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/cvs/deliantra/Deliantra/Deliantra/Data.pm
Revision: 1.21
Committed: Tue Aug 8 21:33:17 2006 UTC (17 years, 10 months ago) by elmex
Branch: MAIN
Changes since 1.20: +112 -0 lines
Log Message:
added activate_on_(push|release) fields to the types

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 'activate_on_push',
1568 {
1569 desc => 'Whether the teleporter should only be activated on push.',
1570 name => 'Activate on push',
1571 type => 'bool'
1572 }
1573 ],
1574 [
1575 'activate_on_release',
1576 {
1577 desc => 'Whether the teleporter should only be activated on release.',
1578 name => 'Activate on release',
1579 type => 'bool'
1580 }
1581 ],
1582 [
1583 'lifesave',
1584 {
1585 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1586 name => 'infinit uses',
1587 type => 'bool'
1588 }
1589 ],
1590 [
1591 'hp',
1592 {
1593 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).',
1594 name => 'number of uses',
1595 type => 'int'
1596 }
1597 ],
1598 [
1599 'slaying',
1600 {
1601 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.',
1602 name => 'name of creation',
1603 type => 'string'
1604 }
1605 ],
1606 [
1607 'level',
1608 {
1609 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1610 name => 'level of creation',
1611 type => 'int'
1612 }
1613 ]
1614 ],
1615 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.',
1616 ignore => [
1617 $IGNORE_LIST{system_object}
1618 ],
1619 name => 'Creator',
1620 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1621 },
1622 Detector => {
1623 attr => [
1624 [
1625 'no_pick',
1626 {
1627 type => 'fixed',
1628 value => 1
1629 }
1630 ],
1631 [
1632 'slaying',
1633 {
1634 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.',
1635 name => 'match name',
1636 type => 'string'
1637 }
1638 ],
1639 [
1640 'connected',
1641 {
1642 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1643 name => 'connection',
1644 type => 'int'
1645 }
1646 ],
1647 [
1648 'speed',
1649 {
1650 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.',
1651 name => 'detection speed',
1652 type => 'float'
1653 }
1654 ],
1655 [
1656 'speed_left',
1657 {
1658 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.',
1659 name => 'speed left',
1660 type => 'float'
1661 }
1662 ],
1663 [
1664 'speed_left',
1665 {
1666 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.',
1667 name => 'speed left',
1668 type => 'float'
1669 }
1670 ]
1671 ],
1672 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.',
1673 ignore => [
1674 $IGNORE_LIST{system_object}
1675 ],
1676 name => 'Detector',
1677 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.'
1678 },
1679 Director => {
1680 attr => [
1681 [
1682 'sp',
1683 {
1684 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).',
1685 name => 'direction',
1686 type => 'list',
1687 value => $LIST{direction}
1688 }
1689 ],
1690 [
1691 'move_on',
1692 {
1693 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1694 name => 'movement type',
1695 type => 'bitmask',
1696 value => $BITMASK{movement_type}
1697 }
1698 ]
1699 ],
1700 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.',
1701 ignore => [
1702 $IGNORE_LIST{non_pickable}
1703 ],
1704 name => 'Director',
1705 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.'
1706 },
1707 Disease => {
1708 attr => [
1709 [
1710 'invisible',
1711 {
1712 type => 'fixed',
1713 value => 1
1714 }
1715 ],
1716 [
1717 'level',
1718 {
1719 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.',
1720 name => 'plaque level',
1721 type => 'int'
1722 }
1723 ],
1724 [
1725 'race',
1726 {
1727 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1728 name => 'infect race',
1729 type => 'string'
1730 }
1731 ],
1732 [
1733 'ac',
1734 {
1735 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1736 name => 'progressiveness',
1737 type => 'int'
1738 }
1739 ],
1740 [
1741 'msg',
1742 {
1743 desc => 'This text is displayed to the player every time the symptoms strike.',
1744 end => 'endmsg',
1745 name => 'message',
1746 type => 'text'
1747 }
1748 ]
1749 ],
1750 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.',
1751 ignore => [
1752 $IGNORE_LIST{system_object}
1753 ],
1754 name => 'Disease',
1755 section => [
1756 [
1757 'spreading',
1758 [
1759 [
1760 'wc',
1761 {
1762 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.',
1763 name => 'infectiosness',
1764 type => 'int'
1765 }
1766 ],
1767 [
1768 'last_grace',
1769 {
1770 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1771 name => 'attenuation',
1772 type => 'int'
1773 }
1774 ],
1775 [
1776 'magic',
1777 {
1778 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.',
1779 name => 'infection range',
1780 type => 'int'
1781 }
1782 ],
1783 [
1784 'maxhp',
1785 {
1786 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).',
1787 name => 'persistence',
1788 type => 'int'
1789 }
1790 ],
1791 [
1792 'maxgrace',
1793 {
1794 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.',
1795 name => 'curing duration',
1796 type => 'int'
1797 }
1798 ],
1799 [
1800 'speed',
1801 {
1802 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1803 name => 'moving speed',
1804 type => 'float'
1805 }
1806 ],
1807 [
1808 'speed_left',
1809 {
1810 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.',
1811 name => 'speed left',
1812 type => 'float'
1813 }
1814 ]
1815 ]
1816 ],
1817 [
1818 'symptoms',
1819 [
1820 [
1821 'attacktype',
1822 {
1823 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1824 name => 'attacktype',
1825 type => 'bitmask',
1826 value => $BITMASK{attacktype}
1827 }
1828 ],
1829 [
1830 'dam',
1831 {
1832 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.',
1833 name => 'damage',
1834 type => 'int'
1835 }
1836 ],
1837 [
1838 'other_arch',
1839 {
1840 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.',
1841 name => 'create arch',
1842 type => 'string'
1843 }
1844 ],
1845 [
1846 'last_sp',
1847 {
1848 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1849 name => 'slowdown penalty',
1850 type => 'int'
1851 }
1852 ],
1853 [
1854 'exp',
1855 {
1856 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1857 name => 'exp. for curing',
1858 type => 'int'
1859 }
1860 ],
1861 [
1862 'maxsp',
1863 {
1864 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.',
1865 name => 'mana depletion',
1866 type => 'int'
1867 }
1868 ],
1869 [
1870 'last_eat',
1871 {
1872 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.',
1873 name => 'food depletion',
1874 type => 'int'
1875 }
1876 ],
1877 [
1878 'hp',
1879 {
1880 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1881 name => 'health regen.',
1882 type => 'int'
1883 }
1884 ],
1885 [
1886 'sp',
1887 {
1888 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1889 name => 'mana regen.',
1890 type => 'int'
1891 }
1892 ]
1893 ]
1894 ],
1895 [
1896 'disability',
1897 [
1898 [
1899 'Str',
1900 {
1901 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1902 name => 'strength',
1903 type => 'int'
1904 }
1905 ],
1906 [
1907 'Dex',
1908 {
1909 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1910 name => 'dexterity',
1911 type => 'int'
1912 }
1913 ],
1914 [
1915 'Con',
1916 {
1917 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1918 name => 'constitution',
1919 type => 'int'
1920 }
1921 ],
1922 [
1923 'Int',
1924 {
1925 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1926 name => 'intelligence',
1927 type => 'int'
1928 }
1929 ],
1930 [
1931 'Pow',
1932 {
1933 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1934 name => 'power',
1935 type => 'int'
1936 }
1937 ],
1938 [
1939 'Wis',
1940 {
1941 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1942 name => 'wisdom',
1943 type => 'int'
1944 }
1945 ],
1946 [
1947 'Cha',
1948 {
1949 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1950 name => 'charisma',
1951 type => 'int'
1952 }
1953 ]
1954 ]
1955 ]
1956 ],
1957 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.'
1958 },
1959 Door => {
1960 attr => [
1961 [
1962 'no_pick',
1963 {
1964 type => 'fixed',
1965 value => 1
1966 }
1967 ],
1968 [
1969 'alive',
1970 {
1971 type => 'fixed',
1972 value => 1
1973 }
1974 ],
1975 [
1976 'move_block',
1977 {
1978 desc => 'Objects using these movement types cannot move over this space.',
1979 name => 'blocked movement',
1980 type => 'bitmask',
1981 value => $BITMASK{movement_type}
1982 }
1983 ],
1984 [
1985 'move_allow',
1986 {
1987 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
1988 name => 'allowed movement',
1989 type => 'bitmask',
1990 value => $BITMASK{movement_type}
1991 }
1992 ],
1993 [
1994 'move_slow',
1995 {
1996 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
1997 name => 'slowed movement',
1998 type => 'bitmask',
1999 value => $BITMASK{movement_type}
2000 }
2001 ],
2002 [
2003 'move_slow_penalty',
2004 {
2005 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)',
2006 name => 'slow movement penalty',
2007 type => 'int'
2008 }
2009 ],
2010 [
2011 'hp',
2012 {
2013 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2014 name => 'hitpoints',
2015 type => 'int'
2016 }
2017 ],
2018 [
2019 'ac',
2020 {
2021 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2022 name => 'armour class',
2023 type => 'int'
2024 }
2025 ],
2026 [
2027 'other_arch',
2028 {
2029 desc => 'This string defines the object that will be created when the door was defeated.',
2030 name => 'drop arch',
2031 type => 'string'
2032 }
2033 ],
2034 [
2035 'randomitems',
2036 {
2037 desc => 'This entry determines what kind of traps will appear in the door.',
2038 name => 'treasurelist',
2039 type => 'treasurelist'
2040 }
2041 ]
2042 ],
2043 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.',
2044 ignore => [
2045 $IGNORE_LIST{non_pickable}
2046 ],
2047 name => 'Door'
2048 },
2049 Duplicator => {
2050 attr => [
2051 [
2052 'other_arch',
2053 {
2054 desc => 'Only objects of matching archtype, lying ontop of the dublicator will be dublicated, multiplied or removed. All other objects will be ignored.',
2055 name => 'target arch',
2056 type => 'string'
2057 }
2058 ],
2059 [
2060 'level',
2061 {
2062 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.',
2063 name => 'multiply factor',
2064 type => 'int'
2065 }
2066 ],
2067 [
2068 'connected',
2069 {
2070 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!',
2071 name => 'connection',
2072 type => 'int'
2073 }
2074 ],
2075 [
2076 'activate_on_push',
2077 {
2078 desc => 'Whether the teleporter should only be activated on push.',
2079 name => 'Activate on push',
2080 type => 'bool'
2081 }
2082 ],
2083 [
2084 'activate_on_release',
2085 {
2086 desc => 'Whether the teleporter should only be activated on release.',
2087 name => 'Activate on release',
2088 type => 'bool'
2089 }
2090 ]
2091 ],
2092 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.',
2093 ignore => [
2094 $IGNORE_LIST{system_object}
2095 ],
2096 name => 'Duplicator',
2097 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%.'
2098 },
2099 'Event Connector' => {
2100 attr => [
2101 [
2102 'subtype',
2103 {
2104 desc => 'The type of event that triggers a notify to the plug-in.',
2105 name => 'event type',
2106 type => 'list',
2107 value => $LIST{event_type}
2108 }
2109 ],
2110 [
2111 'title',
2112 {
2113 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.',
2114 name => 'plug-in',
2115 type => 'string'
2116 }
2117 ],
2118 [
2119 'slaying',
2120 {
2121 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.',
2122 name => 'extension',
2123 type => 'string'
2124 }
2125 ],
2126 [
2127 'name',
2128 {
2129 desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2130 name => 'options',
2131 type => 'string'
2132 }
2133 ]
2134 ],
2135 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2136 name => 'Event Connector'
2137 },
2138 Exit => {
2139 attr => [
2140 [
2141 'slaying',
2142 {
2143 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".',
2144 name => 'exit path',
2145 type => 'string'
2146 }
2147 ],
2148 [
2149 'hp',
2150 {
2151 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.',
2152 name => 'destination X',
2153 type => 'int'
2154 }
2155 ],
2156 [
2157 'sp',
2158 {
2159 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.',
2160 name => 'destination Y',
2161 type => 'int'
2162 }
2163 ],
2164 [
2165 'move_on',
2166 {
2167 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2168 name => 'movement type',
2169 type => 'bitmask',
2170 value => $BITMASK{movement_type}
2171 }
2172 ],
2173 [
2174 'msg',
2175 {
2176 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. =)',
2177 end => 'endmsg',
2178 name => 'exit message',
2179 type => 'text'
2180 }
2181 ],
2182 [
2183 'unique',
2184 {
2185 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.',
2186 name => 'unique destination',
2187 type => 'bool'
2188 }
2189 ]
2190 ],
2191 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.',
2192 ignore => [
2193 $IGNORE_LIST{non_pickable}
2194 ],
2195 name => 'Exit',
2196 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.'
2197 },
2198 Flesh => {
2199 attr => [
2200 [
2201 'food',
2202 {
2203 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2204 name => 'foodpoints',
2205 type => 'int'
2206 }
2207 ],
2208 [
2209 'level',
2210 {
2211 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.',
2212 name => 'flesh level',
2213 type => 'int'
2214 }
2215 ],
2216 [
2217 'startequip',
2218 {
2219 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2220 name => 'godgiven item',
2221 type => 'bool'
2222 }
2223 ],
2224 [
2225 'msg',
2226 {
2227 desc => 'This text may describe the item.',
2228 end => 'endmsg',
2229 name => 'description',
2230 type => 'text'
2231 }
2232 ]
2233 ],
2234 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.',
2235 name => 'Flesh',
2236 section => [
2237 [
2238 'resistance',
2239 [
2240 [
2241 'resist_physical',
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 physical %',
2245 type => 'int'
2246 }
2247 ],
2248 [
2249 'resist_magic',
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 magic %',
2253 type => 'int'
2254 }
2255 ],
2256 [
2257 'resist_fire',
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 fire %',
2261 type => 'int'
2262 }
2263 ],
2264 [
2265 'resist_electricity',
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 electricity %',
2269 type => 'int'
2270 }
2271 ],
2272 [
2273 'resist_cold',
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 cold %',
2277 type => 'int'
2278 }
2279 ],
2280 [
2281 'resist_confusion',
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 confusion %',
2285 type => 'int'
2286 }
2287 ],
2288 [
2289 'resist_acid',
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 acid %',
2293 type => 'int'
2294 }
2295 ],
2296 [
2297 'resist_drain',
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 draining %',
2301 type => 'int'
2302 }
2303 ],
2304 [
2305 'resist_weaponmagic',
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 weaponmagic %',
2309 type => 'int'
2310 }
2311 ],
2312 [
2313 'resist_ghosthit',
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 ghosthit %',
2317 type => 'int'
2318 }
2319 ],
2320 [
2321 'resist_poison',
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 poison %',
2325 type => 'int'
2326 }
2327 ],
2328 [
2329 'resist_slow',
2330 {
2331 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.',
2332 name => 'resist slow %',
2333 type => 'int'
2334 }
2335 ],
2336 [
2337 'resist_paralyze',
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 paralyze %',
2341 type => 'int'
2342 }
2343 ],
2344 [
2345 'resist_fear',
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 fear %',
2349 type => 'int'
2350 }
2351 ],
2352 [
2353 'resist_deplete',
2354 {
2355 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.',
2356 name => 'resist depletion %',
2357 type => 'int'
2358 }
2359 ],
2360 [
2361 'resist_death',
2362 {
2363 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.',
2364 name => 'resist death-attack %',
2365 type => 'int'
2366 }
2367 ],
2368 [
2369 'resist_chaos',
2370 {
2371 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.',
2372 name => 'resist chaos %',
2373 type => 'int'
2374 }
2375 ],
2376 [
2377 'resist_blind',
2378 {
2379 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.',
2380 name => 'resist blinding %',
2381 type => 'int'
2382 }
2383 ]
2384 ]
2385 ]
2386 ],
2387 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.'
2388 },
2389 Floor => {
2390 attr => [
2391 [
2392 'is_floor',
2393 {
2394 type => 'fixed',
2395 value => 1
2396 }
2397 ],
2398 [
2399 'no_pick',
2400 {
2401 type => 'fixed',
2402 value => 1
2403 }
2404 ],
2405 [
2406 'no_magic',
2407 {
2408 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2409 name => 'no spells',
2410 type => 'bool'
2411 }
2412 ],
2413 [
2414 'damned',
2415 {
2416 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2417 name => 'no prayers',
2418 type => 'bool'
2419 }
2420 ],
2421 [
2422 'unique',
2423 {
2424 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>.',
2425 name => 'unique map',
2426 type => 'bool'
2427 }
2428 ],
2429 [
2430 'msg',
2431 {
2432 desc => 'This text may describe the object.',
2433 end => 'endmsg',
2434 name => 'description',
2435 type => 'text'
2436 }
2437 ]
2438 ],
2439 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2440 ignore => [
2441 $IGNORE_LIST{non_pickable}
2442 ],
2443 name => 'Floor',
2444 section => [
2445 [
2446 'terrain',
2447 [
2448 [
2449 'move_block',
2450 {
2451 desc => 'Objects using these movement types cannot move over this space.',
2452 name => 'blocked movement',
2453 type => 'bitmask',
2454 value => $BITMASK{movement_type}
2455 }
2456 ],
2457 [
2458 'move_allow',
2459 {
2460 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2461 name => 'allowed movement',
2462 type => 'bitmask',
2463 value => $BITMASK{movement_type}
2464 }
2465 ],
2466 [
2467 'move_slow',
2468 {
2469 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2470 name => 'slowed movement',
2471 type => 'bitmask',
2472 value => $BITMASK{movement_type}
2473 }
2474 ],
2475 [
2476 'move_slow_penalty',
2477 {
2478 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)',
2479 name => 'slow movement penalty',
2480 type => 'int'
2481 }
2482 ],
2483 [
2484 'is_wooded',
2485 {
2486 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2487 name => 'wooded terrain',
2488 type => 'bool'
2489 }
2490 ],
2491 [
2492 'is_hilly',
2493 {
2494 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2495 name => 'hilly terrain',
2496 type => 'bool'
2497 }
2498 ]
2499 ]
2500 ]
2501 ]
2502 },
2503 'Floor (Encounter)' => {
2504 attr => [
2505 [
2506 'is_floor',
2507 {
2508 type => 'fixed',
2509 value => 1
2510 }
2511 ],
2512 [
2513 'no_pick',
2514 {
2515 type => 'fixed',
2516 value => 1
2517 }
2518 ],
2519 [
2520 'no_magic',
2521 {
2522 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2523 name => 'no spells',
2524 type => 'bool'
2525 }
2526 ],
2527 [
2528 'damned',
2529 {
2530 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2531 name => 'no prayers',
2532 type => 'bool'
2533 }
2534 ],
2535 [
2536 'unique',
2537 {
2538 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>.',
2539 name => 'unique map',
2540 type => 'bool'
2541 }
2542 ],
2543 [
2544 'msg',
2545 {
2546 desc => 'This text may describe the object.',
2547 end => 'endmsg',
2548 name => 'description',
2549 type => 'text'
2550 }
2551 ]
2552 ],
2553 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.',
2554 ignore => [
2555 $IGNORE_LIST{non_pickable}
2556 ],
2557 name => 'Floor (Encounter)',
2558 section => [
2559 [
2560 'terrain',
2561 [
2562 [
2563 'move_block',
2564 {
2565 desc => 'Objects using these movement types cannot move over this space.',
2566 name => 'blocked movement',
2567 type => 'bitmask',
2568 value => $BITMASK{movement_type}
2569 }
2570 ],
2571 [
2572 'move_allow',
2573 {
2574 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2575 name => 'allowed movement',
2576 type => 'bitmask',
2577 value => $BITMASK{movement_type}
2578 }
2579 ],
2580 [
2581 'move_slow',
2582 {
2583 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2584 name => 'slowed movement',
2585 type => 'bitmask',
2586 value => $BITMASK{movement_type}
2587 }
2588 ],
2589 [
2590 'move_slow_penalty',
2591 {
2592 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)',
2593 name => 'slow movement penalty',
2594 type => 'int'
2595 }
2596 ],
2597 [
2598 'is_wooded',
2599 {
2600 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2601 name => 'wooded terrain',
2602 type => 'bool'
2603 }
2604 ],
2605 [
2606 'is_hilly',
2607 {
2608 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2609 name => 'hilly terrain',
2610 type => 'bool'
2611 }
2612 ]
2613 ]
2614 ]
2615 ]
2616 },
2617 Food => {
2618 attr => [
2619 [
2620 'food',
2621 {
2622 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2623 name => 'foodpoints',
2624 type => 'int'
2625 }
2626 ],
2627 [
2628 'startequip',
2629 {
2630 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2631 name => 'godgiven item',
2632 type => 'bool'
2633 }
2634 ]
2635 ],
2636 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2637 name => 'Food'
2638 },
2639 Gate => {
2640 attr => [
2641 [
2642 'no_pick',
2643 {
2644 type => 'fixed',
2645 value => 1
2646 }
2647 ],
2648 [
2649 'speed',
2650 {
2651 desc => 'The speed of the gate affects how fast it is closing/opening.',
2652 type => 'float'
2653 }
2654 ],
2655 [
2656 'connected',
2657 {
2658 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2659 name => 'connection',
2660 type => 'int'
2661 }
2662 ],
2663 [
2664 'wc',
2665 {
2666 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.',
2667 name => 'position state',
2668 type => 'int'
2669 }
2670 ],
2671 [
2672 'move_block',
2673 {
2674 desc => 'Objects using these movement types cannot move over this space.',
2675 name => 'blocked movement',
2676 type => 'bitmask',
2677 value => $BITMASK{movement_type}
2678 }
2679 ],
2680 [
2681 'move_allow',
2682 {
2683 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2684 name => 'allowed movement',
2685 type => 'bitmask',
2686 value => $BITMASK{movement_type}
2687 }
2688 ],
2689 [
2690 'move_slow',
2691 {
2692 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2693 name => 'slowed movement',
2694 type => 'bitmask',
2695 value => $BITMASK{movement_type}
2696 }
2697 ],
2698 [
2699 'move_slow_penalty',
2700 {
2701 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)',
2702 name => 'slow movement penalty',
2703 type => 'int'
2704 }
2705 ],
2706 [
2707 'no_magic',
2708 {
2709 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2710 name => 'restrict spells',
2711 type => 'bool'
2712 }
2713 ],
2714 [
2715 'damned',
2716 {
2717 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2718 name => 'restrict prayers',
2719 type => 'bool'
2720 }
2721 ]
2722 ],
2723 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.',
2724 ignore => [
2725 $IGNORE_LIST{non_pickable}
2726 ],
2727 name => 'Gate',
2728 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".'
2729 },
2730 Girdle => {
2731 attr => [
2732 [
2733 'magic',
2734 {
2735 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.',
2736 name => 'magic bonus',
2737 type => 'int'
2738 }
2739 ]
2740 ],
2741 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.',
2742 import => [
2743 $TYPE{Amulet}
2744 ],
2745 name => 'Girdle',
2746 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2747 },
2748 Gloves => {
2749 attr => [
2750 [
2751 'magic',
2752 {
2753 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.',
2754 name => 'magic bonus',
2755 type => 'int'
2756 }
2757 ]
2758 ],
2759 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2760 import => [
2761 $TYPE{Amulet}
2762 ],
2763 name => 'Gloves',
2764 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2765 },
2766 Handle => {
2767 attr => [
2768 [
2769 'no_pick',
2770 {
2771 type => 'fixed',
2772 value => 1
2773 }
2774 ],
2775 [
2776 'connected',
2777 {
2778 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2779 name => 'connection',
2780 type => 'int'
2781 }
2782 ],
2783 [
2784 'msg',
2785 {
2786 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2787 end => 'endmsg',
2788 name => 'description',
2789 type => 'text'
2790 }
2791 ]
2792 ],
2793 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2794 ignore => [
2795 $IGNORE_LIST{non_pickable}
2796 ],
2797 name => 'Handle',
2798 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.'
2799 },
2800 'Handle Trigger' => {
2801 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.',
2802 ignore => [
2803 $IGNORE_LIST{non_pickable}
2804 ],
2805 import => [
2806 $TYPE{Handle}
2807 ],
2808 name => 'Handle Trigger',
2809 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.'
2810 },
2811 'Hazard Floor' => {
2812 attr => [
2813 [
2814 'is_floor',
2815 {
2816 type => 'fixed',
2817 value => 1
2818 }
2819 ],
2820 [
2821 'lifesave',
2822 {
2823 type => 'fixed',
2824 value => 1
2825 }
2826 ],
2827 [
2828 'move_on',
2829 {
2830 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2831 name => 'movement type',
2832 type => 'bitmask',
2833 value => $BITMASK{movement_type}
2834 }
2835 ],
2836 [
2837 'no_pick',
2838 {
2839 type => 'fixed',
2840 value => 1
2841 }
2842 ],
2843 [
2844 'attacktype',
2845 {
2846 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.',
2847 name => 'attacktype',
2848 type => 'bitmask',
2849 value => $BITMASK{attacktype}
2850 }
2851 ],
2852 [
2853 'dam',
2854 {
2855 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.',
2856 name => 'base damage',
2857 type => 'int'
2858 }
2859 ],
2860 [
2861 'wc',
2862 {
2863 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.',
2864 name => 'weaponclass',
2865 type => 'int'
2866 }
2867 ],
2868 [
2869 'level',
2870 {
2871 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.',
2872 name => 'attack level',
2873 type => 'int'
2874 }
2875 ],
2876 [
2877 'no_magic',
2878 {
2879 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2880 name => 'no spells',
2881 type => 'bool'
2882 }
2883 ],
2884 [
2885 'damned',
2886 {
2887 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2888 name => 'no prayers',
2889 type => 'bool'
2890 }
2891 ],
2892 [
2893 'unique',
2894 {
2895 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>.',
2896 name => 'unique map',
2897 type => 'bool'
2898 }
2899 ]
2900 ],
2901 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.',
2902 ignore => [
2903 $IGNORE_LIST{non_pickable}
2904 ],
2905 name => 'Hazard Floor',
2906 section => [
2907 [
2908 'terrain',
2909 [
2910 [
2911 'move_block',
2912 {
2913 desc => 'Objects using these movement types cannot move over this space.',
2914 name => 'blocked movement',
2915 type => 'bitmask',
2916 value => $BITMASK{movement_type}
2917 }
2918 ],
2919 [
2920 'move_allow',
2921 {
2922 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2923 name => 'allowed movement',
2924 type => 'bitmask',
2925 value => $BITMASK{movement_type}
2926 }
2927 ],
2928 [
2929 'move_slow',
2930 {
2931 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2932 name => 'slowed movement',
2933 type => 'bitmask',
2934 value => $BITMASK{movement_type}
2935 }
2936 ],
2937 [
2938 'move_slow_penalty',
2939 {
2940 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)',
2941 name => 'slow movement penalty',
2942 type => 'int'
2943 }
2944 ],
2945 [
2946 'is_wooded',
2947 {
2948 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2949 name => 'wooded terrain',
2950 type => 'bool'
2951 }
2952 ],
2953 [
2954 'is_hilly',
2955 {
2956 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2957 name => 'hilly terrain',
2958 type => 'bool'
2959 }
2960 ]
2961 ]
2962 ]
2963 ],
2964 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.'
2965 },
2966 Helmet => {
2967 attr => [
2968 [
2969 'magic',
2970 {
2971 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>.',
2972 name => 'magic bonus',
2973 type => 'int'
2974 }
2975 ]
2976 ],
2977 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.',
2978 import => [
2979 $TYPE{Amulet}
2980 ],
2981 name => 'Helmet',
2982 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2983 },
2984 'Holy Altar' => {
2985 attr => [
2986 [
2987 'no_pick',
2988 {
2989 type => 'fixed',
2990 value => 1
2991 }
2992 ],
2993 [
2994 'other_arch',
2995 {
2996 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.',
2997 name => 'god name',
2998 type => 'string'
2999 }
3000 ],
3001 [
3002 'level',
3003 {
3004 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.',
3005 name => 'reconsecrate level',
3006 type => 'int'
3007 }
3008 ]
3009 ],
3010 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.',
3011 ignore => [
3012 $IGNORE_LIST{non_pickable}
3013 ],
3014 name => 'Holy Altar'
3015 },
3016 Horn => {
3017 attr => [
3018 [
3019 'sp',
3020 {
3021 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!',
3022 name => 'spell',
3023 type => 'spell'
3024 }
3025 ],
3026 [
3027 'level',
3028 {
3029 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3030 name => 'casting level',
3031 type => 'int'
3032 }
3033 ],
3034 [
3035 'hp',
3036 {
3037 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3038 name => 'initial spellpoints',
3039 type => 'int'
3040 }
3041 ],
3042 [
3043 'maxhp',
3044 {
3045 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.',
3046 name => 'max. spellpoints',
3047 type => 'int'
3048 }
3049 ],
3050 [
3051 'startequip',
3052 {
3053 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3054 name => 'godgiven item',
3055 type => 'bool'
3056 }
3057 ],
3058 [
3059 'msg',
3060 {
3061 desc => 'This text may contain a description of the horn.',
3062 end => 'endmsg',
3063 name => 'description',
3064 type => 'text'
3065 }
3066 ]
3067 ],
3068 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.',
3069 ignore => [
3070 'title'
3071 ],
3072 name => 'Horn',
3073 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.'
3074 },
3075 Inorganic => {
3076 attr => [
3077 [
3078 'is_dust',
3079 {
3080 name => 'is dust',
3081 type => 'bool'
3082 }
3083 ]
3084 ],
3085 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3086 name => 'Inorganic',
3087 section => [
3088 [
3089 'resistance',
3090 [
3091 [
3092 'resist_physical',
3093 {
3094 name => 'resist physical %',
3095 type => 'int'
3096 }
3097 ],
3098 [
3099 'resist_magic',
3100 {
3101 name => 'resist magic %',
3102 type => 'int'
3103 }
3104 ],
3105 [
3106 'resist_fire',
3107 {
3108 name => 'resist fire %',
3109 type => 'int'
3110 }
3111 ],
3112 [
3113 'resist_electricity',
3114 {
3115 name => 'resist electricity %',
3116 type => 'int'
3117 }
3118 ],
3119 [
3120 'resist_cold',
3121 {
3122 name => 'resist cold %',
3123 type => 'int'
3124 }
3125 ],
3126 [
3127 'resist_acid',
3128 {
3129 name => 'resist acid %',
3130 type => 'int'
3131 }
3132 ],
3133 [
3134 'resist_weaponmagic',
3135 {
3136 name => 'resist weaponmagic %',
3137 type => 'int'
3138 }
3139 ],
3140 [
3141 'resist_ghosthit',
3142 {
3143 name => 'resist ghosthit %',
3144 type => 'int'
3145 }
3146 ],
3147 [
3148 'resist_poison',
3149 {
3150 name => 'resist poison %',
3151 type => 'int'
3152 }
3153 ],
3154 [
3155 'resist_death',
3156 {
3157 name => 'resist death-attack %',
3158 type => 'int'
3159 }
3160 ],
3161 [
3162 'resist_chaos',
3163 {
3164 name => 'resist chaos %',
3165 type => 'int'
3166 }
3167 ],
3168 [
3169 'resist_holyword',
3170 {
3171 name => 'resist holy power %',
3172 type => 'int'
3173 }
3174 ]
3175 ]
3176 ]
3177 ]
3178 },
3179 'Inventory Checker' => {
3180 attr => [
3181 [
3182 'no_pick',
3183 {
3184 type => 'fixed',
3185 value => 1
3186 }
3187 ],
3188 [
3189 'slaying',
3190 {
3191 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.',
3192 name => 'match key string',
3193 type => 'string'
3194 }
3195 ],
3196 [
3197 'race',
3198 {
3199 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>.',
3200 name => 'match arch name',
3201 type => 'string'
3202 }
3203 ],
3204 [
3205 'hp',
3206 {
3207 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. ;)',
3208 name => 'match type',
3209 type => 'int'
3210 }
3211 ],
3212 [
3213 'last_sp',
3214 {
3215 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3216 name => 'match = having',
3217 type => 'bool'
3218 }
3219 ],
3220 [
3221 'connected',
3222 {
3223 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3224 name => 'connection',
3225 type => 'int'
3226 }
3227 ],
3228 [
3229 'move_block',
3230 {
3231 desc => 'Objects using these movement types cannot move over this space.',
3232 name => 'blocked movement',
3233 type => 'bitmask',
3234 value => $BITMASK{movement_type}
3235 }
3236 ],
3237 [
3238 'move_allow',
3239 {
3240 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3241 name => 'allowed movement',
3242 type => 'bitmask',
3243 value => $BITMASK{movement_type}
3244 }
3245 ],
3246 [
3247 'move_slow',
3248 {
3249 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3250 name => 'slowed movement',
3251 type => 'bitmask',
3252 value => $BITMASK{movement_type}
3253 }
3254 ],
3255 [
3256 'move_slow_penalty',
3257 {
3258 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)',
3259 name => 'slow movement penalty',
3260 type => 'int'
3261 }
3262 ],
3263 [
3264 'last_heal',
3265 {
3266 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!',
3267 name => 'remove match',
3268 type => 'bool'
3269 }
3270 ]
3271 ],
3272 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.',
3273 ignore => [
3274 $IGNORE_LIST{system_object}
3275 ],
3276 name => 'Inventory Checker',
3277 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.'
3278 },
3279 'Item Transformer' => {
3280 attr => [
3281 [
3282 'food',
3283 {
3284 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3285 name => 'number of uses',
3286 type => 'int'
3287 }
3288 ],
3289 [
3290 'slaying',
3291 {
3292 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3293 name => 'verb',
3294 type => 'string'
3295 }
3296 ],
3297 [
3298 'startequip',
3299 {
3300 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3301 name => 'godgiven item',
3302 type => 'bool'
3303 }
3304 ],
3305 [
3306 'msg',
3307 {
3308 desc => 'This text may contain a description of the item transformer.',
3309 end => 'endmsg',
3310 name => 'description',
3311 type => 'text'
3312 }
3313 ]
3314 ],
3315 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.',
3316 name => 'Item Transformer',
3317 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\'.'
3318 },
3319 Jewel => {
3320 attr => [
3321 [
3322 'race',
3323 {
3324 type => 'fixed',
3325 value => 'gold and jewels'
3326 }
3327 ],
3328 [
3329 'msg',
3330 {
3331 desc => 'This text may describe the object.',
3332 end => 'endmsg',
3333 name => 'description',
3334 type => 'text'
3335 }
3336 ]
3337 ],
3338 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.',
3339 name => 'Jewel'
3340 },
3341 Key => {
3342 attr => [
3343 [
3344 'startequip',
3345 {
3346 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3347 name => 'godgiven item',
3348 type => 'bool'
3349 }
3350 ]
3351 ],
3352 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3353 name => 'Key'
3354 },
3355 'Locked Door' => {
3356 attr => [
3357 [
3358 'move_type',
3359 {
3360 type => 'fixed',
3361 value => 0
3362 }
3363 ],
3364 [
3365 'no_pick',
3366 {
3367 type => 'fixed',
3368 value => 1
3369 }
3370 ],
3371 [
3372 'slaying',
3373 {
3374 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".',
3375 name => 'key string',
3376 type => 'string'
3377 }
3378 ],
3379 [
3380 'no_magic',
3381 {
3382 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).',
3383 name => 'restrict spells',
3384 type => 'bool'
3385 }
3386 ],
3387 [
3388 'damned',
3389 {
3390 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3391 name => 'restrict prayers',
3392 type => 'bool'
3393 }
3394 ],
3395 [
3396 'msg',
3397 {
3398 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.',
3399 end => 'endmsg',
3400 name => 'lock message',
3401 type => 'text'
3402 }
3403 ]
3404 ],
3405 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3406 ignore => [
3407 $IGNORE_LIST{non_pickable}
3408 ],
3409 name => 'Locked Door',
3410 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).'
3411 },
3412 'Magic Ear' => {
3413 attr => [
3414 [
3415 'no_pick',
3416 {
3417 type => 'fixed',
3418 value => 1
3419 }
3420 ],
3421 [
3422 'connected',
3423 {
3424 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3425 name => 'connection',
3426 type => 'int'
3427 }
3428 ],
3429 [
3430 'msg',
3431 {
3432 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!',
3433 end => 'endmsg',
3434 name => 'keyword-matching',
3435 type => 'text'
3436 }
3437 ]
3438 ],
3439 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3440 ignore => [
3441 $IGNORE_LIST{system_object}
3442 ],
3443 name => 'Magic Ear',
3444 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.'
3445 },
3446 'Magic Wall' => {
3447 attr => [
3448 [
3449 'dam',
3450 {
3451 desc => 'The magic wall will cast this <spell>.',
3452 name => 'spell',
3453 type => 'spell'
3454 }
3455 ],
3456 [
3457 'level',
3458 {
3459 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.',
3460 name => 'spell level',
3461 type => 'int'
3462 }
3463 ],
3464 [
3465 'connected',
3466 {
3467 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.',
3468 name => 'connection',
3469 type => 'int'
3470 }
3471 ],
3472 [
3473 'activate_on_push',
3474 {
3475 desc => 'Whether the teleporter should only be activated on push.',
3476 name => 'Activate on push',
3477 type => 'bool'
3478 }
3479 ],
3480 [
3481 'activate_on_release',
3482 {
3483 desc => 'Whether the teleporter should only be activated on release.',
3484 name => 'Activate on release',
3485 type => 'bool'
3486 }
3487 ],
3488 [
3489 'speed',
3490 {
3491 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".',
3492 name => 'casting speed',
3493 type => 'float'
3494 }
3495 ],
3496 [
3497 'speed_left',
3498 {
3499 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.',
3500 name => 'speed left',
3501 type => 'float'
3502 }
3503 ],
3504 [
3505 'sp',
3506 {
3507 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.',
3508 name => 'direction',
3509 type => 'list',
3510 value => $LIST{direction}
3511 }
3512 ],
3513 [
3514 'move_block',
3515 {
3516 desc => 'Objects using these movement types cannot move over this space.',
3517 name => 'blocked movement',
3518 type => 'bitmask',
3519 value => $BITMASK{movement_type}
3520 }
3521 ],
3522 [
3523 'move_allow',
3524 {
3525 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3526 name => 'allowed movement',
3527 type => 'bitmask',
3528 value => $BITMASK{movement_type}
3529 }
3530 ],
3531 [
3532 'move_slow',
3533 {
3534 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3535 name => 'slowed movement',
3536 type => 'bitmask',
3537 value => $BITMASK{movement_type}
3538 }
3539 ],
3540 [
3541 'move_slow_penalty',
3542 {
3543 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)',
3544 name => 'slow movement penalty',
3545 type => 'int'
3546 }
3547 ]
3548 ],
3549 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.',
3550 ignore => [
3551 $IGNORE_LIST{non_pickable}
3552 ],
3553 name => 'Magic Wall',
3554 section => [
3555 [
3556 'destroyable',
3557 [
3558 [
3559 'alive',
3560 {
3561 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.',
3562 name => 'is destroyable',
3563 type => 'bool'
3564 }
3565 ],
3566 [
3567 'hp',
3568 {
3569 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3570 name => 'hitpoints',
3571 type => 'int'
3572 }
3573 ],
3574 [
3575 'maxhp',
3576 {
3577 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3578 name => 'max hitpoints',
3579 type => 'int'
3580 }
3581 ],
3582 [
3583 'ac',
3584 {
3585 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>.',
3586 name => 'armour class',
3587 type => 'int'
3588 }
3589 ]
3590 ]
3591 ],
3592 [
3593 'resistance',
3594 [
3595 [
3596 'resist_physical',
3597 {
3598 name => 'resist physical %',
3599 type => 'int'
3600 }
3601 ],
3602 [
3603 'resist_magic',
3604 {
3605 name => 'resist magic %',
3606 type => 'int'
3607 }
3608 ],
3609 [
3610 'resist_fire',
3611 {
3612 name => 'resist fire %',
3613 type => 'int'
3614 }
3615 ],
3616 [
3617 'resist_electricity',
3618 {
3619 name => 'resist electricity %',
3620 type => 'int'
3621 }
3622 ],
3623 [
3624 'resist_cold',
3625 {
3626 name => 'resist cold %',
3627 type => 'int'
3628 }
3629 ],
3630 [
3631 'resist_confusion',
3632 {
3633 name => 'resist confusion %',
3634 type => 'int'
3635 }
3636 ],
3637 [
3638 'resist_acid',
3639 {
3640 name => 'resist acid %',
3641 type => 'int'
3642 }
3643 ],
3644 [
3645 'resist_drain',
3646 {
3647 name => 'resist draining %',
3648 type => 'int'
3649 }
3650 ],
3651 [
3652 'resist_weaponmagic',
3653 {
3654 name => 'resist weaponmagic %',
3655 type => 'int'
3656 }
3657 ],
3658 [
3659 'resist_ghosthit',
3660 {
3661 name => 'resist ghosthit %',
3662 type => 'int'
3663 }
3664 ],
3665 [
3666 'resist_poison',
3667 {
3668 name => 'resist poison %',
3669 type => 'int'
3670 }
3671 ],
3672 [
3673 'resist_slow',
3674 {
3675 name => 'resist slow %',
3676 type => 'int'
3677 }
3678 ],
3679 [
3680 'resist_paralyze',
3681 {
3682 name => 'resist paralyze %',
3683 type => 'int'
3684 }
3685 ],
3686 [
3687 'resist_fear',
3688 {
3689 name => 'resist fear %',
3690 type => 'int'
3691 }
3692 ],
3693 [
3694 'resist_deplete',
3695 {
3696 name => 'resist depletion %',
3697 type => 'int'
3698 }
3699 ],
3700 [
3701 'resist_turn_undead',
3702 {
3703 name => 'resist turn undead %',
3704 type => 'int'
3705 }
3706 ],
3707 [
3708 'resist_death',
3709 {
3710 name => 'resist death-attack %',
3711 type => 'int'
3712 }
3713 ],
3714 [
3715 'resist_chaos',
3716 {
3717 name => 'resist chaos %',
3718 type => 'int'
3719 }
3720 ],
3721 [
3722 'resist_blind',
3723 {
3724 name => 'resist blinding %',
3725 type => 'int'
3726 }
3727 ],
3728 [
3729 'resist_holyword',
3730 {
3731 name => 'resist holy power %',
3732 type => 'int'
3733 }
3734 ],
3735 [
3736 'resist_godpower',
3737 {
3738 name => 'resist godpower %',
3739 type => 'int'
3740 }
3741 ]
3742 ]
3743 ]
3744 ],
3745 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".'
3746 },
3747 Marker => {
3748 attr => [
3749 [
3750 'no_pick',
3751 {
3752 type => 'fixed',
3753 value => 1
3754 }
3755 ],
3756 [
3757 'slaying',
3758 {
3759 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.',
3760 name => 'key string',
3761 type => 'string'
3762 }
3763 ],
3764 [
3765 'connected',
3766 {
3767 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3768 name => 'connection',
3769 type => 'int'
3770 }
3771 ],
3772 [
3773 'speed',
3774 {
3775 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.',
3776 name => 'marking speed',
3777 type => 'float'
3778 }
3779 ],
3780 [
3781 'speed_left',
3782 {
3783 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.',
3784 name => 'speed left',
3785 type => 'float'
3786 }
3787 ],
3788 [
3789 'food',
3790 {
3791 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.',
3792 name => 'mark duration',
3793 type => 'int'
3794 }
3795 ],
3796 [
3797 'name',
3798 {
3799 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.',
3800 name => 'delete mark',
3801 type => 'string'
3802 }
3803 ],
3804 [
3805 'msg',
3806 {
3807 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.',
3808 end => 'endmsg',
3809 name => 'marking message',
3810 type => 'text'
3811 }
3812 ]
3813 ],
3814 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.',
3815 ignore => [
3816 $IGNORE_LIST{system_object}
3817 ],
3818 name => 'Marker',
3819 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.'
3820 },
3821 Misc => {
3822 attr => [
3823 [
3824 'move_block',
3825 {
3826 desc => 'Objects using these movement types cannot move over this space.',
3827 name => 'blocked movement',
3828 type => 'bitmask',
3829 value => $BITMASK{movement_type}
3830 }
3831 ],
3832 [
3833 'move_allow',
3834 {
3835 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3836 name => 'allowed movement',
3837 type => 'bitmask',
3838 value => $BITMASK{movement_type}
3839 }
3840 ],
3841 [
3842 'move_slow',
3843 {
3844 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3845 name => 'slowed movement',
3846 type => 'bitmask',
3847 value => $BITMASK{movement_type}
3848 }
3849 ],
3850 [
3851 'move_slow_penalty',
3852 {
3853 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)',
3854 name => 'slow movement penalty',
3855 type => 'int'
3856 }
3857 ],
3858 [
3859 'cursed',
3860 {
3861 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3862 name => 'cursed',
3863 type => 'bool'
3864 }
3865 ],
3866 [
3867 'damned',
3868 {
3869 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.',
3870 name => 'damned',
3871 type => 'bool'
3872 }
3873 ],
3874 [
3875 'unique',
3876 {
3877 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3878 name => 'unique item',
3879 type => 'bool'
3880 }
3881 ],
3882 [
3883 'startequip',
3884 {
3885 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3886 name => 'godgiven item',
3887 type => 'bool'
3888 }
3889 ],
3890 [
3891 'msg',
3892 {
3893 desc => 'This text may describe the object.',
3894 end => 'endmsg',
3895 name => 'description',
3896 type => 'text'
3897 }
3898 ]
3899 ],
3900 name => 'Misc'
3901 },
3902 Money => {
3903 attr => [
3904 [
3905 'race',
3906 {
3907 type => 'fixed',
3908 value => 'gold and jewels'
3909 }
3910 ]
3911 ],
3912 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.',
3913 ignore => [
3914 'unpaid'
3915 ],
3916 name => 'Money'
3917 },
3918 'Monster & NPC' => {
3919 attr => [
3920 [
3921 'alive',
3922 {
3923 type => 'fixed',
3924 value => 1
3925 }
3926 ],
3927 [
3928 'randomitems',
3929 {
3930 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>.',
3931 name => 'treasurelist',
3932 type => 'treasurelist'
3933 }
3934 ],
3935 [
3936 'level',
3937 {
3938 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3939 name => 'level',
3940 type => 'int'
3941 }
3942 ],
3943 [
3944 'race',
3945 {
3946 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.',
3947 name => 'race',
3948 type => 'string'
3949 }
3950 ],
3951 [
3952 'exp',
3953 {
3954 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!',
3955 name => 'experience',
3956 type => 'int'
3957 }
3958 ],
3959 [
3960 'speed',
3961 {
3962 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3963 name => 'speed',
3964 type => 'float'
3965 }
3966 ],
3967 [
3968 'speed_left',
3969 {
3970 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.',
3971 name => 'speed left',
3972 type => 'float'
3973 }
3974 ],
3975 [
3976 'other_arch',
3977 {
3978 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.',
3979 name => 'breed monster',
3980 type => 'string'
3981 }
3982 ],
3983 [
3984 'generator',
3985 {
3986 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.',
3987 name => 'multiply',
3988 type => 'bool'
3989 }
3990 ],
3991 [
3992 'use_content_on_gen',
3993 {
3994 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.',
3995 name => 'template generation',
3996 type => 'bool'
3997 }
3998 ],
3999 [
4000 'move_type',
4001 {
4002 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4003 name => 'movement type',
4004 type => 'bitmask',
4005 value => $BITMASK{movement_type}
4006 }
4007 ],
4008 [
4009 'undead',
4010 {
4011 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4012 name => 'undead',
4013 type => 'bool'
4014 }
4015 ],
4016 [
4017 'carrying',
4018 {
4019 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4020 name => 'carries weight',
4021 type => 'int'
4022 }
4023 ],
4024 [
4025 'msg',
4026 {
4027 end => 'endmsg',
4028 name => 'npc message',
4029 type => 'text'
4030 }
4031 ]
4032 ],
4033 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.',
4034 ignore => [
4035 'material',
4036 'name_pl',
4037 'nrof',
4038 'value',
4039 'unpaid'
4040 ],
4041 name => 'Monster & NPC',
4042 section => [
4043 [
4044 'melee',
4045 [
4046 [
4047 'attacktype',
4048 {
4049 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.',
4050 name => 'attacktype',
4051 type => 'bitmask',
4052 value => $BITMASK{attacktype}
4053 }
4054 ],
4055 [
4056 'dam',
4057 {
4058 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.',
4059 name => 'damage',
4060 type => 'int'
4061 }
4062 ],
4063 [
4064 'wc',
4065 {
4066 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4067 name => 'weapon class',
4068 type => 'int'
4069 }
4070 ],
4071 [
4072 'hp',
4073 {
4074 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>.',
4075 name => 'health points',
4076 type => 'int'
4077 }
4078 ],
4079 [
4080 'maxhp',
4081 {
4082 desc => '<max health> is the maximum amount of <health points> this monster can have.',
4083 name => 'max health',
4084 type => 'int'
4085 }
4086 ],
4087 [
4088 'ac',
4089 {
4090 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).',
4091 name => 'armour class',
4092 type => 'int'
4093 }
4094 ],
4095 [
4096 'Con',
4097 {
4098 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4099 name => 'healing rate',
4100 type => 'int'
4101 }
4102 ],
4103 [
4104 'reflect_missile',
4105 {
4106 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4107 name => 'reflect missiles',
4108 type => 'bool'
4109 }
4110 ],
4111 [
4112 'hitback',
4113 {
4114 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.',
4115 name => 'hitback',
4116 type => 'bool'
4117 }
4118 ],
4119 [
4120 'one_hit',
4121 {
4122 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4123 name => 'one hit only',
4124 type => 'bool'
4125 }
4126 ]
4127 ]
4128 ],
4129 [
4130 'spellcraft',
4131 [
4132 [
4133 'can_cast_spell',
4134 {
4135 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4136 name => 'can cast spell',
4137 type => 'bool'
4138 }
4139 ],
4140 [
4141 'reflect_spell',
4142 {
4143 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.',
4144 name => 'reflect spells',
4145 type => 'bool'
4146 }
4147 ],
4148 [
4149 'sp',
4150 {
4151 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>.',
4152 name => 'spellpoints',
4153 type => 'int'
4154 }
4155 ],
4156 [
4157 'maxsp',
4158 {
4159 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.',
4160 name => 'max spellpoints',
4161 type => 'int'
4162 }
4163 ],
4164 [
4165 'Pow',
4166 {
4167 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.',
4168 name => 'spellpoint regen.',
4169 type => 'int'
4170 }
4171 ],
4172 [
4173 'path_attuned',
4174 {
4175 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4176 name => 'attuned paths',
4177 type => 'bitmask',
4178 value => $BITMASK{spellpath}
4179 }
4180 ],
4181 [
4182 'path_repelled',
4183 {
4184 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4185 name => 'repelled paths',
4186 type => 'bitmask',
4187 value => $BITMASK{spellpath}
4188 }
4189 ],
4190 [
4191 'path_denied',
4192 {
4193 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4194 name => 'denied paths',
4195 type => 'bitmask',
4196 value => $BITMASK{spellpath}
4197 }
4198 ]
4199 ]
4200 ],
4201 [
4202 'ability',
4203 [
4204 [
4205 'Int',
4206 {
4207 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.',
4208 name => 'detect hidden',
4209 type => 'int'
4210 }
4211 ],
4212 [
4213 'see_invisible',
4214 {
4215 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.',
4216 name => 'see invisible',
4217 type => 'bool'
4218 }
4219 ],
4220 [
4221 'can_see_in_dark',
4222 {
4223 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.',
4224 name => 'see in darkness',
4225 type => 'bool'
4226 }
4227 ],
4228 [
4229 'can_use_weapon',
4230 {
4231 desc => 'Monster is able to wield weapon type objects.',
4232 name => 'can use weapons',
4233 type => 'bool'
4234 }
4235 ],
4236 [
4237 'can_use_bow',
4238 {
4239 desc => 'Monster is able to use missile-weapon type objects.',
4240 name => 'can use bows',
4241 type => 'bool'
4242 }
4243 ],
4244 [
4245 'can_use_armour',
4246 {
4247 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4248 name => 'can use armour',
4249 type => 'bool'
4250 }
4251 ],
4252 [
4253 'can_use_ring',
4254 {
4255 desc => 'Monster is able to wear rings.',
4256 name => 'can use rings',
4257 type => 'bool'
4258 }
4259 ],
4260 [
4261 'can_use_wand',
4262 {
4263 desc => 'Monster is able to use wands and staves.',
4264 name => 'can use wands',
4265 type => 'bool'
4266 }
4267 ],
4268 [
4269 'can_use_rod',
4270 {
4271 desc => 'Monster is able to use rods.',
4272 name => 'can use rods',
4273 type => 'bool'
4274 }
4275 ],
4276 [
4277 'can_use_scroll',
4278 {
4279 desc => 'Monster is able to read scrolls.',
4280 name => 'can use scrolls',
4281 type => 'bool'
4282 }
4283 ],
4284 [
4285 'can_use_skill',
4286 {
4287 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>.',
4288 name => 'can use skills',
4289 type => 'bool'
4290 }
4291 ]
4292 ]
4293 ],
4294 [
4295 'behave',
4296 [
4297 [
4298 'monster',
4299 {
4300 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.',
4301 name => 'monster behaviour',
4302 type => 'bool'
4303 }
4304 ],
4305 [
4306 'unaggressive',
4307 {
4308 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4309 name => 'unaggressive',
4310 type => 'bool'
4311 }
4312 ],
4313 [
4314 'friendly',
4315 {
4316 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4317 name => 'friendly',
4318 type => 'bool'
4319 }
4320 ],
4321 [
4322 'stand_still',
4323 {
4324 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.',
4325 name => 'stand still',
4326 type => 'bool'
4327 }
4328 ],
4329 [
4330 'sleep',
4331 {
4332 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.',
4333 name => 'asleep',
4334 type => 'bool'
4335 }
4336 ],
4337 [
4338 'will_apply',
4339 {
4340 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4341 name => 'misc. actions',
4342 type => 'bitmask',
4343 value => $BITMASK{will_apply}
4344 }
4345 ],
4346 [
4347 'pick_up',
4348 {
4349 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.',
4350 name => 'pick up',
4351 type => 'bitmask',
4352 value => $BITMASK{pick_up}
4353 }
4354 ],
4355 [
4356 'Wis',
4357 {
4358 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.',
4359 name => 'sensing range',
4360 type => 'int'
4361 }
4362 ],
4363 [
4364 'attack_movement_bits_0_3',
4365 {
4366 desc => 'If this is set to default, the standard mode of movement will be used.',
4367 name => 'attack movement',
4368 type => 'list',
4369 value => $LIST{attack_movement_bits_0_3}
4370 }
4371 ],
4372 [
4373 'attack_movement_bits_4_7',
4374 {
4375 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4376 name => 'normal movement',
4377 type => 'list',
4378 value => $LIST{attack_movement_bits_4_7}
4379 }
4380 ],
4381 [
4382 'run_away',
4383 {
4384 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.',
4385 name => 'run at % health',
4386 type => 'int'
4387 }
4388 ]
4389 ]
4390 ],
4391 [
4392 'resistance',
4393 [
4394 [
4395 'resist_physical',
4396 {
4397 name => 'resist physical %',
4398 type => 'int'
4399 }
4400 ],
4401 [
4402 'resist_magic',
4403 {
4404 name => 'resist magic %',
4405 type => 'int'
4406 }
4407 ],
4408 [
4409 'resist_fire',
4410 {
4411 name => 'resist fire %',
4412 type => 'int'
4413 }
4414 ],
4415 [
4416 'resist_electricity',
4417 {
4418 name => 'resist electricity %',
4419 type => 'int'
4420 }
4421 ],
4422 [
4423 'resist_cold',
4424 {
4425 name => 'resist cold %',
4426 type => 'int'
4427 }
4428 ],
4429 [
4430 'resist_confusion',
4431 {
4432 name => 'resist confusion %',
4433 type => 'int'
4434 }
4435 ],
4436 [
4437 'resist_acid',
4438 {
4439 name => 'resist acid %',
4440 type => 'int'
4441 }
4442 ],
4443 [
4444 'resist_drain',
4445 {
4446 name => 'resist draining %',
4447 type => 'int'
4448 }
4449 ],
4450 [
4451 'resist_weaponmagic',
4452 {
4453 name => 'resist weaponmagic %',
4454 type => 'int'
4455 }
4456 ],
4457 [
4458 'resist_ghosthit',
4459 {
4460 name => 'resist ghosthit %',
4461 type => 'int'
4462 }
4463 ],
4464 [
4465 'resist_poison',
4466 {
4467 name => 'resist poison %',
4468 type => 'int'
4469 }
4470 ],
4471 [
4472 'resist_slow',
4473 {
4474 name => 'resist slow %',
4475 type => 'int'
4476 }
4477 ],
4478 [
4479 'resist_paralyze',
4480 {
4481 name => 'resist paralyze %',
4482 type => 'int'
4483 }
4484 ],
4485 [
4486 'resist_fear',
4487 {
4488 name => 'resist fear %',
4489 type => 'int'
4490 }
4491 ],
4492 [
4493 'resist_deplete',
4494 {
4495 name => 'resist depletion %',
4496 type => 'int'
4497 }
4498 ],
4499 [
4500 'resist_turn_undead',
4501 {
4502 name => 'resist turn undead %',
4503 type => 'int'
4504 }
4505 ],
4506 [
4507 'resist_death',
4508 {
4509 name => 'resist death-attack %',
4510 type => 'int'
4511 }
4512 ],
4513 [
4514 'resist_chaos',
4515 {
4516 name => 'resist chaos %',
4517 type => 'int'
4518 }
4519 ],
4520 [
4521 'resist_blind',
4522 {
4523 name => 'resist blinding %',
4524 type => 'int'
4525 }
4526 ],
4527 [
4528 'resist_holyword',
4529 {
4530 name => 'resist holy power %',
4531 type => 'int'
4532 }
4533 ],
4534 [
4535 'resist_godpower',
4536 {
4537 name => 'resist godpower %',
4538 type => 'int'
4539 }
4540 ]
4541 ]
4542 ]
4543 ],
4544 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. :-)'
4545 },
4546 'Monster (Grimreaper)' => {
4547 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4548 ignore => [
4549 'material',
4550 'name_pl',
4551 'nrof',
4552 'value',
4553 'unpaid'
4554 ],
4555 import => [
4556 $TYPE{'Monster & NPC'}
4557 ],
4558 name => 'Monster (Grimreaper)',
4559 section => [
4560 [
4561 'grimreaper',
4562 [
4563 [
4564 'value',
4565 {
4566 desc => 'The object vanishes after this number of draining attacks.',
4567 name => 'attacks',
4568 type => 'int'
4569 }
4570 ]
4571 ]
4572 ]
4573 ]
4574 },
4575 'Mood Floor' => {
4576 attr => [
4577 [
4578 'no_pick',
4579 {
4580 type => 'fixed',
4581 value => 1
4582 }
4583 ],
4584 [
4585 'last_sp',
4586 {
4587 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!',
4588 name => 'mood',
4589 type => 'list',
4590 value => $LIST{mood}
4591 }
4592 ],
4593 [
4594 'connected',
4595 {
4596 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!',
4597 name => 'connection',
4598 type => 'int'
4599 }
4600 ],
4601 [
4602 'no_magic',
4603 {
4604 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4605 name => 'no spells',
4606 type => 'bool'
4607 }
4608 ],
4609 [
4610 'damned',
4611 {
4612 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4613 name => 'no prayers',
4614 type => 'bool'
4615 }
4616 ]
4617 ],
4618 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.',
4619 ignore => [
4620 $IGNORE_LIST{system_object}
4621 ],
4622 name => 'Mood Floor',
4623 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.)'
4624 },
4625 Mover => {
4626 attr => [
4627 [
4628 'attacktype',
4629 {
4630 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.',
4631 name => 'forced movement',
4632 type => 'bool'
4633 }
4634 ],
4635 [
4636 'maxsp',
4637 {
4638 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.',
4639 name => 'freeze duration',
4640 type => 'int'
4641 }
4642 ],
4643 [
4644 'speed',
4645 {
4646 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4647 name => 'movement speed',
4648 type => 'float'
4649 }
4650 ],
4651 [
4652 'speed_left',
4653 {
4654 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.',
4655 name => 'speed left',
4656 type => 'float'
4657 }
4658 ],
4659 [
4660 'sp',
4661 {
4662 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.',
4663 name => 'direction',
4664 type => 'list',
4665 value => $LIST{direction}
4666 }
4667 ],
4668 [
4669 'lifesave',
4670 {
4671 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.',
4672 name => 'gets used up',
4673 type => 'bool'
4674 }
4675 ],
4676 [
4677 'hp',
4678 {
4679 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).',
4680 name => 'number of uses',
4681 type => 'int'
4682 }
4683 ]
4684 ],
4685 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.',
4686 ignore => [
4687 $IGNORE_LIST{non_pickable}
4688 ],
4689 name => 'Mover',
4690 section => [
4691 [
4692 'targets',
4693 [
4694 [
4695 'level',
4696 {
4697 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.',
4698 name => 'move players',
4699 type => 'bool'
4700 }
4701 ],
4702 [
4703 'move_on',
4704 {
4705 desc => 'Which movement types activate the mover.',
4706 name => 'movement type',
4707 type => 'movement_type'
4708 }
4709 ]
4710 ]
4711 ]
4712 ],
4713 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).'
4714 },
4715 Pedestal => {
4716 attr => [
4717 [
4718 'no_pick',
4719 {
4720 type => 'fixed',
4721 value => 1
4722 }
4723 ],
4724 [
4725 'slaying',
4726 {
4727 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.',
4728 name => 'match race',
4729 type => 'string'
4730 }
4731 ],
4732 [
4733 'connected',
4734 {
4735 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4736 name => 'connection',
4737 type => 'int'
4738 }
4739 ],
4740 [
4741 'move_on',
4742 {
4743 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4744 name => 'movement type',
4745 type => 'bitmask',
4746 value => $BITMASK{movement_type}
4747 }
4748 ]
4749 ],
4750 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.',
4751 ignore => [
4752 $IGNORE_LIST{non_pickable}
4753 ],
4754 name => 'Pedestal',
4755 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.'
4756 },
4757 Pit => {
4758 attr => [
4759 [
4760 'no_pick',
4761 {
4762 type => 'fixed',
4763 value => 1
4764 }
4765 ],
4766 [
4767 'connected',
4768 {
4769 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4770 name => 'connection',
4771 type => 'int'
4772 }
4773 ],
4774 [
4775 'activate_on_push',
4776 {
4777 desc => 'Whether the teleporter should only be activated on push.',
4778 name => 'Activate on push',
4779 type => 'bool'
4780 }
4781 ],
4782 [
4783 'activate_on_release',
4784 {
4785 desc => 'Whether the teleporter should only be activated on release.',
4786 name => 'Activate on release',
4787 type => 'bool'
4788 }
4789 ],
4790 [
4791 'hp',
4792 {
4793 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!',
4794 name => 'destination X',
4795 type => 'int'
4796 }
4797 ],
4798 [
4799 'sp',
4800 {
4801 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!',
4802 name => 'destination Y',
4803 type => 'int'
4804 }
4805 ],
4806 [
4807 'wc',
4808 {
4809 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.',
4810 name => 'position state',
4811 type => 'int'
4812 }
4813 ],
4814 [
4815 'move_on',
4816 {
4817 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4818 name => 'movement type',
4819 type => 'bitmask',
4820 value => $BITMASK{movement_type}
4821 }
4822 ]
4823 ],
4824 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.',
4825 ignore => [
4826 $IGNORE_LIST{non_pickable}
4827 ],
4828 name => 'Pit',
4829 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.'
4830 },
4831 'Poison Food' => {
4832 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.',
4833 name => 'Poison Food'
4834 },
4835 Potion => {
4836 attr => [
4837 [
4838 'level',
4839 {
4840 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.',
4841 name => 'potion level',
4842 type => 'int'
4843 }
4844 ],
4845 [
4846 'sp',
4847 {
4848 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".',
4849 name => 'spell',
4850 type => 'spell'
4851 }
4852 ],
4853 [
4854 'attacktype',
4855 {
4856 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.',
4857 name => 'special effect',
4858 type => 'list',
4859 value => $LIST{potion_effect}
4860 }
4861 ],
4862 [
4863 'cursed',
4864 {
4865 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 >:)',
4866 name => 'cursed',
4867 type => 'bool'
4868 }
4869 ],
4870 [
4871 'startequip',
4872 {
4873 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4874 name => 'godgiven item',
4875 type => 'bool'
4876 }
4877 ]
4878 ],
4879 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4880 name => 'Potion',
4881 section => [
4882 [
4883 'stats',
4884 [
4885 [
4886 'Str',
4887 {
4888 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.',
4889 name => 'strength',
4890 type => 'int'
4891 }
4892 ],
4893 [
4894 'Dex',
4895 {
4896 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.',
4897 name => 'dexterity',
4898 type => 'int'
4899 }
4900 ],
4901 [
4902 'Con',
4903 {
4904 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.',
4905 name => 'constitution',
4906 type => 'int'
4907 }
4908 ],
4909 [
4910 'Int',
4911 {
4912 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.',
4913 name => 'intelligence',
4914 type => 'int'
4915 }
4916 ],
4917 [
4918 'Pow',
4919 {
4920 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.',
4921 name => 'power',
4922 type => 'int'
4923 }
4924 ],
4925 [
4926 'Wis',
4927 {
4928 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.',
4929 name => 'wisdom',
4930 type => 'int'
4931 }
4932 ],
4933 [
4934 'Cha',
4935 {
4936 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.',
4937 name => 'charisma',
4938 type => 'int'
4939 }
4940 ]
4941 ]
4942 ],
4943 [
4944 'resistance',
4945 [
4946 [
4947 'resist_physical',
4948 {
4949 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!',
4950 name => 'resist physical %',
4951 type => 'int'
4952 }
4953 ],
4954 [
4955 'resist_magic',
4956 {
4957 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!',
4958 name => 'resist magic %',
4959 type => 'int'
4960 }
4961 ],
4962 [
4963 'resist_fire',
4964 {
4965 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!',
4966 name => 'resist fire %',
4967 type => 'int'
4968 }
4969 ],
4970 [
4971 'resist_electricity',
4972 {
4973 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!',
4974 name => 'resist electricity %',
4975 type => 'int'
4976 }
4977 ],
4978 [
4979 'resist_cold',
4980 {
4981 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!',
4982 name => 'resist cold %',
4983 type => 'int'
4984 }
4985 ],
4986 [
4987 'resist_acid',
4988 {
4989 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!',
4990 name => 'resist acid %',
4991 type => 'int'
4992 }
4993 ],
4994 [
4995 'resist_confusion',
4996 {
4997 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!',
4998 name => 'resist confusion %',
4999 type => 'int'
5000 }
5001 ],
5002 [
5003 'resist_weaponmagic',
5004 {
5005 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!',
5006 name => 'resist weaponmagic %',
5007 type => 'int'
5008 }
5009 ],
5010 [
5011 'resist_paralyze',
5012 {
5013 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!',
5014 name => 'resist paralyze %',
5015 type => 'int'
5016 }
5017 ],
5018 [
5019 'resist_drain',
5020 {
5021 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!',
5022 name => 'resist draining %',
5023 type => 'int'
5024 }
5025 ],
5026 [
5027 'resist_deplete',
5028 {
5029 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!',
5030 name => 'resist depletion %',
5031 type => 'int'
5032 }
5033 ],
5034 [
5035 'resist_poison',
5036 {
5037 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!',
5038 name => 'resist poison %',
5039 type => 'int'
5040 }
5041 ]
5042 ]
5043 ]
5044 ],
5045 use => 'One potion should never give multiple benefits at once.'
5046 },
5047 'Power Crystal' => {
5048 attr => [
5049 [
5050 'sp',
5051 {
5052 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5053 name => 'initial mana',
5054 type => 'int'
5055 }
5056 ],
5057 [
5058 'maxsp',
5059 {
5060 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.',
5061 name => 'mana capacity',
5062 type => 'int'
5063 }
5064 ]
5065 ],
5066 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.',
5067 name => 'Power Crystal'
5068 },
5069 Projectile => {
5070 attr => [
5071 [
5072 'attacktype',
5073 {
5074 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.',
5075 name => 'attacktype',
5076 type => 'bitmask',
5077 value => $BITMASK{attacktype}
5078 }
5079 ],
5080 [
5081 'race',
5082 {
5083 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>.',
5084 name => 'ammunition class',
5085 type => 'string'
5086 }
5087 ],
5088 [
5089 'slaying',
5090 {
5091 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.',
5092 name => 'slaying race',
5093 type => 'string'
5094 }
5095 ],
5096 [
5097 'dam',
5098 {
5099 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5100 name => 'damage',
5101 type => 'int'
5102 }
5103 ],
5104 [
5105 'wc',
5106 {
5107 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.',
5108 name => 'weaponclass',
5109 type => 'int'
5110 }
5111 ],
5112 [
5113 'food',
5114 {
5115 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).',
5116 name => 'chance to break',
5117 type => 'int'
5118 }
5119 ],
5120 [
5121 'magic',
5122 {
5123 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5124 name => 'magic bonus',
5125 type => 'int'
5126 }
5127 ],
5128 [
5129 'unique',
5130 {
5131 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5132 name => 'unique item',
5133 type => 'bool'
5134 }
5135 ],
5136 [
5137 'startequip',
5138 {
5139 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5140 name => 'godgiven item',
5141 type => 'bool'
5142 }
5143 ],
5144 [
5145 'no_drop',
5146 {
5147 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.',
5148 name => 'don\'t drop',
5149 type => 'bool'
5150 }
5151 ],
5152 [
5153 'msg',
5154 {
5155 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5156 end => 'endmsg',
5157 name => 'description',
5158 type => 'text'
5159 }
5160 ]
5161 ],
5162 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.',
5163 name => 'Projectile',
5164 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.'
5165 },
5166 Ring => {
5167 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.',
5168 import => [
5169 $TYPE{Amulet}
5170 ],
5171 name => 'Ring',
5172 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.'
5173 },
5174 Rod => {
5175 attr => [
5176 [
5177 'sp',
5178 {
5179 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!',
5180 name => 'spell',
5181 type => 'spell'
5182 }
5183 ],
5184 [
5185 'level',
5186 {
5187 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5188 name => 'casting level',
5189 type => 'int'
5190 }
5191 ],
5192 [
5193 'hp',
5194 {
5195 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5196 name => 'initial spellpoints',
5197 type => 'int'
5198 }
5199 ],
5200 [
5201 'maxhp',
5202 {
5203 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.',
5204 name => 'max. spellpoints',
5205 type => 'int'
5206 }
5207 ],
5208 [
5209 'startequip',
5210 {
5211 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5212 name => 'godgiven item',
5213 type => 'bool'
5214 }
5215 ],
5216 [
5217 'msg',
5218 {
5219 desc => 'This text may contain a description of the rod.',
5220 end => 'endmsg',
5221 name => 'description',
5222 type => 'text'
5223 }
5224 ]
5225 ],
5226 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.',
5227 ignore => [
5228 'title'
5229 ],
5230 name => 'Rod',
5231 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>'
5232 },
5233 Rune => {
5234 attr => [
5235 [
5236 'no_pick',
5237 {
5238 type => 'fixed',
5239 value => 1
5240 }
5241 ],
5242 [
5243 'move_on',
5244 {
5245 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5246 name => 'movement type',
5247 type => 'bitmask',
5248 value => $BITMASK{movement_type}
5249 }
5250 ],
5251 [
5252 'level',
5253 {
5254 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.',
5255 name => 'rune level',
5256 type => 'int'
5257 }
5258 ],
5259 [
5260 'Cha',
5261 {
5262 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.',
5263 name => 'visibility',
5264 type => 'int'
5265 }
5266 ],
5267 [
5268 'hp',
5269 {
5270 desc => 'The rune will detonate <number of charges> times before disappearing.',
5271 name => 'number of charges',
5272 type => 'int'
5273 }
5274 ],
5275 [
5276 'dam',
5277 {
5278 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.',
5279 name => 'direct damage',
5280 type => 'int'
5281 }
5282 ],
5283 [
5284 'attacktype',
5285 {
5286 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.',
5287 name => 'attacktype',
5288 type => 'bitmask',
5289 value => $BITMASK{attacktype}
5290 }
5291 ],
5292 [
5293 'msg',
5294 {
5295 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5296 end => 'endmsg',
5297 name => 'detonation text',
5298 type => 'text'
5299 }
5300 ]
5301 ],
5302 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.',
5303 ignore => [
5304 'no_pick',
5305 'title',
5306 'name_pl',
5307 'weight',
5308 'value',
5309 'material',
5310 'unpaid'
5311 ],
5312 name => 'Rune',
5313 section => [
5314 [
5315 'spellcraft',
5316 [
5317 [
5318 'sp',
5319 {
5320 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5321 name => 'spell',
5322 type => 'spell'
5323 }
5324 ],
5325 [
5326 'slaying',
5327 {
5328 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5329 name => 'spell name',
5330 type => 'string'
5331 }
5332 ],
5333 [
5334 'other_arch',
5335 {
5336 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.',
5337 name => 'spell arch',
5338 type => 'string'
5339 }
5340 ],
5341 [
5342 'maxsp',
5343 {
5344 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.',
5345 name => 'direction',
5346 type => 'list',
5347 value => $LIST{direction}
5348 }
5349 ],
5350 [
5351 'race',
5352 {
5353 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.',
5354 name => 'summon monster',
5355 type => 'string'
5356 }
5357 ],
5358 [
5359 'maxhp',
5360 {
5361 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5362 name => 'summon amount',
5363 type => 'int'
5364 }
5365 ]
5366 ]
5367 ]
5368 ],
5369 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5370 },
5371 Savebed => {
5372 attr => [
5373 [
5374 'no_pick',
5375 {
5376 type => 'fixed',
5377 value => 1
5378 }
5379 ],
5380 [
5381 'no_magic',
5382 {
5383 type => 'fixed',
5384 value => 1
5385 }
5386 ],
5387 [
5388 'damned',
5389 {
5390 type => 'fixed',
5391 value => 1
5392 }
5393 ]
5394 ],
5395 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.',
5396 ignore => [
5397 $IGNORE_LIST{non_pickable}
5398 ],
5399 name => 'Savebed',
5400 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>'
5401 },
5402 Scroll => {
5403 attr => [
5404 [
5405 'level',
5406 {
5407 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5408 name => 'casting level',
5409 type => 'int'
5410 }
5411 ],
5412 [
5413 'sp',
5414 {
5415 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5416 name => 'spell',
5417 type => 'spell'
5418 }
5419 ],
5420 [
5421 'startequip',
5422 {
5423 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5424 name => 'godgiven item',
5425 type => 'bool'
5426 }
5427 ]
5428 ],
5429 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.',
5430 ignore => [
5431 'title'
5432 ],
5433 name => 'Scroll',
5434 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5435 },
5436 Shield => {
5437 attr => [
5438 [
5439 'magic',
5440 {
5441 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.',
5442 name => 'magic bonus',
5443 type => 'int'
5444 }
5445 ]
5446 ],
5447 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.',
5448 import => [
5449 $TYPE{Amulet}
5450 ],
5451 name => 'Shield',
5452 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5453 },
5454 'Shooting Weapon' => {
5455 attr => [
5456 [
5457 'race',
5458 {
5459 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.',
5460 name => 'ammunition class',
5461 type => 'string'
5462 }
5463 ],
5464 [
5465 'sp',
5466 {
5467 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).',
5468 name => 'shooting speed',
5469 type => 'int'
5470 }
5471 ],
5472 [
5473 'dam',
5474 {
5475 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.',
5476 name => 'base damage',
5477 type => 'int'
5478 }
5479 ],
5480 [
5481 'wc',
5482 {
5483 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.',
5484 name => 'weaponclass',
5485 type => 'int'
5486 }
5487 ],
5488 [
5489 'item_power',
5490 {
5491 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>.',
5492 name => 'item power',
5493 type => 'int'
5494 }
5495 ],
5496 [
5497 'no_strength',
5498 {
5499 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.',
5500 name => 'ignore strength',
5501 type => 'bool'
5502 }
5503 ],
5504 [
5505 'damned',
5506 {
5507 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5508 name => 'damnation',
5509 type => 'bool'
5510 }
5511 ],
5512 [
5513 'cursed',
5514 {
5515 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5516 name => 'curse',
5517 type => 'bool'
5518 }
5519 ],
5520 [
5521 'unique',
5522 {
5523 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5524 name => 'unique item',
5525 type => 'bool'
5526 }
5527 ],
5528 [
5529 'startequip',
5530 {
5531 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5532 name => 'godgiven item',
5533 type => 'bool'
5534 }
5535 ],
5536 [
5537 'msg',
5538 {
5539 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5540 end => 'endmsg',
5541 name => 'description',
5542 type => 'text'
5543 }
5544 ]
5545 ],
5546 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.',
5547 name => 'Shooting Weapon',
5548 section => [
5549 [
5550 'stats',
5551 [
5552 [
5553 'Str',
5554 {
5555 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5556 name => 'strength',
5557 type => 'int'
5558 }
5559 ],
5560 [
5561 'Dex',
5562 {
5563 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5564 name => 'dexterity',
5565 type => 'int'
5566 }
5567 ],
5568 [
5569 'Con',
5570 {
5571 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5572 name => 'constitution',
5573 type => 'int'
5574 }
5575 ],
5576 [
5577 'Int',
5578 {
5579 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5580 name => 'intelligence',
5581 type => 'int'
5582 }
5583 ],
5584 [
5585 'Pow',
5586 {
5587 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5588 name => 'power',
5589 type => 'int'
5590 }
5591 ],
5592 [
5593 'Wis',
5594 {
5595 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5596 name => 'wisdom',
5597 type => 'int'
5598 }
5599 ],
5600 [
5601 'Cha',
5602 {
5603 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5604 name => 'charisma',
5605 type => 'int'
5606 }
5607 ]
5608 ]
5609 ],
5610 [
5611 'bonus',
5612 [
5613 [
5614 'luck',
5615 {
5616 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.',
5617 name => 'luck bonus',
5618 type => 'int'
5619 }
5620 ],
5621 [
5622 'magic',
5623 {
5624 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.',
5625 name => 'magic bonus',
5626 type => 'int'
5627 }
5628 ]
5629 ]
5630 ]
5631 ],
5632 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.'
5633 },
5634 'Shop Floor' => {
5635 attr => [
5636 [
5637 'is_floor',
5638 {
5639 type => 'fixed',
5640 value => 1
5641 }
5642 ],
5643 [
5644 'no_pick',
5645 {
5646 type => 'fixed',
5647 value => 1
5648 }
5649 ],
5650 [
5651 'no_magic',
5652 {
5653 type => 'fixed',
5654 value => 1
5655 }
5656 ],
5657 [
5658 'auto_apply',
5659 {
5660 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.',
5661 name => 'generate goods',
5662 type => 'bool'
5663 }
5664 ],
5665 [
5666 'randomitems',
5667 {
5668 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.',
5669 name => 'treasurelist',
5670 type => 'treasurelist'
5671 }
5672 ],
5673 [
5674 'exp',
5675 {
5676 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.',
5677 name => 'quality level',
5678 type => 'int'
5679 }
5680 ],
5681 [
5682 'damned',
5683 {
5684 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.)',
5685 name => 'no prayers',
5686 type => 'bool'
5687 }
5688 ]
5689 ],
5690 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).',
5691 ignore => [
5692 $IGNORE_LIST{non_pickable}
5693 ],
5694 name => 'Shop Floor',
5695 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.'
5696 },
5697 'Shop Mat' => {
5698 attr => [
5699 [
5700 'no_pick',
5701 {
5702 type => 'fixed',
5703 value => 1
5704 }
5705 ],
5706 [
5707 'move_on',
5708 {
5709 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5710 name => 'movement type',
5711 type => 'bitmask',
5712 value => $BITMASK{movement_type}
5713 }
5714 ]
5715 ],
5716 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).',
5717 ignore => [
5718 $IGNORE_LIST{non_pickable}
5719 ],
5720 name => 'Shop Mat',
5721 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5722 },
5723 'Sign & MagicMouth' => {
5724 attr => [
5725 [
5726 'connected',
5727 {
5728 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.',
5729 name => 'connection',
5730 type => 'int'
5731 }
5732 ],
5733 [
5734 'activate_on_push',
5735 {
5736 desc => 'Whether the teleporter should only be activated on push.',
5737 name => 'Activate on push',
5738 type => 'bool'
5739 }
5740 ],
5741 [
5742 'activate_on_release',
5743 {
5744 desc => 'Whether the teleporter should only be activated on release.',
5745 name => 'Activate on release',
5746 type => 'bool'
5747 }
5748 ],
5749 [
5750 'move_on',
5751 {
5752 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5753 name => 'movement type',
5754 type => 'bitmask',
5755 value => $BITMASK{movement_type}
5756 }
5757 ],
5758 [
5759 'food',
5760 {
5761 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).',
5762 name => 'counter',
5763 type => 'int'
5764 }
5765 ],
5766 [
5767 'msg',
5768 {
5769 desc => 'This text will be displayed to the player.',
5770 end => 'endmsg',
5771 name => 'message',
5772 type => 'text'
5773 }
5774 ]
5775 ],
5776 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).',
5777 ignore => [
5778 $IGNORE_LIST{non_pickable}
5779 ],
5780 name => 'Sign & MagicMouth',
5781 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.'
5782 },
5783 Skill => {
5784 attr => [
5785 [
5786 'invisible',
5787 {
5788 type => 'fixed',
5789 value => 1
5790 }
5791 ],
5792 [
5793 'no_drop',
5794 {
5795 type => 'fixed',
5796 value => 1
5797 }
5798 ],
5799 [
5800 'skill',
5801 {
5802 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.',
5803 name => 'skill name',
5804 type => 'string'
5805 }
5806 ],
5807 [
5808 'expmul',
5809 {
5810 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.',
5811 name => 'exp multiplier',
5812 type => 'float'
5813 }
5814 ],
5815 [
5816 'subtype',
5817 {
5818 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.',
5819 name => 'skill type',
5820 type => 'list',
5821 value => $LIST{skill_type}
5822 }
5823 ],
5824 [
5825 'level',
5826 {
5827 name => 'level',
5828 type => 'int'
5829 }
5830 ],
5831 [
5832 'exp',
5833 {
5834 name => 'experience',
5835 type => 'int'
5836 }
5837 ],
5838 [
5839 'can_use_skill',
5840 {
5841 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.',
5842 name => 'is native skill',
5843 type => 'bool'
5844 }
5845 ]
5846 ],
5847 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.',
5848 ignore => [
5849 $IGNORE_LIST{system_object}
5850 ],
5851 name => 'Skill',
5852 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>'
5853 },
5854 'Skill Scroll' => {
5855 attr => [
5856 [
5857 'race',
5858 {
5859 type => 'fixed',
5860 value => 'scrolls'
5861 }
5862 ],
5863 [
5864 'skill',
5865 {
5866 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5867 name => 'skill name',
5868 type => 'string'
5869 }
5870 ]
5871 ],
5872 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5873 name => 'Skill Scroll',
5874 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.'
5875 },
5876 'Special Key' => {
5877 attr => [
5878 [
5879 'slaying',
5880 {
5881 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.',
5882 name => 'key string',
5883 type => 'string'
5884 }
5885 ],
5886 [
5887 'material',
5888 {
5889 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5890 name => 'material',
5891 type => 'bitmask',
5892 value => $BITMASK{material}
5893 }
5894 ],
5895 [
5896 'unique',
5897 {
5898 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.',
5899 name => 'unique item',
5900 type => 'bool'
5901 }
5902 ],
5903 [
5904 'startequip',
5905 {
5906 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5907 name => 'godgiven item',
5908 type => 'bool'
5909 }
5910 ],
5911 [
5912 'msg',
5913 {
5914 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.',
5915 end => 'endmsg',
5916 name => 'description',
5917 type => 'text'
5918 }
5919 ]
5920 ],
5921 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.',
5922 ignore => [
5923 'material'
5924 ],
5925 name => 'Special Key',
5926 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".'
5927 },
5928 Spell => {
5929 attr => [
5930 [
5931 'no_drop',
5932 {
5933 type => 'fixed',
5934 value => 1
5935 }
5936 ],
5937 [
5938 'invisible',
5939 {
5940 type => 'fixed',
5941 value => 1
5942 }
5943 ],
5944 [
5945 'skill',
5946 {
5947 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.',
5948 name => 'skill name',
5949 type => 'string'
5950 }
5951 ],
5952 [
5953 'subtype',
5954 {
5955 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5956 name => 'spell type',
5957 type => 'list',
5958 value => $LIST{spell_type}
5959 }
5960 ],
5961 [
5962 'level',
5963 {
5964 name => 'spell level',
5965 type => 'int'
5966 }
5967 ],
5968 [
5969 'casting_time',
5970 {
5971 name => 'casting time',
5972 type => 'int'
5973 }
5974 ],
5975 [
5976 'duration',
5977 {
5978 name => 'duration',
5979 type => 'int'
5980 }
5981 ],
5982 [
5983 'other_arch',
5984 {
5985 name => 'create object',
5986 type => 'string'
5987 }
5988 ],
5989 [
5990 'sp',
5991 {
5992 name => 'cost spellpoints',
5993 type => 'int'
5994 }
5995 ],
5996 [
5997 'grace',
5998 {
5999 name => 'cost grace',
6000 type => 'int'
6001 }
6002 ],
6003 [
6004 'maxsp',
6005 {
6006 name => 'double cost per level',
6007 type => 'int'
6008 }
6009 ]
6010 ],
6011 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.',
6012 ignore => [
6013 $IGNORE_LIST{system_object}
6014 ],
6015 name => 'Spell',
6016 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.'
6017 },
6018 Spellbook => {
6019 attr => [
6020 [
6021 'skill',
6022 {
6023 type => 'fixed',
6024 value => 'literacy'
6025 }
6026 ],
6027 [
6028 'randomitems',
6029 {
6030 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.',
6031 name => 'treasurelist',
6032 type => 'treasurelist'
6033 }
6034 ],
6035 [
6036 'startequip',
6037 {
6038 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6039 name => 'godgiven item',
6040 type => 'bool'
6041 }
6042 ],
6043 [
6044 'msg',
6045 {
6046 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6047 end => 'endmsg',
6048 name => 'description',
6049 type => 'text'
6050 }
6051 ]
6052 ],
6053 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.',
6054 name => 'Spellbook',
6055 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.'
6056 },
6057 Spinner => {
6058 attr => [
6059 [
6060 'sp',
6061 {
6062 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.',
6063 name => 'direction number',
6064 type => 'int'
6065 }
6066 ],
6067 [
6068 'move_on',
6069 {
6070 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6071 name => 'movement type',
6072 type => 'bitmask',
6073 value => $BITMASK{movement_type}
6074 }
6075 ]
6076 ],
6077 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.',
6078 ignore => [
6079 $IGNORE_LIST{non_pickable}
6080 ],
6081 name => 'Spinner',
6082 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.'
6083 },
6084 Swamp => {
6085 attr => [
6086 [
6087 'is_floor',
6088 {
6089 type => 'fixed',
6090 value => 1
6091 }
6092 ],
6093 [
6094 'is_wooded',
6095 {
6096 type => 'fixed',
6097 value => 1
6098 }
6099 ],
6100 [
6101 'speed',
6102 {
6103 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.',
6104 name => 'drowning speed',
6105 type => 'float'
6106 }
6107 ],
6108 [
6109 'speed_left',
6110 {
6111 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.',
6112 name => 'speed left',
6113 type => 'float'
6114 }
6115 ],
6116 [
6117 'move_on',
6118 {
6119 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6120 name => 'movement type',
6121 type => 'bitmask',
6122 value => $BITMASK{movement_type}
6123 }
6124 ],
6125 [
6126 'move_block',
6127 {
6128 desc => 'Objects using these movement types cannot move over this space.',
6129 name => 'blocked movement',
6130 type => 'bitmask',
6131 value => $BITMASK{movement_type}
6132 }
6133 ],
6134 [
6135 'move_allow',
6136 {
6137 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6138 name => 'allowed movement',
6139 type => 'bitmask',
6140 value => $BITMASK{movement_type}
6141 }
6142 ],
6143 [
6144 'move_slow',
6145 {
6146 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6147 name => 'slowed movement',
6148 type => 'bitmask',
6149 value => $BITMASK{movement_type}
6150 }
6151 ],
6152 [
6153 'move_slow_penalty',
6154 {
6155 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)',
6156 name => 'slow movement penalty',
6157 type => 'int'
6158 }
6159 ],
6160 [
6161 'no_magic',
6162 {
6163 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6164 name => 'no spells',
6165 type => 'bool'
6166 }
6167 ],
6168 [
6169 'damned',
6170 {
6171 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6172 name => 'no prayers',
6173 type => 'bool'
6174 }
6175 ]
6176 ],
6177 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.',
6178 ignore => [
6179 $IGNORE_LIST{non_pickable}
6180 ],
6181 name => 'Swamp'
6182 },
6183 Teleporter => {
6184 attr => [
6185 [
6186 'slaying',
6187 {
6188 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.',
6189 name => 'exit path',
6190 type => 'string'
6191 }
6192 ],
6193 [
6194 'hp',
6195 {
6196 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.',
6197 name => 'destination X',
6198 type => 'int'
6199 }
6200 ],
6201 [
6202 'sp',
6203 {
6204 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.',
6205 name => 'destination Y',
6206 type => 'int'
6207 }
6208 ],
6209 [
6210 'connected',
6211 {
6212 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.',
6213 name => 'connection',
6214 type => 'int'
6215 }
6216 ],
6217 [
6218 'activate_on_push',
6219 {
6220 desc => 'Whether the teleporter should only be activated on push.',
6221 name => 'Activate on push',
6222 type => 'bool'
6223 }
6224 ],
6225 [
6226 'activate_on_release',
6227 {
6228 desc => 'Whether the teleporter should only be activated on release.',
6229 name => 'Activate on release',
6230 type => 'bool'
6231 }
6232 ],
6233 [
6234 'speed',
6235 {
6236 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!',
6237 name => 'activation speed',
6238 type => 'float'
6239 }
6240 ],
6241 [
6242 'speed_left',
6243 {
6244 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.',
6245 name => 'speed left',
6246 type => 'float'
6247 }
6248 ]
6249 ],
6250 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.',
6251 ignore => [
6252 $IGNORE_LIST{non_pickable}
6253 ],
6254 name => 'Teleporter',
6255 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.'
6256 },
6257 'Timed Gate' => {
6258 attr => [
6259 [
6260 'no_pick',
6261 {
6262 type => 'fixed',
6263 value => 1
6264 }
6265 ],
6266 [
6267 'connected',
6268 {
6269 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.',
6270 name => 'connection',
6271 type => 'int'
6272 }
6273 ],
6274 [
6275 'activate_on_push',
6276 {
6277 desc => 'Whether the teleporter should only be activated on push.',
6278 name => 'Activate on push',
6279 type => 'bool'
6280 }
6281 ],
6282 [
6283 'activate_on_release',
6284 {
6285 desc => 'Whether the teleporter should only be activated on release.',
6286 name => 'Activate on release',
6287 type => 'bool'
6288 }
6289 ],
6290 [
6291 'wc',
6292 {
6293 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.',
6294 name => 'position state',
6295 type => 'int'
6296 }
6297 ],
6298 [
6299 'move_block',
6300 {
6301 desc => 'Objects using these movement types cannot move over this space.',
6302 name => 'blocked movement',
6303 type => 'bitmask',
6304 value => $BITMASK{movement_type}
6305 }
6306 ],
6307 [
6308 'move_allow',
6309 {
6310 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6311 name => 'allowed movement',
6312 type => 'bitmask',
6313 value => $BITMASK{movement_type}
6314 }
6315 ],
6316 [
6317 'move_slow',
6318 {
6319 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6320 name => 'slowed movement',
6321 type => 'bitmask',
6322 value => $BITMASK{movement_type}
6323 }
6324 ],
6325 [
6326 'move_slow_penalty',
6327 {
6328 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)',
6329 name => 'slow movement penalty',
6330 type => 'int'
6331 }
6332 ],
6333 [
6334 'no_magic',
6335 {
6336 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6337 name => 'restrict spells',
6338 type => 'bool'
6339 }
6340 ],
6341 [
6342 'damned',
6343 {
6344 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6345 name => 'restrict prayers',
6346 type => 'bool'
6347 }
6348 ],
6349 [
6350 'hp',
6351 {
6352 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6353 name => 'open duration',
6354 type => 'int'
6355 }
6356 ]
6357 ],
6358 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.',
6359 ignore => [
6360 $IGNORE_LIST{non_pickable}
6361 ],
6362 name => 'Timed Gate',
6363 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".'
6364 },
6365 Trap => {
6366 attr => [
6367 [
6368 'no_pick',
6369 {
6370 type => 'fixed',
6371 value => 1
6372 }
6373 ],
6374 [
6375 'move_on',
6376 {
6377 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6378 name => 'movement type',
6379 type => 'bitmask',
6380 value => $BITMASK{movement_type}
6381 }
6382 ],
6383 [
6384 'level',
6385 {
6386 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.',
6387 name => 'trap level',
6388 type => 'int'
6389 }
6390 ],
6391 [
6392 'Cha',
6393 {
6394 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.',
6395 name => 'visibility',
6396 type => 'int'
6397 }
6398 ],
6399 [
6400 'hp',
6401 {
6402 desc => 'The trap will detonate <number of charges> times before disappearing.',
6403 name => 'number of charges',
6404 type => 'int'
6405 }
6406 ],
6407 [
6408 'dam',
6409 {
6410 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6411 name => 'direct damage',
6412 type => 'int'
6413 }
6414 ],
6415 [
6416 'attacktype',
6417 {
6418 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6419 name => 'attacktype',
6420 type => 'bitmask',
6421 value => $BITMASK{attacktype}
6422 }
6423 ],
6424 [
6425 'connected',
6426 {
6427 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6428 name => 'connection',
6429 type => 'int'
6430 }
6431 ],
6432 [
6433 'msg',
6434 {
6435 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6436 end => 'endmsg',
6437 name => 'detonation text',
6438 type => 'text'
6439 }
6440 ]
6441 ],
6442 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.',
6443 ignore => [
6444 'no_pick',
6445 'title',
6446 'name_pl',
6447 'weight',
6448 'value',
6449 'material',
6450 'unpaid'
6451 ],
6452 name => 'Trap',
6453 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.'
6454 },
6455 Trapdoor => {
6456 attr => [
6457 [
6458 'no_pick',
6459 {
6460 type => 'fixed',
6461 value => 1
6462 }
6463 ],
6464 [
6465 'move_on',
6466 {
6467 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6468 name => 'movement type',
6469 type => 'bitmask',
6470 value => $BITMASK{movement_type}
6471 }
6472 ],
6473 [
6474 'weight',
6475 {
6476 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.',
6477 name => 'hold weight',
6478 type => 'int'
6479 }
6480 ],
6481 [
6482 'hp',
6483 {
6484 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!',
6485 name => 'destination X',
6486 type => 'int'
6487 }
6488 ],
6489 [
6490 'sp',
6491 {
6492 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!',
6493 name => 'destination Y',
6494 type => 'int'
6495 }
6496 ]
6497 ],
6498 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.',
6499 ignore => [
6500 $IGNORE_LIST{non_pickable}
6501 ],
6502 name => 'Trapdoor',
6503 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.'
6504 },
6505 Treasure => {
6506 attr => [
6507 [
6508 'randomitems',
6509 {
6510 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6511 name => 'treasurelist',
6512 type => 'treasurelist'
6513 }
6514 ],
6515 [
6516 'auto_apply',
6517 {
6518 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.',
6519 name => 'auto-generate',
6520 type => 'bool'
6521 }
6522 ],
6523 [
6524 'hp',
6525 {
6526 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.',
6527 name => 'create number',
6528 type => 'int'
6529 }
6530 ],
6531 [
6532 'exp',
6533 {
6534 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).',
6535 name => 'quality level',
6536 type => 'int'
6537 }
6538 ]
6539 ],
6540 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6541 ignore => [
6542 'nrof',
6543 'title',
6544 'name_pl',
6545 'weight',
6546 'value',
6547 'material'
6548 ],
6549 name => 'Treasure',
6550 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.'
6551 },
6552 'Trigger Marker' => {
6553 attr => [
6554 [
6555 'no_pick',
6556 {
6557 type => 'fixed',
6558 value => 1
6559 }
6560 ],
6561 [
6562 'slaying',
6563 {
6564 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.',
6565 name => 'key string',
6566 type => 'string'
6567 }
6568 ],
6569 [
6570 'connected',
6571 {
6572 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6573 name => 'connection',
6574 type => 'int'
6575 }
6576 ],
6577 [
6578 'food',
6579 {
6580 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.',
6581 name => 'mark duration',
6582 type => 'int'
6583 }
6584 ],
6585 [
6586 'name',
6587 {
6588 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.',
6589 name => 'delete mark',
6590 type => 'string'
6591 }
6592 ],
6593 [
6594 'msg',
6595 {
6596 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.',
6597 end => 'endmsg',
6598 name => 'marking message',
6599 type => 'text'
6600 }
6601 ]
6602 ],
6603 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.',
6604 ignore => [
6605 $IGNORE_LIST{system_object}
6606 ],
6607 name => 'Trigger Marker',
6608 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.'
6609 },
6610 Wall => {
6611 attr => [
6612 [
6613 'move_block',
6614 {
6615 desc => 'Objects using these movement types cannot move over this space.',
6616 name => 'blocked movement',
6617 type => 'bitmask',
6618 value => $BITMASK{movement_type}
6619 }
6620 ],
6621 [
6622 'move_allow',
6623 {
6624 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6625 name => 'allowed movement',
6626 type => 'bitmask',
6627 value => $BITMASK{movement_type}
6628 }
6629 ],
6630 [
6631 'move_slow',
6632 {
6633 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6634 name => 'slowed movement',
6635 type => 'bitmask',
6636 value => $BITMASK{movement_type}
6637 }
6638 ],
6639 [
6640 'move_slow_penalty',
6641 {
6642 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)',
6643 name => 'slow movement penalty',
6644 type => 'int'
6645 }
6646 ],
6647 [
6648 'can_roll',
6649 {
6650 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6651 name => 'moveable',
6652 type => 'bool'
6653 }
6654 ],
6655 [
6656 'no_magic',
6657 {
6658 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6659 name => 'restrict spells',
6660 type => 'bool'
6661 }
6662 ],
6663 [
6664 'damned',
6665 {
6666 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6667 name => 'restrict prayers',
6668 type => 'bool'
6669 }
6670 ]
6671 ],
6672 desc => 'Walls usually block passage and sight.',
6673 ignore => [
6674 'nrof',
6675 'title',
6676 'name_pl',
6677 'value',
6678 'unpaid'
6679 ],
6680 name => 'Wall'
6681 },
6682 'Wand & Staff' => {
6683 attr => [
6684 [
6685 'sp',
6686 {
6687 desc => 'The <spell> specifies the contained spell.',
6688 name => 'spell',
6689 type => 'spell'
6690 }
6691 ],
6692 [
6693 'level',
6694 {
6695 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6696 name => 'casting level',
6697 type => 'int'
6698 }
6699 ],
6700 [
6701 'food',
6702 {
6703 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6704 name => 'number of charges',
6705 type => 'int'
6706 }
6707 ],
6708 [
6709 'startequip',
6710 {
6711 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6712 name => 'godgiven item',
6713 type => 'bool'
6714 }
6715 ],
6716 [
6717 'msg',
6718 {
6719 desc => 'This text may contain a description of the wand.',
6720 end => 'endmsg',
6721 name => 'description',
6722 type => 'text'
6723 }
6724 ]
6725 ],
6726 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.',
6727 name => 'Wand & Staff',
6728 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.'
6729 },
6730 'Weak Wall' => {
6731 attr => [
6732 [
6733 'alive',
6734 {
6735 type => 'fixed',
6736 value => 1
6737 }
6738 ],
6739 [
6740 'no_pick',
6741 {
6742 type => 'fixed',
6743 value => 1
6744 }
6745 ],
6746 [
6747 'tear_down',
6748 {
6749 type => 'fixed',
6750 value => 1
6751 }
6752 ],
6753 [
6754 'race',
6755 {
6756 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.',
6757 name => 'race',
6758 type => 'string'
6759 }
6760 ],
6761 [
6762 'level',
6763 {
6764 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.',
6765 name => 'level',
6766 type => 'int'
6767 }
6768 ],
6769 [
6770 'hp',
6771 {
6772 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.',
6773 name => 'health points',
6774 type => 'int'
6775 }
6776 ],
6777 [
6778 'maxhp',
6779 {
6780 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.',
6781 name => 'max health',
6782 type => 'int'
6783 }
6784 ],
6785 [
6786 'ac',
6787 {
6788 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6789 name => 'armour class',
6790 type => 'int'
6791 }
6792 ]
6793 ],
6794 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.',
6795 ignore => [
6796 $IGNORE_LIST{non_pickable}
6797 ],
6798 name => 'Weak Wall',
6799 section => [
6800 [
6801 'resistance',
6802 [
6803 [
6804 'resist_physical',
6805 {
6806 name => 'resist physical %',
6807 type => 'int'
6808 }
6809 ],
6810 [
6811 'resist_magic',
6812 {
6813 name => 'resist magic %',
6814 type => 'int'
6815 }
6816 ],
6817 [
6818 'resist_fire',
6819 {
6820 name => 'resist fire %',
6821 type => 'int'
6822 }
6823 ],
6824 [
6825 'resist_electricity',
6826 {
6827 name => 'resist electricity %',
6828 type => 'int'
6829 }
6830 ],
6831 [
6832 'resist_cold',
6833 {
6834 name => 'resist cold %',
6835 type => 'int'
6836 }
6837 ],
6838 [
6839 'resist_confusion',
6840 {
6841 name => 'resist confusion %',
6842 type => 'int'
6843 }
6844 ],
6845 [
6846 'resist_acid',
6847 {
6848 name => 'resist acid %',
6849 type => 'int'
6850 }
6851 ],
6852 [
6853 'resist_drain',
6854 {
6855 name => 'resist draining %',
6856 type => 'int'
6857 }
6858 ],
6859 [
6860 'resist_weaponmagic',
6861 {
6862 name => 'resist weaponmagic %',
6863 type => 'int'
6864 }
6865 ],
6866 [
6867 'resist_ghosthit',
6868 {
6869 name => 'resist ghosthit %',
6870 type => 'int'
6871 }
6872 ],
6873 [
6874 'resist_poison',
6875 {
6876 name => 'resist poison %',
6877 type => 'int'
6878 }
6879 ],
6880 [
6881 'resist_slow',
6882 {
6883 name => 'resist slow %',
6884 type => 'int'
6885 }
6886 ],
6887 [
6888 'resist_paralyze',
6889 {
6890 name => 'resist paralyze %',
6891 type => 'int'
6892 }
6893 ],
6894 [
6895 'resist_fear',
6896 {
6897 name => 'resist fear %',
6898 type => 'int'
6899 }
6900 ],
6901 [
6902 'resist_deplete',
6903 {
6904 name => 'resist depletion %',
6905 type => 'int'
6906 }
6907 ],
6908 [
6909 'resist_turn_undead',
6910 {
6911 name => 'resist turn undead %',
6912 type => 'int'
6913 }
6914 ],
6915 [
6916 'resist_death',
6917 {
6918 name => 'resist death-attack %',
6919 type => 'int'
6920 }
6921 ],
6922 [
6923 'resist_chaos',
6924 {
6925 name => 'resist chaos %',
6926 type => 'int'
6927 }
6928 ],
6929 [
6930 'resist_blind',
6931 {
6932 name => 'resist blinding %',
6933 type => 'int'
6934 }
6935 ],
6936 [
6937 'resist_holyword',
6938 {
6939 name => 'resist holy power %',
6940 type => 'int'
6941 }
6942 ],
6943 [
6944 'resist_godpower',
6945 {
6946 name => 'resist godpower %',
6947 type => 'int'
6948 }
6949 ]
6950 ]
6951 ]
6952 ],
6953 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.'
6954 },
6955 Weapon => {
6956 attr => [
6957 [
6958 'attacktype',
6959 {
6960 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.',
6961 name => 'attacktype',
6962 type => 'bitmask',
6963 value => $BITMASK{attacktype}
6964 }
6965 ],
6966 [
6967 'weapontype',
6968 {
6969 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.',
6970 name => 'weapontype',
6971 type => 'list',
6972 value => $LIST{weapon_type}
6973 }
6974 ],
6975 [
6976 'skill',
6977 {
6978 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6979 name => 'skill name',
6980 type => 'string'
6981 }
6982 ],
6983 [
6984 'dam',
6985 {
6986 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.',
6987 name => 'damage',
6988 type => 'int'
6989 }
6990 ],
6991 [
6992 'slaying',
6993 {
6994 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.',
6995 name => 'slaying race',
6996 type => 'string'
6997 }
6998 ],
6999 [
7000 'last_sp',
7001 {
7002 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.',
7003 name => 'weapon speed',
7004 type => 'int'
7005 }
7006 ],
7007 [
7008 'wc',
7009 {
7010 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.',
7011 name => 'weapon class',
7012 type => 'int'
7013 }
7014 ],
7015 [
7016 'magic',
7017 {
7018 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.',
7019 name => 'magic bonus',
7020 type => 'int'
7021 }
7022 ],
7023 [
7024 'item_power',
7025 {
7026 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>.',
7027 name => 'item power',
7028 type => 'int'
7029 }
7030 ],
7031 [
7032 'damned',
7033 {
7034 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7035 name => 'damnation',
7036 type => 'bool'
7037 }
7038 ],
7039 [
7040 'cursed',
7041 {
7042 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7043 name => 'curse',
7044 type => 'bool'
7045 }
7046 ],
7047 [
7048 'lifesave',
7049 {
7050 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!',
7051 name => 'save life',
7052 type => 'bool'
7053 }
7054 ],
7055 [
7056 'unique',
7057 {
7058 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7059 name => 'unique item',
7060 type => 'bool'
7061 }
7062 ],
7063 [
7064 'startequip',
7065 {
7066 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7067 name => 'godgiven item',
7068 type => 'bool'
7069 }
7070 ],
7071 [
7072 'msg',
7073 {
7074 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7075 end => 'endmsg',
7076 name => 'description',
7077 type => 'text'
7078 }
7079 ]
7080 ],
7081 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.',
7082 name => 'Weapon',
7083 section => [
7084 [
7085 'resistance',
7086 [
7087 [
7088 'resist_physical',
7089 {
7090 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.',
7091 name => 'resist physical %',
7092 type => 'int'
7093 }
7094 ],
7095 [
7096 'resist_magic',
7097 {
7098 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.',
7099 name => 'resist magic %',
7100 type => 'int'
7101 }
7102 ],
7103 [
7104 'resist_fire',
7105 {
7106 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.',
7107 name => 'resist fire %',
7108 type => 'int'
7109 }
7110 ],
7111 [
7112 'resist_electricity',
7113 {
7114 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.',
7115 name => 'resist electricity %',
7116 type => 'int'
7117 }
7118 ],
7119 [
7120 'resist_cold',
7121 {
7122 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.',
7123 name => 'resist cold %',
7124 type => 'int'
7125 }
7126 ],
7127 [
7128 'resist_confusion',
7129 {
7130 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).',
7131 name => 'resist confusion %',
7132 type => 'int'
7133 }
7134 ],
7135 [
7136 'resist_acid',
7137 {
7138 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.',
7139 name => 'resist acid %',
7140 type => 'int'
7141 }
7142 ],
7143 [
7144 'resist_drain',
7145 {
7146 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).',
7147 name => 'resist draining %',
7148 type => 'int'
7149 }
7150 ],
7151 [
7152 'resist_weaponmagic',
7153 {
7154 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.',
7155 name => 'resist weaponmagic %',
7156 type => 'int'
7157 }
7158 ],
7159 [
7160 'resist_ghosthit',
7161 {
7162 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.',
7163 name => 'resist ghosthit %',
7164 type => 'int'
7165 }
7166 ],
7167 [
7168 'resist_poison',
7169 {
7170 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.',
7171 name => 'resist poison %',
7172 type => 'int'
7173 }
7174 ],
7175 [
7176 'resist_slow',
7177 {
7178 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.',
7179 name => 'resist slow %',
7180 type => 'int'
7181 }
7182 ],
7183 [
7184 'resist_paralyze',
7185 {
7186 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).',
7187 name => 'resist paralyze %',
7188 type => 'int'
7189 }
7190 ],
7191 [
7192 'resist_fear',
7193 {
7194 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.',
7195 name => 'resist fear %',
7196 type => 'int'
7197 }
7198 ],
7199 [
7200 'resist_deplete',
7201 {
7202 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).',
7203 name => 'resist depletion %',
7204 type => 'int'
7205 }
7206 ],
7207 [
7208 'resist_death',
7209 {
7210 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!',
7211 name => 'resist death-attack %',
7212 type => 'int'
7213 }
7214 ],
7215 [
7216 'resist_chaos',
7217 {
7218 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.',
7219 name => 'resist chaos %',
7220 type => 'int'
7221 }
7222 ],
7223 [
7224 'resist_blind',
7225 {
7226 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.',
7227 name => 'resist blinding %',
7228 type => 'int'
7229 }
7230 ],
7231 [
7232 'resist_holyword',
7233 {
7234 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.',
7235 name => 'resist holy power %',
7236 type => 'int'
7237 }
7238 ]
7239 ]
7240 ],
7241 [
7242 'stats',
7243 [
7244 [
7245 'Str',
7246 {
7247 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
7248 name => 'strength',
7249 type => 'int'
7250 }
7251 ],
7252 [
7253 'Dex',
7254 {
7255 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
7256 name => 'dexterity',
7257 type => 'int'
7258 }
7259 ],
7260 [
7261 'Con',
7262 {
7263 desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
7264 name => 'constitution',
7265 type => 'int'
7266 }
7267 ],
7268 [
7269 'Int',
7270 {
7271 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
7272 name => 'intelligence',
7273 type => 'int'
7274 }
7275 ],
7276 [
7277 'Pow',
7278 {
7279 desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
7280 name => 'power',
7281 type => 'int'
7282 }
7283 ],
7284 [
7285 'Wis',
7286 {
7287 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
7288 name => 'wisdom',
7289 type => 'int'
7290 }
7291 ],
7292 [
7293 'Cha',
7294 {
7295 desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
7296 name => 'charisma',
7297 type => 'int'
7298 }
7299 ]
7300 ]
7301 ],
7302 [
7303 'misc',
7304 [
7305 [
7306 'luck',
7307 {
7308 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.',
7309 name => 'luck bonus',
7310 type => 'int'
7311 }
7312 ],
7313 [
7314 'hp',
7315 {
7316 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7317 name => 'health regen.',
7318 type => 'int'
7319 }
7320 ],
7321 [
7322 'sp',
7323 {
7324 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7325 name => 'mana regen.',
7326 type => 'int'
7327 }
7328 ],
7329 [
7330 'grace',
7331 {
7332 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!!',
7333 name => 'grace regen.',
7334 type => 'int'
7335 }
7336 ],
7337 [
7338 'food',
7339 {
7340 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.',
7341 name => 'food bonus',
7342 type => 'int'
7343 }
7344 ],
7345 [
7346 'xrays',
7347 {
7348 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.',
7349 name => 'xray vision',
7350 type => 'bool'
7351 }
7352 ],
7353 [
7354 'stealth',
7355 {
7356 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)',
7357 name => 'stealth',
7358 type => 'bool'
7359 }
7360 ],
7361 [
7362 'reflect_spell',
7363 {
7364 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!',
7365 name => 'reflect spells',
7366 type => 'bool'
7367 }
7368 ],
7369 [
7370 'reflect_missile',
7371 {
7372 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.',
7373 name => 'reflect missiles',
7374 type => 'bool'
7375 }
7376 ],
7377 [
7378 'path_attuned',
7379 {
7380 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7381 name => 'attuned paths',
7382 type => 'bitmask',
7383 value => $BITMASK{spellpath}
7384 }
7385 ],
7386 [
7387 'path_repelled',
7388 {
7389 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7390 name => 'repelled paths',
7391 type => 'bitmask',
7392 value => $BITMASK{spellpath}
7393 }
7394 ],
7395 [
7396 'path_denied',
7397 {
7398 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7399 name => 'denied paths',
7400 type => 'bitmask',
7401 value => $BITMASK{spellpath}
7402 }
7403 ]
7404 ]
7405 ]
7406 ],
7407 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.'
7408 }
7409 );
7410
7411 our %ATTR = (
7412 3 => $TYPE{Rod},
7413 4 => $TYPE{Treasure},
7414 5 => $TYPE{Potion},
7415 6 => $TYPE{Food},
7416 7 => $TYPE{'Poison Food'},
7417 8 => $TYPE{Book},
7418 9 => $TYPE{Clock},
7419 13 => $TYPE{Projectile},
7420 14 => $TYPE{'Shooting Weapon'},
7421 15 => $TYPE{Weapon},
7422 16 => $TYPE{'Brestplate Armour'},
7423 17 => $TYPE{Pedestal},
7424 18 => $TYPE{Altar},
7425 20 => $TYPE{'Locked Door'},
7426 21 => $TYPE{'Special Key'},
7427 23 => $TYPE{Door},
7428 24 => $TYPE{Key},
7429 26 => $TYPE{'Timed Gate'},
7430 27 => $TYPE{'Handle Trigger'},
7431 28 => $TYPE{'Monster (Grimreaper)'},
7432 29 => $TYPE{'Magic Ear'},
7433 30 => $TYPE{'Button Trigger'},
7434 31 => $TYPE{'Altar Trigger'},
7435 33 => $TYPE{Shield},
7436 34 => $TYPE{Helmet},
7437 35 => $TYPE{Horn},
7438 36 => $TYPE{Money},
7439 37 => $TYPE{'Class Changer'},
7440 39 => $TYPE{Amulet},
7441 40 => $TYPE{Mover},
7442 41 => $TYPE{Teleporter},
7443 42 => $TYPE{Creator},
7444 43 => $TYPE{Skill},
7445 51 => $TYPE{Detector},
7446 52 => $TYPE{'Trigger Marker'},
7447 55 => $TYPE{Marker},
7448 56 => $TYPE{'Holy Altar'},
7449 58 => $TYPE{Battleground},
7450 60 => $TYPE{Jewel},
7451 62 => $TYPE{'Magic Wall'},
7452 64 => $TYPE{'Inventory Checker'},
7453 65 => $TYPE{'Mood Floor'},
7454 66 => $TYPE{Exit},
7455 67 => $TYPE{'Floor (Encounter)'},
7456 68 => $TYPE{'Shop Floor'},
7457 69 => $TYPE{'Shop Mat'},
7458 70 => $TYPE{Ring},
7459 72 => $TYPE{Flesh},
7460 73 => $TYPE{Inorganic},
7461 83 => $TYPE{Duplicator},
7462 85 => $TYPE{Spellbook},
7463 87 => $TYPE{Cloak},
7464 88 => $TYPE{'Hazard Floor'},
7465 90 => $TYPE{Spinner},
7466 91 => $TYPE{Gate},
7467 92 => $TYPE{Button},
7468 93 => $TYPE{Handle},
7469 94 => $TYPE{Pit},
7470 95 => $TYPE{Trapdoor},
7471 98 => $TYPE{'Sign & MagicMouth'},
7472 99 => $TYPE{Boots},
7473 100 => $TYPE{Gloves},
7474 101 => $TYPE{Spell},
7475 103 => $TYPE{Converter},
7476 104 => $TYPE{Bracers},
7477 106 => $TYPE{Savebed},
7478 109 => $TYPE{'Wand & Staff'},
7479 110 => $TYPE{Ability},
7480 111 => $TYPE{Scroll},
7481 112 => $TYPE{Director},
7482 113 => $TYPE{Girdle},
7483 116 => $TYPE{'Event Connector'},
7484 122 => $TYPE{Container},
7485 130 => $TYPE{'Skill Scroll'},
7486 138 => $TYPE{Swamp},
7487 154 => $TYPE{Rune},
7488 155 => $TYPE{Trap},
7489 156 => $TYPE{'Power Crystal'},
7490 158 => $TYPE{Disease},
7491 163 => $TYPE{'Item Transformer'}
7492 );
7493
7494 our %TYPENAME = (
7495 0 => '*NONE*',
7496 1 => 'PLAYER',
7497 2 => 'TRANSPORT',
7498 3 => 'ROD',
7499 4 => 'TREASURE',
7500 5 => 'POTION',
7501 6 => 'FOOD',
7502 7 => 'POISON',
7503 8 => 'BOOK',
7504 9 => 'CLOCK',
7505 12 => 'LIGHTNING',
7506 13 => 'ARROW',
7507 14 => 'BOW',
7508 15 => 'WEAPON',
7509 16 => 'ARMOUR',
7510 17 => 'PEDESTAL',
7511 18 => 'ALTAR',
7512 20 => 'LOCKED_DOOR',
7513 21 => 'SPECIAL_KEY',
7514 22 => 'MAP',
7515 23 => 'DOOR',
7516 24 => 'KEY',
7517 26 => 'TIMED_GATE',
7518 27 => 'TRIGGER',
7519 28 => 'GRIMREAPER',
7520 29 => 'MAGIC_EAR',
7521 30 => 'TRIGGER_BUTTON',
7522 31 => 'TRIGGER_ALTAR',
7523 32 => 'TRIGGER_PEDESTAL',
7524 33 => 'SHIELD',
7525 34 => 'HELMET',
7526 35 => 'HORN',
7527 36 => 'MONEY',
7528 37 => 'CLASS',
7529 38 => 'GRAVESTONE',
7530 39 => 'AMULET',
7531 40 => 'PLAYERMOVER',
7532 41 => 'TELEPORTER',
7533 42 => 'CREATOR',
7534 43 => 'SKILL',
7535 44 => 'EXPERIENCE',
7536 45 => 'EARTHWALL',
7537 46 => 'GOLEM',
7538 48 => 'THROWN_OBJ',
7539 49 => 'BLINDNESS',
7540 50 => 'GOD',
7541 51 => 'DETECTOR',
7542 52 => 'TRIGGER_MARKER',
7543 53 => 'DEAD_OBJECT',
7544 54 => 'DRINK',
7545 55 => 'MARKER',
7546 56 => 'HOLY_ALTAR',
7547 57 => 'PLAYER_CHANGER',
7548 58 => 'BATTLEGROUND',
7549 59 => 'PEACEMAKER',
7550 60 => 'GEM',
7551 62 => 'FIREWALL',
7552 63 => 'ANVIL',
7553 64 => 'CHECK_INV',
7554 65 => 'MOOD_FLOOR',
7555 66 => 'EXIT',
7556 67 => 'ENCOUNTER',
7557 68 => 'SHOP_FLOOR',
7558 69 => 'SHOP_MAT',
7559 70 => 'RING',
7560 71 => 'FLOOR',
7561 72 => 'FLESH',
7562 73 => 'INORGANIC',
7563 74 => 'SKILL_TOOL',
7564 75 => 'LIGHTER',
7565 76 => 'TRAP_PART',
7566 77 => 'WALL',
7567 78 => 'LIGHT_SOURCE',
7568 79 => 'MISC_OBJECT',
7569 80 => 'MONSTER',
7570 81 => 'SPAWN_GENERATOR',
7571 82 => 'LAMP',
7572 83 => 'DUPLICATOR',
7573 84 => 'TOOL',
7574 85 => 'SPELLBOOK',
7575 86 => 'BUILDFAC',
7576 87 => 'CLOAK',
7577 90 => 'SPINNER',
7578 91 => 'GATE',
7579 92 => 'BUTTON',
7580 93 => 'CF_HANDLE',
7581 94 => 'HOLE',
7582 95 => 'TRAPDOOR',
7583 98 => 'SIGN',
7584 99 => 'BOOTS',
7585 100 => 'GLOVES',
7586 101 => 'SPELL',
7587 102 => 'SPELL_EFFECT',
7588 103 => 'CONVERTER',
7589 104 => 'BRACERS',
7590 105 => 'POISONING',
7591 106 => 'SAVEBED',
7592 107 => 'POISONCLOUD',
7593 108 => 'FIREHOLES',
7594 109 => 'WAND',
7595 111 => 'SCROLL',
7596 112 => 'DIRECTOR',
7597 113 => 'GIRDLE',
7598 114 => 'FORCE',
7599 115 => 'POTION_EFFECT',
7600 116 => 'EVENT_CONNECTOR',
7601 121 => 'CLOSE_CON',
7602 122 => 'CONTAINER',
7603 123 => 'ARMOUR_IMPROVER',
7604 124 => 'WEAPON_IMPROVER',
7605 130 => 'SKILLSCROLL',
7606 138 => 'DEEP_SWAMP',
7607 139 => 'IDENTIFY_ALTAR',
7608 150 => 'MENU',
7609 154 => 'RUNE',
7610 155 => 'TRAP',
7611 156 => 'POWER_CRYSTAL',
7612 157 => 'CORPSE',
7613 158 => 'DISEASE',
7614 159 => 'SYMPTOM',
7615 160 => 'BUILDER',
7616 161 => 'MATERIAL',
7617 162 => 'GPS',
7618 163 => 'ITEM_TRANSFORMER',
7619 164 => 'QUEST'
7620 );
7621
7622 our %SPELL = (
7623 0 => 'magic bullet',
7624 1 => 'small fireball',
7625 2 => 'medium fireball',
7626 3 => 'large fireball',
7627 4 => 'burning hands',
7628 5 => 'small lightning',
7629 6 => 'large lightning',
7630 7 => 'magic missile',
7631 8 => 'create bomb',
7632 9 => 'summon golem',
7633 10 => 'summon fire elemental',
7634 11 => 'summon earth elemental',
7635 12 => 'summon water elemental',
7636 13 => 'summon air elemental',
7637 14 => 'dimension door',
7638 15 => 'create earth wall',
7639 16 => 'paralyze',
7640 17 => 'icestorm',
7641 18 => 'magic mapping',
7642 19 => 'turn undead',
7643 20 => 'fear',
7644 21 => 'poison cloud',
7645 22 => 'wonder',
7646 23 => 'destruction',
7647 24 => 'perceive self',
7648 25 => 'word of recall',
7649 26 => 'invisible',
7650 27 => 'invisible to undead',
7651 28 => 'probe',
7652 29 => 'large bullet',
7653 30 => 'improved invisibility',
7654 31 => 'holy word',
7655 32 => 'minor healing',
7656 33 => 'medium healing',
7657 34 => 'major healing',
7658 35 => 'heal',
7659 36 => 'create food',
7660 37 => 'earth to dust',
7661 38 => 'armour',
7662 39 => 'strength',
7663 40 => 'dexterity',
7664 41 => 'constitution',
7665 42 => 'charisma',
7666 43 => 'create fire wall',
7667 44 => 'create frost wall',
7668 45 => 'protection from cold',
7669 46 => 'protection from electricity',
7670 47 => 'protection from fire',
7671 48 => 'protection from poison',
7672 49 => 'protection from slow',
7673 50 => 'protection from paralysis',
7674 51 => 'protection from draining',
7675 52 => 'protection from magic',
7676 53 => 'protection from attack',
7677 54 => 'levitate',
7678 55 => 'small speedball',
7679 56 => 'large speedball',
7680 57 => 'hellfire',
7681 58 => 'dragonbreath',
7682 59 => 'large icestorm',
7683 60 => 'charging',
7684 61 => 'polymorph',
7685 62 => 'cancellation',
7686 63 => 'confusion',
7687 64 => 'mass confusion',
7688 65 => 'summon pet monster',
7689 66 => 'slow',
7690 67 => 'regenerate spellpoints',
7691 68 => 'cure poison',
7692 69 => 'protection from confusion',
7693 70 => 'protection from cancellation',
7694 71 => 'protection from depletion',
7695 72 => 'alchemy',
7696 73 => 'remove curse',
7697 74 => 'remove damnation',
7698 75 => 'identify',
7699 76 => 'detect magic',
7700 77 => 'detect monster',
7701 78 => 'detect evil',
7702 79 => 'detect curse',
7703 80 => 'heroism',
7704 81 => 'aggravation',
7705 82 => 'firebolt',
7706 83 => 'frostbolt',
7707 84 => 'shockwave',
7708 85 => 'color spray',
7709 86 => 'haste',
7710 87 => 'face of death',
7711 88 => 'ball lightning',
7712 89 => 'meteor swarm',
7713 90 => 'comet',
7714 91 => 'mystic fist',
7715 92 => 'raise dead',
7716 93 => 'resurrection',
7717 94 => 'reincarnation',
7718 95 => 'immunity to cold',
7719 96 => 'immunity to electricity',
7720 97 => 'immunity to fire',
7721 98 => 'immunity to poison',
7722 99 => 'immunity to slow',
7723 100 => 'immunity to paralysis',
7724 101 => 'immunity to draining',
7725 102 => 'immunity to magic',
7726 103 => 'immunity to attack',
7727 104 => 'invulnerability',
7728 105 => 'defense',
7729 106 => 'rune of fire',
7730 107 => 'rune of frost',
7731 108 => 'rune of shocking',
7732 109 => 'rune of blasting',
7733 110 => 'rune of death',
7734 111 => 'marking rune',
7735 112 => 'build director',
7736 113 => 'create pool of chaos',
7737 114 => 'build bullet wall',
7738 115 => 'build lightning wall',
7739 116 => 'build fireball wall',
7740 117 => 'magic rune',
7741 118 => 'rune of magic drain',
7742 119 => 'antimagic rune',
7743 120 => 'rune of transferrence',
7744 121 => 'transferrence',
7745 122 => 'magic drain',
7746 123 => 'counterspell',
7747 124 => 'disarm',
7748 125 => 'cure confusion',
7749 126 => 'restoration',
7750 127 => 'summon evil monster',
7751 128 => 'counterwall',
7752 129 => 'cause light wounds',
7753 130 => 'cause medium wounds',
7754 131 => 'cause serious wounds',
7755 132 => 'charm monsters',
7756 133 => 'banishment',
7757 134 => 'create missile',
7758 135 => 'show invisible',
7759 136 => 'xray',
7760 137 => 'pacify',
7761 138 => 'summon fog',
7762 139 => 'steambolt',
7763 140 => 'command undead',
7764 141 => 'holy orb',
7765 142 => 'summon avatar',
7766 143 => 'holy possession',
7767 144 => 'bless',
7768 145 => 'curse',
7769 146 => 'regeneration',
7770 147 => 'consecrate',
7771 148 => 'summon cult monsters',
7772 149 => 'cause critical wounds',
7773 150 => 'holy wrath',
7774 151 => 'retributive strike',
7775 152 => 'finger of death',
7776 153 => 'insect plague',
7777 154 => 'call holy servant',
7778 155 => 'wall of thorns',
7779 156 => 'staff to snake',
7780 157 => 'light',
7781 158 => 'darkness',
7782 159 => 'nightfall',
7783 160 => 'daylight',
7784 161 => 'sunspear',
7785 162 => 'faery fire',
7786 163 => 'cure blindness',
7787 164 => 'dark vision',
7788 165 => 'bullet swarm',
7789 166 => 'bullet storm',
7790 167 => 'cause many wounds',
7791 168 => 'small snowstorm',
7792 169 => 'medium snowstorm',
7793 170 => 'large snowstorm',
7794 171 => 'cure disease',
7795 172 => 'cause red death',
7796 173 => 'cause flu',
7797 174 => 'cause black death',
7798 175 => 'cause leprosy',
7799 176 => 'cause smallpox',
7800 177 => 'cause white death',
7801 178 => 'cause anthrax',
7802 179 => 'cause typhoid',
7803 180 => 'mana blast',
7804 181 => 'small manaball',
7805 182 => 'medium manaball',
7806 183 => 'large manaball',
7807 184 => 'mana bolt',
7808 185 => 'dancing sword',
7809 186 => 'animate weapon',
7810 187 => 'cause cold',
7811 188 => 'divine shock',
7812 189 => 'windstorm',
7813 190 => 'sanctuary',
7814 191 => 'peace',
7815 192 => 'spiderweb',
7816 193 => 'conflict',
7817 194 => 'rage',
7818 195 => 'forked lightning',
7819 196 => 'poison fog',
7820 197 => 'flaming aura',
7821 198 => 'vitriol',
7822 199 => 'vitriol splash',
7823 200 => 'ironwood skin',
7824 201 => 'wrathful eye',
7825 202 => 'town portal',
7826 203 => 'missile swarm',
7827 204 => 'cause rabies',
7828 205 => 'glyph'
7829 );
7830
7831
7832 =head1 AUTHOR
7833
7834 Marc Lehmann <schmorp.de>
7835 http://home.schmorp.de/
7836
7837 The source files are part of the CFJavaEditor.
7838
7839 =cut
7840
7841 1