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Revision: 1.22
Committed: Mon Aug 14 01:15:11 2006 UTC (17 years, 9 months ago) by elmex
Branch: MAIN
Changes since 1.21: +6 -5 lines
Log Message:
added drop_on

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 41 => 'drop_on'
161 },
162 mood => {
163 0 => 'furious',
164 1 => 'angry',
165 2 => 'calm',
166 3 => 'sleep',
167 4 => 'charm'
168 },
169 potion_effect => {
170 0 => '<none>',
171 65536 => 'life restoration',
172 1048576 => 'improvement'
173 },
174 skill_type => {
175 1 => 'lockpicking',
176 2 => 'hiding',
177 3 => 'smithery',
178 4 => 'bowyer',
179 5 => 'jeweler',
180 6 => 'alchemy',
181 7 => 'stealing',
182 8 => 'literacy',
183 9 => 'bargaining',
184 10 => 'jumping',
185 11 => 'detect magic',
186 12 => 'oratory',
187 13 => 'singing',
188 14 => 'detect curse',
189 15 => 'find traps',
190 16 => 'mediatation',
191 17 => 'punching',
192 18 => 'flame touch',
193 19 => 'karate',
194 20 => 'climbing',
195 21 => 'woodsman',
196 22 => 'inscription',
197 23 => 'one handed weapons',
198 24 => 'missile weapons',
199 25 => 'throwing',
200 26 => 'use magic item',
201 27 => 'disarm traps',
202 28 => 'set traps',
203 29 => 'thaumaturgy',
204 30 => 'praying',
205 31 => 'clawing',
206 32 => 'levitation',
207 33 => 'summoning',
208 34 => 'pyromancy',
209 35 => 'evocation',
210 36 => 'sorcery',
211 37 => 'two handed weapons'
212 },
213 spell_type => {
214 1 => 'raise dead',
215 2 => 'rune',
216 3 => 'make mark',
217 4 => 'bolt',
218 5 => 'bullet',
219 6 => 'explosion',
220 7 => 'cone',
221 8 => 'bomb',
222 9 => 'wonder',
223 10 => 'smite',
224 11 => 'magic missile',
225 12 => 'summon golem',
226 13 => 'dimension door',
227 14 => 'magic mapping',
228 15 => 'magic wall',
229 16 => 'destruction',
230 17 => 'perceive self',
231 18 => 'word of recall',
232 19 => 'invisible',
233 20 => 'probe',
234 21 => 'healing',
235 22 => 'create food',
236 23 => 'earth to dust',
237 24 => 'change ability',
238 25 => 'bless',
239 26 => 'curse',
240 27 => 'summon monster',
241 28 => 'recharge',
242 29 => 'polymorph',
243 30 => 'alchemy',
244 31 => 'remove curse',
245 32 => 'identify',
246 33 => 'detection',
247 34 => 'mood change',
248 35 => 'moving ball',
249 36 => 'swarm',
250 37 => 'charge mana',
251 38 => 'dispel rune',
252 39 => 'create missile',
253 40 => 'consecrate',
254 41 => 'animate weapon',
255 42 => 'light',
256 43 => 'change map light',
257 44 => 'faery fire',
258 45 => 'disease',
259 46 => 'aura',
260 47 => 'town portal'
261 },
262 weapon_type => {
263 0 => '<unknown>',
264 1 => 'sword',
265 2 => 'arrows',
266 3 => 'axe',
267 4 => 'katana',
268 5 => 'knife, dagger',
269 6 => 'whip, chain',
270 7 => 'hammer, flail',
271 8 => 'club, stick'
272 }
273 );
274
275 our %IGNORE_LIST = (
276 non_pickable => [
277 'value',
278 'nrof',
279 'weight',
280 'name_pl',
281 'material',
282 'no_pick',
283 'unpaid',
284 'title',
285 'identified'
286 ],
287 system_object => [
288 'value',
289 'nrof',
290 'weight',
291 'name_pl',
292 'material',
293 'no_pick',
294 'unpaid',
295 'title',
296 'glow_radius',
297 'identified',
298 'blocksview',
299 'invisible'
300 ]
301 );
302
303 our %DEFAULT_ATTR = (
304 attr => [
305 [
306 'name',
307 {
308 desc => 'This is the name of the object, displayed to the player.',
309 name => 'name',
310 type => 'string'
311 }
312 ],
313 [
314 'name_pl',
315 {
316 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.',
317 name => 'plural name',
318 type => 'string'
319 }
320 ],
321 [
322 'title',
323 {
324 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.',
325 name => 'title',
326 type => 'string'
327 }
328 ],
329 [
330 'face',
331 {
332 desc => 'The image-name defines what image is displayed for this object in-game.',
333 name => 'image',
334 type => 'string'
335 }
336 ],
337 [
338 'nrof',
339 {
340 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.',
341 name => 'number',
342 type => 'int'
343 }
344 ],
345 [
346 'weight',
347 {
348 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 ;) ).',
349 name => 'weight',
350 type => 'int'
351 }
352 ],
353 [
354 'value',
355 {
356 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.',
357 name => 'value',
358 type => 'int'
359 }
360 ],
361 [
362 'glow_radius',
363 {
364 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.',
365 name => 'glow radius',
366 type => 'int'
367 }
368 ],
369 [
370 'material',
371 {
372 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.',
373 name => 'material',
374 type => 'bitmask',
375 value => $BITMASK{material}
376 }
377 ],
378 [
379 'no_pick',
380 {
381 desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
382 name => 'non-pickable',
383 type => 'bool'
384 }
385 ],
386 [
387 'invisible',
388 {
389 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.',
390 name => 'invisible',
391 type => 'bool'
392 }
393 ],
394 [
395 'blocksview',
396 {
397 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.',
398 name => 'block view',
399 type => 'bool'
400 }
401 ],
402 [
403 'identified',
404 {
405 desc => 'If an item is identified, the player has full knowledge about it.',
406 name => 'identified',
407 type => 'bool'
408 }
409 ],
410 [
411 'unpaid',
412 {
413 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.',
414 name => 'unpaid',
415 type => 'bool'
416 }
417 ]
418 ]
419 );
420
421 our %TYPE = (
422 Ability => {
423 attr => [
424 [
425 'invisible',
426 {
427 type => 'fixed',
428 value => 1
429 }
430 ],
431 [
432 'no_drop',
433 {
434 type => 'fixed',
435 value => 1
436 }
437 ],
438 [
439 'sp',
440 {
441 desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
442 name => 'short range spell',
443 type => 'spell'
444 }
445 ],
446 [
447 'hp',
448 {
449 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.',
450 name => 'long range spell',
451 type => 'nz_spell'
452 }
453 ],
454 [
455 'maxsp',
456 {
457 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".',
458 name => 'importance',
459 type => 'int'
460 }
461 ],
462 [
463 'attacktype',
464 {
465 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.',
466 name => 'is magical',
467 type => 'bool',
468 value => [
469 0,
470 2
471 ]
472 }
473 ]
474 ],
475 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;.',
476 ignore => [
477 $IGNORE_LIST{system_object}
478 ],
479 name => 'Ability',
480 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?'
481 },
482 Altar => {
483 attr => [
484 [
485 'no_pick',
486 {
487 type => 'fixed',
488 value => 1
489 }
490 ],
491 [
492 'move_on',
493 {
494 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
495 name => 'movement type',
496 type => 'bitmask',
497 value => $BITMASK{movement_type}
498 }
499 ],
500 [
501 'slaying',
502 {
503 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")',
504 name => 'match item name',
505 type => 'string'
506 }
507 ],
508 [
509 'food',
510 {
511 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.',
512 name => 'drop amount',
513 type => 'int'
514 }
515 ],
516 [
517 'connected',
518 {
519 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
520 name => 'connection',
521 type => 'int'
522 }
523 ],
524 [
525 'sp',
526 {
527 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.',
528 name => 'spell',
529 type => 'spell'
530 }
531 ],
532 [
533 'msg',
534 {
535 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
536 end => 'endmsg',
537 name => 'message',
538 type => 'text'
539 }
540 ]
541 ],
542 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.',
543 ignore => [
544 $IGNORE_LIST{non_pickable}
545 ],
546 name => 'Altar'
547 },
548 'Altar Trigger' => {
549 attr => [
550 [
551 'no_pick',
552 {
553 type => 'fixed',
554 value => 1
555 }
556 ],
557 [
558 'slaying',
559 {
560 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")',
561 name => 'match item name',
562 type => 'string'
563 }
564 ],
565 [
566 'food',
567 {
568 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.',
569 name => 'drop amount',
570 type => 'int'
571 }
572 ],
573 [
574 'connected',
575 {
576 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
577 name => 'connection',
578 type => 'int'
579 }
580 ],
581 [
582 'sp',
583 {
584 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.',
585 name => 'spell',
586 type => 'spell'
587 }
588 ],
589 [
590 'exp',
591 {
592 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.',
593 name => 'reset time',
594 type => 'int'
595 }
596 ],
597 [
598 'last_sp',
599 {
600 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.',
601 name => 'ignore reset',
602 type => 'bool'
603 }
604 ],
605 [
606 'move_on',
607 {
608 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
609 name => 'movement type',
610 type => 'bitmask',
611 value => $BITMASK{movement_type}
612 }
613 ],
614 [
615 'msg',
616 {
617 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
618 end => 'endmsg',
619 name => 'message',
620 type => 'text'
621 }
622 ]
623 ],
624 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.',
625 ignore => [
626 $IGNORE_LIST{non_pickable}
627 ],
628 name => 'Altar Trigger',
629 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. =)'
630 },
631 Amulet => {
632 attr => [
633 [
634 'ac',
635 {
636 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.',
637 name => 'armour class',
638 type => 'int'
639 }
640 ],
641 [
642 'wc',
643 {
644 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.',
645 name => 'weapon class',
646 type => 'int'
647 }
648 ],
649 [
650 'item_power',
651 {
652 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>.',
653 name => 'item power',
654 type => 'int'
655 }
656 ],
657 [
658 'damned',
659 {
660 desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
661 name => 'damnation',
662 type => 'bool'
663 }
664 ],
665 [
666 'cursed',
667 {
668 desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
669 name => 'curse',
670 type => 'bool'
671 }
672 ],
673 [
674 'lifesave',
675 {
676 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!',
677 name => 'save life',
678 type => 'bool'
679 }
680 ],
681 [
682 'unique',
683 {
684 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
685 name => 'unique item',
686 type => 'bool'
687 }
688 ],
689 [
690 'startequip',
691 {
692 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
693 name => 'godgiven item',
694 type => 'bool'
695 }
696 ],
697 [
698 'applied',
699 {
700 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.',
701 name => 'is applied',
702 type => 'bool'
703 }
704 ],
705 [
706 'msg',
707 {
708 desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
709 end => 'endmsg',
710 name => 'description',
711 type => 'text'
712 }
713 ]
714 ],
715 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
716 name => 'Amulet',
717 section => [
718 [
719 'resistance',
720 [
721 [
722 'resist_physical',
723 {
724 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.',
725 name => 'resist physical %',
726 type => 'int'
727 }
728 ],
729 [
730 'resist_magic',
731 {
732 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.',
733 name => 'resist magic %',
734 type => 'int'
735 }
736 ],
737 [
738 'resist_fire',
739 {
740 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.',
741 name => 'resist fire %',
742 type => 'int'
743 }
744 ],
745 [
746 'resist_electricity',
747 {
748 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.',
749 name => 'resist electricity %',
750 type => 'int'
751 }
752 ],
753 [
754 'resist_cold',
755 {
756 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.',
757 name => 'resist cold %',
758 type => 'int'
759 }
760 ],
761 [
762 'resist_confusion',
763 {
764 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).',
765 name => 'resist confusion %',
766 type => 'int'
767 }
768 ],
769 [
770 'resist_acid',
771 {
772 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.',
773 name => 'resist acid %',
774 type => 'int'
775 }
776 ],
777 [
778 'resist_drain',
779 {
780 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).',
781 name => 'resist draining %',
782 type => 'int'
783 }
784 ],
785 [
786 'resist_weaponmagic',
787 {
788 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.',
789 name => 'resist weaponmagic %',
790 type => 'int'
791 }
792 ],
793 [
794 'resist_ghosthit',
795 {
796 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.',
797 name => 'resist ghosthit %',
798 type => 'int'
799 }
800 ],
801 [
802 'resist_poison',
803 {
804 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.',
805 name => 'resist poison %',
806 type => 'int'
807 }
808 ],
809 [
810 'resist_slow',
811 {
812 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.',
813 name => 'resist slow %',
814 type => 'int'
815 }
816 ],
817 [
818 'resist_paralyze',
819 {
820 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).',
821 name => 'resist paralyze %',
822 type => 'int'
823 }
824 ],
825 [
826 'resist_fear',
827 {
828 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.',
829 name => 'resist fear %',
830 type => 'int'
831 }
832 ],
833 [
834 'resist_deplete',
835 {
836 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).',
837 name => 'resist depletion %',
838 type => 'int'
839 }
840 ],
841 [
842 'resist_death',
843 {
844 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!',
845 name => 'resist death-attack %',
846 type => 'int'
847 }
848 ],
849 [
850 'resist_chaos',
851 {
852 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.',
853 name => 'resist chaos %',
854 type => 'int'
855 }
856 ],
857 [
858 'resist_blind',
859 {
860 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.',
861 name => 'resist blinding %',
862 type => 'int'
863 }
864 ],
865 [
866 'resist_holyword',
867 {
868 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.',
869 name => 'resist holy power %',
870 type => 'int'
871 }
872 ]
873 ]
874 ],
875 [
876 'stats',
877 [
878 [
879 'Str',
880 {
881 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
882 name => 'strength',
883 type => 'int'
884 }
885 ],
886 [
887 'Dex',
888 {
889 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
890 name => 'dexterity',
891 type => 'int'
892 }
893 ],
894 [
895 'Con',
896 {
897 desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
898 name => 'constitution',
899 type => 'int'
900 }
901 ],
902 [
903 'Int',
904 {
905 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
906 name => 'intelligence',
907 type => 'int'
908 }
909 ],
910 [
911 'Pow',
912 {
913 desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
914 name => 'power',
915 type => 'int'
916 }
917 ],
918 [
919 'Wis',
920 {
921 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
922 name => 'wisdom',
923 type => 'int'
924 }
925 ],
926 [
927 'Cha',
928 {
929 desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
930 name => 'charisma',
931 type => 'int'
932 }
933 ]
934 ]
935 ],
936 [
937 'misc',
938 [
939 [
940 'luck',
941 {
942 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.',
943 name => 'luck bonus',
944 type => 'int'
945 }
946 ],
947 [
948 'hp',
949 {
950 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
951 name => 'health regen.',
952 type => 'int'
953 }
954 ],
955 [
956 'sp',
957 {
958 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
959 name => 'mana regen.',
960 type => 'int'
961 }
962 ],
963 [
964 'grace',
965 {
966 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!!',
967 name => 'grace regen.',
968 type => 'int'
969 }
970 ],
971 [
972 'food',
973 {
974 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.',
975 name => 'food bonus',
976 type => 'int'
977 }
978 ],
979 [
980 'xrays',
981 {
982 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.',
983 name => 'xray vision',
984 type => 'bool'
985 }
986 ],
987 [
988 'stealth',
989 {
990 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)',
991 name => 'stealth',
992 type => 'bool'
993 }
994 ],
995 [
996 'reflect_spell',
997 {
998 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!',
999 name => 'reflect spells',
1000 type => 'bool'
1001 }
1002 ],
1003 [
1004 'reflect_missile',
1005 {
1006 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.',
1007 name => 'reflect missiles',
1008 type => 'bool'
1009 }
1010 ],
1011 [
1012 'move_type',
1013 {
1014 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1015 name => 'movement type',
1016 type => 'bitmask',
1017 value => $BITMASK{movement_type}
1018 }
1019 ],
1020 [
1021 'path_attuned',
1022 {
1023 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1024 name => 'attuned paths',
1025 type => 'bitmask',
1026 value => $BITMASK{spellpath}
1027 }
1028 ],
1029 [
1030 'path_repelled',
1031 {
1032 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1033 name => 'repelled paths',
1034 type => 'bitmask',
1035 value => $BITMASK{spellpath}
1036 }
1037 ],
1038 [
1039 'path_denied',
1040 {
1041 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1042 name => 'denied paths',
1043 type => 'bitmask',
1044 value => $BITMASK{spellpath}
1045 }
1046 ]
1047 ]
1048 ]
1049 ],
1050 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1051 },
1052 Battleground => {
1053 attr => [
1054 [
1055 'no_pick',
1056 {
1057 type => 'fixed',
1058 value => 1
1059 }
1060 ],
1061 [
1062 'is_floor',
1063 {
1064 type => 'fixed',
1065 value => 1
1066 }
1067 ],
1068 [
1069 'hp',
1070 {
1071 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1072 name => 'destination X',
1073 type => 'int'
1074 }
1075 ],
1076 [
1077 'sp',
1078 {
1079 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1080 name => 'destination Y',
1081 type => 'int'
1082 }
1083 ]
1084 ],
1085 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.',
1086 ignore => [
1087 $IGNORE_LIST{non_pickable}
1088 ],
1089 name => 'Battleground',
1090 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.)'
1091 },
1092 Book => {
1093 attr => [
1094 [
1095 'level',
1096 {
1097 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.',
1098 name => 'literacy level',
1099 type => 'int'
1100 }
1101 ],
1102 [
1103 'startequip',
1104 {
1105 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1106 name => 'godgiven item',
1107 type => 'bool'
1108 }
1109 ],
1110 [
1111 'unique',
1112 {
1113 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1114 name => 'unique item',
1115 type => 'bool'
1116 }
1117 ],
1118 [
1119 'msg',
1120 {
1121 desc => 'This is the text that appears "written" in the book.',
1122 end => 'endmsg',
1123 name => 'book content',
1124 type => 'text'
1125 }
1126 ],
1127 [
1128 'slaying',
1129 {
1130 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)',
1131 name => 'key string',
1132 type => 'string'
1133 }
1134 ]
1135 ],
1136 desc => 'Applying a book, the containing message is displayed to the player.',
1137 name => 'Book'
1138 },
1139 Boots => {
1140 attr => [
1141 [
1142 'exp',
1143 {
1144 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.',
1145 name => 'speed bonus',
1146 type => 'int'
1147 }
1148 ],
1149 [
1150 'magic',
1151 {
1152 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>.',
1153 name => 'magic bonus',
1154 type => 'int'
1155 }
1156 ]
1157 ],
1158 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1159 import => [
1160 $TYPE{Amulet}
1161 ],
1162 name => 'Boots',
1163 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1164 },
1165 Bracers => {
1166 attr => [
1167 [
1168 'magic',
1169 {
1170 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.',
1171 name => 'magic bonus',
1172 type => 'int'
1173 }
1174 ]
1175 ],
1176 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.',
1177 import => [
1178 $TYPE{Amulet}
1179 ],
1180 name => 'Bracers',
1181 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1182 },
1183 'Brestplate Armour' => {
1184 attr => [
1185 [
1186 'last_heal',
1187 {
1188 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1189 name => 'spellpoint penalty',
1190 type => 'int'
1191 }
1192 ],
1193 [
1194 'last_sp',
1195 {
1196 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1197 name => 'slowdown penalty',
1198 type => 'int'
1199 }
1200 ],
1201 [
1202 'magic',
1203 {
1204 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.',
1205 name => 'magic bonus',
1206 type => 'int'
1207 }
1208 ]
1209 ],
1210 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1211 import => [
1212 $TYPE{Amulet}
1213 ],
1214 name => 'Brestplate Armour',
1215 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1216 },
1217 Button => {
1218 attr => [
1219 [
1220 'move_on',
1221 {
1222 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1223 name => 'movement type',
1224 type => 'bitmask',
1225 value => $BITMASK{movement_type}
1226 }
1227 ],
1228 [
1229 'move_off',
1230 {
1231 desc => 'Which movement types deactivate this object (e.g. button).',
1232 name => 'movement type',
1233 type => 'bitmask',
1234 value => $BITMASK{movement_type}
1235 }
1236 ],
1237 [
1238 'no_pick',
1239 {
1240 type => 'fixed',
1241 value => 1
1242 }
1243 ],
1244 [
1245 'weight',
1246 {
1247 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1248 name => 'press weight',
1249 type => 'int'
1250 }
1251 ],
1252 [
1253 'connected',
1254 {
1255 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1256 name => 'connection',
1257 type => 'int'
1258 }
1259 ],
1260 [
1261 'msg',
1262 {
1263 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1264 end => 'endmsg',
1265 name => 'description',
1266 type => 'text'
1267 }
1268 ]
1269 ],
1270 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.',
1271 ignore => [
1272 $IGNORE_LIST{non_pickable}
1273 ],
1274 name => 'Button'
1275 },
1276 'Button Trigger' => {
1277 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.',
1278 ignore => [
1279 $IGNORE_LIST{non_pickable}
1280 ],
1281 import => [
1282 $TYPE{Button}
1283 ],
1284 name => 'Button Trigger'
1285 },
1286 'Class Changer' => {
1287 attr => [
1288 [
1289 'randomitems',
1290 {
1291 desc => 'This entry determines which initial items the character receives.',
1292 name => 'class items',
1293 type => 'treasurelist'
1294 }
1295 ]
1296 ],
1297 desc => 'Class changer are used while creating a character.',
1298 ignore => [
1299 $IGNORE_LIST{non_pickable}
1300 ],
1301 name => 'Class Changer',
1302 section => [
1303 [
1304 'stats',
1305 [
1306 [
1307 'Str',
1308 {
1309 desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1310 name => 'strength',
1311 type => 'int'
1312 }
1313 ],
1314 [
1315 'Dex',
1316 {
1317 desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1318 name => 'dexterity',
1319 type => 'int'
1320 }
1321 ],
1322 [
1323 'Con',
1324 {
1325 desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1326 name => 'constitution',
1327 type => 'int'
1328 }
1329 ],
1330 [
1331 'Int',
1332 {
1333 desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1334 name => 'intelligence',
1335 type => 'int'
1336 }
1337 ],
1338 [
1339 'Pow',
1340 {
1341 desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1342 name => 'power',
1343 type => 'int'
1344 }
1345 ],
1346 [
1347 'Wis',
1348 {
1349 desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1350 name => 'wisdom',
1351 type => 'int'
1352 }
1353 ],
1354 [
1355 'Cha',
1356 {
1357 desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1358 name => 'charisma',
1359 type => 'int'
1360 }
1361 ]
1362 ]
1363 ]
1364 ]
1365 },
1366 Cloak => {
1367 attr => [
1368 [
1369 'magic',
1370 {
1371 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>.',
1372 name => 'magic bonus',
1373 type => 'int'
1374 }
1375 ]
1376 ],
1377 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.',
1378 import => [
1379 $TYPE{Amulet}
1380 ],
1381 name => 'Cloak',
1382 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1383 },
1384 Clock => {
1385 attr => [
1386 [
1387 'msg',
1388 {
1389 desc => 'This text may describe the item',
1390 end => 'endmsg',
1391 name => 'description',
1392 type => 'text'
1393 }
1394 ]
1395 ],
1396 desc => 'Applying a clock, the time is displayed to the player.',
1397 name => 'Clock'
1398 },
1399 Container => {
1400 attr => [
1401 [
1402 'race',
1403 {
1404 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.',
1405 name => 'container class',
1406 type => 'string'
1407 }
1408 ],
1409 [
1410 'slaying',
1411 {
1412 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1413 name => 'key string',
1414 type => 'string'
1415 }
1416 ],
1417 [
1418 'container',
1419 {
1420 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.',
1421 name => 'maximum weight',
1422 type => 'int'
1423 }
1424 ],
1425 [
1426 'Str',
1427 {
1428 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.',
1429 name => 'reduce weight %',
1430 type => 'int'
1431 }
1432 ],
1433 [
1434 'is_cauldron',
1435 {
1436 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.',
1437 name => 'alchemy cauldron',
1438 type => 'bool'
1439 }
1440 ],
1441 [
1442 'unique',
1443 {
1444 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.',
1445 name => 'unique item',
1446 type => 'bool'
1447 }
1448 ],
1449 [
1450 'startequip',
1451 {
1452 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1453 name => 'godgiven item',
1454 type => 'bool'
1455 }
1456 ],
1457 [
1458 'other_arch',
1459 {
1460 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.',
1461 name => 'animation arch',
1462 type => 'string'
1463 }
1464 ],
1465 [
1466 'msg',
1467 {
1468 desc => 'This text may contain a description of the container.',
1469 end => 'endmsg',
1470 name => 'description',
1471 type => 'text'
1472 }
1473 ]
1474 ],
1475 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.',
1476 name => 'Container',
1477 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>'
1478 },
1479 Converter => {
1480 attr => [
1481 [
1482 'no_pick',
1483 {
1484 type => 'fixed',
1485 value => 1
1486 }
1487 ],
1488 [
1489 'slaying',
1490 {
1491 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1492 name => 'cost arch',
1493 type => 'string'
1494 }
1495 ],
1496 [
1497 'food',
1498 {
1499 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>.',
1500 name => 'cost number',
1501 type => 'int'
1502 }
1503 ],
1504 [
1505 'other_arch',
1506 {
1507 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.',
1508 name => 'receive arch',
1509 type => 'string'
1510 }
1511 ],
1512 [
1513 'sp',
1514 {
1515 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>.',
1516 name => 'receive number',
1517 type => 'int'
1518 }
1519 ],
1520 [
1521 'msg',
1522 {
1523 desc => 'This text may contain a description of the converter.',
1524 end => 'endmsg',
1525 name => 'description',
1526 type => 'text'
1527 }
1528 ]
1529 ],
1530 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.',
1531 ignore => [
1532 'value',
1533 'nrof',
1534 'name_pl',
1535 'no_pick',
1536 'unpaid',
1537 'title'
1538 ],
1539 name => 'Converter',
1540 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.'
1541 },
1542 Creator => {
1543 attr => [
1544 [
1545 'no_pick',
1546 {
1547 type => 'fixed',
1548 value => 1
1549 }
1550 ],
1551 [
1552 'other_arch',
1553 {
1554 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.',
1555 name => 'create arch',
1556 type => 'string'
1557 }
1558 ],
1559 [
1560 'connected',
1561 {
1562 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1563 name => 'connection',
1564 type => 'int'
1565 }
1566 ],
1567 [
1568 'activate_on_push',
1569 {
1570 desc => 'Whether the teleporter should only be activated on push.',
1571 name => 'Activate on push',
1572 type => 'bool'
1573 }
1574 ],
1575 [
1576 'activate_on_release',
1577 {
1578 desc => 'Whether the teleporter should only be activated on release.',
1579 name => 'Activate on release',
1580 type => 'bool'
1581 }
1582 ],
1583 [
1584 'lifesave',
1585 {
1586 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1587 name => 'infinit uses',
1588 type => 'bool'
1589 }
1590 ],
1591 [
1592 'hp',
1593 {
1594 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).',
1595 name => 'number of uses',
1596 type => 'int'
1597 }
1598 ],
1599 [
1600 'slaying',
1601 {
1602 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.',
1603 name => 'name of creation',
1604 type => 'string'
1605 }
1606 ],
1607 [
1608 'level',
1609 {
1610 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1611 name => 'level of creation',
1612 type => 'int'
1613 }
1614 ]
1615 ],
1616 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.',
1617 ignore => [
1618 $IGNORE_LIST{system_object}
1619 ],
1620 name => 'Creator',
1621 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1622 },
1623 Detector => {
1624 attr => [
1625 [
1626 'no_pick',
1627 {
1628 type => 'fixed',
1629 value => 1
1630 }
1631 ],
1632 [
1633 'slaying',
1634 {
1635 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.',
1636 name => 'match name',
1637 type => 'string'
1638 }
1639 ],
1640 [
1641 'connected',
1642 {
1643 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1644 name => 'connection',
1645 type => 'int'
1646 }
1647 ],
1648 [
1649 'speed',
1650 {
1651 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.',
1652 name => 'detection speed',
1653 type => 'float'
1654 }
1655 ],
1656 [
1657 'speed_left',
1658 {
1659 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.',
1660 name => 'speed left',
1661 type => 'float'
1662 }
1663 ],
1664 [
1665 'speed_left',
1666 {
1667 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.',
1668 name => 'speed left',
1669 type => 'float'
1670 }
1671 ]
1672 ],
1673 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.',
1674 ignore => [
1675 $IGNORE_LIST{system_object}
1676 ],
1677 name => 'Detector',
1678 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.'
1679 },
1680 Director => {
1681 attr => [
1682 [
1683 'sp',
1684 {
1685 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).',
1686 name => 'direction',
1687 type => 'list',
1688 value => $LIST{direction}
1689 }
1690 ],
1691 [
1692 'move_on',
1693 {
1694 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1695 name => 'movement type',
1696 type => 'bitmask',
1697 value => $BITMASK{movement_type}
1698 }
1699 ]
1700 ],
1701 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.',
1702 ignore => [
1703 $IGNORE_LIST{non_pickable}
1704 ],
1705 name => 'Director',
1706 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.'
1707 },
1708 Disease => {
1709 attr => [
1710 [
1711 'invisible',
1712 {
1713 type => 'fixed',
1714 value => 1
1715 }
1716 ],
1717 [
1718 'level',
1719 {
1720 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.',
1721 name => 'plaque level',
1722 type => 'int'
1723 }
1724 ],
1725 [
1726 'race',
1727 {
1728 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1729 name => 'infect race',
1730 type => 'string'
1731 }
1732 ],
1733 [
1734 'ac',
1735 {
1736 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1737 name => 'progressiveness',
1738 type => 'int'
1739 }
1740 ],
1741 [
1742 'msg',
1743 {
1744 desc => 'This text is displayed to the player every time the symptoms strike.',
1745 end => 'endmsg',
1746 name => 'message',
1747 type => 'text'
1748 }
1749 ]
1750 ],
1751 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.',
1752 ignore => [
1753 $IGNORE_LIST{system_object}
1754 ],
1755 name => 'Disease',
1756 section => [
1757 [
1758 'spreading',
1759 [
1760 [
1761 'wc',
1762 {
1763 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.',
1764 name => 'infectiosness',
1765 type => 'int'
1766 }
1767 ],
1768 [
1769 'last_grace',
1770 {
1771 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1772 name => 'attenuation',
1773 type => 'int'
1774 }
1775 ],
1776 [
1777 'magic',
1778 {
1779 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.',
1780 name => 'infection range',
1781 type => 'int'
1782 }
1783 ],
1784 [
1785 'maxhp',
1786 {
1787 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).',
1788 name => 'persistence',
1789 type => 'int'
1790 }
1791 ],
1792 [
1793 'maxgrace',
1794 {
1795 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.',
1796 name => 'curing duration',
1797 type => 'int'
1798 }
1799 ],
1800 [
1801 'speed',
1802 {
1803 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1804 name => 'moving speed',
1805 type => 'float'
1806 }
1807 ],
1808 [
1809 'speed_left',
1810 {
1811 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.',
1812 name => 'speed left',
1813 type => 'float'
1814 }
1815 ]
1816 ]
1817 ],
1818 [
1819 'symptoms',
1820 [
1821 [
1822 'attacktype',
1823 {
1824 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1825 name => 'attacktype',
1826 type => 'bitmask',
1827 value => $BITMASK{attacktype}
1828 }
1829 ],
1830 [
1831 'dam',
1832 {
1833 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.',
1834 name => 'damage',
1835 type => 'int'
1836 }
1837 ],
1838 [
1839 'other_arch',
1840 {
1841 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.',
1842 name => 'create arch',
1843 type => 'string'
1844 }
1845 ],
1846 [
1847 'last_sp',
1848 {
1849 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1850 name => 'slowdown penalty',
1851 type => 'int'
1852 }
1853 ],
1854 [
1855 'exp',
1856 {
1857 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1858 name => 'exp. for curing',
1859 type => 'int'
1860 }
1861 ],
1862 [
1863 'maxsp',
1864 {
1865 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.',
1866 name => 'mana depletion',
1867 type => 'int'
1868 }
1869 ],
1870 [
1871 'last_eat',
1872 {
1873 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.',
1874 name => 'food depletion',
1875 type => 'int'
1876 }
1877 ],
1878 [
1879 'hp',
1880 {
1881 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1882 name => 'health regen.',
1883 type => 'int'
1884 }
1885 ],
1886 [
1887 'sp',
1888 {
1889 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1890 name => 'mana regen.',
1891 type => 'int'
1892 }
1893 ]
1894 ]
1895 ],
1896 [
1897 'disability',
1898 [
1899 [
1900 'Str',
1901 {
1902 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1903 name => 'strength',
1904 type => 'int'
1905 }
1906 ],
1907 [
1908 'Dex',
1909 {
1910 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1911 name => 'dexterity',
1912 type => 'int'
1913 }
1914 ],
1915 [
1916 'Con',
1917 {
1918 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1919 name => 'constitution',
1920 type => 'int'
1921 }
1922 ],
1923 [
1924 'Int',
1925 {
1926 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1927 name => 'intelligence',
1928 type => 'int'
1929 }
1930 ],
1931 [
1932 'Pow',
1933 {
1934 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1935 name => 'power',
1936 type => 'int'
1937 }
1938 ],
1939 [
1940 'Wis',
1941 {
1942 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1943 name => 'wisdom',
1944 type => 'int'
1945 }
1946 ],
1947 [
1948 'Cha',
1949 {
1950 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1951 name => 'charisma',
1952 type => 'int'
1953 }
1954 ]
1955 ]
1956 ]
1957 ],
1958 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.'
1959 },
1960 Door => {
1961 attr => [
1962 [
1963 'no_pick',
1964 {
1965 type => 'fixed',
1966 value => 1
1967 }
1968 ],
1969 [
1970 'alive',
1971 {
1972 type => 'fixed',
1973 value => 1
1974 }
1975 ],
1976 [
1977 'move_block',
1978 {
1979 desc => 'Objects using these movement types cannot move over this space.',
1980 name => 'blocked movement',
1981 type => 'bitmask',
1982 value => $BITMASK{movement_type}
1983 }
1984 ],
1985 [
1986 'move_allow',
1987 {
1988 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
1989 name => 'allowed movement',
1990 type => 'bitmask',
1991 value => $BITMASK{movement_type}
1992 }
1993 ],
1994 [
1995 'move_slow',
1996 {
1997 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
1998 name => 'slowed movement',
1999 type => 'bitmask',
2000 value => $BITMASK{movement_type}
2001 }
2002 ],
2003 [
2004 'move_slow_penalty',
2005 {
2006 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)',
2007 name => 'slow movement penalty',
2008 type => 'int'
2009 }
2010 ],
2011 [
2012 'hp',
2013 {
2014 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2015 name => 'hitpoints',
2016 type => 'int'
2017 }
2018 ],
2019 [
2020 'ac',
2021 {
2022 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2023 name => 'armour class',
2024 type => 'int'
2025 }
2026 ],
2027 [
2028 'other_arch',
2029 {
2030 desc => 'This string defines the object that will be created when the door was defeated.',
2031 name => 'drop arch',
2032 type => 'string'
2033 }
2034 ],
2035 [
2036 'randomitems',
2037 {
2038 desc => 'This entry determines what kind of traps will appear in the door.',
2039 name => 'treasurelist',
2040 type => 'treasurelist'
2041 }
2042 ]
2043 ],
2044 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.',
2045 ignore => [
2046 $IGNORE_LIST{non_pickable}
2047 ],
2048 name => 'Door'
2049 },
2050 Duplicator => {
2051 attr => [
2052 [
2053 'other_arch',
2054 {
2055 desc => 'Only objects of matching archtype, lying ontop of the duplicator will be duplicated, multiplied or removed. All other objects will be ignored.',
2056 name => 'target arch',
2057 type => 'string'
2058 }
2059 ],
2060 [
2061 'level',
2062 {
2063 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.',
2064 name => 'multiply factor',
2065 type => 'int'
2066 }
2067 ],
2068 [
2069 'connected',
2070 {
2071 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!',
2072 name => 'connection',
2073 type => 'int'
2074 }
2075 ],
2076 [
2077 'activate_on_push',
2078 {
2079 desc => 'Whether the teleporter should only be activated on push.',
2080 name => 'Activate on push',
2081 type => 'bool'
2082 }
2083 ],
2084 [
2085 'activate_on_release',
2086 {
2087 desc => 'Whether the teleporter should only be activated on release.',
2088 name => 'Activate on release',
2089 type => 'bool'
2090 }
2091 ]
2092 ],
2093 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.',
2094 ignore => [
2095 $IGNORE_LIST{system_object}
2096 ],
2097 name => 'Duplicator',
2098 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%.'
2099 },
2100 'Event Connector' => {
2101 attr => [
2102 [
2103 'subtype',
2104 {
2105 desc => 'The type of event that triggers a notify to the plug-in.',
2106 name => 'event type',
2107 type => 'list',
2108 value => $LIST{event_type}
2109 }
2110 ],
2111 [
2112 'title',
2113 {
2114 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.',
2115 name => 'plug-in',
2116 type => 'string'
2117 }
2118 ],
2119 [
2120 'slaying',
2121 {
2122 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.',
2123 name => 'extension',
2124 type => 'string'
2125 }
2126 ],
2127 [
2128 'name',
2129 {
2130 desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2131 name => 'options',
2132 type => 'string'
2133 }
2134 ]
2135 ],
2136 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2137 name => 'Event Connector'
2138 },
2139 Exit => {
2140 attr => [
2141 [
2142 'slaying',
2143 {
2144 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".',
2145 name => 'exit path',
2146 type => 'string'
2147 }
2148 ],
2149 [
2150 'hp',
2151 {
2152 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.',
2153 name => 'destination X',
2154 type => 'int'
2155 }
2156 ],
2157 [
2158 'sp',
2159 {
2160 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.',
2161 name => 'destination Y',
2162 type => 'int'
2163 }
2164 ],
2165 [
2166 'move_on',
2167 {
2168 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2169 name => 'movement type',
2170 type => 'bitmask',
2171 value => $BITMASK{movement_type}
2172 }
2173 ],
2174 [
2175 'msg',
2176 {
2177 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. =)',
2178 end => 'endmsg',
2179 name => 'exit message',
2180 type => 'text'
2181 }
2182 ],
2183 [
2184 'unique',
2185 {
2186 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.',
2187 name => 'unique destination',
2188 type => 'bool'
2189 }
2190 ]
2191 ],
2192 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.',
2193 ignore => [
2194 $IGNORE_LIST{non_pickable}
2195 ],
2196 name => 'Exit',
2197 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.'
2198 },
2199 Flesh => {
2200 attr => [
2201 [
2202 'food',
2203 {
2204 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2205 name => 'foodpoints',
2206 type => 'int'
2207 }
2208 ],
2209 [
2210 'level',
2211 {
2212 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.',
2213 name => 'flesh level',
2214 type => 'int'
2215 }
2216 ],
2217 [
2218 'startequip',
2219 {
2220 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2221 name => 'godgiven item',
2222 type => 'bool'
2223 }
2224 ],
2225 [
2226 'msg',
2227 {
2228 desc => 'This text may describe the item.',
2229 end => 'endmsg',
2230 name => 'description',
2231 type => 'text'
2232 }
2233 ]
2234 ],
2235 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.',
2236 name => 'Flesh',
2237 section => [
2238 [
2239 'resistance',
2240 [
2241 [
2242 'resist_physical',
2243 {
2244 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.',
2245 name => 'resist physical %',
2246 type => 'int'
2247 }
2248 ],
2249 [
2250 'resist_magic',
2251 {
2252 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.',
2253 name => 'resist magic %',
2254 type => 'int'
2255 }
2256 ],
2257 [
2258 'resist_fire',
2259 {
2260 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.',
2261 name => 'resist fire %',
2262 type => 'int'
2263 }
2264 ],
2265 [
2266 'resist_electricity',
2267 {
2268 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.',
2269 name => 'resist electricity %',
2270 type => 'int'
2271 }
2272 ],
2273 [
2274 'resist_cold',
2275 {
2276 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.',
2277 name => 'resist cold %',
2278 type => 'int'
2279 }
2280 ],
2281 [
2282 'resist_confusion',
2283 {
2284 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.',
2285 name => 'resist confusion %',
2286 type => 'int'
2287 }
2288 ],
2289 [
2290 'resist_acid',
2291 {
2292 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.',
2293 name => 'resist acid %',
2294 type => 'int'
2295 }
2296 ],
2297 [
2298 'resist_drain',
2299 {
2300 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.',
2301 name => 'resist draining %',
2302 type => 'int'
2303 }
2304 ],
2305 [
2306 'resist_weaponmagic',
2307 {
2308 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.',
2309 name => 'resist weaponmagic %',
2310 type => 'int'
2311 }
2312 ],
2313 [
2314 'resist_ghosthit',
2315 {
2316 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.',
2317 name => 'resist ghosthit %',
2318 type => 'int'
2319 }
2320 ],
2321 [
2322 'resist_poison',
2323 {
2324 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.',
2325 name => 'resist poison %',
2326 type => 'int'
2327 }
2328 ],
2329 [
2330 'resist_slow',
2331 {
2332 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.',
2333 name => 'resist slow %',
2334 type => 'int'
2335 }
2336 ],
2337 [
2338 'resist_paralyze',
2339 {
2340 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.',
2341 name => 'resist paralyze %',
2342 type => 'int'
2343 }
2344 ],
2345 [
2346 'resist_fear',
2347 {
2348 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.',
2349 name => 'resist fear %',
2350 type => 'int'
2351 }
2352 ],
2353 [
2354 'resist_deplete',
2355 {
2356 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.',
2357 name => 'resist depletion %',
2358 type => 'int'
2359 }
2360 ],
2361 [
2362 'resist_death',
2363 {
2364 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.',
2365 name => 'resist death-attack %',
2366 type => 'int'
2367 }
2368 ],
2369 [
2370 'resist_chaos',
2371 {
2372 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.',
2373 name => 'resist chaos %',
2374 type => 'int'
2375 }
2376 ],
2377 [
2378 'resist_blind',
2379 {
2380 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.',
2381 name => 'resist blinding %',
2382 type => 'int'
2383 }
2384 ]
2385 ]
2386 ]
2387 ],
2388 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.'
2389 },
2390 Floor => {
2391 attr => [
2392 [
2393 'is_floor',
2394 {
2395 type => 'fixed',
2396 value => 1
2397 }
2398 ],
2399 [
2400 'no_pick',
2401 {
2402 type => 'fixed',
2403 value => 1
2404 }
2405 ],
2406 [
2407 'no_magic',
2408 {
2409 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2410 name => 'no spells',
2411 type => 'bool'
2412 }
2413 ],
2414 [
2415 'damned',
2416 {
2417 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2418 name => 'no prayers',
2419 type => 'bool'
2420 }
2421 ],
2422 [
2423 'unique',
2424 {
2425 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>.',
2426 name => 'unique map',
2427 type => 'bool'
2428 }
2429 ],
2430 [
2431 'msg',
2432 {
2433 desc => 'This text may describe the object.',
2434 end => 'endmsg',
2435 name => 'description',
2436 type => 'text'
2437 }
2438 ]
2439 ],
2440 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2441 ignore => [
2442 $IGNORE_LIST{non_pickable}
2443 ],
2444 name => 'Floor',
2445 section => [
2446 [
2447 'terrain',
2448 [
2449 [
2450 'move_block',
2451 {
2452 desc => 'Objects using these movement types cannot move over this space.',
2453 name => 'blocked movement',
2454 type => 'bitmask',
2455 value => $BITMASK{movement_type}
2456 }
2457 ],
2458 [
2459 'move_allow',
2460 {
2461 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2462 name => 'allowed movement',
2463 type => 'bitmask',
2464 value => $BITMASK{movement_type}
2465 }
2466 ],
2467 [
2468 'move_slow',
2469 {
2470 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2471 name => 'slowed movement',
2472 type => 'bitmask',
2473 value => $BITMASK{movement_type}
2474 }
2475 ],
2476 [
2477 'move_slow_penalty',
2478 {
2479 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)',
2480 name => 'slow movement penalty',
2481 type => 'int'
2482 }
2483 ],
2484 [
2485 'is_wooded',
2486 {
2487 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2488 name => 'wooded terrain',
2489 type => 'bool'
2490 }
2491 ],
2492 [
2493 'is_hilly',
2494 {
2495 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2496 name => 'hilly terrain',
2497 type => 'bool'
2498 }
2499 ]
2500 ]
2501 ]
2502 ]
2503 },
2504 'Floor (Encounter)' => {
2505 attr => [
2506 [
2507 'is_floor',
2508 {
2509 type => 'fixed',
2510 value => 1
2511 }
2512 ],
2513 [
2514 'no_pick',
2515 {
2516 type => 'fixed',
2517 value => 1
2518 }
2519 ],
2520 [
2521 'no_magic',
2522 {
2523 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2524 name => 'no spells',
2525 type => 'bool'
2526 }
2527 ],
2528 [
2529 'damned',
2530 {
2531 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2532 name => 'no prayers',
2533 type => 'bool'
2534 }
2535 ],
2536 [
2537 'unique',
2538 {
2539 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>.',
2540 name => 'unique map',
2541 type => 'bool'
2542 }
2543 ],
2544 [
2545 'msg',
2546 {
2547 desc => 'This text may describe the object.',
2548 end => 'endmsg',
2549 name => 'description',
2550 type => 'text'
2551 }
2552 ]
2553 ],
2554 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.',
2555 ignore => [
2556 $IGNORE_LIST{non_pickable}
2557 ],
2558 name => 'Floor (Encounter)',
2559 section => [
2560 [
2561 'terrain',
2562 [
2563 [
2564 'move_block',
2565 {
2566 desc => 'Objects using these movement types cannot move over this space.',
2567 name => 'blocked movement',
2568 type => 'bitmask',
2569 value => $BITMASK{movement_type}
2570 }
2571 ],
2572 [
2573 'move_allow',
2574 {
2575 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2576 name => 'allowed movement',
2577 type => 'bitmask',
2578 value => $BITMASK{movement_type}
2579 }
2580 ],
2581 [
2582 'move_slow',
2583 {
2584 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2585 name => 'slowed movement',
2586 type => 'bitmask',
2587 value => $BITMASK{movement_type}
2588 }
2589 ],
2590 [
2591 'move_slow_penalty',
2592 {
2593 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)',
2594 name => 'slow movement penalty',
2595 type => 'int'
2596 }
2597 ],
2598 [
2599 'is_wooded',
2600 {
2601 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2602 name => 'wooded terrain',
2603 type => 'bool'
2604 }
2605 ],
2606 [
2607 'is_hilly',
2608 {
2609 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2610 name => 'hilly terrain',
2611 type => 'bool'
2612 }
2613 ]
2614 ]
2615 ]
2616 ]
2617 },
2618 Food => {
2619 attr => [
2620 [
2621 'food',
2622 {
2623 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2624 name => 'foodpoints',
2625 type => 'int'
2626 }
2627 ],
2628 [
2629 'startequip',
2630 {
2631 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2632 name => 'godgiven item',
2633 type => 'bool'
2634 }
2635 ]
2636 ],
2637 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2638 name => 'Food'
2639 },
2640 Gate => {
2641 attr => [
2642 [
2643 'no_pick',
2644 {
2645 type => 'fixed',
2646 value => 1
2647 }
2648 ],
2649 [
2650 'speed',
2651 {
2652 desc => 'The speed of the gate affects how fast it is closing/opening.',
2653 type => 'float'
2654 }
2655 ],
2656 [
2657 'connected',
2658 {
2659 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2660 name => 'connection',
2661 type => 'int'
2662 }
2663 ],
2664 [
2665 'wc',
2666 {
2667 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.',
2668 name => 'position state',
2669 type => 'int'
2670 }
2671 ],
2672 [
2673 'move_block',
2674 {
2675 desc => 'Objects using these movement types cannot move over this space.',
2676 name => 'blocked movement',
2677 type => 'bitmask',
2678 value => $BITMASK{movement_type}
2679 }
2680 ],
2681 [
2682 'move_allow',
2683 {
2684 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2685 name => 'allowed movement',
2686 type => 'bitmask',
2687 value => $BITMASK{movement_type}
2688 }
2689 ],
2690 [
2691 'move_slow',
2692 {
2693 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2694 name => 'slowed movement',
2695 type => 'bitmask',
2696 value => $BITMASK{movement_type}
2697 }
2698 ],
2699 [
2700 'move_slow_penalty',
2701 {
2702 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)',
2703 name => 'slow movement penalty',
2704 type => 'int'
2705 }
2706 ],
2707 [
2708 'no_magic',
2709 {
2710 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2711 name => 'restrict spells',
2712 type => 'bool'
2713 }
2714 ],
2715 [
2716 'damned',
2717 {
2718 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2719 name => 'restrict prayers',
2720 type => 'bool'
2721 }
2722 ]
2723 ],
2724 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.',
2725 ignore => [
2726 $IGNORE_LIST{non_pickable}
2727 ],
2728 name => 'Gate',
2729 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".'
2730 },
2731 Girdle => {
2732 attr => [
2733 [
2734 'magic',
2735 {
2736 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.',
2737 name => 'magic bonus',
2738 type => 'int'
2739 }
2740 ]
2741 ],
2742 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.',
2743 import => [
2744 $TYPE{Amulet}
2745 ],
2746 name => 'Girdle',
2747 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2748 },
2749 Gloves => {
2750 attr => [
2751 [
2752 'magic',
2753 {
2754 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.',
2755 name => 'magic bonus',
2756 type => 'int'
2757 }
2758 ]
2759 ],
2760 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2761 import => [
2762 $TYPE{Amulet}
2763 ],
2764 name => 'Gloves',
2765 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2766 },
2767 Handle => {
2768 attr => [
2769 [
2770 'no_pick',
2771 {
2772 type => 'fixed',
2773 value => 1
2774 }
2775 ],
2776 [
2777 'connected',
2778 {
2779 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2780 name => 'connection',
2781 type => 'int'
2782 }
2783 ],
2784 [
2785 'msg',
2786 {
2787 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2788 end => 'endmsg',
2789 name => 'description',
2790 type => 'text'
2791 }
2792 ]
2793 ],
2794 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2795 ignore => [
2796 $IGNORE_LIST{non_pickable}
2797 ],
2798 name => 'Handle',
2799 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.'
2800 },
2801 'Handle Trigger' => {
2802 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.',
2803 ignore => [
2804 $IGNORE_LIST{non_pickable}
2805 ],
2806 import => [
2807 $TYPE{Handle}
2808 ],
2809 name => 'Handle Trigger',
2810 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.'
2811 },
2812 'Hazard Floor' => {
2813 attr => [
2814 [
2815 'is_floor',
2816 {
2817 type => 'fixed',
2818 value => 1
2819 }
2820 ],
2821 [
2822 'lifesave',
2823 {
2824 type => 'fixed',
2825 value => 1
2826 }
2827 ],
2828 [
2829 'move_on',
2830 {
2831 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2832 name => 'movement type',
2833 type => 'bitmask',
2834 value => $BITMASK{movement_type}
2835 }
2836 ],
2837 [
2838 'no_pick',
2839 {
2840 type => 'fixed',
2841 value => 1
2842 }
2843 ],
2844 [
2845 'attacktype',
2846 {
2847 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.',
2848 name => 'attacktype',
2849 type => 'bitmask',
2850 value => $BITMASK{attacktype}
2851 }
2852 ],
2853 [
2854 'dam',
2855 {
2856 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.',
2857 name => 'base damage',
2858 type => 'int'
2859 }
2860 ],
2861 [
2862 'wc',
2863 {
2864 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.',
2865 name => 'weaponclass',
2866 type => 'int'
2867 }
2868 ],
2869 [
2870 'level',
2871 {
2872 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.',
2873 name => 'attack level',
2874 type => 'int'
2875 }
2876 ],
2877 [
2878 'no_magic',
2879 {
2880 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2881 name => 'no spells',
2882 type => 'bool'
2883 }
2884 ],
2885 [
2886 'damned',
2887 {
2888 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2889 name => 'no prayers',
2890 type => 'bool'
2891 }
2892 ],
2893 [
2894 'unique',
2895 {
2896 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>.',
2897 name => 'unique map',
2898 type => 'bool'
2899 }
2900 ]
2901 ],
2902 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.',
2903 ignore => [
2904 $IGNORE_LIST{non_pickable}
2905 ],
2906 name => 'Hazard Floor',
2907 section => [
2908 [
2909 'terrain',
2910 [
2911 [
2912 'move_block',
2913 {
2914 desc => 'Objects using these movement types cannot move over this space.',
2915 name => 'blocked movement',
2916 type => 'bitmask',
2917 value => $BITMASK{movement_type}
2918 }
2919 ],
2920 [
2921 'move_allow',
2922 {
2923 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2924 name => 'allowed movement',
2925 type => 'bitmask',
2926 value => $BITMASK{movement_type}
2927 }
2928 ],
2929 [
2930 'move_slow',
2931 {
2932 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2933 name => 'slowed movement',
2934 type => 'bitmask',
2935 value => $BITMASK{movement_type}
2936 }
2937 ],
2938 [
2939 'move_slow_penalty',
2940 {
2941 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)',
2942 name => 'slow movement penalty',
2943 type => 'int'
2944 }
2945 ],
2946 [
2947 'is_wooded',
2948 {
2949 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2950 name => 'wooded terrain',
2951 type => 'bool'
2952 }
2953 ],
2954 [
2955 'is_hilly',
2956 {
2957 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2958 name => 'hilly terrain',
2959 type => 'bool'
2960 }
2961 ]
2962 ]
2963 ]
2964 ],
2965 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.'
2966 },
2967 Helmet => {
2968 attr => [
2969 [
2970 'magic',
2971 {
2972 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>.',
2973 name => 'magic bonus',
2974 type => 'int'
2975 }
2976 ]
2977 ],
2978 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.',
2979 import => [
2980 $TYPE{Amulet}
2981 ],
2982 name => 'Helmet',
2983 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2984 },
2985 'Holy Altar' => {
2986 attr => [
2987 [
2988 'no_pick',
2989 {
2990 type => 'fixed',
2991 value => 1
2992 }
2993 ],
2994 [
2995 'other_arch',
2996 {
2997 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.',
2998 name => 'god name',
2999 type => 'string'
3000 }
3001 ],
3002 [
3003 'level',
3004 {
3005 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> 120. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult.',
3006 name => 'reconsecrate level',
3007 type => 'int'
3008 }
3009 ]
3010 ],
3011 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.',
3012 ignore => [
3013 $IGNORE_LIST{non_pickable}
3014 ],
3015 name => 'Holy Altar'
3016 },
3017 Horn => {
3018 attr => [
3019 [
3020 'sp',
3021 {
3022 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!',
3023 name => 'spell',
3024 type => 'spell'
3025 }
3026 ],
3027 [
3028 'level',
3029 {
3030 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3031 name => 'casting level',
3032 type => 'int'
3033 }
3034 ],
3035 [
3036 'hp',
3037 {
3038 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3039 name => 'initial spellpoints',
3040 type => 'int'
3041 }
3042 ],
3043 [
3044 'maxhp',
3045 {
3046 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.',
3047 name => 'max. spellpoints',
3048 type => 'int'
3049 }
3050 ],
3051 [
3052 'startequip',
3053 {
3054 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3055 name => 'godgiven item',
3056 type => 'bool'
3057 }
3058 ],
3059 [
3060 'msg',
3061 {
3062 desc => 'This text may contain a description of the horn.',
3063 end => 'endmsg',
3064 name => 'description',
3065 type => 'text'
3066 }
3067 ]
3068 ],
3069 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.',
3070 ignore => [
3071 'title'
3072 ],
3073 name => 'Horn',
3074 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.'
3075 },
3076 Inorganic => {
3077 attr => [
3078 [
3079 'is_dust',
3080 {
3081 name => 'is dust',
3082 type => 'bool'
3083 }
3084 ]
3085 ],
3086 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3087 name => 'Inorganic',
3088 section => [
3089 [
3090 'resistance',
3091 [
3092 [
3093 'resist_physical',
3094 {
3095 name => 'resist physical %',
3096 type => 'int'
3097 }
3098 ],
3099 [
3100 'resist_magic',
3101 {
3102 name => 'resist magic %',
3103 type => 'int'
3104 }
3105 ],
3106 [
3107 'resist_fire',
3108 {
3109 name => 'resist fire %',
3110 type => 'int'
3111 }
3112 ],
3113 [
3114 'resist_electricity',
3115 {
3116 name => 'resist electricity %',
3117 type => 'int'
3118 }
3119 ],
3120 [
3121 'resist_cold',
3122 {
3123 name => 'resist cold %',
3124 type => 'int'
3125 }
3126 ],
3127 [
3128 'resist_acid',
3129 {
3130 name => 'resist acid %',
3131 type => 'int'
3132 }
3133 ],
3134 [
3135 'resist_weaponmagic',
3136 {
3137 name => 'resist weaponmagic %',
3138 type => 'int'
3139 }
3140 ],
3141 [
3142 'resist_ghosthit',
3143 {
3144 name => 'resist ghosthit %',
3145 type => 'int'
3146 }
3147 ],
3148 [
3149 'resist_poison',
3150 {
3151 name => 'resist poison %',
3152 type => 'int'
3153 }
3154 ],
3155 [
3156 'resist_death',
3157 {
3158 name => 'resist death-attack %',
3159 type => 'int'
3160 }
3161 ],
3162 [
3163 'resist_chaos',
3164 {
3165 name => 'resist chaos %',
3166 type => 'int'
3167 }
3168 ],
3169 [
3170 'resist_holyword',
3171 {
3172 name => 'resist holy power %',
3173 type => 'int'
3174 }
3175 ]
3176 ]
3177 ]
3178 ]
3179 },
3180 'Inventory Checker' => {
3181 attr => [
3182 [
3183 'no_pick',
3184 {
3185 type => 'fixed',
3186 value => 1
3187 }
3188 ],
3189 [
3190 'slaying',
3191 {
3192 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.',
3193 name => 'match key string',
3194 type => 'string'
3195 }
3196 ],
3197 [
3198 'race',
3199 {
3200 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>.',
3201 name => 'match arch name',
3202 type => 'string'
3203 }
3204 ],
3205 [
3206 'hp',
3207 {
3208 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. ;)',
3209 name => 'match type',
3210 type => 'int'
3211 }
3212 ],
3213 [
3214 'last_sp',
3215 {
3216 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3217 name => 'match = having',
3218 type => 'bool'
3219 }
3220 ],
3221 [
3222 'connected',
3223 {
3224 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3225 name => 'connection',
3226 type => 'int'
3227 }
3228 ],
3229 [
3230 'move_block',
3231 {
3232 desc => 'Objects using these movement types cannot move over this space.',
3233 name => 'blocked movement',
3234 type => 'bitmask',
3235 value => $BITMASK{movement_type}
3236 }
3237 ],
3238 [
3239 'move_allow',
3240 {
3241 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3242 name => 'allowed movement',
3243 type => 'bitmask',
3244 value => $BITMASK{movement_type}
3245 }
3246 ],
3247 [
3248 'move_slow',
3249 {
3250 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3251 name => 'slowed movement',
3252 type => 'bitmask',
3253 value => $BITMASK{movement_type}
3254 }
3255 ],
3256 [
3257 'move_slow_penalty',
3258 {
3259 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)',
3260 name => 'slow movement penalty',
3261 type => 'int'
3262 }
3263 ],
3264 [
3265 'last_heal',
3266 {
3267 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!',
3268 name => 'remove match',
3269 type => 'bool'
3270 }
3271 ]
3272 ],
3273 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.',
3274 ignore => [
3275 $IGNORE_LIST{system_object}
3276 ],
3277 name => 'Inventory Checker',
3278 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.'
3279 },
3280 'Item Transformer' => {
3281 attr => [
3282 [
3283 'food',
3284 {
3285 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3286 name => 'number of uses',
3287 type => 'int'
3288 }
3289 ],
3290 [
3291 'slaying',
3292 {
3293 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3294 name => 'verb',
3295 type => 'string'
3296 }
3297 ],
3298 [
3299 'startequip',
3300 {
3301 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3302 name => 'godgiven item',
3303 type => 'bool'
3304 }
3305 ],
3306 [
3307 'msg',
3308 {
3309 desc => 'This text may contain a description of the item transformer.',
3310 end => 'endmsg',
3311 name => 'description',
3312 type => 'text'
3313 }
3314 ]
3315 ],
3316 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.',
3317 name => 'Item Transformer',
3318 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\'.'
3319 },
3320 Jewel => {
3321 attr => [
3322 [
3323 'race',
3324 {
3325 type => 'fixed',
3326 value => 'gold and jewels'
3327 }
3328 ],
3329 [
3330 'msg',
3331 {
3332 desc => 'This text may describe the object.',
3333 end => 'endmsg',
3334 name => 'description',
3335 type => 'text'
3336 }
3337 ]
3338 ],
3339 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.',
3340 name => 'Jewel'
3341 },
3342 Key => {
3343 attr => [
3344 [
3345 'startequip',
3346 {
3347 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3348 name => 'godgiven item',
3349 type => 'bool'
3350 }
3351 ]
3352 ],
3353 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3354 name => 'Key'
3355 },
3356 'Locked Door' => {
3357 attr => [
3358 [
3359 'move_type',
3360 {
3361 type => 'fixed',
3362 value => 0
3363 }
3364 ],
3365 [
3366 'no_pick',
3367 {
3368 type => 'fixed',
3369 value => 1
3370 }
3371 ],
3372 [
3373 'slaying',
3374 {
3375 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".',
3376 name => 'key string',
3377 type => 'string'
3378 }
3379 ],
3380 [
3381 'no_magic',
3382 {
3383 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).',
3384 name => 'restrict spells',
3385 type => 'bool'
3386 }
3387 ],
3388 [
3389 'damned',
3390 {
3391 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3392 name => 'restrict prayers',
3393 type => 'bool'
3394 }
3395 ],
3396 [
3397 'msg',
3398 {
3399 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.',
3400 end => 'endmsg',
3401 name => 'lock message',
3402 type => 'text'
3403 }
3404 ]
3405 ],
3406 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3407 ignore => [
3408 $IGNORE_LIST{non_pickable}
3409 ],
3410 name => 'Locked Door',
3411 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).'
3412 },
3413 'Magic Ear' => {
3414 attr => [
3415 [
3416 'no_pick',
3417 {
3418 type => 'fixed',
3419 value => 1
3420 }
3421 ],
3422 [
3423 'connected',
3424 {
3425 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3426 name => 'connection',
3427 type => 'int'
3428 }
3429 ],
3430 [
3431 'msg',
3432 {
3433 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!',
3434 end => 'endmsg',
3435 name => 'keyword-matching',
3436 type => 'text'
3437 }
3438 ]
3439 ],
3440 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3441 ignore => [
3442 $IGNORE_LIST{system_object}
3443 ],
3444 name => 'Magic Ear',
3445 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.'
3446 },
3447 'Magic Wall' => {
3448 attr => [
3449 [
3450 'dam',
3451 {
3452 desc => 'The magic wall will cast this <spell>.',
3453 name => 'spell',
3454 type => 'spell'
3455 }
3456 ],
3457 [
3458 'level',
3459 {
3460 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.',
3461 name => 'spell level',
3462 type => 'int'
3463 }
3464 ],
3465 [
3466 'connected',
3467 {
3468 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.',
3469 name => 'connection',
3470 type => 'int'
3471 }
3472 ],
3473 [
3474 'activate_on_push',
3475 {
3476 desc => 'Whether the teleporter should only be activated on push.',
3477 name => 'Activate on push',
3478 type => 'bool'
3479 }
3480 ],
3481 [
3482 'activate_on_release',
3483 {
3484 desc => 'Whether the teleporter should only be activated on release.',
3485 name => 'Activate on release',
3486 type => 'bool'
3487 }
3488 ],
3489 [
3490 'speed',
3491 {
3492 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".',
3493 name => 'casting speed',
3494 type => 'float'
3495 }
3496 ],
3497 [
3498 'speed_left',
3499 {
3500 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.',
3501 name => 'speed left',
3502 type => 'float'
3503 }
3504 ],
3505 [
3506 'sp',
3507 {
3508 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.',
3509 name => 'direction',
3510 type => 'list',
3511 value => $LIST{direction}
3512 }
3513 ],
3514 [
3515 'move_block',
3516 {
3517 desc => 'Objects using these movement types cannot move over this space.',
3518 name => 'blocked movement',
3519 type => 'bitmask',
3520 value => $BITMASK{movement_type}
3521 }
3522 ],
3523 [
3524 'move_allow',
3525 {
3526 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3527 name => 'allowed movement',
3528 type => 'bitmask',
3529 value => $BITMASK{movement_type}
3530 }
3531 ],
3532 [
3533 'move_slow',
3534 {
3535 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3536 name => 'slowed movement',
3537 type => 'bitmask',
3538 value => $BITMASK{movement_type}
3539 }
3540 ],
3541 [
3542 'move_slow_penalty',
3543 {
3544 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)',
3545 name => 'slow movement penalty',
3546 type => 'int'
3547 }
3548 ]
3549 ],
3550 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.',
3551 ignore => [
3552 $IGNORE_LIST{non_pickable}
3553 ],
3554 name => 'Magic Wall',
3555 section => [
3556 [
3557 'destroyable',
3558 [
3559 [
3560 'alive',
3561 {
3562 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.',
3563 name => 'is destroyable',
3564 type => 'bool'
3565 }
3566 ],
3567 [
3568 'hp',
3569 {
3570 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3571 name => 'hitpoints',
3572 type => 'int'
3573 }
3574 ],
3575 [
3576 'maxhp',
3577 {
3578 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3579 name => 'max hitpoints',
3580 type => 'int'
3581 }
3582 ],
3583 [
3584 'ac',
3585 {
3586 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>.',
3587 name => 'armour class',
3588 type => 'int'
3589 }
3590 ]
3591 ]
3592 ],
3593 [
3594 'resistance',
3595 [
3596 [
3597 'resist_physical',
3598 {
3599 name => 'resist physical %',
3600 type => 'int'
3601 }
3602 ],
3603 [
3604 'resist_magic',
3605 {
3606 name => 'resist magic %',
3607 type => 'int'
3608 }
3609 ],
3610 [
3611 'resist_fire',
3612 {
3613 name => 'resist fire %',
3614 type => 'int'
3615 }
3616 ],
3617 [
3618 'resist_electricity',
3619 {
3620 name => 'resist electricity %',
3621 type => 'int'
3622 }
3623 ],
3624 [
3625 'resist_cold',
3626 {
3627 name => 'resist cold %',
3628 type => 'int'
3629 }
3630 ],
3631 [
3632 'resist_confusion',
3633 {
3634 name => 'resist confusion %',
3635 type => 'int'
3636 }
3637 ],
3638 [
3639 'resist_acid',
3640 {
3641 name => 'resist acid %',
3642 type => 'int'
3643 }
3644 ],
3645 [
3646 'resist_drain',
3647 {
3648 name => 'resist draining %',
3649 type => 'int'
3650 }
3651 ],
3652 [
3653 'resist_weaponmagic',
3654 {
3655 name => 'resist weaponmagic %',
3656 type => 'int'
3657 }
3658 ],
3659 [
3660 'resist_ghosthit',
3661 {
3662 name => 'resist ghosthit %',
3663 type => 'int'
3664 }
3665 ],
3666 [
3667 'resist_poison',
3668 {
3669 name => 'resist poison %',
3670 type => 'int'
3671 }
3672 ],
3673 [
3674 'resist_slow',
3675 {
3676 name => 'resist slow %',
3677 type => 'int'
3678 }
3679 ],
3680 [
3681 'resist_paralyze',
3682 {
3683 name => 'resist paralyze %',
3684 type => 'int'
3685 }
3686 ],
3687 [
3688 'resist_fear',
3689 {
3690 name => 'resist fear %',
3691 type => 'int'
3692 }
3693 ],
3694 [
3695 'resist_deplete',
3696 {
3697 name => 'resist depletion %',
3698 type => 'int'
3699 }
3700 ],
3701 [
3702 'resist_turn_undead',
3703 {
3704 name => 'resist turn undead %',
3705 type => 'int'
3706 }
3707 ],
3708 [
3709 'resist_death',
3710 {
3711 name => 'resist death-attack %',
3712 type => 'int'
3713 }
3714 ],
3715 [
3716 'resist_chaos',
3717 {
3718 name => 'resist chaos %',
3719 type => 'int'
3720 }
3721 ],
3722 [
3723 'resist_blind',
3724 {
3725 name => 'resist blinding %',
3726 type => 'int'
3727 }
3728 ],
3729 [
3730 'resist_holyword',
3731 {
3732 name => 'resist holy power %',
3733 type => 'int'
3734 }
3735 ],
3736 [
3737 'resist_godpower',
3738 {
3739 name => 'resist godpower %',
3740 type => 'int'
3741 }
3742 ]
3743 ]
3744 ]
3745 ],
3746 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".'
3747 },
3748 Marker => {
3749 attr => [
3750 [
3751 'no_pick',
3752 {
3753 type => 'fixed',
3754 value => 1
3755 }
3756 ],
3757 [
3758 'slaying',
3759 {
3760 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.',
3761 name => 'key string',
3762 type => 'string'
3763 }
3764 ],
3765 [
3766 'connected',
3767 {
3768 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3769 name => 'connection',
3770 type => 'int'
3771 }
3772 ],
3773 [
3774 'speed',
3775 {
3776 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.',
3777 name => 'marking speed',
3778 type => 'float'
3779 }
3780 ],
3781 [
3782 'speed_left',
3783 {
3784 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.',
3785 name => 'speed left',
3786 type => 'float'
3787 }
3788 ],
3789 [
3790 'food',
3791 {
3792 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.',
3793 name => 'mark duration',
3794 type => 'int'
3795 }
3796 ],
3797 [
3798 'name',
3799 {
3800 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.',
3801 name => 'delete mark',
3802 type => 'string'
3803 }
3804 ],
3805 [
3806 'msg',
3807 {
3808 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.',
3809 end => 'endmsg',
3810 name => 'marking message',
3811 type => 'text'
3812 }
3813 ]
3814 ],
3815 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.',
3816 ignore => [
3817 $IGNORE_LIST{system_object}
3818 ],
3819 name => 'Marker',
3820 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.'
3821 },
3822 Misc => {
3823 attr => [
3824 [
3825 'move_block',
3826 {
3827 desc => 'Objects using these movement types cannot move over this space.',
3828 name => 'blocked movement',
3829 type => 'bitmask',
3830 value => $BITMASK{movement_type}
3831 }
3832 ],
3833 [
3834 'move_allow',
3835 {
3836 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3837 name => 'allowed movement',
3838 type => 'bitmask',
3839 value => $BITMASK{movement_type}
3840 }
3841 ],
3842 [
3843 'move_slow',
3844 {
3845 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3846 name => 'slowed movement',
3847 type => 'bitmask',
3848 value => $BITMASK{movement_type}
3849 }
3850 ],
3851 [
3852 'move_slow_penalty',
3853 {
3854 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)',
3855 name => 'slow movement penalty',
3856 type => 'int'
3857 }
3858 ],
3859 [
3860 'cursed',
3861 {
3862 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3863 name => 'cursed',
3864 type => 'bool'
3865 }
3866 ],
3867 [
3868 'damned',
3869 {
3870 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.',
3871 name => 'damned',
3872 type => 'bool'
3873 }
3874 ],
3875 [
3876 'unique',
3877 {
3878 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3879 name => 'unique item',
3880 type => 'bool'
3881 }
3882 ],
3883 [
3884 'startequip',
3885 {
3886 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3887 name => 'godgiven item',
3888 type => 'bool'
3889 }
3890 ],
3891 [
3892 'msg',
3893 {
3894 desc => 'This text may describe the object.',
3895 end => 'endmsg',
3896 name => 'description',
3897 type => 'text'
3898 }
3899 ]
3900 ],
3901 name => 'Misc'
3902 },
3903 Money => {
3904 attr => [
3905 [
3906 'race',
3907 {
3908 type => 'fixed',
3909 value => 'gold and jewels'
3910 }
3911 ]
3912 ],
3913 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.',
3914 ignore => [
3915 'unpaid'
3916 ],
3917 name => 'Money'
3918 },
3919 'Monster & NPC' => {
3920 attr => [
3921 [
3922 'alive',
3923 {
3924 type => 'fixed',
3925 value => 1
3926 }
3927 ],
3928 [
3929 'randomitems',
3930 {
3931 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>.',
3932 name => 'treasurelist',
3933 type => 'treasurelist'
3934 }
3935 ],
3936 [
3937 'level',
3938 {
3939 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3940 name => 'level',
3941 type => 'int'
3942 }
3943 ],
3944 [
3945 'race',
3946 {
3947 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.',
3948 name => 'race',
3949 type => 'string'
3950 }
3951 ],
3952 [
3953 'exp',
3954 {
3955 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!',
3956 name => 'experience',
3957 type => 'int'
3958 }
3959 ],
3960 [
3961 'speed',
3962 {
3963 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3964 name => 'speed',
3965 type => 'float'
3966 }
3967 ],
3968 [
3969 'speed_left',
3970 {
3971 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.',
3972 name => 'speed left',
3973 type => 'float'
3974 }
3975 ],
3976 [
3977 'other_arch',
3978 {
3979 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.',
3980 name => 'breed monster',
3981 type => 'string'
3982 }
3983 ],
3984 [
3985 'generator',
3986 {
3987 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.',
3988 name => 'multiply',
3989 type => 'bool'
3990 }
3991 ],
3992 [
3993 'use_content_on_gen',
3994 {
3995 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.',
3996 name => 'template generation',
3997 type => 'bool'
3998 }
3999 ],
4000 [
4001 'move_type',
4002 {
4003 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4004 name => 'movement type',
4005 type => 'bitmask',
4006 value => $BITMASK{movement_type}
4007 }
4008 ],
4009 [
4010 'undead',
4011 {
4012 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4013 name => 'undead',
4014 type => 'bool'
4015 }
4016 ],
4017 [
4018 'carrying',
4019 {
4020 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4021 name => 'carries weight',
4022 type => 'int'
4023 }
4024 ],
4025 [
4026 'msg',
4027 {
4028 end => 'endmsg',
4029 name => 'npc message',
4030 type => 'text'
4031 }
4032 ]
4033 ],
4034 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.',
4035 ignore => [
4036 'material',
4037 'name_pl',
4038 'nrof',
4039 'value',
4040 'unpaid'
4041 ],
4042 name => 'Monster & NPC',
4043 section => [
4044 [
4045 'melee',
4046 [
4047 [
4048 'attacktype',
4049 {
4050 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.',
4051 name => 'attacktype',
4052 type => 'bitmask',
4053 value => $BITMASK{attacktype}
4054 }
4055 ],
4056 [
4057 'dam',
4058 {
4059 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.',
4060 name => 'damage',
4061 type => 'int'
4062 }
4063 ],
4064 [
4065 'wc',
4066 {
4067 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4068 name => 'weapon class',
4069 type => 'int'
4070 }
4071 ],
4072 [
4073 'hp',
4074 {
4075 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>.',
4076 name => 'health points',
4077 type => 'int'
4078 }
4079 ],
4080 [
4081 'maxhp',
4082 {
4083 desc => '<max health> is the maximum amount of <health points> this monster can have.',
4084 name => 'max health',
4085 type => 'int'
4086 }
4087 ],
4088 [
4089 'ac',
4090 {
4091 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).',
4092 name => 'armour class',
4093 type => 'int'
4094 }
4095 ],
4096 [
4097 'Con',
4098 {
4099 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4100 name => 'healing rate',
4101 type => 'int'
4102 }
4103 ],
4104 [
4105 'reflect_missile',
4106 {
4107 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4108 name => 'reflect missiles',
4109 type => 'bool'
4110 }
4111 ],
4112 [
4113 'hitback',
4114 {
4115 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.',
4116 name => 'hitback',
4117 type => 'bool'
4118 }
4119 ],
4120 [
4121 'one_hit',
4122 {
4123 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4124 name => 'one hit only',
4125 type => 'bool'
4126 }
4127 ]
4128 ]
4129 ],
4130 [
4131 'spellcraft',
4132 [
4133 [
4134 'can_cast_spell',
4135 {
4136 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4137 name => 'can cast spell',
4138 type => 'bool'
4139 }
4140 ],
4141 [
4142 'reflect_spell',
4143 {
4144 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.',
4145 name => 'reflect spells',
4146 type => 'bool'
4147 }
4148 ],
4149 [
4150 'sp',
4151 {
4152 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>.',
4153 name => 'spellpoints',
4154 type => 'int'
4155 }
4156 ],
4157 [
4158 'maxsp',
4159 {
4160 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.',
4161 name => 'max spellpoints',
4162 type => 'int'
4163 }
4164 ],
4165 [
4166 'Pow',
4167 {
4168 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.',
4169 name => 'spellpoint regen.',
4170 type => 'int'
4171 }
4172 ],
4173 [
4174 'path_attuned',
4175 {
4176 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4177 name => 'attuned paths',
4178 type => 'bitmask',
4179 value => $BITMASK{spellpath}
4180 }
4181 ],
4182 [
4183 'path_repelled',
4184 {
4185 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4186 name => 'repelled paths',
4187 type => 'bitmask',
4188 value => $BITMASK{spellpath}
4189 }
4190 ],
4191 [
4192 'path_denied',
4193 {
4194 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4195 name => 'denied paths',
4196 type => 'bitmask',
4197 value => $BITMASK{spellpath}
4198 }
4199 ]
4200 ]
4201 ],
4202 [
4203 'ability',
4204 [
4205 [
4206 'Int',
4207 {
4208 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.',
4209 name => 'detect hidden',
4210 type => 'int'
4211 }
4212 ],
4213 [
4214 'see_invisible',
4215 {
4216 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.',
4217 name => 'see invisible',
4218 type => 'bool'
4219 }
4220 ],
4221 [
4222 'can_see_in_dark',
4223 {
4224 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.',
4225 name => 'see in darkness',
4226 type => 'bool'
4227 }
4228 ],
4229 [
4230 'can_use_weapon',
4231 {
4232 desc => 'Monster is able to wield weapon type objects.',
4233 name => 'can use weapons',
4234 type => 'bool'
4235 }
4236 ],
4237 [
4238 'can_use_bow',
4239 {
4240 desc => 'Monster is able to use missile-weapon type objects.',
4241 name => 'can use bows',
4242 type => 'bool'
4243 }
4244 ],
4245 [
4246 'can_use_armour',
4247 {
4248 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4249 name => 'can use armour',
4250 type => 'bool'
4251 }
4252 ],
4253 [
4254 'can_use_ring',
4255 {
4256 desc => 'Monster is able to wear rings.',
4257 name => 'can use rings',
4258 type => 'bool'
4259 }
4260 ],
4261 [
4262 'can_use_wand',
4263 {
4264 desc => 'Monster is able to use wands and staves.',
4265 name => 'can use wands',
4266 type => 'bool'
4267 }
4268 ],
4269 [
4270 'can_use_rod',
4271 {
4272 desc => 'Monster is able to use rods.',
4273 name => 'can use rods',
4274 type => 'bool'
4275 }
4276 ],
4277 [
4278 'can_use_scroll',
4279 {
4280 desc => 'Monster is able to read scrolls.',
4281 name => 'can use scrolls',
4282 type => 'bool'
4283 }
4284 ],
4285 [
4286 'can_use_skill',
4287 {
4288 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>.',
4289 name => 'can use skills',
4290 type => 'bool'
4291 }
4292 ]
4293 ]
4294 ],
4295 [
4296 'behave',
4297 [
4298 [
4299 'monster',
4300 {
4301 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.',
4302 name => 'monster behaviour',
4303 type => 'bool'
4304 }
4305 ],
4306 [
4307 'unaggressive',
4308 {
4309 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4310 name => 'unaggressive',
4311 type => 'bool'
4312 }
4313 ],
4314 [
4315 'friendly',
4316 {
4317 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4318 name => 'friendly',
4319 type => 'bool'
4320 }
4321 ],
4322 [
4323 'stand_still',
4324 {
4325 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.',
4326 name => 'stand still',
4327 type => 'bool'
4328 }
4329 ],
4330 [
4331 'sleep',
4332 {
4333 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.',
4334 name => 'asleep',
4335 type => 'bool'
4336 }
4337 ],
4338 [
4339 'will_apply',
4340 {
4341 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4342 name => 'misc. actions',
4343 type => 'bitmask',
4344 value => $BITMASK{will_apply}
4345 }
4346 ],
4347 [
4348 'pick_up',
4349 {
4350 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.',
4351 name => 'pick up',
4352 type => 'bitmask',
4353 value => $BITMASK{pick_up}
4354 }
4355 ],
4356 [
4357 'Wis',
4358 {
4359 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.',
4360 name => 'sensing range',
4361 type => 'int'
4362 }
4363 ],
4364 [
4365 'attack_movement_bits_0_3',
4366 {
4367 desc => 'If this is set to default, the standard mode of movement will be used.',
4368 name => 'attack movement',
4369 type => 'list',
4370 value => $LIST{attack_movement_bits_0_3}
4371 }
4372 ],
4373 [
4374 'attack_movement_bits_4_7',
4375 {
4376 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4377 name => 'normal movement',
4378 type => 'list',
4379 value => $LIST{attack_movement_bits_4_7}
4380 }
4381 ],
4382 [
4383 'run_away',
4384 {
4385 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.',
4386 name => 'run at % health',
4387 type => 'int'
4388 }
4389 ]
4390 ]
4391 ],
4392 [
4393 'resistance',
4394 [
4395 [
4396 'resist_physical',
4397 {
4398 name => 'resist physical %',
4399 type => 'int'
4400 }
4401 ],
4402 [
4403 'resist_magic',
4404 {
4405 name => 'resist magic %',
4406 type => 'int'
4407 }
4408 ],
4409 [
4410 'resist_fire',
4411 {
4412 name => 'resist fire %',
4413 type => 'int'
4414 }
4415 ],
4416 [
4417 'resist_electricity',
4418 {
4419 name => 'resist electricity %',
4420 type => 'int'
4421 }
4422 ],
4423 [
4424 'resist_cold',
4425 {
4426 name => 'resist cold %',
4427 type => 'int'
4428 }
4429 ],
4430 [
4431 'resist_confusion',
4432 {
4433 name => 'resist confusion %',
4434 type => 'int'
4435 }
4436 ],
4437 [
4438 'resist_acid',
4439 {
4440 name => 'resist acid %',
4441 type => 'int'
4442 }
4443 ],
4444 [
4445 'resist_drain',
4446 {
4447 name => 'resist draining %',
4448 type => 'int'
4449 }
4450 ],
4451 [
4452 'resist_weaponmagic',
4453 {
4454 name => 'resist weaponmagic %',
4455 type => 'int'
4456 }
4457 ],
4458 [
4459 'resist_ghosthit',
4460 {
4461 name => 'resist ghosthit %',
4462 type => 'int'
4463 }
4464 ],
4465 [
4466 'resist_poison',
4467 {
4468 name => 'resist poison %',
4469 type => 'int'
4470 }
4471 ],
4472 [
4473 'resist_slow',
4474 {
4475 name => 'resist slow %',
4476 type => 'int'
4477 }
4478 ],
4479 [
4480 'resist_paralyze',
4481 {
4482 name => 'resist paralyze %',
4483 type => 'int'
4484 }
4485 ],
4486 [
4487 'resist_fear',
4488 {
4489 name => 'resist fear %',
4490 type => 'int'
4491 }
4492 ],
4493 [
4494 'resist_deplete',
4495 {
4496 name => 'resist depletion %',
4497 type => 'int'
4498 }
4499 ],
4500 [
4501 'resist_turn_undead',
4502 {
4503 name => 'resist turn undead %',
4504 type => 'int'
4505 }
4506 ],
4507 [
4508 'resist_death',
4509 {
4510 name => 'resist death-attack %',
4511 type => 'int'
4512 }
4513 ],
4514 [
4515 'resist_chaos',
4516 {
4517 name => 'resist chaos %',
4518 type => 'int'
4519 }
4520 ],
4521 [
4522 'resist_blind',
4523 {
4524 name => 'resist blinding %',
4525 type => 'int'
4526 }
4527 ],
4528 [
4529 'resist_holyword',
4530 {
4531 name => 'resist holy power %',
4532 type => 'int'
4533 }
4534 ],
4535 [
4536 'resist_godpower',
4537 {
4538 name => 'resist godpower %',
4539 type => 'int'
4540 }
4541 ]
4542 ]
4543 ]
4544 ],
4545 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. :-)'
4546 },
4547 'Monster (Grimreaper)' => {
4548 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4549 ignore => [
4550 'material',
4551 'name_pl',
4552 'nrof',
4553 'value',
4554 'unpaid'
4555 ],
4556 import => [
4557 $TYPE{'Monster & NPC'}
4558 ],
4559 name => 'Monster (Grimreaper)',
4560 section => [
4561 [
4562 'grimreaper',
4563 [
4564 [
4565 'value',
4566 {
4567 desc => 'The object vanishes after this number of draining attacks.',
4568 name => 'attacks',
4569 type => 'int'
4570 }
4571 ]
4572 ]
4573 ]
4574 ]
4575 },
4576 'Mood Floor' => {
4577 attr => [
4578 [
4579 'no_pick',
4580 {
4581 type => 'fixed',
4582 value => 1
4583 }
4584 ],
4585 [
4586 'last_sp',
4587 {
4588 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!',
4589 name => 'mood',
4590 type => 'list',
4591 value => $LIST{mood}
4592 }
4593 ],
4594 [
4595 'connected',
4596 {
4597 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!',
4598 name => 'connection',
4599 type => 'int'
4600 }
4601 ],
4602 [
4603 'no_magic',
4604 {
4605 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4606 name => 'no spells',
4607 type => 'bool'
4608 }
4609 ],
4610 [
4611 'damned',
4612 {
4613 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4614 name => 'no prayers',
4615 type => 'bool'
4616 }
4617 ]
4618 ],
4619 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.',
4620 ignore => [
4621 $IGNORE_LIST{system_object}
4622 ],
4623 name => 'Mood Floor',
4624 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.)'
4625 },
4626 Mover => {
4627 attr => [
4628 [
4629 'attacktype',
4630 {
4631 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.',
4632 name => 'forced movement',
4633 type => 'bool'
4634 }
4635 ],
4636 [
4637 'maxsp',
4638 {
4639 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.',
4640 name => 'freeze duration',
4641 type => 'int'
4642 }
4643 ],
4644 [
4645 'speed',
4646 {
4647 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4648 name => 'movement speed',
4649 type => 'float'
4650 }
4651 ],
4652 [
4653 'speed_left',
4654 {
4655 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.',
4656 name => 'speed left',
4657 type => 'float'
4658 }
4659 ],
4660 [
4661 'sp',
4662 {
4663 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.',
4664 name => 'direction',
4665 type => 'list',
4666 value => $LIST{direction}
4667 }
4668 ],
4669 [
4670 'lifesave',
4671 {
4672 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.',
4673 name => 'gets used up',
4674 type => 'bool'
4675 }
4676 ],
4677 [
4678 'hp',
4679 {
4680 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).',
4681 name => 'number of uses',
4682 type => 'int'
4683 }
4684 ]
4685 ],
4686 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.',
4687 ignore => [
4688 $IGNORE_LIST{non_pickable}
4689 ],
4690 name => 'Mover',
4691 section => [
4692 [
4693 'targets',
4694 [
4695 [
4696 'level',
4697 {
4698 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.',
4699 name => 'move players',
4700 type => 'bool'
4701 }
4702 ],
4703 [
4704 'move_on',
4705 {
4706 desc => 'Which movement types activate the mover.',
4707 name => 'movement type',
4708 type => 'movement_type'
4709 }
4710 ]
4711 ]
4712 ]
4713 ],
4714 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).'
4715 },
4716 Pedestal => {
4717 attr => [
4718 [
4719 'no_pick',
4720 {
4721 type => 'fixed',
4722 value => 1
4723 }
4724 ],
4725 [
4726 'slaying',
4727 {
4728 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.',
4729 name => 'match race',
4730 type => 'string'
4731 }
4732 ],
4733 [
4734 'connected',
4735 {
4736 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4737 name => 'connection',
4738 type => 'int'
4739 }
4740 ],
4741 [
4742 'move_on',
4743 {
4744 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4745 name => 'movement type',
4746 type => 'bitmask',
4747 value => $BITMASK{movement_type}
4748 }
4749 ]
4750 ],
4751 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.',
4752 ignore => [
4753 $IGNORE_LIST{non_pickable}
4754 ],
4755 name => 'Pedestal',
4756 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.'
4757 },
4758 Pit => {
4759 attr => [
4760 [
4761 'no_pick',
4762 {
4763 type => 'fixed',
4764 value => 1
4765 }
4766 ],
4767 [
4768 'connected',
4769 {
4770 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4771 name => 'connection',
4772 type => 'int'
4773 }
4774 ],
4775 [
4776 'activate_on_push',
4777 {
4778 desc => 'Whether the teleporter should only be activated on push.',
4779 name => 'Activate on push',
4780 type => 'bool'
4781 }
4782 ],
4783 [
4784 'activate_on_release',
4785 {
4786 desc => 'Whether the teleporter should only be activated on release.',
4787 name => 'Activate on release',
4788 type => 'bool'
4789 }
4790 ],
4791 [
4792 'hp',
4793 {
4794 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!',
4795 name => 'destination X',
4796 type => 'int'
4797 }
4798 ],
4799 [
4800 'sp',
4801 {
4802 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!',
4803 name => 'destination Y',
4804 type => 'int'
4805 }
4806 ],
4807 [
4808 'wc',
4809 {
4810 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.',
4811 name => 'position state',
4812 type => 'int'
4813 }
4814 ],
4815 [
4816 'move_on',
4817 {
4818 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4819 name => 'movement type',
4820 type => 'bitmask',
4821 value => $BITMASK{movement_type}
4822 }
4823 ]
4824 ],
4825 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.',
4826 ignore => [
4827 $IGNORE_LIST{non_pickable}
4828 ],
4829 name => 'Pit',
4830 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.'
4831 },
4832 'Poison Food' => {
4833 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.',
4834 name => 'Poison Food'
4835 },
4836 Potion => {
4837 attr => [
4838 [
4839 'level',
4840 {
4841 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.',
4842 name => 'potion level',
4843 type => 'int'
4844 }
4845 ],
4846 [
4847 'sp',
4848 {
4849 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".',
4850 name => 'spell',
4851 type => 'spell'
4852 }
4853 ],
4854 [
4855 'attacktype',
4856 {
4857 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.',
4858 name => 'special effect',
4859 type => 'list',
4860 value => $LIST{potion_effect}
4861 }
4862 ],
4863 [
4864 'cursed',
4865 {
4866 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 >:)',
4867 name => 'cursed',
4868 type => 'bool'
4869 }
4870 ],
4871 [
4872 'startequip',
4873 {
4874 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4875 name => 'godgiven item',
4876 type => 'bool'
4877 }
4878 ]
4879 ],
4880 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4881 name => 'Potion',
4882 section => [
4883 [
4884 'stats',
4885 [
4886 [
4887 'Str',
4888 {
4889 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.',
4890 name => 'strength',
4891 type => 'int'
4892 }
4893 ],
4894 [
4895 'Dex',
4896 {
4897 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.',
4898 name => 'dexterity',
4899 type => 'int'
4900 }
4901 ],
4902 [
4903 'Con',
4904 {
4905 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.',
4906 name => 'constitution',
4907 type => 'int'
4908 }
4909 ],
4910 [
4911 'Int',
4912 {
4913 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.',
4914 name => 'intelligence',
4915 type => 'int'
4916 }
4917 ],
4918 [
4919 'Pow',
4920 {
4921 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.',
4922 name => 'power',
4923 type => 'int'
4924 }
4925 ],
4926 [
4927 'Wis',
4928 {
4929 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.',
4930 name => 'wisdom',
4931 type => 'int'
4932 }
4933 ],
4934 [
4935 'Cha',
4936 {
4937 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.',
4938 name => 'charisma',
4939 type => 'int'
4940 }
4941 ]
4942 ]
4943 ],
4944 [
4945 'resistance',
4946 [
4947 [
4948 'resist_physical',
4949 {
4950 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!',
4951 name => 'resist physical %',
4952 type => 'int'
4953 }
4954 ],
4955 [
4956 'resist_magic',
4957 {
4958 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!',
4959 name => 'resist magic %',
4960 type => 'int'
4961 }
4962 ],
4963 [
4964 'resist_fire',
4965 {
4966 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!',
4967 name => 'resist fire %',
4968 type => 'int'
4969 }
4970 ],
4971 [
4972 'resist_electricity',
4973 {
4974 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!',
4975 name => 'resist electricity %',
4976 type => 'int'
4977 }
4978 ],
4979 [
4980 'resist_cold',
4981 {
4982 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!',
4983 name => 'resist cold %',
4984 type => 'int'
4985 }
4986 ],
4987 [
4988 'resist_acid',
4989 {
4990 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!',
4991 name => 'resist acid %',
4992 type => 'int'
4993 }
4994 ],
4995 [
4996 'resist_confusion',
4997 {
4998 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!',
4999 name => 'resist confusion %',
5000 type => 'int'
5001 }
5002 ],
5003 [
5004 'resist_weaponmagic',
5005 {
5006 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!',
5007 name => 'resist weaponmagic %',
5008 type => 'int'
5009 }
5010 ],
5011 [
5012 'resist_paralyze',
5013 {
5014 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!',
5015 name => 'resist paralyze %',
5016 type => 'int'
5017 }
5018 ],
5019 [
5020 'resist_drain',
5021 {
5022 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!',
5023 name => 'resist draining %',
5024 type => 'int'
5025 }
5026 ],
5027 [
5028 'resist_deplete',
5029 {
5030 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!',
5031 name => 'resist depletion %',
5032 type => 'int'
5033 }
5034 ],
5035 [
5036 'resist_poison',
5037 {
5038 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!',
5039 name => 'resist poison %',
5040 type => 'int'
5041 }
5042 ]
5043 ]
5044 ]
5045 ],
5046 use => 'One potion should never give multiple benefits at once.'
5047 },
5048 'Power Crystal' => {
5049 attr => [
5050 [
5051 'sp',
5052 {
5053 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5054 name => 'initial mana',
5055 type => 'int'
5056 }
5057 ],
5058 [
5059 'maxsp',
5060 {
5061 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.',
5062 name => 'mana capacity',
5063 type => 'int'
5064 }
5065 ]
5066 ],
5067 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.',
5068 name => 'Power Crystal'
5069 },
5070 Projectile => {
5071 attr => [
5072 [
5073 'attacktype',
5074 {
5075 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.',
5076 name => 'attacktype',
5077 type => 'bitmask',
5078 value => $BITMASK{attacktype}
5079 }
5080 ],
5081 [
5082 'race',
5083 {
5084 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>.',
5085 name => 'ammunition class',
5086 type => 'string'
5087 }
5088 ],
5089 [
5090 'slaying',
5091 {
5092 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.',
5093 name => 'slaying race',
5094 type => 'string'
5095 }
5096 ],
5097 [
5098 'dam',
5099 {
5100 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5101 name => 'damage',
5102 type => 'int'
5103 }
5104 ],
5105 [
5106 'wc',
5107 {
5108 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.',
5109 name => 'weaponclass',
5110 type => 'int'
5111 }
5112 ],
5113 [
5114 'food',
5115 {
5116 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).',
5117 name => 'chance to break',
5118 type => 'int'
5119 }
5120 ],
5121 [
5122 'magic',
5123 {
5124 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5125 name => 'magic bonus',
5126 type => 'int'
5127 }
5128 ],
5129 [
5130 'unique',
5131 {
5132 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5133 name => 'unique item',
5134 type => 'bool'
5135 }
5136 ],
5137 [
5138 'startequip',
5139 {
5140 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5141 name => 'godgiven item',
5142 type => 'bool'
5143 }
5144 ],
5145 [
5146 'no_drop',
5147 {
5148 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.',
5149 name => 'don\'t drop',
5150 type => 'bool'
5151 }
5152 ],
5153 [
5154 'msg',
5155 {
5156 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5157 end => 'endmsg',
5158 name => 'description',
5159 type => 'text'
5160 }
5161 ]
5162 ],
5163 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.',
5164 name => 'Projectile',
5165 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.'
5166 },
5167 Ring => {
5168 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.',
5169 import => [
5170 $TYPE{Amulet}
5171 ],
5172 name => 'Ring',
5173 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.'
5174 },
5175 Rod => {
5176 attr => [
5177 [
5178 'sp',
5179 {
5180 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!',
5181 name => 'spell',
5182 type => 'spell'
5183 }
5184 ],
5185 [
5186 'level',
5187 {
5188 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5189 name => 'casting level',
5190 type => 'int'
5191 }
5192 ],
5193 [
5194 'hp',
5195 {
5196 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5197 name => 'initial spellpoints',
5198 type => 'int'
5199 }
5200 ],
5201 [
5202 'maxhp',
5203 {
5204 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.',
5205 name => 'max. spellpoints',
5206 type => 'int'
5207 }
5208 ],
5209 [
5210 'startequip',
5211 {
5212 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5213 name => 'godgiven item',
5214 type => 'bool'
5215 }
5216 ],
5217 [
5218 'msg',
5219 {
5220 desc => 'This text may contain a description of the rod.',
5221 end => 'endmsg',
5222 name => 'description',
5223 type => 'text'
5224 }
5225 ]
5226 ],
5227 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.',
5228 ignore => [
5229 'title'
5230 ],
5231 name => 'Rod',
5232 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>'
5233 },
5234 Rune => {
5235 attr => [
5236 [
5237 'no_pick',
5238 {
5239 type => 'fixed',
5240 value => 1
5241 }
5242 ],
5243 [
5244 'move_on',
5245 {
5246 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5247 name => 'movement type',
5248 type => 'bitmask',
5249 value => $BITMASK{movement_type}
5250 }
5251 ],
5252 [
5253 'level',
5254 {
5255 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.',
5256 name => 'rune level',
5257 type => 'int'
5258 }
5259 ],
5260 [
5261 'Cha',
5262 {
5263 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.',
5264 name => 'visibility',
5265 type => 'int'
5266 }
5267 ],
5268 [
5269 'hp',
5270 {
5271 desc => 'The rune will detonate <number of charges> times before disappearing.',
5272 name => 'number of charges',
5273 type => 'int'
5274 }
5275 ],
5276 [
5277 'dam',
5278 {
5279 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.',
5280 name => 'direct damage',
5281 type => 'int'
5282 }
5283 ],
5284 [
5285 'attacktype',
5286 {
5287 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.',
5288 name => 'attacktype',
5289 type => 'bitmask',
5290 value => $BITMASK{attacktype}
5291 }
5292 ],
5293 [
5294 'msg',
5295 {
5296 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5297 end => 'endmsg',
5298 name => 'detonation text',
5299 type => 'text'
5300 }
5301 ]
5302 ],
5303 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.',
5304 ignore => [
5305 'no_pick',
5306 'title',
5307 'name_pl',
5308 'weight',
5309 'value',
5310 'material',
5311 'unpaid'
5312 ],
5313 name => 'Rune',
5314 section => [
5315 [
5316 'spellcraft',
5317 [
5318 [
5319 'sp',
5320 {
5321 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5322 name => 'spell',
5323 type => 'spell'
5324 }
5325 ],
5326 [
5327 'slaying',
5328 {
5329 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5330 name => 'spell name',
5331 type => 'string'
5332 }
5333 ],
5334 [
5335 'other_arch',
5336 {
5337 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.',
5338 name => 'spell arch',
5339 type => 'string'
5340 }
5341 ],
5342 [
5343 'maxsp',
5344 {
5345 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.',
5346 name => 'direction',
5347 type => 'list',
5348 value => $LIST{direction}
5349 }
5350 ],
5351 [
5352 'race',
5353 {
5354 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.',
5355 name => 'summon monster',
5356 type => 'string'
5357 }
5358 ],
5359 [
5360 'maxhp',
5361 {
5362 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5363 name => 'summon amount',
5364 type => 'int'
5365 }
5366 ]
5367 ]
5368 ]
5369 ],
5370 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5371 },
5372 Savebed => {
5373 attr => [
5374 [
5375 'no_pick',
5376 {
5377 type => 'fixed',
5378 value => 1
5379 }
5380 ],
5381 [
5382 'no_magic',
5383 {
5384 type => 'fixed',
5385 value => 1
5386 }
5387 ],
5388 [
5389 'damned',
5390 {
5391 type => 'fixed',
5392 value => 1
5393 }
5394 ]
5395 ],
5396 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.',
5397 ignore => [
5398 $IGNORE_LIST{non_pickable}
5399 ],
5400 name => 'Savebed',
5401 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>'
5402 },
5403 Scroll => {
5404 attr => [
5405 [
5406 'level',
5407 {
5408 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5409 name => 'casting level',
5410 type => 'int'
5411 }
5412 ],
5413 [
5414 'sp',
5415 {
5416 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5417 name => 'spell',
5418 type => 'spell'
5419 }
5420 ],
5421 [
5422 'startequip',
5423 {
5424 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5425 name => 'godgiven item',
5426 type => 'bool'
5427 }
5428 ]
5429 ],
5430 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.',
5431 ignore => [
5432 'title'
5433 ],
5434 name => 'Scroll',
5435 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5436 },
5437 Shield => {
5438 attr => [
5439 [
5440 'magic',
5441 {
5442 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.',
5443 name => 'magic bonus',
5444 type => 'int'
5445 }
5446 ]
5447 ],
5448 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.',
5449 import => [
5450 $TYPE{Amulet}
5451 ],
5452 name => 'Shield',
5453 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5454 },
5455 'Shooting Weapon' => {
5456 attr => [
5457 [
5458 'race',
5459 {
5460 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.',
5461 name => 'ammunition class',
5462 type => 'string'
5463 }
5464 ],
5465 [
5466 'sp',
5467 {
5468 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).',
5469 name => 'shooting speed',
5470 type => 'int'
5471 }
5472 ],
5473 [
5474 'dam',
5475 {
5476 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.',
5477 name => 'base damage',
5478 type => 'int'
5479 }
5480 ],
5481 [
5482 'wc',
5483 {
5484 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.',
5485 name => 'weaponclass',
5486 type => 'int'
5487 }
5488 ],
5489 [
5490 'item_power',
5491 {
5492 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>.',
5493 name => 'item power',
5494 type => 'int'
5495 }
5496 ],
5497 [
5498 'no_strength',
5499 {
5500 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.',
5501 name => 'ignore strength',
5502 type => 'bool'
5503 }
5504 ],
5505 [
5506 'damned',
5507 {
5508 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5509 name => 'damnation',
5510 type => 'bool'
5511 }
5512 ],
5513 [
5514 'cursed',
5515 {
5516 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5517 name => 'curse',
5518 type => 'bool'
5519 }
5520 ],
5521 [
5522 'unique',
5523 {
5524 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5525 name => 'unique item',
5526 type => 'bool'
5527 }
5528 ],
5529 [
5530 'startequip',
5531 {
5532 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5533 name => 'godgiven item',
5534 type => 'bool'
5535 }
5536 ],
5537 [
5538 'msg',
5539 {
5540 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5541 end => 'endmsg',
5542 name => 'description',
5543 type => 'text'
5544 }
5545 ]
5546 ],
5547 desc => 'Shooting 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.',
5548 name => 'Shooting Weapon',
5549 section => [
5550 [
5551 'stats',
5552 [
5553 [
5554 'Str',
5555 {
5556 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5557 name => 'strength',
5558 type => 'int'
5559 }
5560 ],
5561 [
5562 'Dex',
5563 {
5564 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5565 name => 'dexterity',
5566 type => 'int'
5567 }
5568 ],
5569 [
5570 'Con',
5571 {
5572 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5573 name => 'constitution',
5574 type => 'int'
5575 }
5576 ],
5577 [
5578 'Int',
5579 {
5580 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5581 name => 'intelligence',
5582 type => 'int'
5583 }
5584 ],
5585 [
5586 'Pow',
5587 {
5588 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5589 name => 'power',
5590 type => 'int'
5591 }
5592 ],
5593 [
5594 'Wis',
5595 {
5596 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5597 name => 'wisdom',
5598 type => 'int'
5599 }
5600 ],
5601 [
5602 'Cha',
5603 {
5604 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5605 name => 'charisma',
5606 type => 'int'
5607 }
5608 ]
5609 ]
5610 ],
5611 [
5612 'bonus',
5613 [
5614 [
5615 'luck',
5616 {
5617 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.',
5618 name => 'luck bonus',
5619 type => 'int'
5620 }
5621 ],
5622 [
5623 'magic',
5624 {
5625 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.',
5626 name => 'magic bonus',
5627 type => 'int'
5628 }
5629 ]
5630 ]
5631 ]
5632 ],
5633 use => 'Shooting weapons should not add bonuses in general. There\'s already enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. Shooting 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.'
5634 },
5635 'Shop Floor' => {
5636 attr => [
5637 [
5638 'is_floor',
5639 {
5640 type => 'fixed',
5641 value => 1
5642 }
5643 ],
5644 [
5645 'no_pick',
5646 {
5647 type => 'fixed',
5648 value => 1
5649 }
5650 ],
5651 [
5652 'no_magic',
5653 {
5654 type => 'fixed',
5655 value => 1
5656 }
5657 ],
5658 [
5659 'auto_apply',
5660 {
5661 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.',
5662 name => 'generate goods',
5663 type => 'bool'
5664 }
5665 ],
5666 [
5667 'randomitems',
5668 {
5669 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.',
5670 name => 'treasurelist',
5671 type => 'treasurelist'
5672 }
5673 ],
5674 [
5675 'exp',
5676 {
5677 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.',
5678 name => 'quality level',
5679 type => 'int'
5680 }
5681 ],
5682 [
5683 'damned',
5684 {
5685 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.)',
5686 name => 'no prayers',
5687 type => 'bool'
5688 }
5689 ]
5690 ],
5691 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).',
5692 ignore => [
5693 $IGNORE_LIST{non_pickable}
5694 ],
5695 name => 'Shop Floor',
5696 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.'
5697 },
5698 'Shop Mat' => {
5699 attr => [
5700 [
5701 'no_pick',
5702 {
5703 type => 'fixed',
5704 value => 1
5705 }
5706 ],
5707 [
5708 'move_on',
5709 {
5710 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5711 name => 'movement type',
5712 type => 'bitmask',
5713 value => $BITMASK{movement_type}
5714 }
5715 ]
5716 ],
5717 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).',
5718 ignore => [
5719 $IGNORE_LIST{non_pickable}
5720 ],
5721 name => 'Shop Mat',
5722 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5723 },
5724 'Sign & MagicMouth' => {
5725 attr => [
5726 [
5727 'connected',
5728 {
5729 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.',
5730 name => 'connection',
5731 type => 'int'
5732 }
5733 ],
5734 [
5735 'activate_on_push',
5736 {
5737 desc => 'Whether the teleporter should only be activated on push.',
5738 name => 'Activate on push',
5739 type => 'bool'
5740 }
5741 ],
5742 [
5743 'activate_on_release',
5744 {
5745 desc => 'Whether the teleporter should only be activated on release.',
5746 name => 'Activate on release',
5747 type => 'bool'
5748 }
5749 ],
5750 [
5751 'move_on',
5752 {
5753 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5754 name => 'movement type',
5755 type => 'bitmask',
5756 value => $BITMASK{movement_type}
5757 }
5758 ],
5759 [
5760 'food',
5761 {
5762 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).',
5763 name => 'counter',
5764 type => 'int'
5765 }
5766 ],
5767 [
5768 'msg',
5769 {
5770 desc => 'This text will be displayed to the player.',
5771 end => 'endmsg',
5772 name => 'message',
5773 type => 'text'
5774 }
5775 ]
5776 ],
5777 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).',
5778 ignore => [
5779 $IGNORE_LIST{non_pickable}
5780 ],
5781 name => 'Sign & MagicMouth',
5782 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.'
5783 },
5784 Skill => {
5785 attr => [
5786 [
5787 'invisible',
5788 {
5789 type => 'fixed',
5790 value => 1
5791 }
5792 ],
5793 [
5794 'no_drop',
5795 {
5796 type => 'fixed',
5797 value => 1
5798 }
5799 ],
5800 [
5801 'skill',
5802 {
5803 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.',
5804 name => 'skill name',
5805 type => 'string'
5806 }
5807 ],
5808 [
5809 'expmul',
5810 {
5811 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.',
5812 name => 'exp multiplier',
5813 type => 'float'
5814 }
5815 ],
5816 [
5817 'subtype',
5818 {
5819 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.',
5820 name => 'skill type',
5821 type => 'list',
5822 value => $LIST{skill_type}
5823 }
5824 ],
5825 [
5826 'level',
5827 {
5828 name => 'level',
5829 type => 'int'
5830 }
5831 ],
5832 [
5833 'exp',
5834 {
5835 name => 'experience',
5836 type => 'int'
5837 }
5838 ],
5839 [
5840 'can_use_skill',
5841 {
5842 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.',
5843 name => 'is native skill',
5844 type => 'bool'
5845 }
5846 ]
5847 ],
5848 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.',
5849 ignore => [
5850 $IGNORE_LIST{system_object}
5851 ],
5852 name => 'Skill',
5853 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>'
5854 },
5855 'Skill Scroll' => {
5856 attr => [
5857 [
5858 'race',
5859 {
5860 type => 'fixed',
5861 value => 'scrolls'
5862 }
5863 ],
5864 [
5865 'skill',
5866 {
5867 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5868 name => 'skill name',
5869 type => 'string'
5870 }
5871 ]
5872 ],
5873 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5874 name => 'Skill Scroll',
5875 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.'
5876 },
5877 'Special Key' => {
5878 attr => [
5879 [
5880 'slaying',
5881 {
5882 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.',
5883 name => 'key string',
5884 type => 'string'
5885 }
5886 ],
5887 [
5888 'material',
5889 {
5890 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5891 name => 'material',
5892 type => 'bitmask',
5893 value => $BITMASK{material}
5894 }
5895 ],
5896 [
5897 'unique',
5898 {
5899 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.',
5900 name => 'unique item',
5901 type => 'bool'
5902 }
5903 ],
5904 [
5905 'startequip',
5906 {
5907 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5908 name => 'godgiven item',
5909 type => 'bool'
5910 }
5911 ],
5912 [
5913 'msg',
5914 {
5915 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.',
5916 end => 'endmsg',
5917 name => 'description',
5918 type => 'text'
5919 }
5920 ]
5921 ],
5922 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.',
5923 ignore => [
5924 'material'
5925 ],
5926 name => 'Special Key',
5927 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".'
5928 },
5929 Spell => {
5930 attr => [
5931 [
5932 'no_drop',
5933 {
5934 type => 'fixed',
5935 value => 1
5936 }
5937 ],
5938 [
5939 'invisible',
5940 {
5941 type => 'fixed',
5942 value => 1
5943 }
5944 ],
5945 [
5946 'skill',
5947 {
5948 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.',
5949 name => 'skill name',
5950 type => 'string'
5951 }
5952 ],
5953 [
5954 'subtype',
5955 {
5956 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5957 name => 'spell type',
5958 type => 'list',
5959 value => $LIST{spell_type}
5960 }
5961 ],
5962 [
5963 'level',
5964 {
5965 name => 'spell level',
5966 type => 'int'
5967 }
5968 ],
5969 [
5970 'casting_time',
5971 {
5972 name => 'casting time',
5973 type => 'int'
5974 }
5975 ],
5976 [
5977 'duration',
5978 {
5979 name => 'duration',
5980 type => 'int'
5981 }
5982 ],
5983 [
5984 'other_arch',
5985 {
5986 name => 'create object',
5987 type => 'string'
5988 }
5989 ],
5990 [
5991 'sp',
5992 {
5993 name => 'cost spellpoints',
5994 type => 'int'
5995 }
5996 ],
5997 [
5998 'grace',
5999 {
6000 name => 'cost grace',
6001 type => 'int'
6002 }
6003 ],
6004 [
6005 'maxsp',
6006 {
6007 name => 'double cost per level',
6008 type => 'int'
6009 }
6010 ]
6011 ],
6012 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.',
6013 ignore => [
6014 $IGNORE_LIST{system_object}
6015 ],
6016 name => 'Spell',
6017 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.'
6018 },
6019 Spellbook => {
6020 attr => [
6021 [
6022 'skill',
6023 {
6024 type => 'fixed',
6025 value => 'literacy'
6026 }
6027 ],
6028 [
6029 'randomitems',
6030 {
6031 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.',
6032 name => 'treasurelist',
6033 type => 'treasurelist'
6034 }
6035 ],
6036 [
6037 'startequip',
6038 {
6039 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6040 name => 'godgiven item',
6041 type => 'bool'
6042 }
6043 ],
6044 [
6045 'msg',
6046 {
6047 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6048 end => 'endmsg',
6049 name => 'description',
6050 type => 'text'
6051 }
6052 ]
6053 ],
6054 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.',
6055 name => 'Spellbook',
6056 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.'
6057 },
6058 Spinner => {
6059 attr => [
6060 [
6061 'sp',
6062 {
6063 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.',
6064 name => 'direction number',
6065 type => 'int'
6066 }
6067 ],
6068 [
6069 'move_on',
6070 {
6071 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6072 name => 'movement type',
6073 type => 'bitmask',
6074 value => $BITMASK{movement_type}
6075 }
6076 ]
6077 ],
6078 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.',
6079 ignore => [
6080 $IGNORE_LIST{non_pickable}
6081 ],
6082 name => 'Spinner',
6083 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.'
6084 },
6085 Swamp => {
6086 attr => [
6087 [
6088 'is_floor',
6089 {
6090 type => 'fixed',
6091 value => 1
6092 }
6093 ],
6094 [
6095 'is_wooded',
6096 {
6097 type => 'fixed',
6098 value => 1
6099 }
6100 ],
6101 [
6102 'speed',
6103 {
6104 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.',
6105 name => 'drowning speed',
6106 type => 'float'
6107 }
6108 ],
6109 [
6110 'speed_left',
6111 {
6112 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.',
6113 name => 'speed left',
6114 type => 'float'
6115 }
6116 ],
6117 [
6118 'move_on',
6119 {
6120 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6121 name => 'movement type',
6122 type => 'bitmask',
6123 value => $BITMASK{movement_type}
6124 }
6125 ],
6126 [
6127 'move_block',
6128 {
6129 desc => 'Objects using these movement types cannot move over this space.',
6130 name => 'blocked movement',
6131 type => 'bitmask',
6132 value => $BITMASK{movement_type}
6133 }
6134 ],
6135 [
6136 'move_allow',
6137 {
6138 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6139 name => 'allowed movement',
6140 type => 'bitmask',
6141 value => $BITMASK{movement_type}
6142 }
6143 ],
6144 [
6145 'move_slow',
6146 {
6147 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6148 name => 'slowed movement',
6149 type => 'bitmask',
6150 value => $BITMASK{movement_type}
6151 }
6152 ],
6153 [
6154 'move_slow_penalty',
6155 {
6156 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)',
6157 name => 'slow movement penalty',
6158 type => 'int'
6159 }
6160 ],
6161 [
6162 'no_magic',
6163 {
6164 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6165 name => 'no spells',
6166 type => 'bool'
6167 }
6168 ],
6169 [
6170 'damned',
6171 {
6172 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6173 name => 'no prayers',
6174 type => 'bool'
6175 }
6176 ]
6177 ],
6178 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.',
6179 ignore => [
6180 $IGNORE_LIST{non_pickable}
6181 ],
6182 name => 'Swamp'
6183 },
6184 Teleporter => {
6185 attr => [
6186 [
6187 'slaying',
6188 {
6189 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.',
6190 name => 'exit path',
6191 type => 'string'
6192 }
6193 ],
6194 [
6195 'hp',
6196 {
6197 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.',
6198 name => 'destination X',
6199 type => 'int'
6200 }
6201 ],
6202 [
6203 'sp',
6204 {
6205 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.',
6206 name => 'destination Y',
6207 type => 'int'
6208 }
6209 ],
6210 [
6211 'connected',
6212 {
6213 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.',
6214 name => 'connection',
6215 type => 'int'
6216 }
6217 ],
6218 [
6219 'activate_on_push',
6220 {
6221 desc => 'Whether the teleporter should only be activated on push.',
6222 name => 'Activate on push',
6223 type => 'bool'
6224 }
6225 ],
6226 [
6227 'activate_on_release',
6228 {
6229 desc => 'Whether the teleporter should only be activated on release.',
6230 name => 'Activate on release',
6231 type => 'bool'
6232 }
6233 ],
6234 [
6235 'speed',
6236 {
6237 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!',
6238 name => 'activation speed',
6239 type => 'float'
6240 }
6241 ],
6242 [
6243 'speed_left',
6244 {
6245 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.',
6246 name => 'speed left',
6247 type => 'float'
6248 }
6249 ]
6250 ],
6251 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.',
6252 ignore => [
6253 $IGNORE_LIST{non_pickable}
6254 ],
6255 name => 'Teleporter',
6256 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.'
6257 },
6258 'Timed Gate' => {
6259 attr => [
6260 [
6261 'no_pick',
6262 {
6263 type => 'fixed',
6264 value => 1
6265 }
6266 ],
6267 [
6268 'connected',
6269 {
6270 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.',
6271 name => 'connection',
6272 type => 'int'
6273 }
6274 ],
6275 [
6276 'activate_on_push',
6277 {
6278 desc => 'Whether the teleporter should only be activated on push.',
6279 name => 'Activate on push',
6280 type => 'bool'
6281 }
6282 ],
6283 [
6284 'activate_on_release',
6285 {
6286 desc => 'Whether the teleporter should only be activated on release.',
6287 name => 'Activate on release',
6288 type => 'bool'
6289 }
6290 ],
6291 [
6292 'wc',
6293 {
6294 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.',
6295 name => 'position state',
6296 type => 'int'
6297 }
6298 ],
6299 [
6300 'move_block',
6301 {
6302 desc => 'Objects using these movement types cannot move over this space.',
6303 name => 'blocked movement',
6304 type => 'bitmask',
6305 value => $BITMASK{movement_type}
6306 }
6307 ],
6308 [
6309 'move_allow',
6310 {
6311 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6312 name => 'allowed movement',
6313 type => 'bitmask',
6314 value => $BITMASK{movement_type}
6315 }
6316 ],
6317 [
6318 'move_slow',
6319 {
6320 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6321 name => 'slowed movement',
6322 type => 'bitmask',
6323 value => $BITMASK{movement_type}
6324 }
6325 ],
6326 [
6327 'move_slow_penalty',
6328 {
6329 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)',
6330 name => 'slow movement penalty',
6331 type => 'int'
6332 }
6333 ],
6334 [
6335 'no_magic',
6336 {
6337 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6338 name => 'restrict spells',
6339 type => 'bool'
6340 }
6341 ],
6342 [
6343 'damned',
6344 {
6345 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6346 name => 'restrict prayers',
6347 type => 'bool'
6348 }
6349 ],
6350 [
6351 'hp',
6352 {
6353 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6354 name => 'open duration',
6355 type => 'int'
6356 }
6357 ]
6358 ],
6359 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.',
6360 ignore => [
6361 $IGNORE_LIST{non_pickable}
6362 ],
6363 name => 'Timed Gate',
6364 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".'
6365 },
6366 Trap => {
6367 attr => [
6368 [
6369 'no_pick',
6370 {
6371 type => 'fixed',
6372 value => 1
6373 }
6374 ],
6375 [
6376 'move_on',
6377 {
6378 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6379 name => 'movement type',
6380 type => 'bitmask',
6381 value => $BITMASK{movement_type}
6382 }
6383 ],
6384 [
6385 'level',
6386 {
6387 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.',
6388 name => 'trap level',
6389 type => 'int'
6390 }
6391 ],
6392 [
6393 'Cha',
6394 {
6395 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.',
6396 name => 'visibility',
6397 type => 'int'
6398 }
6399 ],
6400 [
6401 'hp',
6402 {
6403 desc => 'The trap will detonate <number of charges> times before disappearing.',
6404 name => 'number of charges',
6405 type => 'int'
6406 }
6407 ],
6408 [
6409 'dam',
6410 {
6411 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6412 name => 'direct damage',
6413 type => 'int'
6414 }
6415 ],
6416 [
6417 'attacktype',
6418 {
6419 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6420 name => 'attacktype',
6421 type => 'bitmask',
6422 value => $BITMASK{attacktype}
6423 }
6424 ],
6425 [
6426 'connected',
6427 {
6428 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6429 name => 'connection',
6430 type => 'int'
6431 }
6432 ],
6433 [
6434 'msg',
6435 {
6436 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6437 end => 'endmsg',
6438 name => 'detonation text',
6439 type => 'text'
6440 }
6441 ]
6442 ],
6443 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.',
6444 ignore => [
6445 'no_pick',
6446 'title',
6447 'name_pl',
6448 'weight',
6449 'value',
6450 'material',
6451 'unpaid'
6452 ],
6453 name => 'Trap',
6454 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.'
6455 },
6456 Trapdoor => {
6457 attr => [
6458 [
6459 'no_pick',
6460 {
6461 type => 'fixed',
6462 value => 1
6463 }
6464 ],
6465 [
6466 'move_on',
6467 {
6468 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6469 name => 'movement type',
6470 type => 'bitmask',
6471 value => $BITMASK{movement_type}
6472 }
6473 ],
6474 [
6475 'weight',
6476 {
6477 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.',
6478 name => 'hold weight',
6479 type => 'int'
6480 }
6481 ],
6482 [
6483 'hp',
6484 {
6485 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!',
6486 name => 'destination X',
6487 type => 'int'
6488 }
6489 ],
6490 [
6491 'sp',
6492 {
6493 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!',
6494 name => 'destination Y',
6495 type => 'int'
6496 }
6497 ]
6498 ],
6499 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.',
6500 ignore => [
6501 $IGNORE_LIST{non_pickable}
6502 ],
6503 name => 'Trapdoor',
6504 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.'
6505 },
6506 Treasure => {
6507 attr => [
6508 [
6509 'randomitems',
6510 {
6511 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6512 name => 'treasurelist',
6513 type => 'treasurelist'
6514 }
6515 ],
6516 [
6517 'auto_apply',
6518 {
6519 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.',
6520 name => 'auto-generate',
6521 type => 'bool'
6522 }
6523 ],
6524 [
6525 'hp',
6526 {
6527 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.',
6528 name => 'create number',
6529 type => 'int'
6530 }
6531 ],
6532 [
6533 'exp',
6534 {
6535 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).',
6536 name => 'quality level',
6537 type => 'int'
6538 }
6539 ]
6540 ],
6541 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6542 ignore => [
6543 'nrof',
6544 'title',
6545 'name_pl',
6546 'weight',
6547 'value',
6548 'material'
6549 ],
6550 name => 'Treasure',
6551 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.'
6552 },
6553 'Trigger Marker' => {
6554 attr => [
6555 [
6556 'no_pick',
6557 {
6558 type => 'fixed',
6559 value => 1
6560 }
6561 ],
6562 [
6563 'slaying',
6564 {
6565 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.',
6566 name => 'key string',
6567 type => 'string'
6568 }
6569 ],
6570 [
6571 'connected',
6572 {
6573 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6574 name => 'connection',
6575 type => 'int'
6576 }
6577 ],
6578 [
6579 'food',
6580 {
6581 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.',
6582 name => 'mark duration',
6583 type => 'int'
6584 }
6585 ],
6586 [
6587 'name',
6588 {
6589 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.',
6590 name => 'delete mark',
6591 type => 'string'
6592 }
6593 ],
6594 [
6595 'msg',
6596 {
6597 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.',
6598 end => 'endmsg',
6599 name => 'marking message',
6600 type => 'text'
6601 }
6602 ]
6603 ],
6604 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.',
6605 ignore => [
6606 $IGNORE_LIST{system_object}
6607 ],
6608 name => 'Trigger Marker',
6609 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.'
6610 },
6611 Wall => {
6612 attr => [
6613 [
6614 'move_block',
6615 {
6616 desc => 'Objects using these movement types cannot move over this space.',
6617 name => 'blocked movement',
6618 type => 'bitmask',
6619 value => $BITMASK{movement_type}
6620 }
6621 ],
6622 [
6623 'move_allow',
6624 {
6625 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6626 name => 'allowed movement',
6627 type => 'bitmask',
6628 value => $BITMASK{movement_type}
6629 }
6630 ],
6631 [
6632 'move_slow',
6633 {
6634 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6635 name => 'slowed movement',
6636 type => 'bitmask',
6637 value => $BITMASK{movement_type}
6638 }
6639 ],
6640 [
6641 'move_slow_penalty',
6642 {
6643 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)',
6644 name => 'slow movement penalty',
6645 type => 'int'
6646 }
6647 ],
6648 [
6649 'can_roll',
6650 {
6651 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6652 name => 'moveable',
6653 type => 'bool'
6654 }
6655 ],
6656 [
6657 'no_magic',
6658 {
6659 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6660 name => 'restrict spells',
6661 type => 'bool'
6662 }
6663 ],
6664 [
6665 'damned',
6666 {
6667 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6668 name => 'restrict prayers',
6669 type => 'bool'
6670 }
6671 ]
6672 ],
6673 desc => 'Walls usually block passage and sight.',
6674 ignore => [
6675 'nrof',
6676 'title',
6677 'name_pl',
6678 'value',
6679 'unpaid'
6680 ],
6681 name => 'Wall'
6682 },
6683 'Wand & Staff' => {
6684 attr => [
6685 [
6686 'sp',
6687 {
6688 desc => 'The <spell> specifies the contained spell.',
6689 name => 'spell',
6690 type => 'spell'
6691 }
6692 ],
6693 [
6694 'level',
6695 {
6696 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6697 name => 'casting level',
6698 type => 'int'
6699 }
6700 ],
6701 [
6702 'food',
6703 {
6704 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6705 name => 'number of charges',
6706 type => 'int'
6707 }
6708 ],
6709 [
6710 'startequip',
6711 {
6712 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6713 name => 'godgiven item',
6714 type => 'bool'
6715 }
6716 ],
6717 [
6718 'msg',
6719 {
6720 desc => 'This text may contain a description of the wand.',
6721 end => 'endmsg',
6722 name => 'description',
6723 type => 'text'
6724 }
6725 ]
6726 ],
6727 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.',
6728 name => 'Wand & Staff',
6729 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.'
6730 },
6731 'Weak Wall' => {
6732 attr => [
6733 [
6734 'alive',
6735 {
6736 type => 'fixed',
6737 value => 1
6738 }
6739 ],
6740 [
6741 'no_pick',
6742 {
6743 type => 'fixed',
6744 value => 1
6745 }
6746 ],
6747 [
6748 'tear_down',
6749 {
6750 type => 'fixed',
6751 value => 1
6752 }
6753 ],
6754 [
6755 'race',
6756 {
6757 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.',
6758 name => 'race',
6759 type => 'string'
6760 }
6761 ],
6762 [
6763 'level',
6764 {
6765 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.',
6766 name => 'level',
6767 type => 'int'
6768 }
6769 ],
6770 [
6771 'hp',
6772 {
6773 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.',
6774 name => 'health points',
6775 type => 'int'
6776 }
6777 ],
6778 [
6779 'maxhp',
6780 {
6781 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.',
6782 name => 'max health',
6783 type => 'int'
6784 }
6785 ],
6786 [
6787 'ac',
6788 {
6789 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6790 name => 'armour class',
6791 type => 'int'
6792 }
6793 ]
6794 ],
6795 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.',
6796 ignore => [
6797 $IGNORE_LIST{non_pickable}
6798 ],
6799 name => 'Weak Wall',
6800 section => [
6801 [
6802 'resistance',
6803 [
6804 [
6805 'resist_physical',
6806 {
6807 name => 'resist physical %',
6808 type => 'int'
6809 }
6810 ],
6811 [
6812 'resist_magic',
6813 {
6814 name => 'resist magic %',
6815 type => 'int'
6816 }
6817 ],
6818 [
6819 'resist_fire',
6820 {
6821 name => 'resist fire %',
6822 type => 'int'
6823 }
6824 ],
6825 [
6826 'resist_electricity',
6827 {
6828 name => 'resist electricity %',
6829 type => 'int'
6830 }
6831 ],
6832 [
6833 'resist_cold',
6834 {
6835 name => 'resist cold %',
6836 type => 'int'
6837 }
6838 ],
6839 [
6840 'resist_confusion',
6841 {
6842 name => 'resist confusion %',
6843 type => 'int'
6844 }
6845 ],
6846 [
6847 'resist_acid',
6848 {
6849 name => 'resist acid %',
6850 type => 'int'
6851 }
6852 ],
6853 [
6854 'resist_drain',
6855 {
6856 name => 'resist draining %',
6857 type => 'int'
6858 }
6859 ],
6860 [
6861 'resist_weaponmagic',
6862 {
6863 name => 'resist weaponmagic %',
6864 type => 'int'
6865 }
6866 ],
6867 [
6868 'resist_ghosthit',
6869 {
6870 name => 'resist ghosthit %',
6871 type => 'int'
6872 }
6873 ],
6874 [
6875 'resist_poison',
6876 {
6877 name => 'resist poison %',
6878 type => 'int'
6879 }
6880 ],
6881 [
6882 'resist_slow',
6883 {
6884 name => 'resist slow %',
6885 type => 'int'
6886 }
6887 ],
6888 [
6889 'resist_paralyze',
6890 {
6891 name => 'resist paralyze %',
6892 type => 'int'
6893 }
6894 ],
6895 [
6896 'resist_fear',
6897 {
6898 name => 'resist fear %',
6899 type => 'int'
6900 }
6901 ],
6902 [
6903 'resist_deplete',
6904 {
6905 name => 'resist depletion %',
6906 type => 'int'
6907 }
6908 ],
6909 [
6910 'resist_turn_undead',
6911 {
6912 name => 'resist turn undead %',
6913 type => 'int'
6914 }
6915 ],
6916 [
6917 'resist_death',
6918 {
6919 name => 'resist death-attack %',
6920 type => 'int'
6921 }
6922 ],
6923 [
6924 'resist_chaos',
6925 {
6926 name => 'resist chaos %',
6927 type => 'int'
6928 }
6929 ],
6930 [
6931 'resist_blind',
6932 {
6933 name => 'resist blinding %',
6934 type => 'int'
6935 }
6936 ],
6937 [
6938 'resist_holyword',
6939 {
6940 name => 'resist holy power %',
6941 type => 'int'
6942 }
6943 ],
6944 [
6945 'resist_godpower',
6946 {
6947 name => 'resist godpower %',
6948 type => 'int'
6949 }
6950 ]
6951 ]
6952 ]
6953 ],
6954 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.'
6955 },
6956 Weapon => {
6957 attr => [
6958 [
6959 'attacktype',
6960 {
6961 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.',
6962 name => 'attacktype',
6963 type => 'bitmask',
6964 value => $BITMASK{attacktype}
6965 }
6966 ],
6967 [
6968 'weapontype',
6969 {
6970 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.',
6971 name => 'weapontype',
6972 type => 'list',
6973 value => $LIST{weapon_type}
6974 }
6975 ],
6976 [
6977 'skill',
6978 {
6979 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6980 name => 'skill name',
6981 type => 'string'
6982 }
6983 ],
6984 [
6985 'dam',
6986 {
6987 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.',
6988 name => 'damage',
6989 type => 'int'
6990 }
6991 ],
6992 [
6993 'slaying',
6994 {
6995 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.',
6996 name => 'slaying race',
6997 type => 'string'
6998 }
6999 ],
7000 [
7001 'last_sp',
7002 {
7003 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.',
7004 name => 'weapon speed',
7005 type => 'int'
7006 }
7007 ],
7008 [
7009 'wc',
7010 {
7011 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.',
7012 name => 'weapon class',
7013 type => 'int'
7014 }
7015 ],
7016 [
7017 'magic',
7018 {
7019 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.',
7020 name => 'magic bonus',
7021 type => 'int'
7022 }
7023 ],
7024 [
7025 'item_power',
7026 {
7027 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>.',
7028 name => 'item power',
7029 type => 'int'
7030 }
7031 ],
7032 [
7033 'damned',
7034 {
7035 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7036 name => 'damnation',
7037 type => 'bool'
7038 }
7039 ],
7040 [
7041 'cursed',
7042 {
7043 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7044 name => 'curse',
7045 type => 'bool'
7046 }
7047 ],
7048 [
7049 'lifesave',
7050 {
7051 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!',
7052 name => 'save life',
7053 type => 'bool'
7054 }
7055 ],
7056 [
7057 'unique',
7058 {
7059 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7060 name => 'unique item',
7061 type => 'bool'
7062 }
7063 ],
7064 [
7065 'startequip',
7066 {
7067 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7068 name => 'godgiven item',
7069 type => 'bool'
7070 }
7071 ],
7072 [
7073 'msg',
7074 {
7075 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7076 end => 'endmsg',
7077 name => 'description',
7078 type => 'text'
7079 }
7080 ]
7081 ],
7082 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.',
7083 name => 'Weapon',
7084 section => [
7085 [
7086 'resistance',
7087 [
7088 [
7089 'resist_physical',
7090 {
7091 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.',
7092 name => 'resist physical %',
7093 type => 'int'
7094 }
7095 ],
7096 [
7097 'resist_magic',
7098 {
7099 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.',
7100 name => 'resist magic %',
7101 type => 'int'
7102 }
7103 ],
7104 [
7105 'resist_fire',
7106 {
7107 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.',
7108 name => 'resist fire %',
7109 type => 'int'
7110 }
7111 ],
7112 [
7113 'resist_electricity',
7114 {
7115 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.',
7116 name => 'resist electricity %',
7117 type => 'int'
7118 }
7119 ],
7120 [
7121 'resist_cold',
7122 {
7123 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.',
7124 name => 'resist cold %',
7125 type => 'int'
7126 }
7127 ],
7128 [
7129 'resist_confusion',
7130 {
7131 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).',
7132 name => 'resist confusion %',
7133 type => 'int'
7134 }
7135 ],
7136 [
7137 'resist_acid',
7138 {
7139 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.',
7140 name => 'resist acid %',
7141 type => 'int'
7142 }
7143 ],
7144 [
7145 'resist_drain',
7146 {
7147 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).',
7148 name => 'resist draining %',
7149 type => 'int'
7150 }
7151 ],
7152 [
7153 'resist_weaponmagic',
7154 {
7155 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.',
7156 name => 'resist weaponmagic %',
7157 type => 'int'
7158 }
7159 ],
7160 [
7161 'resist_ghosthit',
7162 {
7163 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.',
7164 name => 'resist ghosthit %',
7165 type => 'int'
7166 }
7167 ],
7168 [
7169 'resist_poison',
7170 {
7171 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.',
7172 name => 'resist poison %',
7173 type => 'int'
7174 }
7175 ],
7176 [
7177 'resist_slow',
7178 {
7179 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.',
7180 name => 'resist slow %',
7181 type => 'int'
7182 }
7183 ],
7184 [
7185 'resist_paralyze',
7186 {
7187 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).',
7188 name => 'resist paralyze %',
7189 type => 'int'
7190 }
7191 ],
7192 [
7193 'resist_fear',
7194 {
7195 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.',
7196 name => 'resist fear %',
7197 type => 'int'
7198 }
7199 ],
7200 [
7201 'resist_deplete',
7202 {
7203 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).',
7204 name => 'resist depletion %',
7205 type => 'int'
7206 }
7207 ],
7208 [
7209 'resist_death',
7210 {
7211 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!',
7212 name => 'resist death-attack %',
7213 type => 'int'
7214 }
7215 ],
7216 [
7217 'resist_chaos',
7218 {
7219 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.',
7220 name => 'resist chaos %',
7221 type => 'int'
7222 }
7223 ],
7224 [
7225 'resist_blind',
7226 {
7227 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.',
7228 name => 'resist blinding %',
7229 type => 'int'
7230 }
7231 ],
7232 [
7233 'resist_holyword',
7234 {
7235 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.',
7236 name => 'resist holy power %',
7237 type => 'int'
7238 }
7239 ]
7240 ]
7241 ],
7242 [
7243 'stats',
7244 [
7245 [
7246 'Str',
7247 {
7248 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
7249 name => 'strength',
7250 type => 'int'
7251 }
7252 ],
7253 [
7254 'Dex',
7255 {
7256 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
7257 name => 'dexterity',
7258 type => 'int'
7259 }
7260 ],
7261 [
7262 'Con',
7263 {
7264 desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
7265 name => 'constitution',
7266 type => 'int'
7267 }
7268 ],
7269 [
7270 'Int',
7271 {
7272 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
7273 name => 'intelligence',
7274 type => 'int'
7275 }
7276 ],
7277 [
7278 'Pow',
7279 {
7280 desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
7281 name => 'power',
7282 type => 'int'
7283 }
7284 ],
7285 [
7286 'Wis',
7287 {
7288 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
7289 name => 'wisdom',
7290 type => 'int'
7291 }
7292 ],
7293 [
7294 'Cha',
7295 {
7296 desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
7297 name => 'charisma',
7298 type => 'int'
7299 }
7300 ]
7301 ]
7302 ],
7303 [
7304 'misc',
7305 [
7306 [
7307 'luck',
7308 {
7309 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.',
7310 name => 'luck bonus',
7311 type => 'int'
7312 }
7313 ],
7314 [
7315 'hp',
7316 {
7317 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7318 name => 'health regen.',
7319 type => 'int'
7320 }
7321 ],
7322 [
7323 'sp',
7324 {
7325 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7326 name => 'mana regen.',
7327 type => 'int'
7328 }
7329 ],
7330 [
7331 'grace',
7332 {
7333 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!!',
7334 name => 'grace regen.',
7335 type => 'int'
7336 }
7337 ],
7338 [
7339 'food',
7340 {
7341 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.',
7342 name => 'food bonus',
7343 type => 'int'
7344 }
7345 ],
7346 [
7347 'xrays',
7348 {
7349 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.',
7350 name => 'xray vision',
7351 type => 'bool'
7352 }
7353 ],
7354 [
7355 'stealth',
7356 {
7357 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)',
7358 name => 'stealth',
7359 type => 'bool'
7360 }
7361 ],
7362 [
7363 'reflect_spell',
7364 {
7365 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!',
7366 name => 'reflect spells',
7367 type => 'bool'
7368 }
7369 ],
7370 [
7371 'reflect_missile',
7372 {
7373 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.',
7374 name => 'reflect missiles',
7375 type => 'bool'
7376 }
7377 ],
7378 [
7379 'path_attuned',
7380 {
7381 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7382 name => 'attuned paths',
7383 type => 'bitmask',
7384 value => $BITMASK{spellpath}
7385 }
7386 ],
7387 [
7388 'path_repelled',
7389 {
7390 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7391 name => 'repelled paths',
7392 type => 'bitmask',
7393 value => $BITMASK{spellpath}
7394 }
7395 ],
7396 [
7397 'path_denied',
7398 {
7399 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7400 name => 'denied paths',
7401 type => 'bitmask',
7402 value => $BITMASK{spellpath}
7403 }
7404 ]
7405 ]
7406 ]
7407 ],
7408 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.'
7409 }
7410 );
7411
7412 our %ATTR = (
7413 3 => $TYPE{Rod},
7414 4 => $TYPE{Treasure},
7415 5 => $TYPE{Potion},
7416 6 => $TYPE{Food},
7417 7 => $TYPE{'Poison Food'},
7418 8 => $TYPE{Book},
7419 9 => $TYPE{Clock},
7420 13 => $TYPE{Projectile},
7421 14 => $TYPE{'Shooting Weapon'},
7422 15 => $TYPE{Weapon},
7423 16 => $TYPE{'Brestplate Armour'},
7424 17 => $TYPE{Pedestal},
7425 18 => $TYPE{Altar},
7426 20 => $TYPE{'Locked Door'},
7427 21 => $TYPE{'Special Key'},
7428 23 => $TYPE{Door},
7429 24 => $TYPE{Key},
7430 26 => $TYPE{'Timed Gate'},
7431 27 => $TYPE{'Handle Trigger'},
7432 28 => $TYPE{'Monster (Grimreaper)'},
7433 29 => $TYPE{'Magic Ear'},
7434 30 => $TYPE{'Button Trigger'},
7435 31 => $TYPE{'Altar Trigger'},
7436 33 => $TYPE{Shield},
7437 34 => $TYPE{Helmet},
7438 35 => $TYPE{Horn},
7439 36 => $TYPE{Money},
7440 37 => $TYPE{'Class Changer'},
7441 39 => $TYPE{Amulet},
7442 40 => $TYPE{Mover},
7443 41 => $TYPE{Teleporter},
7444 42 => $TYPE{Creator},
7445 43 => $TYPE{Skill},
7446 51 => $TYPE{Detector},
7447 52 => $TYPE{'Trigger Marker'},
7448 55 => $TYPE{Marker},
7449 56 => $TYPE{'Holy Altar'},
7450 58 => $TYPE{Battleground},
7451 60 => $TYPE{Jewel},
7452 62 => $TYPE{'Magic Wall'},
7453 64 => $TYPE{'Inventory Checker'},
7454 65 => $TYPE{'Mood Floor'},
7455 66 => $TYPE{Exit},
7456 67 => $TYPE{'Floor (Encounter)'},
7457 68 => $TYPE{'Shop Floor'},
7458 69 => $TYPE{'Shop Mat'},
7459 70 => $TYPE{Ring},
7460 72 => $TYPE{Flesh},
7461 73 => $TYPE{Inorganic},
7462 83 => $TYPE{Duplicator},
7463 85 => $TYPE{Spellbook},
7464 87 => $TYPE{Cloak},
7465 88 => $TYPE{'Hazard Floor'},
7466 90 => $TYPE{Spinner},
7467 91 => $TYPE{Gate},
7468 92 => $TYPE{Button},
7469 93 => $TYPE{Handle},
7470 94 => $TYPE{Pit},
7471 95 => $TYPE{Trapdoor},
7472 98 => $TYPE{'Sign & MagicMouth'},
7473 99 => $TYPE{Boots},
7474 100 => $TYPE{Gloves},
7475 101 => $TYPE{Spell},
7476 103 => $TYPE{Converter},
7477 104 => $TYPE{Bracers},
7478 106 => $TYPE{Savebed},
7479 109 => $TYPE{'Wand & Staff'},
7480 110 => $TYPE{Ability},
7481 111 => $TYPE{Scroll},
7482 112 => $TYPE{Director},
7483 113 => $TYPE{Girdle},
7484 116 => $TYPE{'Event Connector'},
7485 122 => $TYPE{Container},
7486 130 => $TYPE{'Skill Scroll'},
7487 138 => $TYPE{Swamp},
7488 154 => $TYPE{Rune},
7489 155 => $TYPE{Trap},
7490 156 => $TYPE{'Power Crystal'},
7491 158 => $TYPE{Disease},
7492 163 => $TYPE{'Item Transformer'}
7493 );
7494
7495 our %TYPENAME = (
7496 0 => '*NONE*',
7497 1 => 'PLAYER',
7498 2 => 'TRANSPORT',
7499 3 => 'ROD',
7500 4 => 'TREASURE',
7501 5 => 'POTION',
7502 6 => 'FOOD',
7503 7 => 'POISON',
7504 8 => 'BOOK',
7505 9 => 'CLOCK',
7506 12 => 'LIGHTNING',
7507 13 => 'ARROW',
7508 14 => 'BOW',
7509 15 => 'WEAPON',
7510 16 => 'ARMOUR',
7511 17 => 'PEDESTAL',
7512 18 => 'ALTAR',
7513 20 => 'LOCKED_DOOR',
7514 21 => 'SPECIAL_KEY',
7515 22 => 'MAP',
7516 23 => 'DOOR',
7517 24 => 'KEY',
7518 26 => 'TIMED_GATE',
7519 27 => 'TRIGGER',
7520 28 => 'GRIMREAPER',
7521 29 => 'MAGIC_EAR',
7522 30 => 'TRIGGER_BUTTON',
7523 31 => 'TRIGGER_ALTAR',
7524 32 => 'TRIGGER_PEDESTAL',
7525 33 => 'SHIELD',
7526 34 => 'HELMET',
7527 35 => 'HORN',
7528 36 => 'MONEY',
7529 37 => 'CLASS',
7530 38 => 'GRAVESTONE',
7531 39 => 'AMULET',
7532 40 => 'PLAYERMOVER',
7533 41 => 'TELEPORTER',
7534 42 => 'CREATOR',
7535 43 => 'SKILL',
7536 44 => 'EXPERIENCE',
7537 45 => 'EARTHWALL',
7538 46 => 'GOLEM',
7539 48 => 'THROWN_OBJ',
7540 49 => 'BLINDNESS',
7541 50 => 'GOD',
7542 51 => 'DETECTOR',
7543 52 => 'TRIGGER_MARKER',
7544 53 => 'DEAD_OBJECT',
7545 54 => 'DRINK',
7546 55 => 'MARKER',
7547 56 => 'HOLY_ALTAR',
7548 57 => 'PLAYER_CHANGER',
7549 58 => 'BATTLEGROUND',
7550 59 => 'PEACEMAKER',
7551 60 => 'GEM',
7552 62 => 'FIREWALL',
7553 63 => 'ANVIL',
7554 64 => 'CHECK_INV',
7555 65 => 'MOOD_FLOOR',
7556 66 => 'EXIT',
7557 67 => 'ENCOUNTER',
7558 68 => 'SHOP_FLOOR',
7559 69 => 'SHOP_MAT',
7560 70 => 'RING',
7561 71 => 'FLOOR',
7562 72 => 'FLESH',
7563 73 => 'INORGANIC',
7564 74 => 'SKILL_TOOL',
7565 75 => 'LIGHTER',
7566 76 => 'TRAP_PART',
7567 77 => 'WALL',
7568 78 => 'LIGHT_SOURCE',
7569 79 => 'MISC_OBJECT',
7570 80 => 'MONSTER',
7571 81 => 'SPAWN_GENERATOR',
7572 82 => 'LAMP',
7573 83 => 'DUPLICATOR',
7574 84 => 'TOOL',
7575 85 => 'SPELLBOOK',
7576 86 => 'BUILDFAC',
7577 87 => 'CLOAK',
7578 90 => 'SPINNER',
7579 91 => 'GATE',
7580 92 => 'BUTTON',
7581 93 => 'CF_HANDLE',
7582 94 => 'HOLE',
7583 95 => 'TRAPDOOR',
7584 98 => 'SIGN',
7585 99 => 'BOOTS',
7586 100 => 'GLOVES',
7587 101 => 'SPELL',
7588 102 => 'SPELL_EFFECT',
7589 103 => 'CONVERTER',
7590 104 => 'BRACERS',
7591 105 => 'POISONING',
7592 106 => 'SAVEBED',
7593 107 => 'POISONCLOUD',
7594 108 => 'FIREHOLES',
7595 109 => 'WAND',
7596 111 => 'SCROLL',
7597 112 => 'DIRECTOR',
7598 113 => 'GIRDLE',
7599 114 => 'FORCE',
7600 115 => 'POTION_EFFECT',
7601 116 => 'EVENT_CONNECTOR',
7602 121 => 'CLOSE_CON',
7603 122 => 'CONTAINER',
7604 123 => 'ARMOUR_IMPROVER',
7605 124 => 'WEAPON_IMPROVER',
7606 130 => 'SKILLSCROLL',
7607 138 => 'DEEP_SWAMP',
7608 139 => 'IDENTIFY_ALTAR',
7609 150 => 'MENU',
7610 154 => 'RUNE',
7611 155 => 'TRAP',
7612 156 => 'POWER_CRYSTAL',
7613 157 => 'CORPSE',
7614 158 => 'DISEASE',
7615 159 => 'SYMPTOM',
7616 160 => 'BUILDER',
7617 161 => 'MATERIAL',
7618 162 => 'GPS',
7619 163 => 'ITEM_TRANSFORMER',
7620 164 => 'QUEST'
7621 );
7622
7623 our %SPELL = (
7624 0 => 'magic bullet',
7625 1 => 'small fireball',
7626 2 => 'medium fireball',
7627 3 => 'large fireball',
7628 4 => 'burning hands',
7629 5 => 'small lightning',
7630 6 => 'large lightning',
7631 7 => 'magic missile',
7632 8 => 'create bomb',
7633 9 => 'summon golem',
7634 10 => 'summon fire elemental',
7635 11 => 'summon earth elemental',
7636 12 => 'summon water elemental',
7637 13 => 'summon air elemental',
7638 14 => 'dimension door',
7639 15 => 'create earth wall',
7640 16 => 'paralyze',
7641 17 => 'icestorm',
7642 18 => 'magic mapping',
7643 19 => 'turn undead',
7644 20 => 'fear',
7645 21 => 'poison cloud',
7646 22 => 'wonder',
7647 23 => 'destruction',
7648 24 => 'perceive self',
7649 25 => 'word of recall',
7650 26 => 'invisible',
7651 27 => 'invisible to undead',
7652 28 => 'probe',
7653 29 => 'large bullet',
7654 30 => 'improved invisibility',
7655 31 => 'holy word',
7656 32 => 'minor healing',
7657 33 => 'medium healing',
7658 34 => 'major healing',
7659 35 => 'heal',
7660 36 => 'create food',
7661 37 => 'earth to dust',
7662 38 => 'armour',
7663 39 => 'strength',
7664 40 => 'dexterity',
7665 41 => 'constitution',
7666 42 => 'charisma',
7667 43 => 'create fire wall',
7668 44 => 'create frost wall',
7669 45 => 'protection from cold',
7670 46 => 'protection from electricity',
7671 47 => 'protection from fire',
7672 48 => 'protection from poison',
7673 49 => 'protection from slow',
7674 50 => 'protection from paralysis',
7675 51 => 'protection from draining',
7676 52 => 'protection from magic',
7677 53 => 'protection from attack',
7678 54 => 'levitate',
7679 55 => 'small speedball',
7680 56 => 'large speedball',
7681 57 => 'hellfire',
7682 58 => 'dragonbreath',
7683 59 => 'large icestorm',
7684 60 => 'charging',
7685 61 => 'polymorph',
7686 62 => 'cancellation',
7687 63 => 'confusion',
7688 64 => 'mass confusion',
7689 65 => 'summon pet monster',
7690 66 => 'slow',
7691 67 => 'regenerate spellpoints',
7692 68 => 'cure poison',
7693 69 => 'protection from confusion',
7694 70 => 'protection from cancellation',
7695 71 => 'protection from depletion',
7696 72 => 'alchemy',
7697 73 => 'remove curse',
7698 74 => 'remove damnation',
7699 75 => 'identify',
7700 76 => 'detect magic',
7701 77 => 'detect monster',
7702 78 => 'detect evil',
7703 79 => 'detect curse',
7704 80 => 'heroism',
7705 81 => 'aggravation',
7706 82 => 'firebolt',
7707 83 => 'frostbolt',
7708 84 => 'shockwave',
7709 85 => 'color spray',
7710 86 => 'haste',
7711 87 => 'face of death',
7712 88 => 'ball lightning',
7713 89 => 'meteor swarm',
7714 90 => 'comet',
7715 91 => 'mystic fist',
7716 92 => 'raise dead',
7717 93 => 'resurrection',
7718 94 => 'reincarnation',
7719 95 => 'immunity to cold',
7720 96 => 'immunity to electricity',
7721 97 => 'immunity to fire',
7722 98 => 'immunity to poison',
7723 99 => 'immunity to slow',
7724 100 => 'immunity to paralysis',
7725 101 => 'immunity to draining',
7726 102 => 'immunity to magic',
7727 103 => 'immunity to attack',
7728 104 => 'invulnerability',
7729 105 => 'defense',
7730 106 => 'rune of fire',
7731 107 => 'rune of frost',
7732 108 => 'rune of shocking',
7733 109 => 'rune of blasting',
7734 110 => 'rune of death',
7735 111 => 'marking rune',
7736 112 => 'build director',
7737 113 => 'create pool of chaos',
7738 114 => 'build bullet wall',
7739 115 => 'build lightning wall',
7740 116 => 'build fireball wall',
7741 117 => 'magic rune',
7742 118 => 'rune of magic drain',
7743 119 => 'antimagic rune',
7744 120 => 'rune of transferrence',
7745 121 => 'transferrence',
7746 122 => 'magic drain',
7747 123 => 'counterspell',
7748 124 => 'disarm',
7749 125 => 'cure confusion',
7750 126 => 'restoration',
7751 127 => 'summon evil monster',
7752 128 => 'counterwall',
7753 129 => 'cause light wounds',
7754 130 => 'cause medium wounds',
7755 131 => 'cause serious wounds',
7756 132 => 'charm monsters',
7757 133 => 'banishment',
7758 134 => 'create missile',
7759 135 => 'show invisible',
7760 136 => 'xray',
7761 137 => 'pacify',
7762 138 => 'summon fog',
7763 139 => 'steambolt',
7764 140 => 'command undead',
7765 141 => 'holy orb',
7766 142 => 'summon avatar',
7767 143 => 'holy possession',
7768 144 => 'bless',
7769 145 => 'curse',
7770 146 => 'regeneration',
7771 147 => 'consecrate',
7772 148 => 'summon cult monsters',
7773 149 => 'cause critical wounds',
7774 150 => 'holy wrath',
7775 151 => 'retributive strike',
7776 152 => 'finger of death',
7777 153 => 'insect plague',
7778 154 => 'call holy servant',
7779 155 => 'wall of thorns',
7780 156 => 'staff to snake',
7781 157 => 'light',
7782 158 => 'darkness',
7783 159 => 'nightfall',
7784 160 => 'daylight',
7785 161 => 'sunspear',
7786 162 => 'faery fire',
7787 163 => 'cure blindness',
7788 164 => 'dark vision',
7789 165 => 'bullet swarm',
7790 166 => 'bullet storm',
7791 167 => 'cause many wounds',
7792 168 => 'small snowstorm',
7793 169 => 'medium snowstorm',
7794 170 => 'large snowstorm',
7795 171 => 'cure disease',
7796 172 => 'cause red death',
7797 173 => 'cause flu',
7798 174 => 'cause black death',
7799 175 => 'cause leprosy',
7800 176 => 'cause smallpox',
7801 177 => 'cause white death',
7802 178 => 'cause anthrax',
7803 179 => 'cause typhoid',
7804 180 => 'mana blast',
7805 181 => 'small manaball',
7806 182 => 'medium manaball',
7807 183 => 'large manaball',
7808 184 => 'mana bolt',
7809 185 => 'dancing sword',
7810 186 => 'animate weapon',
7811 187 => 'cause cold',
7812 188 => 'divine shock',
7813 189 => 'windstorm',
7814 190 => 'sanctuary',
7815 191 => 'peace',
7816 192 => 'spiderweb',
7817 193 => 'conflict',
7818 194 => 'rage',
7819 195 => 'forked lightning',
7820 196 => 'poison fog',
7821 197 => 'flaming aura',
7822 198 => 'vitriol',
7823 199 => 'vitriol splash',
7824 200 => 'ironwood skin',
7825 201 => 'wrathful eye',
7826 202 => 'town portal',
7827 203 => 'missile swarm',
7828 204 => 'cause rabies',
7829 205 => 'glyph'
7830 );
7831
7832
7833 =head1 AUTHOR
7834
7835 Marc Lehmann <schmorp.de>
7836 http://home.schmorp.de/
7837
7838 The source files are part of the CFJavaEditor.
7839
7840 =cut
7841
7842 1