any sense if the item is NOT in a monster\'s inventory.',
700 name => 'is applied',
701 type => 'bool'
702 }
703 ],
704 [
705 'msg',
706 {
707 desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
708 end => 'endmsg',
709 name => 'description',
710 type => 'text'
711 }
712 ]
713 ],
714 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
715 name => 'Amulet',
716 section => [
717 [
718 'resistance',
719 [
720 [
721 'resist_physical',
722 {
723 desc => 'This adds physical resistance to the item (= armour value). The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
724 name => 'resist physical %',
725 type => 'int'
726 }
727 ],
728 [
729 'resist_magic',
730 {
731 desc => 'This adds magic resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
732 name => 'resist magic %',
733 type => 'int'
734 }
735 ],
736 [
737 'resist_fire',
738 {
739 desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
740 name => 'resist fire %',
741 type => 'int'
742 }
743 ],
744 [
745 'resist_electricity',
746 {
747 desc => 'This adds electricity resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
748 name => 'resist electricity %',
749 type => 'int'
750 }
751 ],
752 [
753 'resist_cold',
754 {
755 desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
756 name => 'resist cold %',
757 type => 'int'
758 }
759 ],
760 [
761 'resist_confusion',
762 {
763 desc => 'This adds confusion resistance to the item. The number is a percent-value in the range 0-100. Confusion resistance is not very effective unless the value comes close to 100 (= perfect immunity).',
764 name => 'resist confusion %',
765 type => 'int'
766 }
767 ],
768 [
769 'resist_acid',
770 {
771 desc => 'This adds acid resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
772 name => 'resist acid %',
773 type => 'int'
774 }
775 ],
776 [
777 'resist_drain',
778 {
779 desc => 'This adds draining resistance to the item. The number is a percent-value in the range 0-100. Draining resistance is little effective unless the value is 100 (= perfect immunity).',
780 name => 'resist draining %',
781 type => 'int'
782 }
783 ],
784 [
785 'resist_weaponmagic',
786 {
787 desc => 'This adds weaponmagic resistance to the item. The number is a percent-value in the range 0-100. Weaponmagic resistance generally should not exist on equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) are not meant to be easily resisted.',
788 name => 'resist weaponmagic %',
789 type => 'int'
790 }
791 ],
792 [
793 'resist_ghosthit',
794 {
795 desc => 'This adds ghosthit resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
796 name => 'resist ghosthit %',
797 type => 'int'
798 }
799 ],
800 [
801 'resist_poison',
802 {
803 desc => 'This adds poison resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
804 name => 'resist poison %',
805 type => 'int'
806 }
807 ],
808 [
809 'resist_slow',
810 {
811 desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
812 name => 'resist slow %',
813 type => 'int'
814 }
815 ],
816 [
817 'resist_paralyze',
818 {
819 desc => 'This adds paralyze resistance to the item. The number is a percent-value in the range 0-100. Paralyze resistance is little effective unless the value is 100 (= perfect immunity).',
820 name => 'resist paralyze %',
821 type => 'int'
822 }
823 ],
824 [
825 'resist_fear',
826 {
827 desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
828 name => 'resist fear %',
829 type => 'int'
830 }
831 ],
832 [
833 'resist_deplete',
834 {
835 desc => 'This adds depletion resistance to the item. The number is a percent-value in the range 0-100. Depletion resistance is little effective unless the value is 100 (= perfect immunity).',
836 name => 'resist depletion %',
837 type => 'int'
838 }
839 ],
840 [
841 'resist_death',
842 {
843 desc => 'This adds death-attack resistance to the item. The number is a percent-value in the range 0-100. Death-attack resistance is little effective unless the value is 100 (= perfect immunity). Generally, resistance to death-attack is not supposed to be available to players!',
844 name => 'resist death-attack %',
845 type => 'int'
846 }
847 ],
848 [
849 'resist_chaos',
850 {
851 desc => 'This adds chaos resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact. Note that chaos is not a stand-alone attacktype. Chaos "contains" a combination of other attacktypes.',
852 name => 'resist chaos %',
853 type => 'int'
854 }
855 ],
856 [
857 'resist_blind',
858 {
859 desc => 'This adds blinding resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
860 name => 'resist blinding %',
861 type => 'int'
862 }
863 ],
864 [
865 'resist_holyword',
866 {
867 desc => 'This adds holy power resistance to the item. The number is a percent-value in the range 0-100. Holy power is the attacktype that holyword-type spells use to hurt undead creatures. This kind of resistance is only reasonable for undead players (wraith or devourer cult). Generally, resistance to holy word should not be available for players.',
868 name => 'resist holy power %',
869 type => 'int'
870 }
871 ]
872 ]
873 ],
874 [
875 'stats',
876 [
877 [
878 'Str',
879 {
880 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
881 name => 'strength',
882 type => 'int'
883 }
884 ],
885 [
886 'Dex',
887 {
888 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
889 name => 'dexterity',
890 type => 'int'
891 }
892 ],
893 [
894 'Con',
895 {
896 desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
897 name => 'constitution',
898 type => 'int'
899 }
900 ],
901 [
902 'Int',
903 {
904 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
905 name => 'intelligence',
906 type => 'int'
907 }
908 ],
909 [
910 'Pow',
911 {
912 desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
913 name => 'power',
914 type => 'int'
915 }
916 ],
917 [
918 'Wis',
919 {
920 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
921 name => 'wisdom',
922 type => 'int'
923 }
924 ],
925 [
926 'Cha',
927 {
928 desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
929 name => 'charisma',
930 type => 'int'
931 }
932 ]
933 ]
934 ],
935 [
936 'misc',
937 [
938 [
939 'luck',
940 {
941 desc => 'With positive luck bonus, the player is more likely to succeed in all sorts of things (spellcasting, praying,...). Unless the <luck bonus> is very high, the effect will be barely visible in-game. Luck bonus on one piece of equipment should never exceed 3, and such bonus should not be too frequently available.',
942 name => 'luck bonus',
943 type => 'int'
944 }
945 ],
946 [
947 'hp',
948 {
949 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
950 name => 'health regen.',
951 type => 'int'
952 }
953 ],
954 [
955 'sp',
956 {
957 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
958 name => 'mana regen.',
959 type => 'int'
960 }
961 ],
962 [
963 'grace',
964 {
965 desc => 'Positive <grace regen.> bonus speeds up the player\'s grace regeneration. Negative values slow it down. Since grace can be regenerated rather easy with praying, additional <grace regen.> bonus should be VERY RARE!!',
966 name => 'grace regen.',
967 type => 'int'
968 }
969 ],
970 [
971 'food',
972 {
973 desc => 'Positive <food bonus> slows down the player\'s digestion, thus he consumes less food. Negative values speed it up. Note that food is consumed not only for "being alive", but also for healing and mana-regeneration. <food bonus> only affects the amount of food consumed for "being alive". Hence, even with high <food bonus>, during a fight a player can run out of food quickly.',
974 name => 'food bonus',
975 type => 'int'
976 }
977 ],
978 [
979 'xrays',
980 {
981 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
982 name => 'xray vision',
983 type => 'bool'
984 }
985 ],
986 [
987 'stealth',
988 {
989 desc => 'Stealth allows the player to move silently. This comes to effect if a player turns himself invisible and tries to sneak around monsters. (At least that was the idea behind it)',
990 name => 'stealth',
991 type => 'bool'
992 }
993 ],
994 [
995 'reflect_spell',
996 {
997 desc => 'If a player is wearing any piece of equipment with the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks. This is a very powerful ability and it shouldn\'t be handed out cheap!',
998 name => 'reflect spells',
999 type => 'bool'
1000 }
1001 ],
1002 [
1003 'reflect_missile',
1004 {
1005 desc => 'If a player is wearing any piece of equipment with the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks.',
1006 name => 'reflect missiles',
1007 type => 'bool'
1008 }
1009 ],
1010 [
1011 'move_type',
1012 {
1013 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1014 name => 'movement type',
1015 type => 'bitmask',
1016 value => $BITMASK{movement_type}
1017 }
1018 ],
1019 [
1020 'path_attuned',
1021 {
1022 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1023 name => 'attuned paths',
1024 type => 'bitmask',
1025 value => $BITMASK{spellpath}
1026 }
1027 ],
1028 [
1029 'path_repelled',
1030 {
1031 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1032 name => 'repelled paths',
1033 type => 'bitmask',
1034 value => $BITMASK{spellpath}
1035 }
1036 ],
1037 [
1038 'path_denied',
1039 {
1040 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1041 name => 'denied paths',
1042 type => 'bitmask',
1043 value => $BITMASK{spellpath}
1044 }
1045 ]
1046 ]
1047 ]
1048 ],
1049 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1050 },
1051 Battleground => {
1052 attr => [
1053 [
1054 'no_pick',
1055 {
1056 type => 'fixed',
1057 value => 1
1058 }
1059 ],
1060 [
1061 'is_floor',
1062 {
1063 type => 'fixed',
1064 value => 1
1065 }
1066 ],
1067 [
1068 'hp',
1069 {
1070 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1071 name => 'destination X',
1072 type => 'int'
1073 }
1074 ],
1075 [
1076 'sp',
1077 {
1078 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1079 name => 'destination Y',
1080 type => 'int'
1081 }
1082 ]
1083 ],
1084 desc => 'Battleground is very special: In short, players can die on battleground without any death penalties. They don\'t loose or gain experience while on battleground. Acid, draining and depletion effects don\'t work either. When a player dies on battleground, he gets teleported to an exit location which is defined in the battleground object.',
1085 ignore => [
1086 $IGNORE_LIST{non_pickable}
1087 ],
1088 name => 'Battleground',
1089 use => 'Battleground is only meant for player vs. player duels. You can design combat arenas similiar to the one in scorn.<br> What should NEVER be done is placing battleground tiles in open dungeons or other free kinds of land. It must not be possible to gain significant treasure for fighting on battleground, because it bears no risk.<br><br> (Battleground will cease to work when the image or name is changed, or when it is placed beneath another floor tile. This is not a bug, it is there to prevent any attempts of placing "hidden" battleground tiles anywhere.)'
1090 },
1091 Book => {
1092 attr => [
1093 [
1094 'level',
1095 {
1096 desc => 'If this value is set to be greater than zero, the player needs a certain literacy level to succeed reading the book. The book can be read if: mental_level greater <literacy level> - 5. Adding level to a book can be a nice idea, personally I like it when a player needs more than his fighting skills to solve a quest. However, keep the booklevel at least below 15 because it is quite hard to gain high mental levels.',
1097 name => 'literacy level',
1098 type => 'int'
1099 }
1100 ],
1101 [
1102 'startequip',
1103 {
1104 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1105 name => 'godgiven item',
1106 type => 'bool'
1107 }
1108 ],
1109 [
1110 'unique',
1111 {
1112 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1113 name => 'unique item',
1114 type => 'bool'
1115 }
1116 ],
1117 [
1118 'msg',
1119 {
1120 desc => 'This is the text that appears "written" in the book.',
1121 end => 'endmsg',
1122 name => 'book content',
1123 type => 'text'
1124 }
1125 ],
1126 [
1127 'slaying',
1128 {
1129 desc => 'This is the key string of the book. The key string is checked by an inventory checker. (This is used eg. for the gate/port passes in scorn)',
1130 name => 'key string',
1131 type => 'string'
1132 }
1133 ]
1134 ],
1135 desc => 'Applying a book, the containing message is displayed to the player.',
1136 name => 'Book'
1137 },
1138 Boots => {
1139 attr => [
1140 [
1141 'exp',
1142 {
1143 desc => 'Boots with <speed bonus> will increase the player\'s walking speed while worn. This kind of bonus is quite desirable for players of low- and medium level. High level players usually have fastest possible walking speed and thus don\'t need <speed bonus> anymore. Still, this bonus is good for nice artifacts - not everything has to be for highest level.',
1144 name => 'speed bonus',
1145 type => 'int'
1146 }
1147 ],
1148 [
1149 'magic',
1150 {
1151 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the boots. Important: <magic bonus> on boots has no effect if there is no <armour class> set. It only works in combination with <armour class>.',
1152 name => 'magic bonus',
1153 type => 'int'
1154 }
1155 ]
1156 ],
1157 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1158 import => [
1159 $TYPE{Amulet}
1160 ],
1161 name => 'Boots',
1162 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1163 },
1164 Bracers => {
1165 attr => [
1166 [
1167 'magic',
1168 {
1169 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the bracers.',
1170 name => 'magic bonus',
1171 type => 'int'
1172 }
1173 ]
1174 ],
1175 desc => 'Bracers are armour-plates worn around the wrists. Wearing bracer, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1176 import => [
1177 $TYPE{Amulet}
1178 ],
1179 name => 'Bracers',
1180 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1181 },
1182 'Brestplate Armour' => {
1183 attr => [
1184 [
1185 'last_heal',
1186 {
1187 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1188 name => 'spellpoint penalty',
1189 type => 'int'
1190 }
1191 ],
1192 [
1193 'last_sp',
1194 {
1195 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1196 name => 'slowdown penalty',
1197 type => 'int'
1198 }
1199 ],
1200 [
1201 'magic',
1202 {
1203 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the armour.',
1204 name => 'magic bonus',
1205 type => 'int'
1206 }
1207 ]
1208 ],
1209 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1210 import => [
1211 $TYPE{Amulet}
1212 ],
1213 name => 'Brestplate Armour',
1214 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1215 },
1216 Button => {
1217 attr => [
1218 [
1219 'move_on',
1220 {
1221 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1222 name => 'movement type',
1223 type => 'bitmask',
1224 value => $BITMASK{movement_type}
1225 }
1226 ],
1227 [
1228 'move_off',
1229 {
1230 desc => 'Which movement types deactivate this object (e.g. button).',
1231 name => 'movement type',
1232 type => 'bitmask',
1233 value => $BITMASK{movement_type}
1234 }
1235 ],
1236 [
1237 'no_pick',
1238 {
1239 type => 'fixed',
1240 value => 1
1241 }
1242 ],
1243 [
1244 'weight',
1245 {
1246 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1247 name => 'press weight',
1248 type => 'int'
1249 }
1250 ],
1251 [
1252 'connected',
1253 {
1254 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1255 name => 'connection',
1256 type => 'int'
1257 }
1258 ],
1259 [
1260 'msg',
1261 {
1262 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1263 end => 'endmsg',
1264 name => 'description',
1265 type => 'text'
1266 }
1267 ]
1268 ],
1269 desc => 'When a predefined amount of weigh is placed on a button, the &lt;connection&gt; value is triggered. In most cases this happens when a player or monster steps on it. When the button is "released", the &lt;connection&gt; value get\'s triggered a second time.',
1270 ignore => [
1271 $IGNORE_LIST{non_pickable}
1272 ],
1273 name => 'Button'
1274 },
1275 'Button Trigger' => {
1276 desc => 'Handle buttons are buttons which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
1277 ignore => [
1278 $IGNORE_LIST{non_pickable}
1279 ],
1280 import => [
1281 $TYPE{Button}
1282 ],
1283 name => 'Button Trigger'
1284 },
1285 'Class Changer' => {
1286 attr => [
1287 [
1288 'randomitems',
1289 {
1290 desc => 'This entry determines which initial items the character receives.',
1291 name => 'class items',
1292 type => 'treasurelist'
1293 }
1294 ]
1295 ],
1296 desc => 'Class changer are used while creating a character.',
1297 ignore => [
1298 $IGNORE_LIST{non_pickable}
1299 ],
1300 name => 'Class Changer',
1301 section => [
1302 [
1303 'stats',
1304 [
1305 [
1306 'Str',
1307 {
1308 desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1309 name => 'strength',
1310 type => 'int'
1311 }
1312 ],
1313 [
1314 'Dex',
1315 {
1316 desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1317 name => 'dexterity',
1318 type => 'int'
1319 }
1320 ],
1321 [
1322 'Con',
1323 {
1324 desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1325 name => 'constitution',
1326 type => 'int'
1327 }
1328 ],
1329 [
1330 'Int',
1331 {
1332 desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1333 name => 'intelligence',
1334 type => 'int'
1335 }
1336 ],
1337 [
1338 'Pow',
1339 {
1340 desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1341 name => 'power',
1342 type => 'int'
1343 }
1344 ],
1345 [
1346 'Wis',
1347 {
1348 desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1349 name => 'wisdom',
1350 type => 'int'
1351 }
1352 ],
1353 [
1354 'Cha',
1355 {
1356 desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1357 name => 'charisma',
1358 type => 'int'
1359 }
1360 ]
1361 ]
1362 ]
1363 ]
1364 },
1365 Cloak => {
1366 attr => [
1367 [
1368 'magic',
1369 {
1370 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the cloak. Important: <magic bonus> on cloaks has no effect if there is no <armour class> set. It only works in combination with <armour class>.',
1371 name => 'magic bonus',
1372 type => 'int'
1373 }
1374 ]
1375 ],
1376 desc => 'Wearing a cloak, the object\'s stats will directly be inherited to the player. Cloaks usually add minor &lt;armour class&gt; and sometimes a bit of resistance.',
1377 import => [
1378 $TYPE{Amulet}
1379 ],
1380 name => 'Cloak',
1381 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1382 },
1383 Clock => {
1384 attr => [
1385 [
1386 'msg',
1387 {
1388 desc => 'This text may describe the item',
1389 end => 'endmsg',
1390 name => 'description',
1391 type => 'text'
1392 }
1393 ]
1394 ],
1395 desc => 'Applying a clock, the time is displayed to the player.',
1396 name => 'Clock'
1397 },
1398 Container => {
1399 attr => [
1400 [
1401 'race',
1402 {
1403 desc => 'If set, the container will hold only certain types of objects. Possible choices for <container class> are: "gold and jewels", "arrows" and "keys". Unfortunately it is not easy to create new container classes, because items need a matching counterpiece-attribute to the <container class> before they can be put inside a container. This attribute ("race") is set only for the existing container classes.',
1404 name => 'container class',
1405 type => 'string'
1406 }
1407 ],
1408 [
1409 'slaying',
1410 {
1411 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1412 name => 'key string',
1413 type => 'string'
1414 }
1415 ],
1416 [
1417 'container',
1418 {
1419 desc => 'The container can hold a maximum total weight of the given value in gram. Note that this weight limit is calculated *after* the weight reduction (<reduce weight>) has been applied.',
1420 name => 'maximum weight',
1421 type => 'int'
1422 }
1423 ],
1424 [
1425 'Str',
1426 {
1427 desc => 'This value determines how much the weight of items is reduced in percent, when put inside the container. <reduce weight %> 0 means no reduction, <reduce weight %> 100 means items are weightless inside. Most default values are in the range of ten.',
1428 name => 'reduce weight %',
1429 type => 'int'
1430 }
1431 ],
1432 [
1433 'is_cauldron',
1434 {
1435 desc => 'If set, the container can be used as alchemy-cauldron. The player can put ingredients inside, close it, cast alchemy and if his formulae is true, he\'ll get what he longed for.',
1436 name => 'alchemy cauldron',
1437 type => 'bool'
1438 }
1439 ],
1440 [
1441 'unique',
1442 {
1443 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good. All contents of a unique container are unique as well.',
1444 name => 'unique item',
1445 type => 'bool'
1446 }
1447 ],
1448 [
1449 'startequip',
1450 {
1451 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1452 name => 'godgiven item',
1453 type => 'bool'
1454 }
1455 ],
1456 [
1457 'other_arch',
1458 {
1459 desc => 'This is used for a certain kind of... "animation" when opening the container. Stick to the default arches here and you won\'t get into trouble.',
1460 name => 'animation arch',
1461 type => 'string'
1462 }
1463 ],
1464 [
1465 'msg',
1466 {
1467 desc => 'This text may contain a description of the container.',
1468 end => 'endmsg',
1469 name => 'description',
1470 type => 'text'
1471 }
1472 ]
1473 ],
1474 desc => 'A player can put (certain kinds of) items in the container. The overall weight of items is reduced when put inside a container, depending on the settings. <br><br> A special feature of containers is the "cauldron", capable of mixing alchemical receipes.',
1475 name => 'Container',
1476 use => 'Note on chests - There are two types of chests: <UL> <LI> First the random treasure chests - Those are NOT containers (but object type Treasure), they create random treasures when applied. Archetype name is "chest". <LI> Second there are the permanent chests - Those are containers, they can be opened and closed again. Archetype name is "chest_2". </UL>'
1477 },
1478 Converter => {
1479 attr => [
1480 [
1481 'no_pick',
1482 {
1483 type => 'fixed',
1484 value => 1
1485 }
1486 ],
1487 [
1488 'slaying',
1489 {
1490 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1491 name => 'cost arch',
1492 type => 'string'
1493 }
1494 ],
1495 [
1496 'food',
1497 {
1498 desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1499 name => 'cost number',
1500 type => 'int'
1501 }
1502 ],
1503 [
1504 'other_arch',
1505 {
1506 desc => '<receive arch> is the name of the archetype to convert into. This field is ignored if the converter has items in inventory. In this case one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present.',
1507 name => 'receive arch',
1508 type => 'string'
1509 }
1510 ],
1511 [
1512 'sp',
1513 {
1514 desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1515 name => 'receive number',
1516 type => 'int'
1517 }
1518 ],
1519 [
1520 'msg',
1521 {
1522 desc => 'This text may contain a description of the converter.',
1523 end => 'endmsg',
1524 name => 'description',
1525 type => 'text'
1526 }
1527 ]
1528 ],
1529 desc => 'Converters are like "exchange tables". When the player drops a specific type of items, they get converted into other items, at a predefined exchange-ratio.',
1530 ignore => [
1531 'value',
1532 'nrof',
1533 'name_pl',
1534 'no_pick',
1535 'unpaid',
1536 'title'
1537 ],
1538 name => 'Converter',
1539 use => 'Converters are better than shopping with doormats, because the converters never get sold out. For some items like food or jewels those "exchange tables" are really nice, while for the more important stuff like potions converters should not exist. <br><br> VERY IMPORTANT: Be careful with the exchange-ratio! When you drop items on a converter, the stuff you get must be of equal or lesser value than before! (Except if you are using "rare" items like dragonscales for payment). The code will not check if your ratio is sane, so the player could gain infinite wealth by using your converter.'
1540 },
1541 Creator => {
1542 attr => [
1543 [
1544 'no_pick',
1545 {
1546 type => 'fixed',
1547 value => 1
1548 }
1549 ],
1550 [
1551 'other_arch',
1552 {
1553 desc => 'This string defines the object that will be created. You can choose any of the existing arches. This field is ignored if the creator has items in inventory. In this case one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present.',
1554 name => 'create arch',
1555 type => 'string'
1556 }
1557 ],
1558 [
1559 'connected',
1560 {
1561 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1562 name => 'connection',
1563 type => 'int'
1564 }
1565 ],
1566 [
1567 'lifesave',
1568 {
1569 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1570 name => 'infinit uses',
1571 type => 'bool'
1572 }
1573 ],
1574 [
1575 'hp',
1576 {
1577 desc => 'The creator can be triggered <number of uses> times, thus creating that many objects, before it dissappears. Default is <number of uses> 1 (-> one-time usage).',
1578 name => 'number of uses',
1579 type => 'int'
1580 }
1581 ],
1582 [
1583 'slaying',
1584 {
1585 desc => 'The created object will bear the name and title specified in <name of creation>. If nothing is set, the standard name and title of the archetype is used.',
1586 name => 'name of creation',
1587 type => 'string'
1588 }
1589 ],
1590 [
1591 'level',
1592 {
1593 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1594 name => 'level of creation',
1595 type => 'int'
1596 }
1597 ]
1598 ],
1599 desc => 'A creator is an object which creates another object when it is triggered. The child object can be anything. Creators are VERY useful for all kinds of map-mechanisms.',
1600 ignore => [
1601 $IGNORE_LIST{system_object}
1602 ],
1603 name => 'Creator',
1604 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1605 },
1606 Detector => {
1607 attr => [
1608 [
1609 'no_pick',
1610 {
1611 type => 'fixed',
1612 value => 1
1613 }
1614 ],
1615 [
1616 'slaying',
1617 {
1618 desc => '<match name> specifies the name of the object we are looking for. Actually it does also check for the <key string> in key-objects, but for this case inventory checkers are often more powerful to use.',
1619 name => 'match name',
1620 type => 'string'
1621 }
1622 ],
1623 [
1624 'connected',
1625 {
1626 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1627 name => 'connection',
1628 type => 'int'
1629 }
1630 ],
1631 [
1632 'speed',
1633 {
1634 desc => 'This value defines the time between two detector-checks. If you want the detector to behave almost like pedestals/buttons, set speed rather high, like <detection speed> 1.0.',
1635 name => 'detection speed',
1636 type => 'float'
1637 }
1638 ],
1639 [
1640 'speed_left',
1641 {
1642 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1643 name => 'speed left',
1644 type => 'float'
1645 }
1646 ],
1647 [
1648 'speed_left',
1649 {
1650 desc => 'The speed left. This value is incremented by <speed> on every tick. If it is larger than 0, the detector checks, and the speed is decremented by 1.',
1651 name => 'speed left',
1652 type => 'float'
1653 }
1654 ]
1655 ],
1656 desc => 'Detectors work quite much like inv. checkers/pedestals: If the detector finds a specific object, it toggles its connected value. <br><br> What is "unique" about them, compared to inv. checkers/ pedestals? - First, detectors check their square for a match periodically, not instantly. Second, detectors check directly for object names. Third, detectors do not check the inventory of players/monsters.',
1657 ignore => [
1658 $IGNORE_LIST{system_object}
1659 ],
1660 name => 'Detector',
1661 use => 'There is one major speciality about detectors: You can detect spells blown over a detector! To detect a lighting bolt for example, set "slaying ligthing" and "speed 1.0". In combination with spellcasting walls, this can be very useful for map-mechanisms.'
1662 },
1663 Director => {
1664 attr => [
1665 [
1666 'sp',
1667 {
1668 desc => 'Projectiles will leave the director flying in the selected <direction>. A director with direction <none> simply stops projectiles. (The latter works out a bit strange for some spells).',
1669 name => 'direction',
1670 type => 'list',
1671 value => $LIST{direction}
1672 }
1673 ],
1674 [
1675 'move_on',
1676 {
1677 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1678 name => 'movement type',
1679 type => 'bitmask',
1680 value => $BITMASK{movement_type}
1681 }
1682 ]
1683 ],
1684 desc => 'Directors change the direction of spell objects and other projectiles that fly past. Unlike spinners, directors always move objects in the same direction. It does not make a difference from what angle you shoot into it.<br> Directors are visible per default.',
1685 ignore => [
1686 $IGNORE_LIST{non_pickable}
1687 ],
1688 name => 'Director',
1689 use => 'Directors are rarely used in maps. Sometimes they are placed to change the direction of spells coming out of magic walls, "channeling" spell-projectiles in some direction. When doing this, <B>never place directors facing each other with magic walls fireing into them!</B> The spell-projectiles bouncing between the directors would accumulate to huge numbers and at some point slow down the server by eating memory- and CPU-time. <br><br> You\'d better not place directors in monster vs. player combat areas too much, because that freaks out wizard-type players.'
1690 },
1691 Disease => {
1692 attr => [
1693 [
1694 'invisible',
1695 {
1696 type => 'fixed',
1697 value => 1
1698 }
1699 ],
1700 [
1701 'level',
1702 {
1703 desc => 'The <plaque level> is proportional to the disease\'s deadliness. This mainly reflects in the <damage>. It has no effect on most other symptoms. Neverthless, it is a very important value for all damage-inflicting diseases.',
1704 name => 'plaque level',
1705 type => 'int'
1706 }
1707 ],
1708 [
1709 'race',
1710 {
1711 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1712 name => 'infect race',
1713 type => 'string'
1714 }
1715 ],
1716 [
1717 'ac',
1718 {
1719 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1720 name => 'progressiveness',
1721 type => 'int'
1722 }
1723 ],
1724 [
1725 'msg',
1726 {
1727 desc => 'This text is displayed to the player every time the symptoms strike.',
1728 end => 'endmsg',
1729 name => 'message',
1730 type => 'text'
1731 }
1732 ]
1733 ],
1734 desc => 'Diseases are an intersting form of spellcraft in Crossfire. Once casted, they can spread out and infect creatures in a large area. Being infected can have various effects, from amusing farts to horrible damage - almost everything is possible.',
1735 ignore => [
1736 $IGNORE_LIST{system_object}
1737 ],
1738 name => 'Disease',
1739 section => [
1740 [
1741 'spreading',
1742 [
1743 [
1744 'wc',
1745 {
1746 desc => 'The <infectiosness> defines the chance of new creatures getting infected. If you set this too high, the disease is very likely to be too effective. <infectiosness>/127 is the chance of someone in range catching it.',
1747 name => 'infectiosness',
1748 type => 'int'
1749 }
1750 ],
1751 [
1752 'last_grace',
1753 {
1754 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1755 name => 'attenuation',
1756 type => 'int'
1757 }
1758 ],
1759 [
1760 'magic',
1761 {
1762 desc => '<infection range> sets the range at which infection may occur. If positive, the <infection range> is level dependant - If negative, it is not: E.g. "<infection range> -6" means creatures can be infected in six square range, and <plaque level> doesn\'t modify that.',
1763 name => 'infection range',
1764 type => 'int'
1765 }
1766 ],
1767 [
1768 'maxhp',
1769 {
1770 desc => '<persistence> defines how long the disease can persist OUTSIDE a host. The disease can "move" <persistence> times outside a host before it vanishes. A negative value means the disease lasts for permanent (which is only recommended to use in maps without monsters).',
1771 name => 'persistence',
1772 type => 'int'
1773 }
1774 ],
1775 [
1776 'maxgrace',
1777 {
1778 desc => 'The disease will last in the host for <curing duration> "disease moves" (Assuming the host survives and doesn\'t use a curing spell). After this period the disease is naturally cured, which provides the host with immunity from this particular disease of lower or equal level. A negative value means the disease can never be cured naturally. Note that this value can be further modulated by spell-parameters, if the disease is registered as spell in the code. Due to that, most default diseases take a lot longer to cure than it seems.',
1779 name => 'curing duration',
1780 type => 'int'
1781 }
1782 ],
1783 [
1784 'speed',
1785 {
1786 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1787 name => 'moving speed',
1788 type => 'float'
1789 }
1790 ],
1791 [
1792 'speed_left',
1793 {
1794 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1795 name => 'speed left',
1796 type => 'float'
1797 }
1798 ]
1799 ]
1800 ],
1801 [
1802 'symptoms',
1803 [
1804 [
1805 'attacktype',
1806 {
1807 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1808 name => 'attacktype',
1809 type => 'bitmask',
1810 value => $BITMASK{attacktype}
1811 }
1812 ],
1813 [
1814 'dam',
1815 {
1816 desc => 'A disease with a positive <damage> value will strike the player for that amount of damage every time the symptoms occur. A negative <damage> value produces %-based damage: "<damage> -10" means the player\'s health is reduced by 10% every time the symptoms strike. Diseases with %-based damage can be dangerous - but not deadly - for players of all levels.',
1817 name => 'damage',
1818 type => 'int'
1819 }
1820 ],
1821 [
1822 'other_arch',
1823 {
1824 desc => 'If set, the specified arch is created and dropped every time the symptoms strike. This can be various things: farts, body pieces, eggs ... Even monsters can be created that way. You could also make a disease where some exotic stuff like money/gems is created.',
1825 name => 'create arch',
1826 type => 'string'
1827 }
1828 ],
1829 [
1830 'last_sp',
1831 {
1832 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1833 name => 'slowdown penalty',
1834 type => 'int'
1835 }
1836 ],
1837 [
1838 'exp',
1839 {
1840 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1841 name => 'exp. for curing',
1842 type => 'int'
1843 }
1844 ],
1845 [
1846 'maxsp',
1847 {
1848 desc => 'Every time the disease "moves", the player\'s mana is reduced by the value of <mana depletion>. For negative values, a %-based amount is taken.',
1849 name => 'mana depletion',
1850 type => 'int'
1851 }
1852 ],
1853 [
1854 'last_eat',
1855 {
1856 desc => 'Every time the disease "moves", the player\'s food is reduced by the value of <food depletion>. For negative values, a %-based amount is taken.',
1857 name => 'food depletion',
1858 type => 'int'
1859 }
1860 ],
1861 [
1862 'hp',
1863 {
1864 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1865 name => 'health regen.',
1866 type => 'int'
1867 }
1868 ],
1869 [
1870 'sp',
1871 {
1872 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1873 name => 'mana regen.',
1874 type => 'int'
1875 }
1876 ]
1877 ]
1878 ],
1879 [
1880 'disability',
1881 [
1882 [
1883 'Str',
1884 {
1885 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1886 name => 'strength',
1887 type => 'int'
1888 }
1889 ],
1890 [
1891 'Dex',
1892 {
1893 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1894 name => 'dexterity',
1895 type => 'int'
1896 }
1897 ],
1898 [
1899 'Con',
1900 {
1901 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1902 name => 'constitution',
1903 type => 'int'
1904 }
1905 ],
1906 [
1907 'Int',
1908 {
1909 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1910 name => 'intelligence',
1911 type => 'int'
1912 }
1913 ],
1914 [
1915 'Pow',
1916 {
1917 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1918 name => 'power',
1919 type => 'int'
1920 }
1921 ],
1922 [
1923 'Wis',
1924 {
1925 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1926 name => 'wisdom',
1927 type => 'int'
1928 }
1929 ],
1930 [
1931 'Cha',
1932 {
1933 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1934 name => 'charisma',
1935 type => 'int'
1936 }
1937 ]
1938 ]
1939 ]
1940 ],
1941 use => 'Diseases are extremely flexible and usable in a many ways. So far they are mostly used for causing bad, unwanted effects. You could just as well create a disease which helps the player (recharging mana for example). Infection with a "positive disease" could even be a quest reward.'
1942 },
1943 Door => {
1944 attr => [
1945 [
1946 'no_pick',
1947 {
1948 type => 'fixed',
1949 value => 1
1950 }
1951 ],
1952 [
1953 'alive',
1954 {
1955 type => 'fixed',
1956 value => 1
1957 }
1958 ],
1959 [
1960 'move_block',
1961 {
1962 desc => 'Objects using these movement types cannot move over this space.',
1963 name => 'blocked movement',
1964 type => 'bitmask',
1965 value => $BITMASK{movement_type}
1966 }
1967 ],
1968 [
1969 'move_allow',
1970 {
1971 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
1972 name => 'allowed movement',
1973 type => 'bitmask',
1974 value => $BITMASK{movement_type}
1975 }
1976 ],
1977 [
1978 'move_slow',
1979 {
1980 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
1981 name => 'slowed movement',
1982 type => 'bitmask',
1983 value => $BITMASK{movement_type}
1984 }
1985 ],
1986 [
1987 'move_slow_penalty',
1988 {
1989 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
1990 name => 'slow movement penalty',
1991 type => 'int'
1992 }
1993 ],
1994 [
1995 'hp',
1996 {
1997 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
1998 name => 'hitpoints',
1999 type => 'int'
2000 }
2001 ],
2002 [
2003 'ac',
2004 {
2005 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2006 name => 'armour class',
2007 type => 'int'
2008 }
2009 ],
2010 [
2011 'other_arch',
2012 {
2013 desc => 'This string defines the object that will be created when the door was defeated.',
2014 name => 'drop arch',
2015 type => 'string'
2016 }
2017 ],
2018 [
2019 'randomitems',
2020 {
2021 desc => 'This entry determines what kind of traps will appear in the door.',
2022 name => 'treasurelist',
2023 type => 'treasurelist'
2024 }
2025 ]
2026 ],
2027 desc => 'A door can be opened with a normal key. It also can be broken by attacking it, and it can be defeated with the lockpicking skill. If a door is defeated, horizontally and vertically adjacent doors are automatically removed.',
2028 ignore => [
2029 $IGNORE_LIST{non_pickable}
2030 ],
2031 name => 'Door'
2032 },
2033 Duplicator => {
2034 attr => [
2035 [
2036 'other_arch',
2037 {
2038 desc => 'Only objects of matching archtype, lying ontop of the dublicator will be dublicated, multiplied or removed. All other objects will be ignored.',
2039 name => 'target arch',
2040 type => 'string'
2041 }
2042 ],
2043 [
2044 'level',
2045 {
2046 desc => 'The number of items in the target pile will be multiplied by the <multiply factor>. If it is set to zero, all target objects will be destroyed.',
2047 name => 'multiply factor',
2048 type => 'int'
2049 }
2050 ],
2051 [
2052 'connected',
2053 {
2054 desc => 'An activator (lever, altar, button, etc) with matching connection value is able to trigger this duplicator. Be very careful that players cannot abuse it to create endless amounts of money or other valuable stuff!',
2055 name => 'connection',
2056 type => 'int'
2057 }
2058 ]
2059 ],
2060 desc => 'When activated, a duplicator can duplicate, multiply or destroy a pile of objects which lies somewhere on top of the duplicator. The duplicator has one arch name specified as &lt;target arch&gt;, and only objects of this archetype can be affected.<br> It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. If the latter is set to zero, it will destroy objects.',
2061 ignore => [
2062 $IGNORE_LIST{system_object}
2063 ],
2064 name => 'Duplicator',
2065 use => 'I hope it is clear that one must be very cautious when inserting a duplicator anywhere with &lt;multiply factor&gt; greater than one. It is designed to be used for betting mechanisms only (bet -&gt; win/loose). It is <b>not acceptable</b> to allow duplication of anything other than coins, gold and jewels. Besides, it is very important that the chance to loose the input matches the chance to earn winnings.<br> A duplicator with &lt;multiply factor&gt; 3 for example should have a loosing rate of 2/3 = 67%.'
2066 },
2067 'Event Connector' => {
2068 attr => [
2069 [
2070 'subtype',
2071 {
2072 desc => 'The type of event that triggers a notify to the plug-in.',
2073 name => 'event type',
2074 type => 'list',
2075 value => $LIST{event_type}
2076 }
2077 ],
2078 [
2079 'title',
2080 {
2081 desc => 'The name of the plug-in that should be notified of the event, e.g. "cfpython" for python and "perl" for the Crossfire-Perl plug-in.',
2082 name => 'plug-in',
2083 type => 'string'
2084 }
2085 ],
2086 [
2087 'slaying',
2088 {
2089 desc => 'The name of the extension to invoke (for python, this is the path to a script, for perl this is the name of a extension package without the ".ext" extension.',
2090 name => 'extension',
2091 type => 'string'
2092 }
2093 ],
2094 [
2095 'name',
2096 {
2097 desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2098 name => 'options',
2099 type => 'string'
2100 }
2101 ]
2102 ],
2103 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2104 name => 'Event Connector'
2105 },
2106 Exit => {
2107 attr => [
2108 [
2109 'slaying',
2110 {
2111 desc => 'The exit path defines the map that the player is transferred to. You can enter an absolute path, beginning with \'/\' (for example "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning with \'/\' (On the map "/peterm/FireTemple/Fire2" for example I could use the relative path "Fire1"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower case only. It is well possible to have an exit pointing to the same map that the exit is on. If slaying is not set in an exit, the player will see a message like "the exit is closed".',
2112 name => 'exit path',
2113 type => 'string'
2114 }
2115 ],
2116 [
2117 'hp',
2118 {
2119 desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2120 name => 'destination X',
2121 type => 'int'
2122 }
2123 ],
2124 [
2125 'sp',
2126 {
2127 desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2128 name => 'destination Y',
2129 type => 'int'
2130 }
2131 ],
2132 [
2133 'move_on',
2134 {
2135 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2136 name => 'movement type',
2137 type => 'bitmask',
2138 value => $BITMASK{movement_type}
2139 }
2140 ],
2141 [
2142 'msg',
2143 {
2144 desc => 'If set, this message will be displayed to the player when he applies the exit. This is quite useful to throw in some "role-play feeling": "As you enter the dark cave you hear the sound of rustling dragonscales...". Well, my english is poor, but you get the point. =)',
2145 end => 'endmsg',
2146 name => 'exit message',
2147 type => 'text'
2148 }
2149 ],
2150 [
2151 'unique',
2152 {
2153 desc => 'This flag defines the destined map as "personal unique map". If set, there will be a seperate version of that map for every player out there. This feature is used for the permanent apartments (in Scorn/Nuernberg/Caterham...). It should not be used for anything else than apartments, since Crossfire is a *multi*player game. In such a permanent apartment don\'t forget to set the unique-flag for all floor tiles too (see floors). An exit pointing outside of a personal unique map must have the "unique destination"-flag unset.',
2154 name => 'unique destination',
2155 type => 'bool'
2156 }
2157 ]
2158 ],
2159 desc => 'When the player applies an exit, he is transferred to a different location. (Monsters cannot use exits.) Depending on how it is set, the player applies the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on the exit.',
2160 ignore => [
2161 $IGNORE_LIST{non_pickable}
2162 ],
2163 name => 'Exit',
2164 use => 'If you want to have an invisible exit, set &lt;invisible&gt; (, of course &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be detected with the show_invisible spell. <br><br> You can be quite creative with the outlook of secret exits (their "face"). Don\'t forget to give the player relyable hints about them though.'
2165 },
2166 Flesh => {
2167 attr => [
2168 [
2169 'food',
2170 {
2171 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2172 name => 'foodpoints',
2173 type => 'int'
2174 }
2175 ],
2176 [
2177 'level',
2178 {
2179 desc => 'The <flesh level> is not visible to the players and it affects only dragon players. Normally this value reflects the level of the monster from which the flesh item originates. Dragon players always search for flesh of highest level possible, because it bears the best chance to gain high resistances.',
2180 name => 'flesh level',
2181 type => 'int'
2182 }
2183 ],
2184 [
2185 'startequip',
2186 {
2187 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2188 name => 'godgiven item',
2189 type => 'bool'
2190 }
2191 ],
2192 [
2193 'msg',
2194 {
2195 desc => 'This text may describe the item.',
2196 end => 'endmsg',
2197 name => 'description',
2198 type => 'text'
2199 }
2200 ]
2201 ],
2202 desc => 'Just like with food, the player can fill his stomache and gain a little health by eating flesh-objects. <br> For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in those categories. The only constraint to this process is the &lt;flesh level&gt;. Don\'t forget that flesh items with resistances have to be balanced according to map/monster difficulty.',
2203 name => 'Flesh',
2204 section => [
2205 [
2206 'resistance',
2207 [
2208 [
2209 'resist_physical',
2210 {
2211 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2212 name => 'resist physical %',
2213 type => 'int'
2214 }
2215 ],
2216 [
2217 'resist_magic',
2218 {
2219 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2220 name => 'resist magic %',
2221 type => 'int'
2222 }
2223 ],
2224 [
2225 'resist_fire',
2226 {
2227 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2228 name => 'resist fire %',
2229 type => 'int'
2230 }
2231 ],
2232 [
2233 'resist_electricity',
2234 {
2235 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2236 name => 'resist electricity %',
2237 type => 'int'
2238 }
2239 ],
2240 [
2241 'resist_cold',
2242 {
2243 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2244 name => 'resist cold %',
2245 type => 'int'
2246 }
2247 ],
2248 [
2249 'resist_confusion',
2250 {
2251 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2252 name => 'resist confusion %',
2253 type => 'int'
2254 }
2255 ],
2256 [
2257 'resist_acid',
2258 {
2259 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2260 name => 'resist acid %',
2261 type => 'int'
2262 }
2263 ],
2264 [
2265 'resist_drain',
2266 {
2267 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2268 name => 'resist draining %',
2269 type => 'int'
2270 }
2271 ],
2272 [
2273 'resist_weaponmagic',
2274 {
2275 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2276 name => 'resist weaponmagic %',
2277 type => 'int'
2278 }
2279 ],
2280 [
2281 'resist_ghosthit',
2282 {
2283 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2284 name => 'resist ghosthit %',
2285 type => 'int'
2286 }
2287 ],
2288 [
2289 'resist_poison',
2290 {
2291 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2292 name => 'resist poison %',
2293 type => 'int'
2294 }
2295 ],
2296 [
2297 'resist_slow',
2298 {
2299 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2300 name => 'resist slow %',
2301 type => 'int'
2302 }
2303 ],
2304 [
2305 'resist_paralyze',
2306 {
2307 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2308 name => 'resist paralyze %',
2309 type => 'int'
2310 }
2311 ],
2312 [
2313 'resist_fear',
2314 {
2315 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2316 name => 'resist fear %',
2317 type => 'int'
2318 }
2319 ],
2320 [
2321 'resist_deplete',
2322 {
2323 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2324 name => 'resist depletion %',
2325 type => 'int'
2326 }
2327 ],
2328 [
2329 'resist_death',
2330 {
2331 desc => 'RResistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2332 name => 'resist death-attack %',
2333 type => 'int'
2334 }
2335 ],
2336 [
2337 'resist_chaos',
2338 {
2339 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2340 name => 'resist chaos %',
2341 type => 'int'
2342 }
2343 ],
2344 [
2345 'resist_blind',
2346 {
2347 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2348 name => 'resist blinding %',
2349 type => 'int'
2350 }
2351 ]
2352 ]
2353 ]
2354 ],
2355 use => 'For dragon players, flesh items can be highly valuable. Note that many standard monsters carry flesh items from their &lt;treasurelist&gt;. These flesh items "inherit" resistances and level from the monster they belong to. When you add special flesh items to the inventory of a monster, this is not the case - so you have to set it manually. <br><br> Generally adding special flesh-treaties for dragon players is a great thing to do. Always consider that dragon players might really not be interested in that special piece of weapon or armour, so don\'t let the dragon-fellows miss out on the reward completely.'
2356 },
2357 Floor => {
2358 attr => [
2359 [
2360 'is_floor',
2361 {
2362 type => 'fixed',
2363 value => 1
2364 }
2365 ],
2366 [
2367 'no_pick',
2368 {
2369 type => 'fixed',
2370 value => 1
2371 }
2372 ],
2373 [
2374 'no_magic',
2375 {
2376 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2377 name => 'no spells',
2378 type => 'bool'
2379 }
2380 ],
2381 [
2382 'damned',
2383 {
2384 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2385 name => 'no prayers',
2386 type => 'bool'
2387 }
2388 ],
2389 [
2390 'unique',
2391 {
2392 desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2393 name => 'unique map',
2394 type => 'bool'
2395 }
2396 ],
2397 [
2398 'msg',
2399 {
2400 desc => 'This text may describe the object.',
2401 end => 'endmsg',
2402 name => 'description',
2403 type => 'text'
2404 }
2405 ]
2406 ],
2407 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2408 ignore => [
2409 $IGNORE_LIST{non_pickable}
2410 ],
2411 name => 'Floor',
2412 section => [
2413 [
2414 'terrain',
2415 [
2416 [
2417 'move_block',
2418 {
2419 desc => 'Objects using these movement types cannot move over this space.',
2420 name => 'blocked movement',
2421 type => 'bitmask',
2422 value => $BITMASK{movement_type}
2423 }
2424 ],
2425 [
2426 'move_allow',
2427 {
2428 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2429 name => 'allowed movement',
2430 type => 'bitmask',
2431 value => $BITMASK{movement_type}
2432 }
2433 ],
2434 [
2435 'move_slow',
2436 {
2437 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2438 name => 'slowed movement',
2439 type => 'bitmask',
2440 value => $BITMASK{movement_type}
2441 }
2442 ],
2443 [
2444 'move_slow_penalty',
2445 {
2446 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2447 name => 'slow movement penalty',
2448 type => 'int'
2449 }
2450 ],
2451 [
2452 'is_wooded',
2453 {
2454 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2455 name => 'wooded terrain',
2456 type => 'bool'
2457 }
2458 ],
2459 [
2460 'is_hilly',
2461 {
2462 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2463 name => 'hilly terrain',
2464 type => 'bool'
2465 }
2466 ]
2467 ]
2468 ]
2469 ]
2470 },
2471 'Floor (Encounter)' => {
2472 attr => [
2473 [
2474 'is_floor',
2475 {
2476 type => 'fixed',
2477 value => 1
2478 }
2479 ],
2480 [
2481 'no_pick',
2482 {
2483 type => 'fixed',
2484 value => 1
2485 }
2486 ],
2487 [
2488 'no_magic',
2489 {
2490 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2491 name => 'no spells',
2492 type => 'bool'
2493 }
2494 ],
2495 [
2496 'damned',
2497 {
2498 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2499 name => 'no prayers',
2500 type => 'bool'
2501 }
2502 ],
2503 [
2504 'unique',
2505 {
2506 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>.',
2507 name => 'unique map',
2508 type => 'bool'
2509 }
2510 ],
2511 [
2512 'msg',
2513 {
2514 desc => 'This text may describe the object.',
2515 end => 'endmsg',
2516 name => 'description',
2517 type => 'text'
2518 }
2519 ]
2520 ],
2521 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.',
2522 ignore => [
2523 $IGNORE_LIST{non_pickable}
2524 ],
2525 name => 'Floor (Encounter)',
2526 section => [
2527 [
2528 'terrain',
2529 [
2530 [
2531 'move_block',
2532 {
2533 desc => 'Objects using these movement types cannot move over this space.',
2534 name => 'blocked movement',
2535 type => 'bitmask',
2536 value => $BITMASK{movement_type}
2537 }
2538 ],
2539 [
2540 'move_allow',
2541 {
2542 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2543 name => 'allowed movement',
2544 type => 'bitmask',
2545 value => $BITMASK{movement_type}
2546 }
2547 ],
2548 [
2549 'move_slow',
2550 {
2551 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2552 name => 'slowed movement',
2553 type => 'bitmask',
2554 value => $BITMASK{movement_type}
2555 }
2556 ],
2557 [
2558 'move_slow_penalty',
2559 {
2560 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2561 name => 'slow movement penalty',
2562 type => 'int'
2563 }
2564 ],
2565 [
2566 'is_wooded',
2567 {
2568 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2569 name => 'wooded terrain',
2570 type => 'bool'
2571 }
2572 ],
2573 [
2574 'is_hilly',
2575 {
2576 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2577 name => 'hilly terrain',
2578 type => 'bool'
2579 }
2580 ]
2581 ]
2582 ]
2583 ]
2584 },
2585 Food => {
2586 attr => [
2587 [
2588 'food',
2589 {
2590 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2591 name => 'foodpoints',
2592 type => 'int'
2593 }
2594 ],
2595 [
2596 'startequip',
2597 {
2598 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2599 name => 'godgiven item',
2600 type => 'bool'
2601 }
2602 ]
2603 ],
2604 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2605 name => 'Food'
2606 },
2607 Gate => {
2608 attr => [
2609 [
2610 'no_pick',
2611 {
2612 type => 'fixed',
2613 value => 1
2614 }
2615 ],
2616 [
2617 'speed',
2618 {
2619 desc => 'The speed of the gate affects how fast it is closing/opening.',
2620 type => 'float'
2621 }
2622 ],
2623 [
2624 'connected',
2625 {
2626 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2627 name => 'connection',
2628 type => 'int'
2629 }
2630 ],
2631 [
2632 'wc',
2633 {
2634 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.',
2635 name => 'position state',
2636 type => 'int'
2637 }
2638 ],
2639 [
2640 'move_block',
2641 {
2642 desc => 'Objects using these movement types cannot move over this space.',
2643 name => 'blocked movement',
2644 type => 'bitmask',
2645 value => $BITMASK{movement_type}
2646 }
2647 ],
2648 [
2649 'move_allow',
2650 {
2651 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2652 name => 'allowed movement',
2653 type => 'bitmask',
2654 value => $BITMASK{movement_type}
2655 }
2656 ],
2657 [
2658 'move_slow',
2659 {
2660 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2661 name => 'slowed movement',
2662 type => 'bitmask',
2663 value => $BITMASK{movement_type}
2664 }
2665 ],
2666 [
2667 'move_slow_penalty',
2668 {
2669 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2670 name => 'slow movement penalty',
2671 type => 'int'
2672 }
2673 ],
2674 [
2675 'no_magic',
2676 {
2677 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2678 name => 'restrict spells',
2679 type => 'bool'
2680 }
2681 ],
2682 [
2683 'damned',
2684 {
2685 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2686 name => 'restrict prayers',
2687 type => 'bool'
2688 }
2689 ]
2690 ],
2691 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.',
2692 ignore => [
2693 $IGNORE_LIST{non_pickable}
2694 ],
2695 name => 'Gate',
2696 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".'
2697 },
2698 Girdle => {
2699 attr => [
2700 [
2701 'magic',
2702 {
2703 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.',
2704 name => 'magic bonus',
2705 type => 'int'
2706 }
2707 ]
2708 ],
2709 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.',
2710 import => [
2711 $TYPE{Amulet}
2712 ],
2713 name => 'Girdle',
2714 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2715 },
2716 Gloves => {
2717 attr => [
2718 [
2719 'magic',
2720 {
2721 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.',
2722 name => 'magic bonus',
2723 type => 'int'
2724 }
2725 ]
2726 ],
2727 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2728 import => [
2729 $TYPE{Amulet}
2730 ],
2731 name => 'Gloves',
2732 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2733 },
2734 Handle => {
2735 attr => [
2736 [
2737 'no_pick',
2738 {
2739 type => 'fixed',
2740 value => 1
2741 }
2742 ],
2743 [
2744 'connected',
2745 {
2746 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2747 name => 'connection',
2748 type => 'int'
2749 }
2750 ],
2751 [
2752 'msg',
2753 {
2754 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2755 end => 'endmsg',
2756 name => 'description',
2757 type => 'text'
2758 }
2759 ]
2760 ],
2761 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2762 ignore => [
2763 $IGNORE_LIST{non_pickable}
2764 ],
2765 name => 'Handle',
2766 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.'
2767 },
2768 'Handle Trigger' => {
2769 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.',
2770 ignore => [
2771 $IGNORE_LIST{non_pickable}
2772 ],
2773 import => [
2774 $TYPE{Handle}
2775 ],
2776 name => 'Handle Trigger',
2777 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.'
2778 },
2779 'Hazard Floor' => {
2780 attr => [
2781 [
2782 'is_floor',
2783 {
2784 type => 'fixed',
2785 value => 1
2786 }
2787 ],
2788 [
2789 'lifesave',
2790 {
2791 type => 'fixed',
2792 value => 1
2793 }
2794 ],
2795 [
2796 'move_on',
2797 {
2798 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2799 name => 'movement type',
2800 type => 'bitmask',
2801 value => $BITMASK{movement_type}
2802 }
2803 ],
2804 [
2805 'no_pick',
2806 {
2807 type => 'fixed',
2808 value => 1
2809 }
2810 ],
2811 [
2812 'attacktype',
2813 {
2814 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.',
2815 name => 'attacktype',
2816 type => 'bitmask',
2817 value => $BITMASK{attacktype}
2818 }
2819 ],
2820 [
2821 'dam',
2822 {
2823 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.',
2824 name => 'base damage',
2825 type => 'int'
2826 }
2827 ],
2828 [
2829 'wc',
2830 {
2831 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.',
2832 name => 'weaponclass',
2833 type => 'int'
2834 }
2835 ],
2836 [
2837 'level',
2838 {
2839 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.',
2840 name => 'attack level',
2841 type => 'int'
2842 }
2843 ],
2844 [
2845 'no_magic',
2846 {
2847 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2848 name => 'no spells',
2849 type => 'bool'
2850 }
2851 ],
2852 [
2853 'damned',
2854 {
2855 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2856 name => 'no prayers',
2857 type => 'bool'
2858 }
2859 ],
2860 [
2861 'unique',
2862 {
2863 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>.',
2864 name => 'unique map',
2865 type => 'bool'
2866 }
2867 ]
2868 ],
2869 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.',
2870 ignore => [
2871 $IGNORE_LIST{non_pickable}
2872 ],
2873 name => 'Hazard Floor',
2874 section => [
2875 [
2876 'terrain',
2877 [
2878 [
2879 'move_block',
2880 {
2881 desc => 'Objects using these movement types cannot move over this space.',
2882 name => 'blocked movement',
2883 type => 'bitmask',
2884 value => $BITMASK{movement_type}
2885 }
2886 ],
2887 [
2888 'move_allow',
2889 {
2890 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2891 name => 'allowed movement',
2892 type => 'bitmask',
2893 value => $BITMASK{movement_type}
2894 }
2895 ],
2896 [
2897 'move_slow',
2898 {
2899 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2900 name => 'slowed movement',
2901 type => 'bitmask',
2902 value => $BITMASK{movement_type}
2903 }
2904 ],
2905 [
2906 'move_slow_penalty',
2907 {
2908 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2909 name => 'slow movement penalty',
2910 type => 'int'
2911 }
2912 ],
2913 [
2914 'is_wooded',
2915 {
2916 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2917 name => 'wooded terrain',
2918 type => 'bool'
2919 }
2920 ],
2921 [
2922 'is_hilly',
2923 {
2924 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2925 name => 'hilly terrain',
2926 type => 'bool'
2927 }
2928 ]
2929 ]
2930 ]
2931 ],
2932 use => 'The default lava for example does minor damage. But you can turn it up so that your hazard floor poses a real threat.<br> Like magic walls, such floors add a permanent thrill to your map. You can use that to safely chase off too-weak players, or just to have something different.'
2933 },
2934 Helmet => {
2935 attr => [
2936 [
2937 'magic',
2938 {
2939 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the helmet. Important: <magic bonus> on helmets has no effect if there is no <armour class> set. It only works in combination with <armour class>. Crowns for instance typically provide no <amour class>.',
2940 name => 'magic bonus',
2941 type => 'int'
2942 }
2943 ]
2944 ],
2945 desc => 'Wearing a helmet, the object\'s stats will directly be inherited to the player. Normal helmets usually increase defense, while crowns add more special bonuses like stats/resistances paired with low defense.',
2946 import => [
2947 $TYPE{Amulet}
2948 ],
2949 name => 'Helmet',
2950 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2951 },
2952 'Holy Altar' => {
2953 attr => [
2954 [
2955 'no_pick',
2956 {
2957 type => 'fixed',
2958 value => 1
2959 }
2960 ],
2961 [
2962 'other_arch',
2963 {
2964 desc => 'The altar belongs to the god of the given name. Possible options for <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, Gorokh, Valriel and Sorig. If you want to have an unconsecrated altar, set <god name> 0 and eventually <reconsecrate level> 0.',
2965 name => 'god name',
2966 type => 'string'
2967 }
2968 ],
2969 [
2970 'level',
2971 {
2972 desc => 'To re-consecrate an altar, the player\'s wisdom level must be as high or higher than this value. In that way, some altars can not be re-consecrated, while other altars, like those in dungeons, could be. Altars located in temples should have at least <reconsecrate level> 100. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult.',
2973 name => 'reconsecrate level',
2974 type => 'int'
2975 }
2976 ]
2977 ],
2978 desc => 'Holy_altars are altars for the various religions. Praying at a Holy_altar will make you a follower of that god, and if you already follow that god, you may get some extra bonus.',
2979 ignore => [
2980 $IGNORE_LIST{non_pickable}
2981 ],
2982 name => 'Holy Altar'
2983 },
2984 Horn => {
2985 attr => [
2986 [
2987 'sp',
2988 {
2989 desc => 'Sets the <spell> of the horn. Consider twice before handing out any horns to players, since they can be used endlessly without any mana cost! Horns with heal/ restoration/ protection spells, IF available, MUST be very very VERY hard to get!',
2990 name => 'spell',
2991 type => 'spell'
2992 }
2993 ],
2994 [
2995 'level',
2996 {
2997 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
2998 name => 'casting level',
2999 type => 'int'
3000 }
3001 ],
3002 [
3003 'hp',
3004 {
3005 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3006 name => 'initial spellpoints',
3007 type => 'int'
3008 }
3009 ],
3010 [
3011 'maxhp',
3012 {
3013 desc => 'When the horn is fully charged up, it will hold this maximum amount of spellpoints. Make sure it is enough to cast the contained spell at least once. But don\'t set the value too high, as that might make the horn way too effective.',
3014 name => 'max. spellpoints',
3015 type => 'int'
3016 }
3017 ],
3018 [
3019 'startequip',
3020 {
3021 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3022 name => 'godgiven item',
3023 type => 'bool'
3024 }
3025 ],
3026 [
3027 'msg',
3028 {
3029 desc => 'This text may contain a description of the horn.',
3030 end => 'endmsg',
3031 name => 'description',
3032 type => 'text'
3033 }
3034 ]
3035 ],
3036 desc => 'Horns are very similar to rods. The difference is that horns regenerate spellpoints faster and thus are more valuable than rods. <br><br> A horn contains a spell. The player can use this spell by applying and "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be used endlessly.',
3037 ignore => [
3038 'title'
3039 ],
3040 name => 'Horn',
3041 use => 'Horns are powerful due to their fast recharge rate. They should never contain high level attacking spells. Even curing/healing spells are almost too good on a horn.'
3042 },
3043 Inorganic => {
3044 attr => [
3045 [
3046 'is_dust',
3047 {
3048 name => 'is dust',
3049 type => 'bool'
3050 }
3051 ]
3052 ],
3053 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3054 name => 'Inorganic',
3055 section => [
3056 [
3057 'resistance',
3058 [
3059 [
3060 'resist_physical',
3061 {
3062 name => 'resist physical %',
3063 type => 'int'
3064 }
3065 ],
3066 [
3067 'resist_magic',
3068 {
3069 name => 'resist magic %',
3070 type => 'int'
3071 }
3072 ],
3073 [
3074 'resist_fire',
3075 {
3076 name => 'resist fire %',
3077 type => 'int'
3078 }
3079 ],
3080 [
3081 'resist_electricity',
3082 {
3083 name => 'resist electricity %',
3084 type => 'int'
3085 }
3086 ],
3087 [
3088 'resist_cold',
3089 {
3090 name => 'resist cold %',
3091 type => 'int'
3092 }
3093 ],
3094 [
3095 'resist_acid',
3096 {
3097 name => 'resist acid %',
3098 type => 'int'
3099 }
3100 ],
3101 [
3102 'resist_weaponmagic',
3103 {
3104 name => 'resist weaponmagic %',
3105 type => 'int'
3106 }
3107 ],
3108 [
3109 'resist_ghosthit',
3110 {
3111 name => 'resist ghosthit %',
3112 type => 'int'
3113 }
3114 ],
3115 [
3116 'resist_poison',
3117 {
3118 name => 'resist poison %',
3119 type => 'int'
3120 }
3121 ],
3122 [
3123 'resist_death',
3124 {
3125 name => 'resist death-attack %',
3126 type => 'int'
3127 }
3128 ],
3129 [
3130 'resist_chaos',
3131 {
3132 name => 'resist chaos %',
3133 type => 'int'
3134 }
3135 ],
3136 [
3137 'resist_holyword',
3138 {
3139 name => 'resist holy power %',
3140 type => 'int'
3141 }
3142 ]
3143 ]
3144 ]
3145 ]
3146 },
3147 'Inventory Checker' => {
3148 attr => [
3149 [
3150 'no_pick',
3151 {
3152 type => 'fixed',
3153 value => 1
3154 }
3155 ],
3156 [
3157 'slaying',
3158 {
3159 desc => 'This string specifies the object we are looking for: We have a match if the player does/don\'t carry a key object or a mark with identical <key string>. Note that key objects usually appear as "passports" in this context. A typical example is the city gate mechanism of scorn.',
3160 name => 'match key string',
3161 type => 'string'
3162 }
3163 ],
3164 [
3165 'race',
3166 {
3167 desc => 'This string specifies the object we are looking for: We have a match if the player does/don\'t carry an object of archtype <match arch name>.',
3168 name => 'match arch name',
3169 type => 'string'
3170 }
3171 ],
3172 [
3173 'hp',
3174 {
3175 desc => 'This value specifies the object we are looking for: We have a match if the player does/don\'t carry an object that is of type <match type>. Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> enabled. Now you have an inv. checker blocking all players that carry any kind of melee weapon. To pass, a player is forced to leave behind all his weaponry... bad news for a warrior. ;)',
3176 name => 'match type',
3177 type => 'int'
3178 }
3179 ],
3180 [
3181 'last_sp',
3182 {
3183 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3184 name => 'match = having',
3185 type => 'bool'
3186 }
3187 ],
3188 [
3189 'connected',
3190 {
3191 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3192 name => 'connection',
3193 type => 'int'
3194 }
3195 ],
3196 [
3197 'move_block',
3198 {
3199 desc => 'Objects using these movement types cannot move over this space.',
3200 name => 'blocked movement',
3201 type => 'bitmask',
3202 value => $BITMASK{movement_type}
3203 }
3204 ],
3205 [
3206 'move_allow',
3207 {
3208 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3209 name => 'allowed movement',
3210 type => 'bitmask',
3211 value => $BITMASK{movement_type}
3212 }
3213 ],
3214 [
3215 'move_slow',
3216 {
3217 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3218 name => 'slowed movement',
3219 type => 'bitmask',
3220 value => $BITMASK{movement_type}
3221 }
3222 ],
3223 [
3224 'move_slow_penalty',
3225 {
3226 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3227 name => 'slow movement penalty',
3228 type => 'int'
3229 }
3230 ],
3231 [
3232 'last_heal',
3233 {
3234 desc => '<remove match> means remove object if found. Setting this is usually not recommended because inv. checkers are in general invisible. So, unlike for altars/ locked doors, the player won\'t expect to lose an object when walking over that square. And he doesn\'t even get a message either. So, *if* you enable <remove match>, make sure to inform the player what\'s going on!',
3235 name => 'remove match',
3236 type => 'bool'
3237 }
3238 ]
3239 ],
3240 desc => 'Inventory checkers passively check the players inventory for a specific object. You can set a connected value that is triggered either if that object is present or missing (-&gt; "last_sp") when a player walks over the inv. checker. A valid option is to remove the matching object (usually not recommended, see "last_heal"). <br><br> Alternatively, you can set your inv. checker to block all players that do/don\'t carry the matching object. <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.',
3241 ignore => [
3242 $IGNORE_LIST{system_object}
3243 ],
3244 name => 'Inventory Checker',
3245 use => 'Putting a check_inventory space in front of a gate (one below) and one on the opposite side works reasonably well as a control mechanism. Unlike the key/door-combo, this one works infinite since it is independant from map reset. Use it to put a "structure" into your maps: Player must solve area A to gain access to area B. This concept can be found in nearly every RPG - simple but effective.'
3246 },
3247 'Item Transformer' => {
3248 attr => [
3249 [
3250 'food',
3251 {
3252 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3253 name => 'number of uses',
3254 type => 'int'
3255 }
3256 ],
3257 [
3258 'slaying',
3259 {
3260 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3261 name => 'verb',
3262 type => 'string'
3263 }
3264 ],
3265 [
3266 'startequip',
3267 {
3268 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3269 name => 'godgiven item',
3270 type => 'bool'
3271 }
3272 ],
3273 [
3274 'msg',
3275 {
3276 desc => 'This text may contain a description of the item transformer.',
3277 end => 'endmsg',
3278 name => 'description',
3279 type => 'text'
3280 }
3281 ]
3282 ],
3283 desc => 'An item transformer is simply applied, after having marked a \'victim\' item. If the victim is suitable, it will be transformed into something else.',
3284 name => 'Item Transformer',
3285 use => 'To make an item transformable, you just have to fill the \'slaying\' field. The syntax is: <br> <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre> <br> with [] denoting optional part, and * any number of preceding []. \'new_item\' must be the name of an existing archetype. <br><br> Example, for object apple: slaying knife:2 half_apple <br><br> This means that, when applying a knife (should be an Item Transformer), one \'apple\' will be transformed into 2 \'half_apple\'.'
3286 },
3287 Jewel => {
3288 attr => [
3289 [
3290 'race',
3291 {
3292 type => 'fixed',
3293 value => 'gold and jewels'
3294 }
3295 ],
3296 [
3297 'msg',
3298 {
3299 desc => 'This text may describe the object.',
3300 end => 'endmsg',
3301 name => 'description',
3302 type => 'text'
3303 }
3304 ]
3305 ],
3306 desc => 'Items of the type Gold &amp; Jewels are handled like a currency. Unlike for any other type of item, in shops, the buy- and selling prices differ only marginally.',
3307 name => 'Jewel'
3308 },
3309 Key => {
3310 attr => [
3311 [
3312 'startequip',
3313 {
3314 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3315 name => 'godgiven item',
3316 type => 'bool'
3317 }
3318 ]
3319 ],
3320 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3321 name => 'Key'
3322 },
3323 'Locked Door' => {
3324 attr => [
3325 [
3326 'move_type',
3327 {
3328 type => 'fixed',
3329 value => 0
3330 }
3331 ],
3332 [
3333 'no_pick',
3334 {
3335 type => 'fixed',
3336 value => 1
3337 }
3338 ],
3339 [
3340 'slaying',
3341 {
3342 desc => 'The <key string> in the door must be identical with the <key string> in the special key, then the door is unlocked. It is VERY important to set the <key string> to something that is unique among the CF mapset. DONT EVER USE the default string "set_individual_value".',
3343 name => 'key string',
3344 type => 'string'
3345 }
3346 ],
3347 [
3348 'no_magic',
3349 {
3350 desc => 'Restricting the use of spells to pass this door. This should be set in most cases. (Don\'t forget that the spell "dimension door" is easily available at about wisdom level 10).',
3351 name => 'restrict spells',
3352 type => 'bool'
3353 }
3354 ],
3355 [
3356 'damned',
3357 {
3358 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3359 name => 'restrict prayers',
3360 type => 'bool'
3361 }
3362 ],
3363 [
3364 'msg',
3365 {
3366 desc => 'When a player is trying to open the door without carrying the appropriate key, this text is displayed to the player. This is a good opportunity to place hints about the special key needed to unlock the door.',
3367 end => 'endmsg',
3368 name => 'lock message',
3369 type => 'text'
3370 }
3371 ]
3372 ],
3373 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3374 ignore => [
3375 $IGNORE_LIST{non_pickable}
3376 ],
3377 name => 'Locked Door',
3378 use => 'If you want to create a locked door that cannot be opened (no key), set a &lt;key string&gt; like "no_key_available". This will clearify things and only a fool would create a key matching that string. Door-objects can not only be used for "doors". In many maps these are used with all kinds of faces/names, especially often as "magic force". A good example is the map "Lake_Country/ebony/masterlev". There you have magic forces (door objects) put under certain artifact items. To get your hands on the artifacts, you need to bring up the appropriate quest items (key objects).'
3379 },
3380 'Magic Ear' => {
3381 attr => [
3382 [
3383 'no_pick',
3384 {
3385 type => 'fixed',
3386 value => 1
3387 }
3388 ],
3389 [
3390 'connected',
3391 {
3392 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3393 name => 'connection',
3394 type => 'int'
3395 }
3396 ],
3397 [
3398 'msg',
3399 {
3400 desc => 'This textfield contains the keyword-matching-syntax. The text should have the following format: "@match <keyword1>|<keyword2>|... ". Any number of keywords from one to infinite is allowed. Make sure they are seperated by a \'|\'. Examples: "@match yes", "@match gold|treasure". The connected value will be triggerd when the player speaks any of the given keywords within a two-square radius. IMPORTANT: Upper/lower case does not make a difference!',
3401 end => 'endmsg',
3402 name => 'keyword-matching',
3403 type => 'text'
3404 }
3405 ]
3406 ],
3407 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3408 ignore => [
3409 $IGNORE_LIST{system_object}
3410 ],
3411 name => 'Magic Ear',
3412 use => 'Whenever you put magic_ears on your maps, make sure there are CLEAR and RELYABLE hints about the keywords somewhere. Don\'t make something like a gate that is opened by speaking "open" or "sesame", expecting the player to figure this out all by himself. <br><br> Magic_ears are typically used for interaction with NPCs. You can create the impression that the NPC actually *does* something according to his conversation with a player. Mostly this means opening a gate or handing out some item, but you could be quite creative here.'
3413 },
3414 'Magic Wall' => {
3415 attr => [
3416 [
3417 'dam',
3418 {
3419 desc => 'The magic wall will cast this <spell>.',
3420 name => 'spell',
3421 type => 'spell'
3422 }
3423 ],
3424 [
3425 'level',
3426 {
3427 desc => 'The wall will cast it\'s spells at level <spell level>. "level 1" walls cast spells at minimal strength. "level 100" walls cast deadly spells. Arch default is level 1 - you should always set this value to meet the overall difficulty of your map.',
3428 name => 'spell level',
3429 type => 'int'
3430 }
3431 ],
3432 [
3433 'connected',
3434 {
3435 desc => 'Every time the <connection> value is triggered, the wall will cast it\'s spell. You should set <casting speed> to zero, or this won\'t have much visible effect.',
3436 name => 'connection',
3437 type => 'int'
3438 }
3439 ],
3440 [
3441 'speed',
3442 {
3443 desc => 'The <casting speed> defines the spellcasting speed of the wall. You can fine-tune how long the duration between two casts shall be. If you want to create a wall that can be activated (cast per trigger) via connected lever/button/etc, you must set "speed 0".',
3444 name => 'casting speed',
3445 type => 'float'
3446 }
3447 ],
3448 [
3449 'speed_left',
3450 {
3451 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3452 name => 'speed left',
3453 type => 'float'
3454 }
3455 ],
3456 [
3457 'sp',
3458 {
3459 desc => 'The magic wall will cast it\'s spells always in the specified <direction>. A magic wall with direction set to <none> will always fire in a random direction.',
3460 name => 'direction',
3461 type => 'list',
3462 value => $LIST{direction}
3463 }
3464 ],
3465 [
3466 'move_block',
3467 {
3468 desc => 'Objects using these movement types cannot move over this space.',
3469 name => 'blocked movement',
3470 type => 'bitmask',
3471 value => $BITMASK{movement_type}
3472 }
3473 ],
3474 [
3475 'move_allow',
3476 {
3477 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3478 name => 'allowed movement',
3479 type => 'bitmask',
3480 value => $BITMASK{movement_type}
3481 }
3482 ],
3483 [
3484 'move_slow',
3485 {
3486 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3487 name => 'slowed movement',
3488 type => 'bitmask',
3489 value => $BITMASK{movement_type}
3490 }
3491 ],
3492 [
3493 'move_slow_penalty',
3494 {
3495 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3496 name => 'slow movement penalty',
3497 type => 'int'
3498 }
3499 ]
3500 ],
3501 desc => 'Magic walls fire spells in a given direction, in regular intervals. Magic walls can contain any spell. However, some spells do not operate very successfully in them. The only way to know is to test the spell you want to use with a wall. <br><br> Several types of magical walls are predefined for you in the archetypes, and can be found on the "connected" Pickmap.',
3502 ignore => [
3503 $IGNORE_LIST{non_pickable}
3504 ],
3505 name => 'Magic Wall',
3506 section => [
3507 [
3508 'destroyable',
3509 [
3510 [
3511 'alive',
3512 {
3513 desc => 'Walls with <is destroyable> enabled can be attacked and (eventually) destroyed by the player. If disabled, all other attributes on this tab, as well as resistances, are meaningless.',
3514 name => 'is destroyable',
3515 type => 'bool'
3516 }
3517 ],
3518 [
3519 'hp',
3520 {
3521 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3522 name => 'hitpoints',
3523 type => 'int'
3524 }
3525 ],
3526 [
3527 'maxhp',
3528 {
3529 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3530 name => 'max hitpoints',
3531 type => 'int'
3532 }
3533 ],
3534 [
3535 'ac',
3536 {
3537 desc => 'A magic wall of high <armour class> is less likely to get hit from an opponent. <armour class> can be considered the "counterpiece" to <weapon class>.',
3538 name => 'armour class',
3539 type => 'int'
3540 }
3541 ]
3542 ]
3543 ],
3544 [
3545 'resistance',
3546 [
3547 [
3548 'resist_physical',
3549 {
3550 name => 'resist physical %',
3551 type => 'int'
3552 }
3553 ],
3554 [
3555 'resist_magic',
3556 {
3557 name => 'resist magic %',
3558 type => 'int'
3559 }
3560 ],
3561 [
3562 'resist_fire',
3563 {
3564 name => 'resist fire %',
3565 type => 'int'
3566 }
3567 ],
3568 [
3569 'resist_electricity',
3570 {
3571 name => 'resist electricity %',
3572 type => 'int'
3573 }
3574 ],
3575 [
3576 'resist_cold',
3577 {
3578 name => 'resist cold %',
3579 type => 'int'
3580 }
3581 ],
3582 [
3583 'resist_confusion',
3584 {
3585 name => 'resist confusion %',
3586 type => 'int'
3587 }
3588 ],
3589 [
3590 'resist_acid',
3591 {
3592 name => 'resist acid %',
3593 type => 'int'
3594 }
3595 ],
3596 [
3597 'resist_drain',
3598 {
3599 name => 'resist draining %',
3600 type => 'int'
3601 }
3602 ],
3603 [
3604 'resist_weaponmagic',
3605 {
3606 name => 'resist weaponmagic %',
3607 type => 'int'
3608 }
3609 ],
3610 [
3611 'resist_ghosthit',
3612 {
3613 name => 'resist ghosthit %',
3614 type => 'int'
3615 }
3616 ],
3617 [
3618 'resist_poison',
3619 {
3620 name => 'resist poison %',
3621 type => 'int'
3622 }
3623 ],
3624 [
3625 'resist_slow',
3626 {
3627 name => 'resist slow %',
3628 type => 'int'
3629 }
3630 ],
3631 [
3632 'resist_paralyze',
3633 {
3634 name => 'resist paralyze %',
3635 type => 'int'
3636 }
3637 ],
3638 [
3639 'resist_fear',
3640 {
3641 name => 'resist fear %',
3642 type => 'int'
3643 }
3644 ],
3645 [
3646 'resist_deplete',
3647 {
3648 name => 'resist depletion %',
3649 type => 'int'
3650 }
3651 ],
3652 [
3653 'resist_turn_undead',
3654 {
3655 name => 'resist turn undead %',
3656 type => 'int'
3657 }
3658 ],
3659 [
3660 'resist_death',
3661 {
3662 name => 'resist death-attack %',
3663 type => 'int'
3664 }
3665 ],
3666 [
3667 'resist_chaos',
3668 {
3669 name => 'resist chaos %',
3670 type => 'int'
3671 }
3672 ],
3673 [
3674 'resist_blind',
3675 {
3676 name => 'resist blinding %',
3677 type => 'int'
3678 }
3679 ],
3680 [
3681 'resist_holyword',
3682 {
3683 name => 'resist holy power %',
3684 type => 'int'
3685 }
3686 ],
3687 [
3688 'resist_godpower',
3689 {
3690 name => 'resist godpower %',
3691 type => 'int'
3692 }
3693 ]
3694 ]
3695 ]
3696 ],
3697 use => 'Spellcasting walls pose an interesting alternative to monsters. Usually they are set to be undestroyable. Thus, while monsters in a map can be cleared out, the magic walls remain. Low level characters for example will not be able to pass through their spell-area, hence they cannot loot a map that a high level character might have cleared out. <br><br> Another point of magic walls is that if the player dies, he has to face them all again. Magic walls can add a kind of "permanent thrill" to your maps. <br><br> Be careful that your magic walls don\'t kill the monsters on a map. If placing monsters, eventually take ones that are immune to the walls\' spell(s). <br><br> It is possible to make walls rotate when triggered. But that is so confusing (and useless IMHO) that I did not mention it above. You can find a working example on the map "/pup_land/castle_eureca/castle_eureca8".'
3698 },
3699 Marker => {
3700 attr => [
3701 [
3702 'no_pick',
3703 {
3704 type => 'fixed',
3705 value => 1
3706 }
3707 ],
3708 [
3709 'slaying',
3710 {
3711 desc => 'The <key string> can be detected by inv. checkers/detectors. If the player already has a force with that <key string>, there won\'t be inserted a second one.',
3712 name => 'key string',
3713 type => 'string'
3714 }
3715 ],
3716 [
3717 'connected',
3718 {
3719 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3720 name => 'connection',
3721 type => 'int'
3722 }
3723 ],
3724 [
3725 'speed',
3726 {
3727 desc => 'The <marking speed> defines how quickly it will mark something standing on the marker. Set this value rather high to make sure the player really gets his mark. I think <marking speed> 1.0 should do fine.',
3728 name => 'marking speed',
3729 type => 'float'
3730 }
3731 ],
3732 [
3733 'speed_left',
3734 {
3735 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3736 name => 'speed left',
3737 type => 'float'
3738 }
3739 ],
3740 [
3741 'food',
3742 {
3743 desc => 'This value defines the duration of the force it inserts. If nonzero, the duration of the player\'s mark is finite: about 1 food per 10 seconds. <mark duration> zero/unset means the mark will stay on the player forever.',
3744 name => 'mark duration',
3745 type => 'int'
3746 }
3747 ],
3748 [
3749 'name',
3750 {
3751 desc => 'When the player steps onto the marker, all existing forces in the players inventory with a <key string> matching <delete mark> will be removed. If you don\'t want to remove any marks, leave this textfield empty. Note that the string <delete mark> is set as the name of this marker. So don\'t be confused, and remember changing the name will take effect on the marker\'s functionality.',
3752 name => 'delete mark',
3753 type => 'string'
3754 }
3755 ],
3756 [
3757 'msg',
3758 {
3759 desc => 'In the moment when the player gets marked, this text is displayed to him. You should really set a message in any marker you create, because it\'s the only way for the player to notice what\'s going on.',
3760 end => 'endmsg',
3761 name => 'marking message',
3762 type => 'text'
3763 }
3764 ]
3765 ],
3766 desc => 'A marker is an object that inserts an invisible force (a mark) into a player stepping on it. This force does nothing except containing a &lt;key string&gt; which can be discovered by detectors or inventory checkers. It is also possible to use markers for removing marks again. <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
3767 ignore => [
3768 $IGNORE_LIST{system_object}
3769 ],
3770 name => 'Marker',
3771 use => 'Markers hold real cool possibilities for map-making. I encourage you to use them frequently. However there is one negative point about markers: Players don\'t "see" what\'s going on with them. It is your task, as map-creator, to make sure the player is always well informed and never confused. <br><br> Please avoid infinite markers when they aren\'t needed. They\'re using a little space in the player file after all, so if there is no real purpose, set an expire time.'
3772 },
3773 Misc => {
3774 attr => [
3775 [
3776 'move_block',
3777 {
3778 desc => 'Objects using these movement types cannot move over this space.',
3779 name => 'blocked movement',
3780 type => 'bitmask',
3781 value => $BITMASK{movement_type}
3782 }
3783 ],
3784 [
3785 'move_allow',
3786 {
3787 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3788 name => 'allowed movement',
3789 type => 'bitmask',
3790 value => $BITMASK{movement_type}
3791 }
3792 ],
3793 [
3794 'move_slow',
3795 {
3796 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3797 name => 'slowed movement',
3798 type => 'bitmask',
3799 value => $BITMASK{movement_type}
3800 }
3801 ],
3802 [
3803 'move_slow_penalty',
3804 {
3805 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3806 name => 'slow movement penalty',
3807 type => 'int'
3808 }
3809 ],
3810 [
3811 'cursed',
3812 {
3813 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3814 name => 'cursed',
3815 type => 'bool'
3816 }
3817 ],
3818 [
3819 'damned',
3820 {
3821 desc => 'A damned item/floor on the ground makes it impossible for players to use prayers on that spot. It also prevents players from saving. Damnation on equipment works similar to a curse.',
3822 name => 'damned',
3823 type => 'bool'
3824 }
3825 ],
3826 [
3827 'unique',
3828 {
3829 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3830 name => 'unique item',
3831 type => 'bool'
3832 }
3833 ],
3834 [
3835 'startequip',
3836 {
3837 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3838 name => 'godgiven item',
3839 type => 'bool'
3840 }
3841 ],
3842 [
3843 'msg',
3844 {
3845 desc => 'This text may describe the object.',
3846 end => 'endmsg',
3847 name => 'description',
3848 type => 'text'
3849 }
3850 ]
3851 ],
3852 name => 'Misc'
3853 },
3854 Money => {
3855 attr => [
3856 [
3857 'race',
3858 {
3859 type => 'fixed',
3860 value => 'gold and jewels'
3861 }
3862 ]
3863 ],
3864 desc => 'Items of the type Money are handled as currency. Money cannot be sold/bought in shops. When money is dropped in a shop, it stays the same.<br> When a player picks an item from a shop and attempts to walk over the shop mat, the item\'s selling-price is automatically subtracted from the player\'s money. <br><br> For money, always use the default arches. Don\'t modify them.',
3865 ignore => [
3866 'unpaid'
3867 ],
3868 name => 'Money'
3869 },
3870 'Monster & NPC' => {
3871 attr => [
3872 [
3873 'alive',
3874 {
3875 type => 'fixed',
3876 value => 1
3877 }
3878 ],
3879 [
3880 'randomitems',
3881 {
3882 desc => 'When the monster is killed, items from the treasurelist will drop to the ground. This is a common way to reward players for killing (masses of) monsters. Note that you can always put items into the monster\'s inventory. Those will drop-at-kill just like the stuff from the <treasurelist>.',
3883 name => 'treasurelist',
3884 type => 'treasurelist'
3885 }
3886 ],
3887 [
3888 'level',
3889 {
3890 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3891 name => 'level',
3892 type => 'int'
3893 }
3894 ],
3895 [
3896 'race',
3897 {
3898 desc => 'Every monster should have a race set to categorize it. The monster\'s <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god.',
3899 name => 'race',
3900 type => 'string'
3901 }
3902 ],
3903 [
3904 'exp',
3905 {
3906 desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-category the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a reasonable value. Compare with existing arches to get a feeling what reasonable means. Keep in mind that spellcasting monsters are a lot harder to kill than non-spellcasters!',
3907 name => 'experience',
3908 type => 'int'
3909 }
3910 ],
3911 [
3912 'speed',
3913 {
3914 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3915 name => 'speed',
3916 type => 'float'
3917 }
3918 ],
3919 [
3920 'speed_left',
3921 {
3922 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3923 name => 'speed left',
3924 type => 'float'
3925 }
3926 ],
3927 [
3928 'other_arch',
3929 {
3930 desc => 'This only takes effect if <multiply> is enabled. The monster will create a <breed monster> every once in a while. <breed monster> can be set to any valid arch-name of a monster. Multipart monster should not be used.',
3931 name => 'breed monster',
3932 type => 'string'
3933 }
3934 ],
3935 [
3936 'generator',
3937 {
3938 desc => 'Monsters with <generator> enabled will create a <breed monster> every once in a while. Mice are a good example for this effect. If enabled, you must also set <breed monster> or check <template generation> and put other monsters in the inventory.',
3939 name => 'multiply',
3940 type => 'bool'
3941 }
3942 ],
3943 [
3944 'use_content_on_gen',
3945 {
3946 desc => 'This only takes effect if <multiply> is enabled. The monster will create a new monster every once in a while by duplicating it\'s inventory. In this case, the <breed monster> value is never used and can be forgotten. Each time the monster need to generate an object, it will be a randomly chosen item from the inventory. When generator is destroyed, inventory is destroyed.',
3947 name => 'template generation',
3948 type => 'bool'
3949 }
3950 ],
3951 [
3952 'move_type',
3953 {
3954 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
3955 name => 'movement type',
3956 type => 'bitmask',
3957 value => $BITMASK{movement_type}
3958 }
3959 ],
3960 [
3961 'undead',
3962 {
3963 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3964 name => 'undead',
3965 type => 'bool'
3966 }
3967 ],
3968 [
3969 'carrying',
3970 {
3971 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3972 name => 'carries weight',
3973 type => 'int'
3974 }
3975 ],
3976 [
3977 'msg',
3978 {
3979 end => 'endmsg',
3980 name => 'npc message',
3981 type => 'text'
3982 }
3983 ]
3984 ],
3985 desc => 'Monsters can behave in various kinds of ways. They can be aggressive, attacking the player. Or peaceful, helping the player - maybe joining him as pet. The unagressive creatures who communicate with players are usually called "NPCs" (Non Player Character), a well-known term in role-play environments.',
3986 ignore => [
3987 'material',
3988 'name_pl',
3989 'nrof',
3990 'value',
3991 'unpaid'
3992 ],
3993 name => 'Monster & NPC',
3994 section => [
3995 [
3996 'melee',
3997 [
3998 [
3999 'attacktype',
4000 {
4001 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.',
4002 name => 'attacktype',
4003 type => 'bitmask',
4004 value => $BITMASK{attacktype}
4005 }
4006 ],
4007 [
4008 'dam',
4009 {
4010 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.',
4011 name => 'damage',
4012 type => 'int'
4013 }
4014 ],
4015 [
4016 'wc',
4017 {
4018 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4019 name => 'weapon class',
4020 type => 'int'
4021 }
4022 ],
4023 [
4024 'hp',
4025 {
4026 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>.',
4027 name => 'health points',
4028 type => 'int'
4029 }
4030 ],
4031 [
4032 'maxhp',
4033 {
4034 desc => '<max health> is the maximum amount of <health points> this monster can have.',
4035 name => 'max health',
4036 type => 'int'
4037 }
4038 ],
4039 [
4040 'ac',
4041 {
4042 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).',
4043 name => 'armour class',
4044 type => 'int'
4045 }
4046 ],
4047 [
4048 'Con',
4049 {
4050 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4051 name => 'healing rate',
4052 type => 'int'
4053 }
4054 ],
4055 [
4056 'reflect_missile',
4057 {
4058 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4059 name => 'reflect missiles',
4060 type => 'bool'
4061 }
4062 ],
4063 [
4064 'hitback',
4065 {
4066 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.',
4067 name => 'hitback',
4068 type => 'bool'
4069 }
4070 ],
4071 [
4072 'one_hit',
4073 {
4074 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4075 name => 'one hit only',
4076 type => 'bool'
4077 }
4078 ]
4079 ]
4080 ],
4081 [
4082 'spellcraft',
4083 [
4084 [
4085 'can_cast_spell',
4086 {
4087 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4088 name => 'can cast spell',
4089 type => 'bool'
4090 }
4091 ],
4092 [
4093 'reflect_spell',
4094 {
4095 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.',
4096 name => 'reflect spells',
4097 type => 'bool'
4098 }
4099 ],
4100 [
4101 'sp',
4102 {
4103 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>.',
4104 name => 'spellpoints',
4105 type => 'int'
4106 }
4107 ],
4108 [
4109 'maxsp',
4110 {
4111 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.',
4112 name => 'max spellpoints',
4113 type => 'int'
4114 }
4115 ],
4116 [
4117 'Pow',
4118 {
4119 desc => 'Monsters regenerate this many spellpoints each 16 ticks. Hence, the spellpoint regeneration rate is independent of <speed>. To make a real tough spellcasting monster, the rate of spellpoint regeneration is most important. If your monster is still not casting fast enough, give it the spell-ability of "regenerate mana". That, paired with high <max spellpoints>, is the ultimate thing.',
4120 name => 'spellpoint regen.',
4121 type => 'int'
4122 }
4123 ],
4124 [
4125 'path_attuned',
4126 {
4127 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4128 name => 'attuned paths',
4129 type => 'bitmask',
4130 value => $BITMASK{spellpath}
4131 }
4132 ],
4133 [
4134 'path_repelled',
4135 {
4136 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4137 name => 'repelled paths',
4138 type => 'bitmask',
4139 value => $BITMASK{spellpath}
4140 }
4141 ],
4142 [
4143 'path_denied',
4144 {
4145 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4146 name => 'denied paths',
4147 type => 'bitmask',
4148 value => $BITMASK{spellpath}
4149 }
4150 ]
4151 ]
4152 ],
4153 [
4154 'ability',
4155 [
4156 [
4157 'Int',
4158 {
4159 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.',
4160 name => 'detect hidden',
4161 type => 'int'
4162 }
4163 ],
4164 [
4165 'see_invisible',
4166 {
4167 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.',
4168 name => 'see invisible',
4169 type => 'bool'
4170 }
4171 ],
4172 [
4173 'can_see_in_dark',
4174 {
4175 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.',
4176 name => 'see in darkness',
4177 type => 'bool'
4178 }
4179 ],
4180 [
4181 'can_use_weapon',
4182 {
4183 desc => 'Monster is able to wield weapon type objects.',
4184 name => 'can use weapons',
4185 type => 'bool'
4186 }
4187 ],
4188 [
4189 'can_use_bow',
4190 {
4191 desc => 'Monster is able to use missile-weapon type objects.',
4192 name => 'can use bows',
4193 type => 'bool'
4194 }
4195 ],
4196 [
4197 'can_use_armour',
4198 {
4199 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4200 name => 'can use armour',
4201 type => 'bool'
4202 }
4203 ],
4204 [
4205 'can_use_ring',
4206 {
4207 desc => 'Monster is able to wear rings.',
4208 name => 'can use rings',
4209 type => 'bool'
4210 }
4211 ],
4212 [
4213 'can_use_wand',
4214 {
4215 desc => 'Monster is able to use wands and staves.',
4216 name => 'can use wands',
4217 type => 'bool'
4218 }
4219 ],
4220 [
4221 'can_use_rod',
4222 {
4223 desc => 'Monster is able to use rods.',
4224 name => 'can use rods',
4225 type => 'bool'
4226 }
4227 ],
4228 [
4229 'can_use_scroll',
4230 {
4231 desc => 'Monster is able to read scrolls.',
4232 name => 'can use scrolls',
4233 type => 'bool'
4234 }
4235 ],
4236 [
4237 'can_use_skill',
4238 {
4239 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>.',
4240 name => 'can use skills',
4241 type => 'bool'
4242 }
4243 ]
4244 ]
4245 ],
4246 [
4247 'behave',
4248 [
4249 [
4250 'monster',
4251 {
4252 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.',
4253 name => 'monster behaviour',
4254 type => 'bool'
4255 }
4256 ],
4257 [
4258 'unaggressive',
4259 {
4260 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4261 name => 'unaggressive',
4262 type => 'bool'
4263 }
4264 ],
4265 [
4266 'friendly',
4267 {
4268 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4269 name => 'friendly',
4270 type => 'bool'
4271 }
4272 ],
4273 [
4274 'stand_still',
4275 {
4276 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.',
4277 name => 'stand still',
4278 type => 'bool'
4279 }
4280 ],
4281 [
4282 'sleep',
4283 {
4284 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.',
4285 name => 'asleep',
4286 type => 'bool'
4287 }
4288 ],
4289 [
4290 'will_apply',
4291 {
4292 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4293 name => 'misc. actions',
4294 type => 'bitmask',
4295 value => $BITMASK{will_apply}
4296 }
4297 ],
4298 [
4299 'pick_up',
4300 {
4301 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.',
4302 name => 'pick up',
4303 type => 'bitmask',
4304 value => $BITMASK{pick_up}
4305 }
4306 ],
4307 [
4308 'Wis',
4309 {
4310 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.',
4311 name => 'sensing range',
4312 type => 'int'
4313 }
4314 ],
4315 [
4316 'attack_movement_bits_0_3',
4317 {
4318 desc => 'If this is set to default, the standard mode of movement will be used.',
4319 name => 'attack movement',
4320 type => 'list',
4321 value => $LIST{attack_movement_bits_0_3}
4322 }
4323 ],
4324 [
4325 'attack_movement_bits_4_7',
4326 {
4327 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4328 name => 'normal movement',
4329 type => 'list',
4330 value => $LIST{attack_movement_bits_4_7}
4331 }
4332 ],
4333 [
4334 'run_away',
4335 {
4336 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.',
4337 name => 'run at % health',
4338 type => 'int'
4339 }
4340 ]
4341 ]
4342 ],
4343 [
4344 'resistance',
4345 [
4346 [
4347 'resist_physical',
4348 {
4349 name => 'resist physical %',
4350 type => 'int'
4351 }
4352 ],
4353 [
4354 'resist_magic',
4355 {
4356 name => 'resist magic %',
4357 type => 'int'
4358 }
4359 ],
4360 [
4361 'resist_fire',
4362 {
4363 name => 'resist fire %',
4364 type => 'int'
4365 }
4366 ],
4367 [
4368 'resist_electricity',
4369 {
4370 name => 'resist electricity %',
4371 type => 'int'
4372 }
4373 ],
4374 [
4375 'resist_cold',
4376 {
4377 name => 'resist cold %',
4378 type => 'int'
4379 }
4380 ],
4381 [
4382 'resist_confusion',
4383 {
4384 name => 'resist confusion %',
4385 type => 'int'
4386 }
4387 ],
4388 [
4389 'resist_acid',
4390 {
4391 name => 'resist acid %',
4392 type => 'int'
4393 }
4394 ],
4395 [
4396 'resist_drain',
4397 {
4398 name => 'resist draining %',
4399 type => 'int'
4400 }
4401 ],
4402 [
4403 'resist_weaponmagic',
4404 {
4405 name => 'resist weaponmagic %',
4406 type => 'int'
4407 }
4408 ],
4409 [
4410 'resist_ghosthit',
4411 {
4412 name => 'resist ghosthit %',
4413 type => 'int'
4414 }
4415 ],
4416 [
4417 'resist_poison',
4418 {
4419 name => 'resist poison %',
4420 type => 'int'
4421 }
4422 ],
4423 [
4424 'resist_slow',
4425 {
4426 name => 'resist slow %',
4427 type => 'int'
4428 }
4429 ],
4430 [
4431 'resist_paralyze',
4432 {
4433 name => 'resist paralyze %',
4434 type => 'int'
4435 }
4436 ],
4437 [
4438 'resist_fear',
4439 {
4440 name => 'resist fear %',
4441 type => 'int'
4442 }
4443 ],
4444 [
4445 'resist_deplete',
4446 {
4447 name => 'resist depletion %',
4448 type => 'int'
4449 }
4450 ],
4451 [
4452 'resist_turn_undead',
4453 {
4454 name => 'resist turn undead %',
4455 type => 'int'
4456 }
4457 ],
4458 [
4459 'resist_death',
4460 {
4461 name => 'resist death-attack %',
4462 type => 'int'
4463 }
4464 ],
4465 [
4466 'resist_chaos',
4467 {
4468 name => 'resist chaos %',
4469 type => 'int'
4470 }
4471 ],
4472 [
4473 'resist_blind',
4474 {
4475 name => 'resist blinding %',
4476 type => 'int'
4477 }
4478 ],
4479 [
4480 'resist_holyword',
4481 {
4482 name => 'resist holy power %',
4483 type => 'int'
4484 }
4485 ],
4486 [
4487 'resist_godpower',
4488 {
4489 name => 'resist godpower %',
4490 type => 'int'
4491 }
4492 ]
4493 ]
4494 ]
4495 ],
4496 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. :-)'
4497 },
4498 'Monster (Grimreaper)' => {
4499 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4500 ignore => [
4501 'material',
4502 'name_pl',
4503 'nrof',
4504 'value',
4505 'unpaid'
4506 ],
4507 import => [
4508 $TYPE{'Monster & NPC'}
4509 ],
4510 name => 'Monster (Grimreaper)',
4511 section => [
4512 [
4513 'grimreaper',
4514 [
4515 [
4516 'value',
4517 {
4518 desc => 'The object vanishes after this number of draining attacks.',
4519 name => 'attacks',
4520 type => 'int'
4521 }
4522 ]
4523 ]
4524 ]
4525 ]
4526 },
4527 'Mood Floor' => {
4528 attr => [
4529 [
4530 'no_pick',
4531 {
4532 type => 'fixed',
4533 value => 1
4534 }
4535 ],
4536 [
4537 'last_sp',
4538 {
4539 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!',
4540 name => 'mood',
4541 type => 'list',
4542 value => $LIST{mood}
4543 }
4544 ],
4545 [
4546 'connected',
4547 {
4548 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!',
4549 name => 'connection',
4550 type => 'int'
4551 }
4552 ],
4553 [
4554 'no_magic',
4555 {
4556 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4557 name => 'no spells',
4558 type => 'bool'
4559 }
4560 ],
4561 [
4562 'damned',
4563 {
4564 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4565 name => 'no prayers',
4566 type => 'bool'
4567 }
4568 ]
4569 ],
4570 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.',
4571 ignore => [
4572 $IGNORE_LIST{system_object}
4573 ],
4574 name => 'Mood Floor',
4575 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.)'
4576 },
4577 Mover => {
4578 attr => [
4579 [
4580 'attacktype',
4581 {
4582 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.',
4583 name => 'forced movement',
4584 type => 'bool'
4585 }
4586 ],
4587 [
4588 'maxsp',
4589 {
4590 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.',
4591 name => 'freeze duration',
4592 type => 'int'
4593 }
4594 ],
4595 [
4596 'speed',
4597 {
4598 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4599 name => 'movement speed',
4600 type => 'float'
4601 }
4602 ],
4603 [
4604 'speed_left',
4605 {
4606 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4607 name => 'speed left',
4608 type => 'float'
4609 }
4610 ],
4611 [
4612 'sp',
4613 {
4614 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.',
4615 name => 'direction',
4616 type => 'list',
4617 value => $LIST{direction}
4618 }
4619 ],
4620 [
4621 'lifesave',
4622 {
4623 desc => 'If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitely.',
4624 name => 'gets used up',
4625 type => 'bool'
4626 }
4627 ],
4628 [
4629 'hp',
4630 {
4631 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).',
4632 name => 'number of uses',
4633 type => 'int'
4634 }
4635 ]
4636 ],
4637 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.',
4638 ignore => [
4639 $IGNORE_LIST{non_pickable}
4640 ],
4641 name => 'Mover',
4642 section => [
4643 [
4644 'targets',
4645 [
4646 [
4647 'level',
4648 {
4649 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.',
4650 name => 'move players',
4651 type => 'bool'
4652 }
4653 ],
4654 [
4655 'move_on',
4656 {
4657 desc => 'Which movement types activate the mover.',
4658 name => 'movement type',
4659 type => 'movement_type'
4660 }
4661 ]
4662 ]
4663 ]
4664 ],
4665 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).'
4666 },
4667 Pedestal => {
4668 attr => [
4669 [
4670 'no_pick',
4671 {
4672 type => 'fixed',
4673 value => 1
4674 }
4675 ],
4676 [
4677 'slaying',
4678 {
4679 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.',
4680 name => 'match race',
4681 type => 'string'
4682 }
4683 ],
4684 [
4685 'connected',
4686 {
4687 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4688 name => 'connection',
4689 type => 'int'
4690 }
4691 ],
4692 [
4693 'move_on',
4694 {
4695 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4696 name => 'movement type',
4697 type => 'bitmask',
4698 value => $BITMASK{movement_type}
4699 }
4700 ]
4701 ],
4702 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.',
4703 ignore => [
4704 $IGNORE_LIST{non_pickable}
4705 ],
4706 name => 'Pedestal',
4707 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.'
4708 },
4709 Pit => {
4710 attr => [
4711 [
4712 'no_pick',
4713 {
4714 type => 'fixed',
4715 value => 1
4716 }
4717 ],
4718 [
4719 'connected',
4720 {
4721 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4722 name => 'connection',
4723 type => 'int'
4724 }
4725 ],
4726 [
4727 'hp',
4728 {
4729 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!',
4730 name => 'destination X',
4731 type => 'int'
4732 }
4733 ],
4734 [
4735 'sp',
4736 {
4737 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!',
4738 name => 'destination Y',
4739 type => 'int'
4740 }
4741 ],
4742 [
4743 'wc',
4744 {
4745 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.',
4746 name => 'position state',
4747 type => 'int'
4748 }
4749 ],
4750 [
4751 'move_on',
4752 {
4753 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4754 name => 'movement type',
4755 type => 'bitmask',
4756 value => $BITMASK{movement_type}
4757 }
4758 ]
4759 ],
4760 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.',
4761 ignore => [
4762 $IGNORE_LIST{non_pickable}
4763 ],
4764 name => 'Pit',
4765 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.'
4766 },
4767 'Poison Food' => {
4768 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.',
4769 name => 'Poison Food'
4770 },
4771 Potion => {
4772 attr => [
4773 [
4774 'level',
4775 {
4776 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.',
4777 name => 'potion level',
4778 type => 'int'
4779 }
4780 ],
4781 [
4782 'sp',
4783 {
4784 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".',
4785 name => 'spell',
4786 type => 'spell'
4787 }
4788 ],
4789 [
4790 'attacktype',
4791 {
4792 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.',
4793 name => 'special effect',
4794 type => 'list',
4795 value => $LIST{potion_effect}
4796 }
4797 ],
4798 [
4799 'cursed',
4800 {
4801 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 >:)',
4802 name => 'cursed',
4803 type => 'bool'
4804 }
4805 ],
4806 [
4807 'startequip',
4808 {
4809 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4810 name => 'godgiven item',
4811 type => 'bool'
4812 }
4813 ]
4814 ],
4815 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4816 name => 'Potion',
4817 section => [
4818 [
4819 'stats',
4820 [
4821 [
4822 'Str',
4823 {
4824 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.',
4825 name => 'strength',
4826 type => 'int'
4827 }
4828 ],
4829 [
4830 'Dex',
4831 {
4832 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.',
4833 name => 'dexterity',
4834 type => 'int'
4835 }
4836 ],
4837 [
4838 'Con',
4839 {
4840 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.',
4841 name => 'constitution',
4842 type => 'int'
4843 }
4844 ],
4845 [
4846 'Int',
4847 {
4848 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.',
4849 name => 'intelligence',
4850 type => 'int'
4851 }
4852 ],
4853 [
4854 'Pow',
4855 {
4856 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.',
4857 name => 'power',
4858 type => 'int'
4859 }
4860 ],
4861 [
4862 'Wis',
4863 {
4864 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.',
4865 name => 'wisdom',
4866 type => 'int'
4867 }
4868 ],
4869 [
4870 'Cha',
4871 {
4872 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.',
4873 name => 'charisma',
4874 type => 'int'
4875 }
4876 ]
4877 ]
4878 ],
4879 [
4880 'resistance',
4881 [
4882 [
4883 'resist_physical',
4884 {
4885 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!',
4886 name => 'resist physical %',
4887 type => 'int'
4888 }
4889 ],
4890 [
4891 'resist_magic',
4892 {
4893 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!',
4894 name => 'resist magic %',
4895 type => 'int'
4896 }
4897 ],
4898 [
4899 'resist_fire',
4900 {
4901 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!',
4902 name => 'resist fire %',
4903 type => 'int'
4904 }
4905 ],
4906 [
4907 'resist_electricity',
4908 {
4909 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!',
4910 name => 'resist electricity %',
4911 type => 'int'
4912 }
4913 ],
4914 [
4915 'resist_cold',
4916 {
4917 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!',
4918 name => 'resist cold %',
4919 type => 'int'
4920 }
4921 ],
4922 [
4923 'resist_acid',
4924 {
4925 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!',
4926 name => 'resist acid %',
4927 type => 'int'
4928 }
4929 ],
4930 [
4931 'resist_confusion',
4932 {
4933 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!',
4934 name => 'resist confusion %',
4935 type => 'int'
4936 }
4937 ],
4938 [
4939 'resist_weaponmagic',
4940 {
4941 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!',
4942 name => 'resist weaponmagic %',
4943 type => 'int'
4944 }
4945 ],
4946 [
4947 'resist_paralyze',
4948 {
4949 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!',
4950 name => 'resist paralyze %',
4951 type => 'int'
4952 }
4953 ],
4954 [
4955 'resist_drain',
4956 {
4957 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!',
4958 name => 'resist draining %',
4959 type => 'int'
4960 }
4961 ],
4962 [
4963 'resist_deplete',
4964 {
4965 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!',
4966 name => 'resist depletion %',
4967 type => 'int'
4968 }
4969 ],
4970 [
4971 'resist_poison',
4972 {
4973 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!',
4974 name => 'resist poison %',
4975 type => 'int'
4976 }
4977 ]
4978 ]
4979 ]
4980 ],
4981 use => 'One potion should never give multiple benefits at once.'
4982 },
4983 'Power Crystal' => {
4984 attr => [
4985 [
4986 'sp',
4987 {
4988 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
4989 name => 'initial mana',
4990 type => 'int'
4991 }
4992 ],
4993 [
4994 'maxsp',
4995 {
4996 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.',
4997 name => 'mana capacity',
4998 type => 'int'
4999 }
5000 ]
5001 ],
5002 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.',
5003 name => 'Power Crystal'
5004 },
5005 Projectile => {
5006 attr => [
5007 [
5008 'attacktype',
5009 {
5010 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.',
5011 name => 'attacktype',
5012 type => 'bitmask',
5013 value => $BITMASK{attacktype}
5014 }
5015 ],
5016 [
5017 'race',
5018 {
5019 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>.',
5020 name => 'ammunition class',
5021 type => 'string'
5022 }
5023 ],
5024 [
5025 'slaying',
5026 {
5027 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.',
5028 name => 'slaying race',
5029 type => 'string'
5030 }
5031 ],
5032 [
5033 'dam',
5034 {
5035 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5036 name => 'damage',
5037 type => 'int'
5038 }
5039 ],
5040 [
5041 'wc',
5042 {
5043 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.',
5044 name => 'weaponclass',
5045 type => 'int'
5046 }
5047 ],
5048 [
5049 'food',
5050 {
5051 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).',
5052 name => 'chance to break',
5053 type => 'int'
5054 }
5055 ],
5056 [
5057 'magic',
5058 {
5059 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5060 name => 'magic bonus',
5061 type => 'int'
5062 }
5063 ],
5064 [
5065 'unique',
5066 {
5067 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5068 name => 'unique item',
5069 type => 'bool'
5070 }
5071 ],
5072 [
5073 'startequip',
5074 {
5075 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5076 name => 'godgiven item',
5077 type => 'bool'
5078 }
5079 ],
5080 [
5081 'no_drop',
5082 {
5083 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.',
5084 name => 'don\'t drop',
5085 type => 'bool'
5086 }
5087 ],
5088 [
5089 'msg',
5090 {
5091 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5092 end => 'endmsg',
5093 name => 'description',
5094 type => 'text'
5095 }
5096 ]
5097 ],
5098 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.',
5099 name => 'Projectile',
5100 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.'
5101 },
5102 Ring => {
5103 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.',
5104 import => [
5105 $TYPE{Amulet}
5106 ],
5107 name => 'Ring',
5108 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.'
5109 },
5110 Rod => {
5111 attr => [
5112 [
5113 'sp',
5114 {
5115 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!',
5116 name => 'spell',
5117 type => 'spell'
5118 }
5119 ],
5120 [
5121 'level',
5122 {
5123 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5124 name => 'casting level',
5125 type => 'int'
5126 }
5127 ],
5128 [
5129 'hp',
5130 {
5131 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5132 name => 'initial spellpoints',
5133 type => 'int'
5134 }
5135 ],
5136 [
5137 'maxhp',
5138 {
5139 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.',
5140 name => 'max. spellpoints',
5141 type => 'int'
5142 }
5143 ],
5144 [
5145 'startequip',
5146 {
5147 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5148 name => 'godgiven item',
5149 type => 'bool'
5150 }
5151 ],
5152 [
5153 'msg',
5154 {
5155 desc => 'This text may contain a description of the rod.',
5156 end => 'endmsg',
5157 name => 'description',
5158 type => 'text'
5159 }
5160 ]
5161 ],
5162 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.',
5163 ignore => [
5164 'title'
5165 ],
5166 name => 'Rod',
5167 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>'
5168 },
5169 Rune => {
5170 attr => [
5171 [
5172 'no_pick',
5173 {
5174 type => 'fixed',
5175 value => 1
5176 }
5177 ],
5178 [
5179 'move_on',
5180 {
5181 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5182 name => 'movement type',
5183 type => 'bitmask',
5184 value => $BITMASK{movement_type}
5185 }
5186 ],
5187 [
5188 'level',
5189 {
5190 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.',
5191 name => 'rune level',
5192 type => 'int'
5193 }
5194 ],
5195 [
5196 'Cha',
5197 {
5198 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.',
5199 name => 'visibility',
5200 type => 'int'
5201 }
5202 ],
5203 [
5204 'hp',
5205 {
5206 desc => 'The rune will detonate <number of charges> times before disappearing.',
5207 name => 'number of charges',
5208 type => 'int'
5209 }
5210 ],
5211 [
5212 'dam',
5213 {
5214 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.',
5215 name => 'direct damage',
5216 type => 'int'
5217 }
5218 ],
5219 [
5220 'attacktype',
5221 {
5222 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.',
5223 name => 'attacktype',
5224 type => 'bitmask',
5225 value => $BITMASK{attacktype}
5226 }
5227 ],
5228 [
5229 'msg',
5230 {
5231 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5232 end => 'endmsg',
5233 name => 'detonation text',
5234 type => 'text'
5235 }
5236 ]
5237 ],
5238 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.',
5239 ignore => [
5240 'no_pick',
5241 'title',
5242 'name_pl',
5243 'weight',
5244 'value',
5245 'material',
5246 'unpaid'
5247 ],
5248 name => 'Rune',
5249 section => [
5250 [
5251 'spellcraft',
5252 [
5253 [
5254 'sp',
5255 {
5256 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5257 name => 'spell',
5258 type => 'spell'
5259 }
5260 ],
5261 [
5262 'slaying',
5263 {
5264 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5265 name => 'spell name',
5266 type => 'string'
5267 }
5268 ],
5269 [
5270 'other_arch',
5271 {
5272 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.',
5273 name => 'spell arch',
5274 type => 'string'
5275 }
5276 ],
5277 [
5278 'maxsp',
5279 {
5280 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.',
5281 name => 'direction',
5282 type => 'list',
5283 value => $LIST{direction}
5284 }
5285 ],
5286 [
5287 'race',
5288 {
5289 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.',
5290 name => 'summon monster',
5291 type => 'string'
5292 }
5293 ],
5294 [
5295 'maxhp',
5296 {
5297 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5298 name => 'summon amount',
5299 type => 'int'
5300 }
5301 ]
5302 ]
5303 ]
5304 ],
5305 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5306 },
5307 Savebed => {
5308 attr => [
5309 [
5310 'no_pick',
5311 {
5312 type => 'fixed',
5313 value => 1
5314 }
5315 ],
5316 [
5317 'no_magic',
5318 {
5319 type => 'fixed',
5320 value => 1
5321 }
5322 ],
5323 [
5324 'damned',
5325 {
5326 type => 'fixed',
5327 value => 1
5328 }
5329 ]
5330 ],
5331 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.',
5332 ignore => [
5333 $IGNORE_LIST{non_pickable}
5334 ],
5335 name => 'Savebed',
5336 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>'
5337 },
5338 Scroll => {
5339 attr => [
5340 [
5341 'level',
5342 {
5343 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5344 name => 'casting level',
5345 type => 'int'
5346 }
5347 ],
5348 [
5349 'sp',
5350 {
5351 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5352 name => 'spell',
5353 type => 'spell'
5354 }
5355 ],
5356 [
5357 'startequip',
5358 {
5359 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5360 name => 'godgiven item',
5361 type => 'bool'
5362 }
5363 ]
5364 ],
5365 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.',
5366 ignore => [
5367 'title'
5368 ],
5369 name => 'Scroll',
5370 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5371 },
5372 Shield => {
5373 attr => [
5374 [
5375 'magic',
5376 {
5377 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.',
5378 name => 'magic bonus',
5379 type => 'int'
5380 }
5381 ]
5382 ],
5383 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.',
5384 import => [
5385 $TYPE{Amulet}
5386 ],
5387 name => 'Shield',
5388 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5389 },
5390 'Shooting Weapon' => {
5391 attr => [
5392 [
5393 'race',
5394 {
5395 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.',
5396 name => 'ammunition class',
5397 type => 'string'
5398 }
5399 ],
5400 [
5401 'sp',
5402 {
5403 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).',
5404 name => 'shooting speed',
5405 type => 'int'
5406 }
5407 ],
5408 [
5409 'dam',
5410 {
5411 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.',
5412 name => 'base damage',
5413 type => 'int'
5414 }
5415 ],
5416 [
5417 'wc',
5418 {
5419 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.',
5420 name => 'weaponclass',
5421 type => 'int'
5422 }
5423 ],
5424 [
5425 'item_power',
5426 {
5427 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>.',
5428 name => 'item power',
5429 type => 'int'
5430 }
5431 ],
5432 [
5433 'no_strength',
5434 {
5435 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.',
5436 name => 'ignore strength',
5437 type => 'bool'
5438 }
5439 ],
5440 [
5441 'damned',
5442 {
5443 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5444 name => 'damnation',
5445 type => 'bool'
5446 }
5447 ],
5448 [
5449 'cursed',
5450 {
5451 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5452 name => 'curse',
5453 type => 'bool'
5454 }
5455 ],
5456 [
5457 'unique',
5458 {
5459 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5460 name => 'unique item',
5461 type => 'bool'
5462 }
5463 ],
5464 [
5465 'startequip',
5466 {
5467 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5468 name => 'godgiven item',
5469 type => 'bool'
5470 }
5471 ],
5472 [
5473 'msg',
5474 {
5475 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5476 end => 'endmsg',
5477 name => 'description',
5478 type => 'text'
5479 }
5480 ]
5481 ],
5482 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.',
5483 name => 'Shooting Weapon',
5484 section => [
5485 [
5486 'stats',
5487 [
5488 [
5489 'Str',
5490 {
5491 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5492 name => 'strength',
5493 type => 'int'
5494 }
5495 ],
5496 [
5497 'Dex',
5498 {
5499 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5500 name => 'dexterity',
5501 type => 'int'
5502 }
5503 ],
5504 [
5505 'Con',
5506 {
5507 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5508 name => 'constitution',
5509 type => 'int'
5510 }
5511 ],
5512 [
5513 'Int',
5514 {
5515 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5516 name => 'intelligence',
5517 type => 'int'
5518 }
5519 ],
5520 [
5521 'Pow',
5522 {
5523 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5524 name => 'power',
5525 type => 'int'
5526 }
5527 ],
5528 [
5529 'Wis',
5530 {
5531 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5532 name => 'wisdom',
5533 type => 'int'
5534 }
5535 ],
5536 [
5537 'Cha',
5538 {
5539 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5540 name => 'charisma',
5541 type => 'int'
5542 }
5543 ]
5544 ]
5545 ],
5546 [
5547 'bonus',
5548 [
5549 [
5550 'luck',
5551 {
5552 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.',
5553 name => 'luck bonus',
5554 type => 'int'
5555 }
5556 ],
5557 [
5558 'magic',
5559 {
5560 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.',
5561 name => 'magic bonus',
5562 type => 'int'
5563 }
5564 ]
5565 ]
5566 ]
5567 ],
5568 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.'
5569 },
5570 'Shop Floor' => {
5571 attr => [
5572 [
5573 'is_floor',
5574 {
5575 type => 'fixed',
5576 value => 1
5577 }
5578 ],
5579 [
5580 'no_pick',
5581 {
5582 type => 'fixed',
5583 value => 1
5584 }
5585 ],
5586 [
5587 'no_magic',
5588 {
5589 type => 'fixed',
5590 value => 1
5591 }
5592 ],
5593 [
5594 'auto_apply',
5595 {
5596 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.',
5597 name => 'generate goods',
5598 type => 'bool'
5599 }
5600 ],
5601 [
5602 'randomitems',
5603 {
5604 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.',
5605 name => 'treasurelist',
5606 type => 'treasurelist'
5607 }
5608 ],
5609 [
5610 'exp',
5611 {
5612 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.',
5613 name => 'quality level',
5614 type => 'int'
5615 }
5616 ],
5617 [
5618 'damned',
5619 {
5620 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.)',
5621 name => 'no prayers',
5622 type => 'bool'
5623 }
5624 ]
5625 ],
5626 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).',
5627 ignore => [
5628 $IGNORE_LIST{non_pickable}
5629 ],
5630 name => 'Shop Floor',
5631 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.'
5632 },
5633 'Shop Mat' => {
5634 attr => [
5635 [
5636 'no_pick',
5637 {
5638 type => 'fixed',
5639 value => 1
5640 }
5641 ],
5642 [
5643 'move_on',
5644 {
5645 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5646 name => 'movement type',
5647 type => 'bitmask',
5648 value => $BITMASK{movement_type}
5649 }
5650 ]
5651 ],
5652 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).',
5653 ignore => [
5654 $IGNORE_LIST{non_pickable}
5655 ],
5656 name => 'Shop Mat',
5657 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5658 },
5659 'Sign & MagicMouth' => {
5660 attr => [
5661 [
5662 'connected',
5663 {
5664 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.',
5665 name => 'connection',
5666 type => 'int'
5667 }
5668 ],
5669 [
5670 'move_on',
5671 {
5672 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5673 name => 'movement type',
5674 type => 'bitmask',
5675 value => $BITMASK{movement_type}
5676 }
5677 ],
5678 [
5679 'food',
5680 {
5681 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).',
5682 name => 'counter',
5683 type => 'int'
5684 }
5685 ],
5686 [
5687 'msg',
5688 {
5689 desc => 'This text will be displayed to the player.',
5690 end => 'endmsg',
5691 name => 'message',
5692 type => 'text'
5693 }
5694 ]
5695 ],
5696 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).',
5697 ignore => [
5698 $IGNORE_LIST{non_pickable}
5699 ],
5700 name => 'Sign & MagicMouth',
5701 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.'
5702 },
5703 Skill => {
5704 attr => [
5705 [
5706 'invisible',
5707 {
5708 type => 'fixed',
5709 value => 1
5710 }
5711 ],
5712 [
5713 'no_drop',
5714 {
5715 type => 'fixed',
5716 value => 1
5717 }
5718 ],
5719 [
5720 'skill',
5721 {
5722 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.',
5723 name => 'skill name',
5724 type => 'string'
5725 }
5726 ],
5727 [
5728 'expmul',
5729 {
5730 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.',
5731 name => 'exp multiplier',
5732 type => 'float'
5733 }
5734 ],
5735 [
5736 'subtype',
5737 {
5738 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.',
5739 name => 'skill type',
5740 type => 'list',
5741 value => $LIST{skill_type}
5742 }
5743 ],
5744 [
5745 'level',
5746 {
5747 name => 'level',
5748 type => 'int'
5749 }
5750 ],
5751 [
5752 'exp',
5753 {
5754 name => 'experience',
5755 type => 'int'
5756 }
5757 ],
5758 [
5759 'can_use_skill',
5760 {
5761 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.',
5762 name => 'is native skill',
5763 type => 'bool'
5764 }
5765 ]
5766 ],
5767 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.',
5768 ignore => [
5769 $IGNORE_LIST{system_object}
5770 ],
5771 name => 'Skill',
5772 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>'
5773 },
5774 'Skill Scroll' => {
5775 attr => [
5776 [
5777 'race',
5778 {
5779 type => 'fixed',
5780 value => 'scrolls'
5781 }
5782 ],
5783 [
5784 'skill',
5785 {
5786 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5787 name => 'skill name',
5788 type => 'string'
5789 }
5790 ]
5791 ],
5792 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5793 name => 'Skill Scroll',
5794 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.'
5795 },
5796 'Special Key' => {
5797 attr => [
5798 [
5799 'slaying',
5800 {
5801 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.',
5802 name => 'key string',
5803 type => 'string'
5804 }
5805 ],
5806 [
5807 'material',
5808 {
5809 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5810 name => 'material',
5811 type => 'bitmask',
5812 value => $BITMASK{material}
5813 }
5814 ],
5815 [
5816 'unique',
5817 {
5818 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.',
5819 name => 'unique item',
5820 type => 'bool'
5821 }
5822 ],
5823 [
5824 'startequip',
5825 {
5826 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5827 name => 'godgiven item',
5828 type => 'bool'
5829 }
5830 ],
5831 [
5832 'msg',
5833 {
5834 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.',
5835 end => 'endmsg',
5836 name => 'description',
5837 type => 'text'
5838 }
5839 ]
5840 ],
5841 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.',
5842 ignore => [
5843 'material'
5844 ],
5845 name => 'Special Key',
5846 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".'
5847 },
5848 Spell => {
5849 attr => [
5850 [
5851 'no_drop',
5852 {
5853 type => 'fixed',
5854 value => 1
5855 }
5856 ],
5857 [
5858 'invisible',
5859 {
5860 type => 'fixed',
5861 value => 1
5862 }
5863 ],
5864 [
5865 'skill',
5866 {
5867 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.',
5868 name => 'skill name',
5869 type => 'string'
5870 }
5871 ],
5872 [
5873 'subtype',
5874 {
5875 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5876 name => 'spell type',
5877 type => 'list',
5878 value => $LIST{spell_type}
5879 }
5880 ],
5881 [
5882 'level',
5883 {
5884 name => 'spell level',
5885 type => 'int'
5886 }
5887 ],
5888 [
5889 'casting_time',
5890 {
5891 name => 'casting time',
5892 type => 'int'
5893 }
5894 ],
5895 [
5896 'duration',
5897 {
5898 name => 'duration',
5899 type => 'int'
5900 }
5901 ],
5902 [
5903 'other_arch',
5904 {
5905 name => 'create object',
5906 type => 'string'
5907 }
5908 ],
5909 [
5910 'sp',
5911 {
5912 name => 'cost spellpoints',
5913 type => 'int'
5914 }
5915 ],
5916 [
5917 'grace',
5918 {
5919 name => 'cost grace',
5920 type => 'int'
5921 }
5922 ],
5923 [
5924 'maxsp',
5925 {
5926 name => 'double cost per level',
5927 type => 'int'
5928 }
5929 ]
5930 ],
5931 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.',
5932 ignore => [
5933 $IGNORE_LIST{system_object}
5934 ],
5935 name => 'Spell',
5936 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.'
5937 },
5938 Spellbook => {
5939 attr => [
5940 [
5941 'skill',
5942 {
5943 type => 'fixed',
5944 value => 'literacy'
5945 }
5946 ],
5947 [
5948 'randomitems',
5949 {
5950 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.',
5951 name => 'treasurelist',
5952 type => 'treasurelist'
5953 }
5954 ],
5955 [
5956 'startequip',
5957 {
5958 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5959 name => 'godgiven item',
5960 type => 'bool'
5961 }
5962 ],
5963 [
5964 'msg',
5965 {
5966 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
5967 end => 'endmsg',
5968 name => 'description',
5969 type => 'text'
5970 }
5971 ]
5972 ],
5973 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.',
5974 name => 'Spellbook',
5975 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.'
5976 },
5977 Spinner => {
5978 attr => [
5979 [
5980 'sp',
5981 {
5982 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.',
5983 name => 'direction number',
5984 type => 'int'
5985 }
5986 ],
5987 [
5988 'move_on',
5989 {
5990 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5991 name => 'movement type',
5992 type => 'bitmask',
5993 value => $BITMASK{movement_type}
5994 }
5995 ]
5996 ],
5997 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.',
5998 ignore => [
5999 $IGNORE_LIST{non_pickable}
6000 ],
6001 name => 'Spinner',
6002 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.'
6003 },
6004 Swamp => {
6005 attr => [
6006 [
6007 'is_floor',
6008 {
6009 type => 'fixed',
6010 value => 1
6011 }
6012 ],
6013 [
6014 'is_wooded',
6015 {
6016 type => 'fixed',
6017 value => 1
6018 }
6019 ],
6020 [
6021 'speed',
6022 {
6023 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.',
6024 name => 'drowning speed',
6025 type => 'float'
6026 }
6027 ],
6028 [
6029 'speed_left',
6030 {
6031 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6032 name => 'speed left',
6033 type => 'float'
6034 }
6035 ],
6036 [
6037 'move_on',
6038 {
6039 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6040 name => 'movement type',
6041 type => 'bitmask',
6042 value => $BITMASK{movement_type}
6043 }
6044 ],
6045 [
6046 'move_block',
6047 {
6048 desc => 'Objects using these movement types cannot move over this space.',
6049 name => 'blocked movement',
6050 type => 'bitmask',
6051 value => $BITMASK{movement_type}
6052 }
6053 ],
6054 [
6055 'move_allow',
6056 {
6057 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6058 name => 'allowed movement',
6059 type => 'bitmask',
6060 value => $BITMASK{movement_type}
6061 }
6062 ],
6063 [
6064 'move_slow',
6065 {
6066 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6067 name => 'slowed movement',
6068 type => 'bitmask',
6069 value => $BITMASK{movement_type}
6070 }
6071 ],
6072 [
6073 'move_slow_penalty',
6074 {
6075 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6076 name => 'slow movement penalty',
6077 type => 'int'
6078 }
6079 ],
6080 [
6081 'no_magic',
6082 {
6083 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6084 name => 'no spells',
6085 type => 'bool'
6086 }
6087 ],
6088 [
6089 'damned',
6090 {
6091 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6092 name => 'no prayers',
6093 type => 'bool'
6094 }
6095 ]
6096 ],
6097 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.',
6098 ignore => [
6099 $IGNORE_LIST{non_pickable}
6100 ],
6101 name => 'Swamp'
6102 },
6103 Teleporter => {
6104 attr => [
6105 [
6106 'slaying',
6107 {
6108 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.',
6109 name => 'exit path',
6110 type => 'string'
6111 }
6112 ],
6113 [
6114 'hp',
6115 {
6116 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.',
6117 name => 'destination X',
6118 type => 'int'
6119 }
6120 ],
6121 [
6122 'sp',
6123 {
6124 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.',
6125 name => 'destination Y',
6126 type => 'int'
6127 }
6128 ],
6129 [
6130 'connected',
6131 {
6132 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.',
6133 name => 'connection',
6134 type => 'int'
6135 }
6136 ],
6137 [
6138 'speed',
6139 {
6140 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!',
6141 name => 'activation speed',
6142 type => 'float'
6143 }
6144 ],
6145 [
6146 'speed_left',
6147 {
6148 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6149 name => 'speed left',
6150 type => 'float'
6151 }
6152 ]
6153 ],
6154 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.',
6155 ignore => [
6156 $IGNORE_LIST{non_pickable}
6157 ],
6158 name => 'Teleporter',
6159 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.'
6160 },
6161 'Timed Gate' => {
6162 attr => [
6163 [
6164 'no_pick',
6165 {
6166 type => 'fixed',
6167 value => 1
6168 }
6169 ],
6170 [
6171 'connected',
6172 {
6173 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. If unset, the gate opens automatically after some time.',
6174 name => 'connection',
6175 type => 'int'
6176 }
6177 ],
6178 [
6179 'wc',
6180 {
6181 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.',
6182 name => 'position state',
6183 type => 'int'
6184 }
6185 ],
6186 [
6187 'move_block',
6188 {
6189 desc => 'Objects using these movement types cannot move over this space.',
6190 name => 'blocked movement',
6191 type => 'bitmask',
6192 value => $BITMASK{movement_type}
6193 }
6194 ],
6195 [
6196 'move_allow',
6197 {
6198 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6199 name => 'allowed movement',
6200 type => 'bitmask',
6201 value => $BITMASK{movement_type}
6202 }
6203 ],
6204 [
6205 'move_slow',
6206 {
6207 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6208 name => 'slowed movement',
6209 type => 'bitmask',
6210 value => $BITMASK{movement_type}
6211 }
6212 ],
6213 [
6214 'move_slow_penalty',
6215 {
6216 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6217 name => 'slow movement penalty',
6218 type => 'int'
6219 }
6220 ],
6221 [
6222 'no_magic',
6223 {
6224 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6225 name => 'restrict spells',
6226 type => 'bool'
6227 }
6228 ],
6229 [
6230 'damned',
6231 {
6232 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6233 name => 'restrict prayers',
6234 type => 'bool'
6235 }
6236 ],
6237 [
6238 'hp',
6239 {
6240 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6241 name => 'open duration',
6242 type => 'int'
6243 }
6244 ]
6245 ],
6246 desc => 'Gates play an important role in Crossfire. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases. Unlike normal gates, timed gates open when triggered but automatically close again after some time.',
6247 ignore => [
6248 $IGNORE_LIST{non_pickable}
6249 ],
6250 name => 'Timed Gate',
6251 use => 'Use gates to divide your maps into separated areas. After solving area A, the player gains access to area B, and so on. Make your maps more complex than "one-way".'
6252 },
6253 Trap => {
6254 attr => [
6255 [
6256 'no_pick',
6257 {
6258 type => 'fixed',
6259 value => 1
6260 }
6261 ],
6262 [
6263 'move_on',
6264 {
6265 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6266 name => 'movement type',
6267 type => 'bitmask',
6268 value => $BITMASK{movement_type}
6269 }
6270 ],
6271 [
6272 'level',
6273 {
6274 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.',
6275 name => 'trap level',
6276 type => 'int'
6277 }
6278 ],
6279 [
6280 'Cha',
6281 {
6282 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.',
6283 name => 'visibility',
6284 type => 'int'
6285 }
6286 ],
6287 [
6288 'hp',
6289 {
6290 desc => 'The trap will detonate <number of charges> times before disappearing.',
6291 name => 'number of charges',
6292 type => 'int'
6293 }
6294 ],
6295 [
6296 'dam',
6297 {
6298 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6299 name => 'direct damage',
6300 type => 'int'
6301 }
6302 ],
6303 [
6304 'attacktype',
6305 {
6306 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6307 name => 'attacktype',
6308 type => 'bitmask',
6309 value => $BITMASK{attacktype}
6310 }
6311 ],
6312 [
6313 'connected',
6314 {
6315 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6316 name => 'connection',
6317 type => 'int'
6318 }
6319 ],
6320 [
6321 'msg',
6322 {
6323 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6324 end => 'endmsg',
6325 name => 'detonation text',
6326 type => 'text'
6327 }
6328 ]
6329 ],
6330 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.',
6331 ignore => [
6332 'no_pick',
6333 'title',
6334 'name_pl',
6335 'weight',
6336 'value',
6337 'material',
6338 'unpaid'
6339 ],
6340 name => 'Trap',
6341 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.'
6342 },
6343 Trapdoor => {
6344 attr => [
6345 [
6346 'no_pick',
6347 {
6348 type => 'fixed',
6349 value => 1
6350 }
6351 ],
6352 [
6353 'move_on',
6354 {
6355 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6356 name => 'movement type',
6357 type => 'bitmask',
6358 value => $BITMASK{movement_type}
6359 }
6360 ],
6361 [
6362 'weight',
6363 {
6364 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.',
6365 name => 'hold weight',
6366 type => 'int'
6367 }
6368 ],
6369 [
6370 'hp',
6371 {
6372 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!',
6373 name => 'destination X',
6374 type => 'int'
6375 }
6376 ],
6377 [
6378 'sp',
6379 {
6380 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!',
6381 name => 'destination Y',
6382 type => 'int'
6383 }
6384 ]
6385 ],
6386 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.',
6387 ignore => [
6388 $IGNORE_LIST{non_pickable}
6389 ],
6390 name => 'Trapdoor',
6391 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.'
6392 },
6393 Treasure => {
6394 attr => [
6395 [
6396 'randomitems',
6397 {
6398 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6399 name => 'treasurelist',
6400 type => 'treasurelist'
6401 }
6402 ],
6403 [
6404 'auto_apply',
6405 {
6406 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.',
6407 name => 'auto-generate',
6408 type => 'bool'
6409 }
6410 ],
6411 [
6412 'hp',
6413 {
6414 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.',
6415 name => 'create number',
6416 type => 'int'
6417 }
6418 ],
6419 [
6420 'exp',
6421 {
6422 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).',
6423 name => 'quality level',
6424 type => 'int'
6425 }
6426 ]
6427 ],
6428 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6429 ignore => [
6430 'nrof',
6431 'title',
6432 'name_pl',
6433 'weight',
6434 'value',
6435 'material'
6436 ],
6437 name => 'Treasure',
6438 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.'
6439 },
6440 'Trigger Marker' => {
6441 attr => [
6442 [
6443 'no_pick',
6444 {
6445 type => 'fixed',
6446 value => 1
6447 }
6448 ],
6449 [
6450 'slaying',
6451 {
6452 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.',
6453 name => 'key string',
6454 type => 'string'
6455 }
6456 ],
6457 [
6458 'connected',
6459 {
6460 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6461 name => 'connection',
6462 type => 'int'
6463 }
6464 ],
6465 [
6466 'food',
6467 {
6468 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.',
6469 name => 'mark duration',
6470 type => 'int'
6471 }
6472 ],
6473 [
6474 'name',
6475 {
6476 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.',
6477 name => 'delete mark',
6478 type => 'string'
6479 }
6480 ],
6481 [
6482 'msg',
6483 {
6484 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.',
6485 end => 'endmsg',
6486 name => 'marking message',
6487 type => 'text'
6488 }
6489 ]
6490 ],
6491 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.',
6492 ignore => [
6493 $IGNORE_LIST{system_object}
6494 ],
6495 name => 'Trigger Marker',
6496 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.'
6497 },
6498 Wall => {
6499 attr => [
6500 [
6501 'move_block',
6502 {
6503 desc => 'Objects using these movement types cannot move over this space.',
6504 name => 'blocked movement',
6505 type => 'bitmask',
6506 value => $BITMASK{movement_type}
6507 }
6508 ],
6509 [
6510 'move_allow',
6511 {
6512 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6513 name => 'allowed movement',
6514 type => 'bitmask',
6515 value => $BITMASK{movement_type}
6516 }
6517 ],
6518 [
6519 'move_slow',
6520 {
6521 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6522 name => 'slowed movement',
6523 type => 'bitmask',
6524 value => $BITMASK{movement_type}
6525 }
6526 ],
6527 [
6528 'move_slow_penalty',
6529 {
6530 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6531 name => 'slow movement penalty',
6532 type => 'int'
6533 }
6534 ],
6535 [
6536 'can_roll',
6537 {
6538 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6539 name => 'moveable',
6540 type => 'bool'
6541 }
6542 ],
6543 [
6544 'no_magic',
6545 {
6546 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6547 name => 'restrict spells',
6548 type => 'bool'
6549 }
6550 ],
6551 [
6552 'damned',
6553 {
6554 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6555 name => 'restrict prayers',
6556 type => 'bool'
6557 }
6558 ]
6559 ],
6560 desc => 'Walls usually block passage and sight.',
6561 ignore => [
6562 'nrof',
6563 'title',
6564 'name_pl',
6565 'value',
6566 'unpaid'
6567 ],
6568 name => 'Wall'
6569 },
6570 'Wand & Staff' => {
6571 attr => [
6572 [
6573 'sp',
6574 {
6575 desc => 'The <spell> specifies the contained spell.',
6576 name => 'spell',
6577 type => 'spell'
6578 }
6579 ],
6580 [
6581 'level',
6582 {
6583 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6584 name => 'casting level',
6585 type => 'int'
6586 }
6587 ],
6588 [
6589 'food',
6590 {
6591 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6592 name => 'number of charges',
6593 type => 'int'
6594 }
6595 ],
6596 [
6597 'startequip',
6598 {
6599 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6600 name => 'godgiven item',
6601 type => 'bool'
6602 }
6603 ],
6604 [
6605 'msg',
6606 {
6607 desc => 'This text may contain a description of the wand.',
6608 end => 'endmsg',
6609 name => 'description',
6610 type => 'text'
6611 }
6612 ]
6613 ],
6614 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.',
6615 name => 'Wand & Staff',
6616 use => 'Wands are quite seldomly used. The reason prolly is that they\'re generally not cost-efficient. Handing out high-level wands with powerful special spells isn\'t a good idea either, because of the recharge ability. <br><br> For low levels, staffs of healing/cure and word of recall are quite desirable though. Ideal rewards for low level quests.'
6617 },
6618 'Weak Wall' => {
6619 attr => [
6620 [
6621 'alive',
6622 {
6623 type => 'fixed',
6624 value => 1
6625 }
6626 ],
6627 [
6628 'no_pick',
6629 {
6630 type => 'fixed',
6631 value => 1
6632 }
6633 ],
6634 [
6635 'tear_down',
6636 {
6637 type => 'fixed',
6638 value => 1
6639 }
6640 ],
6641 [
6642 'race',
6643 {
6644 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.',
6645 name => 'race',
6646 type => 'string'
6647 }
6648 ],
6649 [
6650 'level',
6651 {
6652 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.',
6653 name => 'level',
6654 type => 'int'
6655 }
6656 ],
6657 [
6658 'hp',
6659 {
6660 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.',
6661 name => 'health points',
6662 type => 'int'
6663 }
6664 ],
6665 [
6666 'maxhp',
6667 {
6668 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.',
6669 name => 'max health',
6670 type => 'int'
6671 }
6672 ],
6673 [
6674 'ac',
6675 {
6676 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6677 name => 'armour class',
6678 type => 'int'
6679 }
6680 ]
6681 ],
6682 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.',
6683 ignore => [
6684 $IGNORE_LIST{non_pickable}
6685 ],
6686 name => 'Weak Wall',
6687 section => [
6688 [
6689 'resistance',
6690 [
6691 [
6692 'resist_physical',
6693 {
6694 name => 'resist physical %',
6695 type => 'int'
6696 }
6697 ],
6698 [
6699 'resist_magic',
6700 {
6701 name => 'resist magic %',
6702 type => 'int'
6703 }
6704 ],
6705 [
6706 'resist_fire',
6707 {
6708 name => 'resist fire %',
6709 type => 'int'
6710 }
6711 ],
6712 [
6713 'resist_electricity',
6714 {
6715 name => 'resist electricity %',
6716 type => 'int'
6717 }
6718 ],
6719 [
6720 'resist_cold',
6721 {
6722 name => 'resist cold %',
6723 type => 'int'
6724 }
6725 ],
6726 [
6727 'resist_confusion',
6728 {
6729 name => 'resist confusion %',
6730 type => 'int'
6731 }
6732 ],
6733 [
6734 'resist_acid',
6735 {
6736 name => 'resist acid %',
6737 type => 'int'
6738 }
6739 ],
6740 [
6741 'resist_drain',
6742 {
6743 name => 'resist draining %',
6744 type => 'int'
6745 }
6746 ],
6747 [
6748 'resist_weaponmagic',
6749 {
6750 name => 'resist weaponmagic %',
6751 type => 'int'
6752 }
6753 ],
6754 [
6755 'resist_ghosthit',
6756 {
6757 name => 'resist ghosthit %',
6758 type => 'int'
6759 }
6760 ],
6761 [
6762 'resist_poison',
6763 {
6764 name => 'resist poison %',
6765 type => 'int'
6766 }
6767 ],
6768 [
6769 'resist_slow',
6770 {
6771 name => 'resist slow %',
6772 type => 'int'
6773 }
6774 ],
6775 [
6776 'resist_paralyze',
6777 {
6778 name => 'resist paralyze %',
6779 type => 'int'
6780 }
6781 ],
6782 [
6783 'resist_fear',
6784 {
6785 name => 'resist fear %',
6786 type => 'int'
6787 }
6788 ],
6789 [
6790 'resist_deplete',
6791 {
6792 name => 'resist depletion %',
6793 type => 'int'
6794 }
6795 ],
6796 [
6797 'resist_turn_undead',
6798 {
6799 name => 'resist turn undead %',
6800 type => 'int'
6801 }
6802 ],
6803 [
6804 'resist_death',
6805 {
6806 name => 'resist death-attack %',
6807 type => 'int'
6808 }
6809 ],
6810 [
6811 'resist_chaos',
6812 {
6813 name => 'resist chaos %',
6814 type => 'int'
6815 }
6816 ],
6817 [
6818 'resist_blind',
6819 {
6820 name => 'resist blinding %',
6821 type => 'int'
6822 }
6823 ],
6824 [
6825 'resist_holyword',
6826 {
6827 name => 'resist holy power %',
6828 type => 'int'
6829 }
6830 ],
6831 [
6832 'resist_godpower',
6833 {
6834 name => 'resist godpower %',
6835 type => 'int'
6836 }
6837 ]
6838 ]
6839 ]
6840 ],
6841 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.'
6842 },
6843 Weapon => {
6844 attr => [
6845 [
6846 'attacktype',
6847 {
6848 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.',
6849 name => 'attacktype',
6850 type => 'bitmask',
6851 value => $BITMASK{attacktype}
6852 }
6853 ],
6854 [
6855 'weapontype',
6856 {
6857 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.',
6858 name => 'weapontype',
6859 type => 'list',
6860 value => $LIST{weapon_type}
6861 }
6862 ],
6863 [
6864 'skill',
6865 {
6866 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6867 name => 'skill name',
6868 type => 'string'
6869 }
6870 ],
6871 [
6872 'dam',
6873 {
6874 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.',
6875 name => 'damage',
6876 type => 'int'
6877 }
6878 ],
6879 [
6880 'slaying',
6881 {
6882 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.',
6883 name => 'slaying race',
6884 type => 'string'
6885 }
6886 ],
6887 [
6888 'last_sp',
6889 {
6890 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.',
6891 name => 'weapon speed',
6892 type => 'int'
6893 }
6894 ],
6895 [
6896 'wc',
6897 {
6898 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.',
6899 name => 'weapon class',
6900 type => 'int'
6901 }
6902 ],
6903 [
6904 'magic',
6905 {
6906 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.',
6907 name => 'magic bonus',
6908 type => 'int'
6909 }
6910 ],
6911 [
6912 'item_power',
6913 {
6914 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>.',
6915 name => 'item power',
6916 type => 'int'
6917 }
6918 ],
6919 [
6920 'damned',
6921 {
6922 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6923 name => 'damnation',
6924 type => 'bool'
6925 }
6926 ],
6927 [
6928 'cursed',
6929 {
6930 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
6931 name => 'curse',
6932 type => 'bool'
6933 }
6934 ],
6935 [
6936 'lifesave',
6937 {
6938 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
6939 name => 'save life',
6940 type => 'bool'
6941 }
6942 ],
6943 [
6944 'unique',
6945 {
6946 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6947 name => 'unique item',
6948 type => 'bool'
6949 }
6950 ],
6951 [
6952 'startequip',
6953 {
6954 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6955 name => 'godgiven item',
6956 type => 'bool'
6957 }
6958 ],
6959 [
6960 'msg',
6961 {
6962 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6963 end => 'endmsg',
6964 name => 'description',
6965 type => 'text'
6966 }
6967 ]
6968 ],
6969 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.',
6970 name => 'Weapon',
6971 section => [
6972 [
6973 'resistance',
6974 [
6975 [
6976 'resist_physical',
6977 {
6978 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.',
6979 name => 'resist physical %',
6980 type => 'int'
6981 }
6982 ],
6983 [
6984 'resist_magic',
6985 {
6986 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.',
6987 name => 'resist magic %',
6988 type => 'int'
6989 }
6990 ],
6991 [
6992 'resist_fire',
6993 {
6994 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.',
6995 name => 'resist fire %',
6996 type => 'int'
6997 }
6998 ],
6999 [
7000 'resist_electricity',
7001 {
7002 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.',
7003 name => 'resist electricity %',
7004 type => 'int'
7005 }
7006 ],
7007 [
7008 'resist_cold',
7009 {
7010 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.',
7011 name => 'resist cold %',
7012 type => 'int'
7013 }
7014 ],
7015 [
7016 'resist_confusion',
7017 {
7018 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).',
7019 name => 'resist confusion %',
7020 type => 'int'
7021 }
7022 ],
7023 [
7024 'resist_acid',
7025 {
7026 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.',
7027 name => 'resist acid %',
7028 type => 'int'
7029 }
7030 ],
7031 [
7032 'resist_drain',
7033 {
7034 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).',
7035 name => 'resist draining %',
7036 type => 'int'
7037 }
7038 ],
7039 [
7040 'resist_weaponmagic',
7041 {
7042 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.',
7043 name => 'resist weaponmagic %',
7044 type => 'int'
7045 }
7046 ],
7047 [
7048 'resist_ghosthit',
7049 {
7050 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.',
7051 name => 'resist ghosthit %',
7052 type => 'int'
7053 }
7054 ],
7055 [
7056 'resist_poison',
7057 {
7058 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.',
7059 name => 'resist poison %',
7060 type => 'int'
7061 }
7062 ],
7063 [
7064 'resist_slow',
7065 {
7066 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.',
7067 name => 'resist slow %',
7068 type => 'int'
7069 }
7070 ],
7071 [
7072 'resist_paralyze',
7073 {
7074 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).',
7075 name => 'resist paralyze %',
7076 type => 'int'
7077 }
7078 ],
7079 [
7080 'resist_fear',
7081 {
7082 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.',
7083 name => 'resist fear %',
7084 type => 'int'
7085 }
7086 ],
7087 [
7088 'resist_deplete',
7089 {
7090 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).',
7091 name => 'resist depletion %',
7092 type => 'int'
7093 }
7094 ],
7095 [
7096 'resist_death',
7097 {
7098 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!',
7099 name => 'resist death-attack %',
7100 type => 'int'
7101 }
7102 ],
7103 [
7104 'resist_chaos',
7105 {
7106 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.',
7107 name => 'resist chaos %',
7108 type => 'int'
7109 }
7110 ],
7111 [
7112 'resist_blind',
7113 {
7114 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.',
7115 name => 'resist blinding %',
7116 type => 'int'
7117 }
7118 ],
7119 [
7120 'resist_holyword',
7121 {
7122 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.',
7123 name => 'resist holy power %',
7124 type => 'int'
7125 }
7126 ]
7127 ]
7128 ],
7129 [
7130 'stats',
7131 [
7132 [
7133 'Str',
7134 {
7135 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
7136 name => 'strength',
7137 type => 'int'
7138 }
7139 ],
7140 [
7141 'Dex',
7142 {
7143 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
7144 name => 'dexterity',
7145 type => 'int'
7146 }
7147 ],
7148 [
7149 'Con',
7150 {
7151 desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
7152 name => 'constitution',
7153 type => 'int'
7154 }
7155 ],
7156 [
7157 'Int',
7158 {
7159 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
7160 name => 'intelligence',
7161 type => 'int'
7162 }
7163 ],
7164 [
7165 'Pow',
7166 {
7167 desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
7168 name => 'power',
7169 type => 'int'
7170 }
7171 ],
7172 [
7173 'Wis',
7174 {
7175 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
7176 name => 'wisdom',
7177 type => 'int'
7178 }
7179 ],
7180 [
7181 'Cha',
7182 {
7183 desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
7184 name => 'charisma',
7185 type => 'int'
7186 }
7187 ]
7188 ]
7189 ],
7190 [
7191 'misc',
7192 [
7193 [
7194 'luck',
7195 {
7196 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.',
7197 name => 'luck bonus',
7198 type => 'int'
7199 }
7200 ],
7201 [
7202 'hp',
7203 {
7204 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7205 name => 'health regen.',
7206 type => 'int'
7207 }
7208 ],
7209 [
7210 'sp',
7211 {
7212 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7213 name => 'mana regen.',
7214 type => 'int'
7215 }
7216 ],
7217 [
7218 'grace',
7219 {
7220 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!!',
7221 name => 'grace regen.',
7222 type => 'int'
7223 }
7224 ],
7225 [
7226 'food',
7227 {
7228 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.',
7229 name => 'food bonus',
7230 type => 'int'
7231 }
7232 ],
7233 [
7234 'xrays',
7235 {
7236 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
7237 name => 'xray vision',
7238 type => 'bool'
7239 }
7240 ],
7241 [
7242 'stealth',
7243 {
7244 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)',
7245 name => 'stealth',
7246 type => 'bool'
7247 }
7248 ],
7249 [
7250 'reflect_spell',
7251 {
7252 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!',
7253 name => 'reflect spells',
7254 type => 'bool'
7255 }
7256 ],
7257 [
7258 'reflect_missile',
7259 {
7260 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.',
7261 name => 'reflect missiles',
7262 type => 'bool'
7263 }
7264 ],
7265 [
7266 'path_attuned',
7267 {
7268 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7269 name => 'attuned paths',
7270 type => 'bitmask',
7271 value => $BITMASK{spellpath}
7272 }
7273 ],
7274 [
7275 'path_repelled',
7276 {
7277 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7278 name => 'repelled paths',
7279 type => 'bitmask',
7280 value => $BITMASK{spellpath}
7281 }
7282 ],
7283 [
7284 'path_denied',
7285 {
7286 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7287 name => 'denied paths',
7288 type => 'bitmask',
7289 value => $BITMASK{spellpath}
7290 }
7291 ]
7292 ]
7293 ]
7294 ],
7295 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.'
7296 }
7297 );
7298
7299 our %ATTR = (
7300 3 => $TYPE{Rod},
7301 4 => $TYPE{Treasure},
7302 5 => $TYPE{Potion},
7303 6 => $TYPE{Food},
7304 7 => $TYPE{'Poison Food'},
7305 8 => $TYPE{Book},
7306 9 => $TYPE{Clock},
7307 13 => $TYPE{Projectile},
7308 14 => $TYPE{'Shooting Weapon'},
7309 15 => $TYPE{Weapon},
7310 16 => $TYPE{'Brestplate Armour'},
7311 17 => $TYPE{Pedestal},
7312 18 => $TYPE{Altar},
7313 20 => $TYPE{'Locked Door'},
7314 21 => $TYPE{'Special Key'},
7315 23 => $TYPE{Door},
7316 24 => $TYPE{Key},
7317 26 => $TYPE{'Timed Gate'},
7318 27 => $TYPE{'Handle Trigger'},
7319 28 => $TYPE{'Monster (Grimreaper)'},
7320 29 => $TYPE{'Magic Ear'},
7321 30 => $TYPE{'Button Trigger'},
7322 31 => $TYPE{'Altar Trigger'},
7323 33 => $TYPE{Shield},
7324 34 => $TYPE{Helmet},
7325 35 => $TYPE{Horn},
7326 36 => $TYPE{Money},
7327 37 => $TYPE{'Class Changer'},
7328 39 => $TYPE{Amulet},
7329 40 => $TYPE{Mover},
7330 41 => $TYPE{Teleporter},
7331 42 => $TYPE{Creator},
7332 43 => $TYPE{Skill},
7333 51 => $TYPE{Detector},
7334 52 => $TYPE{'Trigger Marker'},
7335 55 => $TYPE{Marker},
7336 56 => $TYPE{'Holy Altar'},
7337 58 => $TYPE{Battleground},
7338 60 => $TYPE{Jewel},
7339 62 => $TYPE{'Magic Wall'},
7340 64 => $TYPE{'Inventory Checker'},
7341 65 => $TYPE{'Mood Floor'},
7342 66 => $TYPE{Exit},
7343 67 => $TYPE{'Floor (Encounter)'},
7344 68 => $TYPE{'Shop Floor'},
7345 69 => $TYPE{'Shop Mat'},
7346 70 => $TYPE{Ring},
7347 72 => $TYPE{Flesh},
7348 73 => $TYPE{Inorganic},
7349 83 => $TYPE{Duplicator},
7350 85 => $TYPE{Spellbook},
7351 87 => $TYPE{Cloak},
7352 88 => $TYPE{'Hazard Floor'},
7353 90 => $TYPE{Spinner},
7354 91 => $TYPE{Gate},
7355 92 => $TYPE{Button},
7356 93 => $TYPE{Handle},
7357 94 => $TYPE{Pit},
7358 95 => $TYPE{Trapdoor},
7359 98 => $TYPE{'Sign & MagicMouth'},
7360 99 => $TYPE{Boots},
7361 100 => $TYPE{Gloves},
7362 101 => $TYPE{Spell},
7363 103 => $TYPE{Converter},
7364 104 => $TYPE{Bracers},
7365 106 => $TYPE{Savebed},
7366 109 => $TYPE{'Wand & Staff'},
7367 110 => $TYPE{Ability},
7368 111 => $TYPE{Scroll},
7369 112 => $TYPE{Director},
7370 113 => $TYPE{Girdle},
7371 116 => $TYPE{'Event Connector'},
7372 122 => $TYPE{Container},
7373 130 => $TYPE{'Skill Scroll'},
7374 138 => $TYPE{Swamp},
7375 154 => $TYPE{Rune},
7376 155 => $TYPE{Trap},
7377 156 => $TYPE{'Power Crystal'},
7378 158 => $TYPE{Disease},
7379 163 => $TYPE{'Item Transformer'}
7380 );
7381
7382 our %TYPENAME = (
7383 0 => '*NONE*',
7384 1 => 'PLAYER',
7385 2 => 'TRANSPORT',
7386 3 => 'ROD',
7387 4 => 'TREASURE',
7388 5 => 'POTION',
7389 6 => 'FOOD',
7390 7 => 'POISON',
7391 8 => 'BOOK',
7392 9 => 'CLOCK',
7393 12 => 'LIGHTNING',
7394 13 => 'ARROW',
7395 14 => 'BOW',
7396 15 => 'WEAPON',
7397 16 => 'ARMOUR',
7398 17 => 'PEDESTAL',
7399 18 => 'ALTAR',
7400 20 => 'LOCKED_DOOR',
7401 21 => 'SPECIAL_KEY',
7402 22 => 'MAP',
7403 23 => 'DOOR',
7404 24 => 'KEY',
7405 26 => 'TIMED_GATE',
7406 27 => 'TRIGGER',
7407 28 => 'GRIMREAPER',
7408 29 => 'MAGIC_EAR',
7409 30 => 'TRIGGER_BUTTON',
7410 31 => 'TRIGGER_ALTAR',
7411 32 => 'TRIGGER_PEDESTAL',
7412 33 => 'SHIELD',
7413 34 => 'HELMET',
7414 35 => 'HORN',
7415 36 => 'MONEY',
7416 37 => 'CLASS',
7417 38 => 'GRAVESTONE',
7418 39 => 'AMULET',
7419 40 => 'PLAYERMOVER',
7420 41 => 'TELEPORTER',
7421 42 => 'CREATOR',
7422 43 => 'SKILL',
7423 44 => 'EXPERIENCE',
7424 45 => 'EARTHWALL',
7425 46 => 'GOLEM',
7426 48 => 'THROWN_OBJ',
7427 49 => 'BLINDNESS',
7428 50 => 'GOD',
7429 51 => 'DETECTOR',
7430 52 => 'TRIGGER_MARKER',
7431 53 => 'DEAD_OBJECT',
7432 54 => 'DRINK',
7433 55 => 'MARKER',
7434 56 => 'HOLY_ALTAR',
7435 57 => 'PLAYER_CHANGER',
7436 58 => 'BATTLEGROUND',
7437 59 => 'PEACEMAKER',
7438 60 => 'GEM',
7439 62 => 'FIREWALL',
7440 63 => 'ANVIL',
7441 64 => 'CHECK_INV',
7442 65 => 'MOOD_FLOOR',
7443 66 => 'EXIT',
7444 67 => 'ENCOUNTER',
7445 68 => 'SHOP_FLOOR',
7446 69 => 'SHOP_MAT',
7447 70 => 'RING',
7448 71 => 'FLOOR',
7449 72 => 'FLESH',
7450 73 => 'INORGANIC',
7451 74 => 'SKILL_TOOL',
7452 75 => 'LIGHTER',
7453 76 => 'TRAP_PART',
7454 77 => 'WALL',
7455 78 => 'LIGHT_SOURCE',
7456 79 => 'MISC_OBJECT',
7457 80 => 'MONSTER',
7458 81 => 'SPAWN_GENERATOR',
7459 82 => 'LAMP',
7460 83 => 'DUPLICATOR',
7461 84 => 'TOOL',
7462 85 => 'SPELLBOOK',
7463 86 => 'BUILDFAC',
7464 87 => 'CLOAK',
7465 90 => 'SPINNER',
7466 91 => 'GATE',
7467 92 => 'BUTTON',
7468 93 => 'CF_HANDLE',
7469 94 => 'HOLE',
7470 95 => 'TRAPDOOR',
7471 98 => 'SIGN',
7472 99 => 'BOOTS',
7473 100 => 'GLOVES',
7474 101 => 'SPELL',
7475 102 => 'SPELL_EFFECT',
7476 103 => 'CONVERTER',
7477 104 => 'BRACERS',
7478 105 => 'POISONING',
7479 106 => 'SAVEBED',
7480 107 => 'POISONCLOUD',
7481 108 => 'FIREHOLES',
7482 109 => 'WAND',
7483 111 => 'SCROLL',
7484 112 => 'DIRECTOR',
7485 113 => 'GIRDLE',
7486 114 => 'FORCE',
7487 115 => 'POTION_EFFECT',
7488 116 => 'EVENT_CONNECTOR',
7489 121 => 'CLOSE_CON',
7490 122 => 'CONTAINER',
7491 123 => 'ARMOUR_IMPROVER',
7492 124 => 'WEAPON_IMPROVER',
7493 130 => 'SKILLSCROLL',
7494 138 => 'DEEP_SWAMP',
7495 139 => 'IDENTIFY_ALTAR',
7496 150 => 'MENU',
7497 154 => 'RUNE',
7498 155 => 'TRAP',
7499 156 => 'POWER_CRYSTAL',
7500 157 => 'CORPSE',
7501 158 => 'DISEASE',
7502 159 => 'SYMPTOM',
7503 160 => 'BUILDER',
7504 161 => 'MATERIAL',
7505 162 => 'GPS',
7506 163 => 'ITEM_TRANSFORMER',
7507 164 => 'QUEST'
7508 );
7509
7510 our %SPELL = (
7511 0 => 'magic bullet',
7512 1 => 'small fireball',
7513 2 => 'medium fireball',
7514 3 => 'large fireball',
7515 4 => 'burning hands',
7516 5 => 'small lightning',
7517 6 => 'large lightning',
7518 7 => 'magic missile',
7519 8 => 'create bomb',
7520 9 => 'summon golem',
7521 10 => 'summon fire elemental',
7522 11 => 'summon earth elemental',
7523 12 => 'summon water elemental',
7524 13 => 'summon air elemental',
7525 14 => 'dimension door',
7526 15 => 'create earth wall',
7527 16 => 'paralyze',
7528 17 => 'icestorm',
7529 18 => 'magic mapping',
7530 19 => 'turn undead',
7531 20 => 'fear',
7532 21 => 'poison cloud',
7533 22 => 'wonder',
7534 23 => 'destruction',
7535 24 => 'perceive self',
7536 25 => 'word of recall',
7537 26 => 'invisible',
7538 27 => 'invisible to undead',
7539 28 => 'probe',
7540 29 => 'large bullet',
7541 30 => 'improved invisibility',
7542 31 => 'holy word',
7543 32 => 'minor healing',
7544 33 => 'medium healing',
7545 34 => 'major healing',
7546 35 => 'heal',
7547 36 => 'create food',
7548 37 => 'earth to dust',
7549 38 => 'armour',
7550 39 => 'strength',
7551 40 => 'dexterity',
7552 41 => 'constitution',
7553 42 => 'charisma',
7554 43 => 'create fire wall',
7555 44 => 'create frost wall',
7556 45 => 'protection from cold',
7557 46 => 'protection from electricity',
7558 47 => 'protection from fire',
7559 48 => 'protection from poison',
7560 49 => 'protection from slow',
7561 50 => 'protection from paralysis',
7562 51 => 'protection from draining',
7563 52 => 'protection from magic',
7564 53 => 'protection from attack',
7565 54 => 'levitate',
7566 55 => 'small speedball',
7567 56 => 'large speedball',
7568 57 => 'hellfire',
7569 58 => 'dragonbreath',
7570 59 => 'large icestorm',
7571 60 => 'charging',
7572 61 => 'polymorph',
7573 62 => 'cancellation',
7574 63 => 'confusion',
7575 64 => 'mass confusion',
7576 65 => 'summon pet monster',
7577 66 => 'slow',
7578 67 => 'regenerate spellpoints',
7579 68 => 'cure poison',
7580 69 => 'protection from confusion',
7581 70 => 'protection from cancellation',
7582 71 => 'protection from depletion',
7583 72 => 'alchemy',
7584 73 => 'remove curse',
7585 74 => 'remove damnation',
7586 75 => 'identify',
7587 76 => 'detect magic',
7588 77 => 'detect monster',
7589 78 => 'detect evil',
7590 79 => 'detect curse',
7591 80 => 'heroism',
7592 81 => 'aggravation',
7593 82 => 'firebolt',
7594 83 => 'frostbolt',
7595 84 => 'shockwave',
7596 85 => 'color spray',
7597 86 => 'haste',
7598 87 => 'face of death',
7599 88 => 'ball lightning',
7600 89 => 'meteor swarm',
7601 90 => 'comet',
7602 91 => 'mystic fist',
7603 92 => 'raise dead',
7604 93 => 'resurrection',
7605 94 => 'reincarnation',
7606 95 => 'immunity to cold',
7607 96 => 'immunity to electricity',
7608 97 => 'immunity to fire',
7609 98 => 'immunity to poison',
7610 99 => 'immunity to slow',
7611 100 => 'immunity to paralysis',
7612 101 => 'immunity to draining',
7613 102 => 'immunity to magic',
7614 103 => 'immunity to attack',
7615 104 => 'invulnerability',
7616 105 => 'defense',
7617 106 => 'rune of fire',
7618 107 => 'rune of frost',
7619 108 => 'rune of shocking',
7620 109 => 'rune of blasting',
7621 110 => 'rune of death',
7622 111 => 'marking rune',
7623 112 => 'build director',
7624 113 => 'create pool of chaos',
7625 114 => 'build bullet wall',
7626 115 => 'build lightning wall',
7627 116 => 'build fireball wall',
7628 117 => 'magic rune',
7629 118 => 'rune of magic drain',
7630 119 => 'antimagic rune',
7631 120 => 'rune of transferrence',
7632 121 => 'transferrence',
7633 122 => 'magic drain',
7634 123 => 'counterspell',
7635 124 => 'disarm',
7636 125 => 'cure confusion',
7637 126 => 'restoration',
7638 127 => 'summon evil monster',
7639 128 => 'counterwall',
7640 129 => 'cause light wounds',
7641 130 => 'cause medium wounds',
7642 131 => 'cause serious wounds',
7643 132 => 'charm monsters',
7644 133 => 'banishment',
7645 134 => 'create missile',
7646 135 => 'show invisible',
7647 136 => 'xray',
7648 137 => 'pacify',
7649 138 => 'summon fog',
7650 139 => 'steambolt',
7651 140 => 'command undead',
7652 141 => 'holy orb',
7653 142 => 'summon avatar',
7654 143 => 'holy possession',
7655 144 => 'bless',
7656 145 => 'curse',
7657 146 => 'regeneration',
7658 147 => 'consecrate',
7659 148 => 'summon cult monsters',
7660 149 => 'cause critical wounds',
7661 150 => 'holy wrath',
7662 151 => 'retributive strike',
7663 152 => 'finger of death',
7664 153 => 'insect plague',
7665 154 => 'call holy servant',
7666 155 => 'wall of thorns',
7667 156 => 'staff to snake',
7668 157 => 'light',
7669 158 => 'darkness',
7670 159 => 'nightfall',
7671 160 => 'daylight',
7672 161 => 'sunspear',
7673 162 => 'faery fire',
7674 163 => 'cure blindness',
7675 164 => 'dark vision',
7676 165 => 'bullet swarm',
7677 166 => 'bullet storm',
7678 167 => 'cause many wounds',
7679 168 => 'small snowstorm',
7680 169 => 'medium snowstorm',
7681 170 => 'large snowstorm',
7682 171 => 'cure disease',
7683 172 => 'cause red death',
7684 173 => 'cause flu',
7685 174 => 'cause black death',
7686 175 => 'cause leprosy',
7687 176 => 'cause smallpox',
7688 177 => 'cause white death',
7689 178 => 'cause anthrax',
7690 179 => 'cause typhoid',
7691 180 => 'mana blast',
7692 181 => 'small manaball',
7693 182 => 'medium manaball',
7694 183 => 'large manaball',
7695 184 => 'mana bolt',
7696 185 => 'dancing sword',
7697 186 => 'animate weapon',
7698 187 => 'cause cold',
7699 188 => 'divine shock',
7700 189 => 'windstorm',
7701 190 => 'sanctuary',
7702 191 => 'peace',
7703 192 => 'spiderweb',
7704 193 => 'conflict',
7705 194 => 'rage',
7706 195 => 'forked lightning',
7707 196 => 'poison fog',
7708 197 => 'flaming aura',
7709 198 => 'vitriol',
7710 199 => 'vitriol splash',
7711 200 => 'ironwood skin',
7712 201 => 'wrathful eye',
7713 202 => 'town portal',
7714 203 => 'missile swarm',
7715 204 => 'cause rabies',
7716 205 => 'glyph'
7717 );
7718
7719
7720 =head1 AUTHOR
7721
7722 Marc Lehmann <schmorp.de>
7723 http://home.schmorp.de/
7724
7725 The source files are part of the CFJavaEditor.
7726
7727 =cut
7728
7729 1