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/cvs/deliantra/Deliantra/Deliantra/Data.pm
Revision: 1.27
Committed: Sun Apr 15 19:11:01 2007 UTC (17 years, 1 month ago) by elmex
Branch: MAIN
Changes since 1.26: +19 -0 lines
Log Message:
added shop inventory.

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 => 'movement_type'
497 }
498 ],
499 [
500 'slaying',
501 {
502 desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
503 name => 'match item name',
504 type => 'string'
505 }
506 ],
507 [
508 'food',
509 {
510 desc => 'The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767.',
511 name => 'drop amount',
512 type => 'int'
513 }
514 ],
515 [
516 'connected',
517 {
518 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
519 name => 'connection',
520 type => 'int'
521 }
522 ],
523 [
524 'sp',
525 {
526 desc => 'When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
527 name => 'spell',
528 type => 'spell'
529 }
530 ],
531 [
532 'msg',
533 {
534 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
535 end => 'endmsg',
536 name => 'message',
537 type => 'text'
538 }
539 ]
540 ],
541 desc => 'When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. Either way, the sacrificed item disappears.',
542 ignore => [
543 $IGNORE_LIST{non_pickable}
544 ],
545 name => 'Altar'
546 },
547 'Altar Trigger' => {
548 attr => [
549 [
550 'no_pick',
551 {
552 type => 'fixed',
553 value => 1
554 }
555 ],
556 [
557 'slaying',
558 {
559 desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
560 name => 'match item name',
561 type => 'string'
562 }
563 ],
564 [
565 'food',
566 {
567 desc => 'The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767.',
568 name => 'drop amount',
569 type => 'int'
570 }
571 ],
572 [
573 'connected',
574 {
575 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
576 name => 'connection',
577 type => 'int'
578 }
579 ],
580 [
581 'sp',
582 {
583 desc => 'When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
584 name => 'spell',
585 type => 'spell'
586 }
587 ],
588 [
589 'exp',
590 {
591 desc => 'Being activated, the altar will reset after <reset time> ticks. After reset, the altar is ready to be activated once again. The default <reset time> is 30.',
592 name => 'reset time',
593 type => 'int'
594 }
595 ],
596 [
597 'last_sp',
598 {
599 desc => 'If this attribute is enabled, the altar_trigger won\'t push the connected value by altar reset. Only ONCE by dropping the sacrifice. This is typically used when the altar is connected to a creator, e.g. for selling tickets. If this attribute is disabled (default), the altar_trigger will push the connected value TWICE per sacrifice: First by dropping sacrifice, second by reset. This mode is typically used for altars being connected to gates, resulting in the gate being opened and closed again.',
600 name => 'ignore reset',
601 type => 'bool'
602 }
603 ],
604 [
605 'move_on',
606 {
607 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
608 name => 'movement type',
609 type => 'movement_type'
610 }
611 ],
612 [
613 'msg',
614 {
615 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
616 end => 'endmsg',
617 name => 'message',
618 type => 'text'
619 }
620 ]
621 ],
622 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.',
623 ignore => [
624 $IGNORE_LIST{non_pickable}
625 ],
626 name => 'Altar Trigger',
627 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. =)'
628 },
629 Amulet => {
630 attr => [
631 [
632 'ac',
633 {
634 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.',
635 name => 'armour class',
636 type => 'int'
637 }
638 ],
639 [
640 'wc',
641 {
642 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.',
643 name => 'weapon class',
644 type => 'int'
645 }
646 ],
647 [
648 'item_power',
649 {
650 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>.',
651 name => 'item power',
652 type => 'int'
653 }
654 ],
655 [
656 'damned',
657 {
658 desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
659 name => 'damnation',
660 type => 'bool'
661 }
662 ],
663 [
664 'cursed',
665 {
666 desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
667 name => 'curse',
668 type => 'bool'
669 }
670 ],
671 [
672 'lifesave',
673 {
674 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!',
675 name => 'save life',
676 type => 'bool'
677 }
678 ],
679 [
680 'unique',
681 {
682 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
683 name => 'unique item',
684 type => 'bool'
685 }
686 ],
687 [
688 'startequip',
689 {
690 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
691 name => 'godgiven item',
692 type => 'bool'
693 }
694 ],
695 [
696 'applied',
697 {
698 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.',
699 name => 'is applied',
700 type => 'bool'
701 }
702 ],
703 [
704 'msg',
705 {
706 desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
707 end => 'endmsg',
708 name => 'description',
709 type => 'text'
710 }
711 ]
712 ],
713 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
714 name => 'Amulet',
715 section => [
716 [
717 'resistance',
718 [
719 [
720 'resist_physical',
721 {
722 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.',
723 name => 'resist physical %',
724 type => 'int'
725 }
726 ],
727 [
728 'resist_magic',
729 {
730 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.',
731 name => 'resist magic %',
732 type => 'int'
733 }
734 ],
735 [
736 'resist_fire',
737 {
738 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.',
739 name => 'resist fire %',
740 type => 'int'
741 }
742 ],
743 [
744 'resist_electricity',
745 {
746 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.',
747 name => 'resist electricity %',
748 type => 'int'
749 }
750 ],
751 [
752 'resist_cold',
753 {
754 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.',
755 name => 'resist cold %',
756 type => 'int'
757 }
758 ],
759 [
760 'resist_confusion',
761 {
762 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).',
763 name => 'resist confusion %',
764 type => 'int'
765 }
766 ],
767 [
768 'resist_acid',
769 {
770 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.',
771 name => 'resist acid %',
772 type => 'int'
773 }
774 ],
775 [
776 'resist_drain',
777 {
778 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).',
779 name => 'resist draining %',
780 type => 'int'
781 }
782 ],
783 [
784 'resist_weaponmagic',
785 {
786 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.',
787 name => 'resist weaponmagic %',
788 type => 'int'
789 }
790 ],
791 [
792 'resist_ghosthit',
793 {
794 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.',
795 name => 'resist ghosthit %',
796 type => 'int'
797 }
798 ],
799 [
800 'resist_poison',
801 {
802 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.',
803 name => 'resist poison %',
804 type => 'int'
805 }
806 ],
807 [
808 'resist_slow',
809 {
810 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.',
811 name => 'resist slow %',
812 type => 'int'
813 }
814 ],
815 [
816 'resist_paralyze',
817 {
818 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).',
819 name => 'resist paralyze %',
820 type => 'int'
821 }
822 ],
823 [
824 'resist_fear',
825 {
826 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.',
827 name => 'resist fear %',
828 type => 'int'
829 }
830 ],
831 [
832 'resist_deplete',
833 {
834 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).',
835 name => 'resist depletion %',
836 type => 'int'
837 }
838 ],
839 [
840 'resist_death',
841 {
842 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!',
843 name => 'resist death-attack %',
844 type => 'int'
845 }
846 ],
847 [
848 'resist_chaos',
849 {
850 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.',
851 name => 'resist chaos %',
852 type => 'int'
853 }
854 ],
855 [
856 'resist_blind',
857 {
858 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.',
859 name => 'resist blinding %',
860 type => 'int'
861 }
862 ],
863 [
864 'resist_holyword',
865 {
866 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.',
867 name => 'resist holy power %',
868 type => 'int'
869 }
870 ]
871 ]
872 ],
873 [
874 'stats',
875 [
876 [
877 'Str',
878 {
879 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
880 name => 'strength',
881 type => 'int'
882 }
883 ],
884 [
885 'Dex',
886 {
887 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
888 name => 'dexterity',
889 type => 'int'
890 }
891 ],
892 [
893 'Con',
894 {
895 desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
896 name => 'constitution',
897 type => 'int'
898 }
899 ],
900 [
901 'Int',
902 {
903 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
904 name => 'intelligence',
905 type => 'int'
906 }
907 ],
908 [
909 'Pow',
910 {
911 desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
912 name => 'power',
913 type => 'int'
914 }
915 ],
916 [
917 'Wis',
918 {
919 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
920 name => 'wisdom',
921 type => 'int'
922 }
923 ],
924 [
925 'Cha',
926 {
927 desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
928 name => 'charisma',
929 type => 'int'
930 }
931 ]
932 ]
933 ],
934 [
935 'misc',
936 [
937 [
938 'luck',
939 {
940 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.',
941 name => 'luck bonus',
942 type => 'int'
943 }
944 ],
945 [
946 'hp',
947 {
948 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
949 name => 'health regen.',
950 type => 'int'
951 }
952 ],
953 [
954 'sp',
955 {
956 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
957 name => 'mana regen.',
958 type => 'int'
959 }
960 ],
961 [
962 'grace',
963 {
964 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!!',
965 name => 'grace regen.',
966 type => 'int'
967 }
968 ],
969 [
970 'food',
971 {
972 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.',
973 name => 'food bonus',
974 type => 'int'
975 }
976 ],
977 [
978 'xrays',
979 {
980 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.',
981 name => 'xray vision',
982 type => 'bool'
983 }
984 ],
985 [
986 'stealth',
987 {
988 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)',
989 name => 'stealth',
990 type => 'bool'
991 }
992 ],
993 [
994 'reflect_spell',
995 {
996 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!',
997 name => 'reflect spells',
998 type => 'bool'
999 }
1000 ],
1001 [
1002 'reflect_missile',
1003 {
1004 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.',
1005 name => 'reflect missiles',
1006 type => 'bool'
1007 }
1008 ],
1009 [
1010 'move_type',
1011 {
1012 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1013 name => 'movement type',
1014 type => 'movement_type'
1015 }
1016 ],
1017 [
1018 'path_attuned',
1019 {
1020 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1021 name => 'attuned paths',
1022 type => 'bitmask',
1023 value => $BITMASK{spellpath}
1024 }
1025 ],
1026 [
1027 'path_repelled',
1028 {
1029 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1030 name => 'repelled paths',
1031 type => 'bitmask',
1032 value => $BITMASK{spellpath}
1033 }
1034 ],
1035 [
1036 'path_denied',
1037 {
1038 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1039 name => 'denied paths',
1040 type => 'bitmask',
1041 value => $BITMASK{spellpath}
1042 }
1043 ]
1044 ]
1045 ]
1046 ],
1047 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1048 },
1049 Battleground => {
1050 attr => [
1051 [
1052 'no_pick',
1053 {
1054 type => 'fixed',
1055 value => 1
1056 }
1057 ],
1058 [
1059 'is_floor',
1060 {
1061 type => 'fixed',
1062 value => 1
1063 }
1064 ],
1065 [
1066 'hp',
1067 {
1068 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1069 name => 'destination X',
1070 type => 'int'
1071 }
1072 ],
1073 [
1074 'sp',
1075 {
1076 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1077 name => 'destination Y',
1078 type => 'int'
1079 }
1080 ]
1081 ],
1082 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.',
1083 ignore => [
1084 $IGNORE_LIST{non_pickable}
1085 ],
1086 name => 'Battleground',
1087 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.)'
1088 },
1089 Book => {
1090 attr => [
1091 [
1092 'level',
1093 {
1094 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.',
1095 name => 'literacy level',
1096 type => 'int'
1097 }
1098 ],
1099 [
1100 'startequip',
1101 {
1102 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1103 name => 'godgiven item',
1104 type => 'bool'
1105 }
1106 ],
1107 [
1108 'unique',
1109 {
1110 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1111 name => 'unique item',
1112 type => 'bool'
1113 }
1114 ],
1115 [
1116 'msg',
1117 {
1118 desc => 'This is the text that appears "written" in the book.',
1119 end => 'endmsg',
1120 name => 'book content',
1121 type => 'text'
1122 }
1123 ],
1124 [
1125 'slaying',
1126 {
1127 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)',
1128 name => 'key string',
1129 type => 'string'
1130 }
1131 ]
1132 ],
1133 desc => 'Applying a book, the containing message is displayed to the player.',
1134 name => 'Book'
1135 },
1136 Boots => {
1137 attr => [
1138 [
1139 'exp',
1140 {
1141 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.',
1142 name => 'speed bonus',
1143 type => 'int'
1144 }
1145 ],
1146 [
1147 'magic',
1148 {
1149 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>.',
1150 name => 'magic bonus',
1151 type => 'int'
1152 }
1153 ]
1154 ],
1155 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1156 import => [
1157 $TYPE{Amulet}
1158 ],
1159 name => 'Boots',
1160 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1161 },
1162 Bracers => {
1163 attr => [
1164 [
1165 'magic',
1166 {
1167 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.',
1168 name => 'magic bonus',
1169 type => 'int'
1170 }
1171 ]
1172 ],
1173 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.',
1174 import => [
1175 $TYPE{Amulet}
1176 ],
1177 name => 'Bracers',
1178 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1179 },
1180 'Brestplate Armour' => {
1181 attr => [
1182 [
1183 'last_heal',
1184 {
1185 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1186 name => 'spellpoint penalty',
1187 type => 'int'
1188 }
1189 ],
1190 [
1191 'last_sp',
1192 {
1193 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1194 name => 'slowdown penalty',
1195 type => 'int'
1196 }
1197 ],
1198 [
1199 'magic',
1200 {
1201 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.',
1202 name => 'magic bonus',
1203 type => 'int'
1204 }
1205 ]
1206 ],
1207 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1208 import => [
1209 $TYPE{Amulet}
1210 ],
1211 name => 'Brestplate Armour',
1212 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1213 },
1214 Button => {
1215 attr => [
1216 [
1217 'move_on',
1218 {
1219 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1220 name => 'movement type',
1221 type => 'movement_type'
1222 }
1223 ],
1224 [
1225 'move_off',
1226 {
1227 desc => 'Which movement types deactivate this object (e.g. button).',
1228 name => 'movement type',
1229 type => 'movement_type'
1230 }
1231 ],
1232 [
1233 'no_pick',
1234 {
1235 type => 'fixed',
1236 value => 1
1237 }
1238 ],
1239 [
1240 'weight',
1241 {
1242 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1243 name => 'press weight',
1244 type => 'int'
1245 }
1246 ],
1247 [
1248 'connected',
1249 {
1250 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1251 name => 'connection',
1252 type => 'int'
1253 }
1254 ],
1255 [
1256 'msg',
1257 {
1258 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1259 end => 'endmsg',
1260 name => 'description',
1261 type => 'text'
1262 }
1263 ]
1264 ],
1265 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.',
1266 ignore => [
1267 $IGNORE_LIST{non_pickable}
1268 ],
1269 name => 'Button'
1270 },
1271 'Button Trigger' => {
1272 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.',
1273 ignore => [
1274 $IGNORE_LIST{non_pickable}
1275 ],
1276 import => [
1277 $TYPE{Button}
1278 ],
1279 name => 'Button Trigger'
1280 },
1281 'Class Changer' => {
1282 attr => [
1283 [
1284 'randomitems',
1285 {
1286 desc => 'This entry determines which initial items the character receives.',
1287 name => 'class items',
1288 type => 'treasurelist'
1289 }
1290 ]
1291 ],
1292 desc => 'Class changer are used while creating a character.',
1293 ignore => [
1294 $IGNORE_LIST{non_pickable}
1295 ],
1296 name => 'Class Changer',
1297 section => [
1298 [
1299 'stats',
1300 [
1301 [
1302 'Str',
1303 {
1304 desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1305 name => 'strength',
1306 type => 'int'
1307 }
1308 ],
1309 [
1310 'Dex',
1311 {
1312 desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1313 name => 'dexterity',
1314 type => 'int'
1315 }
1316 ],
1317 [
1318 'Con',
1319 {
1320 desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1321 name => 'constitution',
1322 type => 'int'
1323 }
1324 ],
1325 [
1326 'Int',
1327 {
1328 desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1329 name => 'intelligence',
1330 type => 'int'
1331 }
1332 ],
1333 [
1334 'Pow',
1335 {
1336 desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1337 name => 'power',
1338 type => 'int'
1339 }
1340 ],
1341 [
1342 'Wis',
1343 {
1344 desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1345 name => 'wisdom',
1346 type => 'int'
1347 }
1348 ],
1349 [
1350 'Cha',
1351 {
1352 desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1353 name => 'charisma',
1354 type => 'int'
1355 }
1356 ]
1357 ]
1358 ]
1359 ]
1360 },
1361 Cloak => {
1362 attr => [
1363 [
1364 'magic',
1365 {
1366 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>.',
1367 name => 'magic bonus',
1368 type => 'int'
1369 }
1370 ]
1371 ],
1372 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.',
1373 import => [
1374 $TYPE{Amulet}
1375 ],
1376 name => 'Cloak',
1377 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1378 },
1379 Clock => {
1380 attr => [
1381 [
1382 'msg',
1383 {
1384 desc => 'This text may describe the item',
1385 end => 'endmsg',
1386 name => 'description',
1387 type => 'text'
1388 }
1389 ]
1390 ],
1391 desc => 'Applying a clock, the time is displayed to the player.',
1392 name => 'Clock'
1393 },
1394 Container => {
1395 attr => [
1396 [
1397 'race',
1398 {
1399 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.',
1400 name => 'container class',
1401 type => 'string'
1402 }
1403 ],
1404 [
1405 'slaying',
1406 {
1407 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1408 name => 'key string',
1409 type => 'string'
1410 }
1411 ],
1412 [
1413 'container',
1414 {
1415 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.',
1416 name => 'maximum weight',
1417 type => 'int'
1418 }
1419 ],
1420 [
1421 'Str',
1422 {
1423 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.',
1424 name => 'reduce weight %',
1425 type => 'int'
1426 }
1427 ],
1428 [
1429 'is_cauldron',
1430 {
1431 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.',
1432 name => 'alchemy cauldron',
1433 type => 'bool'
1434 }
1435 ],
1436 [
1437 'unique',
1438 {
1439 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.',
1440 name => 'unique item',
1441 type => 'bool'
1442 }
1443 ],
1444 [
1445 'startequip',
1446 {
1447 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1448 name => 'godgiven item',
1449 type => 'bool'
1450 }
1451 ],
1452 [
1453 'other_arch',
1454 {
1455 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.',
1456 name => 'animation arch',
1457 type => 'string'
1458 }
1459 ],
1460 [
1461 'msg',
1462 {
1463 desc => 'This text may contain a description of the container.',
1464 end => 'endmsg',
1465 name => 'description',
1466 type => 'text'
1467 }
1468 ]
1469 ],
1470 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.',
1471 name => 'Container',
1472 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>'
1473 },
1474 Converter => {
1475 attr => [
1476 [
1477 'no_pick',
1478 {
1479 type => 'fixed',
1480 value => 1
1481 }
1482 ],
1483 [
1484 'slaying',
1485 {
1486 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1487 name => 'cost arch',
1488 type => 'string'
1489 }
1490 ],
1491 [
1492 'food',
1493 {
1494 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>.',
1495 name => 'cost number',
1496 type => 'int'
1497 }
1498 ],
1499 [
1500 'other_arch',
1501 {
1502 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.',
1503 name => 'receive arch',
1504 type => 'string'
1505 }
1506 ],
1507 [
1508 'sp',
1509 {
1510 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>.',
1511 name => 'receive number',
1512 type => 'int'
1513 }
1514 ],
1515 [
1516 'msg',
1517 {
1518 desc => 'This text may contain a description of the converter.',
1519 end => 'endmsg',
1520 name => 'description',
1521 type => 'text'
1522 }
1523 ]
1524 ],
1525 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.',
1526 ignore => [
1527 'value',
1528 'nrof',
1529 'name_pl',
1530 'no_pick',
1531 'unpaid',
1532 'title'
1533 ],
1534 name => 'Converter',
1535 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.'
1536 },
1537 Creator => {
1538 attr => [
1539 [
1540 'no_pick',
1541 {
1542 type => 'fixed',
1543 value => 1
1544 }
1545 ],
1546 [
1547 'other_arch',
1548 {
1549 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.',
1550 name => 'create arch',
1551 type => 'string'
1552 }
1553 ],
1554 [
1555 'connected',
1556 {
1557 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1558 name => 'connection',
1559 type => 'int'
1560 }
1561 ],
1562 [
1563 'activate_on_push',
1564 {
1565 desc => 'Whether the teleporter should only be activated on push.',
1566 name => 'Activate on push',
1567 type => 'bool'
1568 }
1569 ],
1570 [
1571 'activate_on_release',
1572 {
1573 desc => 'Whether the teleporter should only be activated on release.',
1574 name => 'Activate on release',
1575 type => 'bool'
1576 }
1577 ],
1578 [
1579 'lifesave',
1580 {
1581 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1582 name => 'infinit uses',
1583 type => 'bool'
1584 }
1585 ],
1586 [
1587 'speed',
1588 {
1589 desc => 'When this field is set the creator will periodically create stuff (and will still do so when the connection is triggered). A value of 1 means roughly 8 times a second.',
1590 name => 'speed',
1591 type => 'float'
1592 }
1593 ],
1594 [
1595 'hp',
1596 {
1597 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).',
1598 name => 'number of uses',
1599 type => 'int'
1600 }
1601 ],
1602 [
1603 'slaying',
1604 {
1605 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.',
1606 name => 'name of creation',
1607 type => 'string'
1608 }
1609 ],
1610 [
1611 'level',
1612 {
1613 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1614 name => 'level of creation',
1615 type => 'int'
1616 }
1617 ]
1618 ],
1619 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. They can even periodically create things.',
1620 ignore => [
1621 $IGNORE_LIST{system_object}
1622 ],
1623 name => 'Creator',
1624 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1625 },
1626 Detector => {
1627 attr => [
1628 [
1629 'no_pick',
1630 {
1631 type => 'fixed',
1632 value => 1
1633 }
1634 ],
1635 [
1636 'slaying',
1637 {
1638 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.',
1639 name => 'match name',
1640 type => 'string'
1641 }
1642 ],
1643 [
1644 'connected',
1645 {
1646 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1647 name => 'connection',
1648 type => 'int'
1649 }
1650 ],
1651 [
1652 'speed',
1653 {
1654 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.',
1655 name => 'detection speed',
1656 type => 'float'
1657 }
1658 ],
1659 [
1660 'speed_left',
1661 {
1662 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.',
1663 name => 'speed left',
1664 type => 'float'
1665 }
1666 ],
1667 [
1668 'speed_left',
1669 {
1670 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.',
1671 name => 'speed left',
1672 type => 'float'
1673 }
1674 ]
1675 ],
1676 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.',
1677 ignore => [
1678 $IGNORE_LIST{system_object}
1679 ],
1680 name => 'Detector',
1681 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.'
1682 },
1683 Director => {
1684 attr => [
1685 [
1686 'sp',
1687 {
1688 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).',
1689 name => 'direction',
1690 type => 'list',
1691 value => $LIST{direction}
1692 }
1693 ],
1694 [
1695 'move_on',
1696 {
1697 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1698 name => 'movement type',
1699 type => 'movement_type'
1700 }
1701 ]
1702 ],
1703 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.',
1704 ignore => [
1705 $IGNORE_LIST{non_pickable}
1706 ],
1707 name => 'Director',
1708 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.'
1709 },
1710 Disease => {
1711 attr => [
1712 [
1713 'invisible',
1714 {
1715 type => 'fixed',
1716 value => 1
1717 }
1718 ],
1719 [
1720 'level',
1721 {
1722 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.',
1723 name => 'plaque level',
1724 type => 'int'
1725 }
1726 ],
1727 [
1728 'race',
1729 {
1730 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1731 name => 'infect race',
1732 type => 'string'
1733 }
1734 ],
1735 [
1736 'ac',
1737 {
1738 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1739 name => 'progressiveness',
1740 type => 'int'
1741 }
1742 ],
1743 [
1744 'msg',
1745 {
1746 desc => 'This text is displayed to the player every time the symptoms strike.',
1747 end => 'endmsg',
1748 name => 'message',
1749 type => 'text'
1750 }
1751 ]
1752 ],
1753 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.',
1754 ignore => [
1755 $IGNORE_LIST{system_object}
1756 ],
1757 name => 'Disease',
1758 section => [
1759 [
1760 'spreading',
1761 [
1762 [
1763 'wc',
1764 {
1765 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.',
1766 name => 'infectiosness',
1767 type => 'int'
1768 }
1769 ],
1770 [
1771 'last_grace',
1772 {
1773 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1774 name => 'attenuation',
1775 type => 'int'
1776 }
1777 ],
1778 [
1779 'magic',
1780 {
1781 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.',
1782 name => 'infection range',
1783 type => 'int'
1784 }
1785 ],
1786 [
1787 'maxhp',
1788 {
1789 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).',
1790 name => 'persistence',
1791 type => 'int'
1792 }
1793 ],
1794 [
1795 'maxgrace',
1796 {
1797 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.',
1798 name => 'curing duration',
1799 type => 'int'
1800 }
1801 ],
1802 [
1803 'speed',
1804 {
1805 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1806 name => 'moving speed',
1807 type => 'float'
1808 }
1809 ],
1810 [
1811 'speed_left',
1812 {
1813 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.',
1814 name => 'speed left',
1815 type => 'float'
1816 }
1817 ]
1818 ]
1819 ],
1820 [
1821 'symptoms',
1822 [
1823 [
1824 'attacktype',
1825 {
1826 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1827 name => 'attacktype',
1828 type => 'bitmask',
1829 value => $BITMASK{attacktype}
1830 }
1831 ],
1832 [
1833 'dam',
1834 {
1835 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.',
1836 name => 'damage',
1837 type => 'int'
1838 }
1839 ],
1840 [
1841 'other_arch',
1842 {
1843 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.',
1844 name => 'create arch',
1845 type => 'string'
1846 }
1847 ],
1848 [
1849 'last_sp',
1850 {
1851 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1852 name => 'slowdown penalty',
1853 type => 'int'
1854 }
1855 ],
1856 [
1857 'exp',
1858 {
1859 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1860 name => 'exp. for curing',
1861 type => 'int'
1862 }
1863 ],
1864 [
1865 'maxsp',
1866 {
1867 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.',
1868 name => 'mana depletion',
1869 type => 'int'
1870 }
1871 ],
1872 [
1873 'last_eat',
1874 {
1875 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.',
1876 name => 'food depletion',
1877 type => 'int'
1878 }
1879 ],
1880 [
1881 'hp',
1882 {
1883 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1884 name => 'health regen.',
1885 type => 'int'
1886 }
1887 ],
1888 [
1889 'sp',
1890 {
1891 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1892 name => 'mana regen.',
1893 type => 'int'
1894 }
1895 ]
1896 ]
1897 ],
1898 [
1899 'disability',
1900 [
1901 [
1902 'Str',
1903 {
1904 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1905 name => 'strength',
1906 type => 'int'
1907 }
1908 ],
1909 [
1910 'Dex',
1911 {
1912 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1913 name => 'dexterity',
1914 type => 'int'
1915 }
1916 ],
1917 [
1918 'Con',
1919 {
1920 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1921 name => 'constitution',
1922 type => 'int'
1923 }
1924 ],
1925 [
1926 'Int',
1927 {
1928 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1929 name => 'intelligence',
1930 type => 'int'
1931 }
1932 ],
1933 [
1934 'Pow',
1935 {
1936 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1937 name => 'power',
1938 type => 'int'
1939 }
1940 ],
1941 [
1942 'Wis',
1943 {
1944 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1945 name => 'wisdom',
1946 type => 'int'
1947 }
1948 ],
1949 [
1950 'Cha',
1951 {
1952 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1953 name => 'charisma',
1954 type => 'int'
1955 }
1956 ]
1957 ]
1958 ]
1959 ],
1960 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.'
1961 },
1962 Door => {
1963 attr => [
1964 [
1965 'no_pick',
1966 {
1967 type => 'fixed',
1968 value => 1
1969 }
1970 ],
1971 [
1972 'alive',
1973 {
1974 type => 'fixed',
1975 value => 1
1976 }
1977 ],
1978 [
1979 'move_block',
1980 {
1981 desc => 'Objects using these movement types cannot move over this space.',
1982 name => 'blocked movement',
1983 type => 'movement_type'
1984 }
1985 ],
1986 [
1987 'move_allow',
1988 {
1989 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
1990 name => 'allowed movement',
1991 type => '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 => 'movement_type'
2000 }
2001 ],
2002 [
2003 'move_slow_penalty',
2004 {
2005 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2006 name => 'slow movement penalty',
2007 type => 'int'
2008 }
2009 ],
2010 [
2011 'hp',
2012 {
2013 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2014 name => 'hitpoints',
2015 type => 'int'
2016 }
2017 ],
2018 [
2019 'ac',
2020 {
2021 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2022 name => 'armour class',
2023 type => 'int'
2024 }
2025 ],
2026 [
2027 'other_arch',
2028 {
2029 desc => 'This string defines the object that will be created when the door was defeated.',
2030 name => 'drop arch',
2031 type => 'string'
2032 }
2033 ],
2034 [
2035 'randomitems',
2036 {
2037 desc => 'This entry determines what kind of traps will appear in the door.',
2038 name => 'treasurelist',
2039 type => 'treasurelist'
2040 }
2041 ]
2042 ],
2043 desc => 'A door can be opened with a normal key. It also can be broken by attacking it, and it can be defeated with the lockpicking skill. If a door is defeated, horizontally and vertically adjacent doors are automatically removed.',
2044 ignore => [
2045 $IGNORE_LIST{non_pickable}
2046 ],
2047 name => 'Door'
2048 },
2049 Duplicator => {
2050 attr => [
2051 [
2052 'other_arch',
2053 {
2054 desc => 'Only objects of matching archtype, lying ontop of the duplicator will be duplicated, multiplied or removed. All other objects will be ignored.',
2055 name => 'target arch',
2056 type => 'string'
2057 }
2058 ],
2059 [
2060 'level',
2061 {
2062 desc => 'The number of items in the target pile will be multiplied by the <multiply factor>. If it is set to zero, all target objects will be destroyed.',
2063 name => 'multiply factor',
2064 type => 'int'
2065 }
2066 ],
2067 [
2068 'connected',
2069 {
2070 desc => 'An activator (lever, altar, button, etc) with matching connection value is able to trigger this duplicator. Be very careful that players cannot abuse it to create endless amounts of money or other valuable stuff!',
2071 name => 'connection',
2072 type => 'int'
2073 }
2074 ],
2075 [
2076 'activate_on_push',
2077 {
2078 desc => 'Whether the teleporter should only be activated on push.',
2079 name => 'Activate on push',
2080 type => 'bool'
2081 }
2082 ],
2083 [
2084 'activate_on_release',
2085 {
2086 desc => 'Whether the teleporter should only be activated on release.',
2087 name => 'Activate on release',
2088 type => 'bool'
2089 }
2090 ]
2091 ],
2092 desc => 'When activated, a duplicator can duplicate, multiply or destroy a pile of objects which lies somewhere on top of the duplicator. The duplicator has one arch name specified as &lt;target arch&gt;, and only objects of this archetype can be affected.<br> It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. If the latter is set to zero, it will destroy objects.',
2093 ignore => [
2094 $IGNORE_LIST{system_object}
2095 ],
2096 name => 'Duplicator',
2097 use => 'I hope it is clear that one must be very cautious when inserting a duplicator anywhere with &lt;multiply factor&gt; greater than one. It is designed to be used for betting mechanisms only (bet -&gt; win/loose). It is <b>not acceptable</b> to allow duplication of anything other than coins, gold and jewels. Besides, it is very important that the chance to loose the input matches the chance to earn winnings.<br> A duplicator with &lt;multiply factor&gt; 3 for example should have a loosing rate of 2/3 = 67%.'
2098 },
2099 'Event Connector' => {
2100 attr => [
2101 [
2102 'subtype',
2103 {
2104 desc => 'The type of event that triggers a notify to the plug-in.',
2105 name => 'event type',
2106 type => 'list',
2107 value => $LIST{event_type}
2108 }
2109 ],
2110 [
2111 'title',
2112 {
2113 desc => 'The name of the plug-in that should be notified of the event, e.g. "cfpython" for python and "perl" for the Crossfire-Perl plug-in.',
2114 name => 'plug-in',
2115 type => 'string'
2116 }
2117 ],
2118 [
2119 'slaying',
2120 {
2121 desc => 'The name of the extension to invoke (for python, this is the path to a script, for perl this is the name of a extension package without the ".ext" extension.',
2122 name => 'extension',
2123 type => 'string'
2124 }
2125 ],
2126 [
2127 'name',
2128 {
2129 desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2130 name => 'options',
2131 type => 'string'
2132 }
2133 ]
2134 ],
2135 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2136 name => 'Event Connector'
2137 },
2138 Exit => {
2139 attr => [
2140 [
2141 'slaying',
2142 {
2143 desc => 'The exit path defines the map that the player is transferred to. You can enter an absolute path, beginning with \'/\' (for example "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning with \'/\' (On the map "/peterm/FireTemple/Fire2" for example I could use the relative path "Fire1"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower case only. It is well possible to have an exit pointing to the same map that the exit is on. If slaying is not set in an exit, the player will see a message like "the exit is closed".',
2144 name => 'exit path',
2145 type => 'string'
2146 }
2147 ],
2148 [
2149 'hp',
2150 {
2151 desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2152 name => 'destination X',
2153 type => 'int'
2154 }
2155 ],
2156 [
2157 'sp',
2158 {
2159 desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2160 name => 'destination Y',
2161 type => 'int'
2162 }
2163 ],
2164 [
2165 'move_on',
2166 {
2167 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2168 name => 'movement type',
2169 type => 'movement_type'
2170 }
2171 ],
2172 [
2173 'msg',
2174 {
2175 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. =)',
2176 end => 'endmsg',
2177 name => 'exit message',
2178 type => 'text'
2179 }
2180 ],
2181 [
2182 'unique',
2183 {
2184 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.',
2185 name => 'unique destination',
2186 type => 'bool'
2187 }
2188 ]
2189 ],
2190 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.',
2191 ignore => [
2192 $IGNORE_LIST{non_pickable}
2193 ],
2194 name => 'Exit',
2195 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.'
2196 },
2197 Flesh => {
2198 attr => [
2199 [
2200 'food',
2201 {
2202 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2203 name => 'foodpoints',
2204 type => 'int'
2205 }
2206 ],
2207 [
2208 'level',
2209 {
2210 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.',
2211 name => 'flesh level',
2212 type => 'int'
2213 }
2214 ],
2215 [
2216 'startequip',
2217 {
2218 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2219 name => 'godgiven item',
2220 type => 'bool'
2221 }
2222 ],
2223 [
2224 'msg',
2225 {
2226 desc => 'This text may describe the item.',
2227 end => 'endmsg',
2228 name => 'description',
2229 type => 'text'
2230 }
2231 ]
2232 ],
2233 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.',
2234 name => 'Flesh',
2235 section => [
2236 [
2237 'resistance',
2238 [
2239 [
2240 'resist_physical',
2241 {
2242 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.',
2243 name => 'resist physical %',
2244 type => 'int'
2245 }
2246 ],
2247 [
2248 'resist_magic',
2249 {
2250 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.',
2251 name => 'resist magic %',
2252 type => 'int'
2253 }
2254 ],
2255 [
2256 'resist_fire',
2257 {
2258 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.',
2259 name => 'resist fire %',
2260 type => 'int'
2261 }
2262 ],
2263 [
2264 'resist_electricity',
2265 {
2266 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.',
2267 name => 'resist electricity %',
2268 type => 'int'
2269 }
2270 ],
2271 [
2272 'resist_cold',
2273 {
2274 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.',
2275 name => 'resist cold %',
2276 type => 'int'
2277 }
2278 ],
2279 [
2280 'resist_confusion',
2281 {
2282 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.',
2283 name => 'resist confusion %',
2284 type => 'int'
2285 }
2286 ],
2287 [
2288 'resist_acid',
2289 {
2290 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.',
2291 name => 'resist acid %',
2292 type => 'int'
2293 }
2294 ],
2295 [
2296 'resist_drain',
2297 {
2298 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.',
2299 name => 'resist draining %',
2300 type => 'int'
2301 }
2302 ],
2303 [
2304 'resist_weaponmagic',
2305 {
2306 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.',
2307 name => 'resist weaponmagic %',
2308 type => 'int'
2309 }
2310 ],
2311 [
2312 'resist_ghosthit',
2313 {
2314 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.',
2315 name => 'resist ghosthit %',
2316 type => 'int'
2317 }
2318 ],
2319 [
2320 'resist_poison',
2321 {
2322 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.',
2323 name => 'resist poison %',
2324 type => 'int'
2325 }
2326 ],
2327 [
2328 'resist_slow',
2329 {
2330 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.',
2331 name => 'resist slow %',
2332 type => 'int'
2333 }
2334 ],
2335 [
2336 'resist_paralyze',
2337 {
2338 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.',
2339 name => 'resist paralyze %',
2340 type => 'int'
2341 }
2342 ],
2343 [
2344 'resist_fear',
2345 {
2346 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.',
2347 name => 'resist fear %',
2348 type => 'int'
2349 }
2350 ],
2351 [
2352 'resist_deplete',
2353 {
2354 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.',
2355 name => 'resist depletion %',
2356 type => 'int'
2357 }
2358 ],
2359 [
2360 'resist_death',
2361 {
2362 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.',
2363 name => 'resist death-attack %',
2364 type => 'int'
2365 }
2366 ],
2367 [
2368 'resist_chaos',
2369 {
2370 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.',
2371 name => 'resist chaos %',
2372 type => 'int'
2373 }
2374 ],
2375 [
2376 'resist_blind',
2377 {
2378 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.',
2379 name => 'resist blinding %',
2380 type => 'int'
2381 }
2382 ]
2383 ]
2384 ]
2385 ],
2386 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.'
2387 },
2388 Floor => {
2389 attr => [
2390 [
2391 'is_floor',
2392 {
2393 type => 'fixed',
2394 value => 1
2395 }
2396 ],
2397 [
2398 'no_pick',
2399 {
2400 type => 'fixed',
2401 value => 1
2402 }
2403 ],
2404 [
2405 'no_magic',
2406 {
2407 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2408 name => 'no spells',
2409 type => 'bool'
2410 }
2411 ],
2412 [
2413 'damned',
2414 {
2415 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2416 name => 'no prayers',
2417 type => 'bool'
2418 }
2419 ],
2420 [
2421 'unique',
2422 {
2423 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>.',
2424 name => 'unique map',
2425 type => 'bool'
2426 }
2427 ],
2428 [
2429 'msg',
2430 {
2431 desc => 'This text may describe the object.',
2432 end => 'endmsg',
2433 name => 'description',
2434 type => 'text'
2435 }
2436 ]
2437 ],
2438 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2439 ignore => [
2440 $IGNORE_LIST{non_pickable}
2441 ],
2442 name => 'Floor',
2443 section => [
2444 [
2445 'terrain',
2446 [
2447 [
2448 'move_block',
2449 {
2450 desc => 'Objects using these movement types cannot move over this space.',
2451 name => 'blocked movement',
2452 type => 'movement_type'
2453 }
2454 ],
2455 [
2456 'move_allow',
2457 {
2458 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2459 name => 'allowed movement',
2460 type => 'movement_type'
2461 }
2462 ],
2463 [
2464 'move_slow',
2465 {
2466 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2467 name => 'slowed movement',
2468 type => 'movement_type'
2469 }
2470 ],
2471 [
2472 'move_slow_penalty',
2473 {
2474 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)',
2475 name => 'slow movement penalty',
2476 type => 'int'
2477 }
2478 ],
2479 [
2480 'is_wooded',
2481 {
2482 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2483 name => 'wooded terrain',
2484 type => 'bool'
2485 }
2486 ],
2487 [
2488 'is_hilly',
2489 {
2490 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2491 name => 'hilly terrain',
2492 type => 'bool'
2493 }
2494 ]
2495 ]
2496 ]
2497 ]
2498 },
2499 'Floor (Encounter)' => {
2500 attr => [
2501 [
2502 'is_floor',
2503 {
2504 type => 'fixed',
2505 value => 1
2506 }
2507 ],
2508 [
2509 'no_pick',
2510 {
2511 type => 'fixed',
2512 value => 1
2513 }
2514 ],
2515 [
2516 'no_magic',
2517 {
2518 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2519 name => 'no spells',
2520 type => 'bool'
2521 }
2522 ],
2523 [
2524 'damned',
2525 {
2526 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2527 name => 'no prayers',
2528 type => 'bool'
2529 }
2530 ],
2531 [
2532 'unique',
2533 {
2534 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>.',
2535 name => 'unique map',
2536 type => 'bool'
2537 }
2538 ],
2539 [
2540 'msg',
2541 {
2542 desc => 'This text may describe the object.',
2543 end => 'endmsg',
2544 name => 'description',
2545 type => 'text'
2546 }
2547 ]
2548 ],
2549 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.',
2550 ignore => [
2551 $IGNORE_LIST{non_pickable}
2552 ],
2553 name => 'Floor (Encounter)',
2554 section => [
2555 [
2556 'terrain',
2557 [
2558 [
2559 'move_block',
2560 {
2561 desc => 'Objects using these movement types cannot move over this space.',
2562 name => 'blocked movement',
2563 type => 'movement_type'
2564 }
2565 ],
2566 [
2567 'move_allow',
2568 {
2569 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2570 name => 'allowed movement',
2571 type => 'movement_type'
2572 }
2573 ],
2574 [
2575 'move_slow',
2576 {
2577 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2578 name => 'slowed movement',
2579 type => 'movement_type'
2580 }
2581 ],
2582 [
2583 'move_slow_penalty',
2584 {
2585 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)',
2586 name => 'slow movement penalty',
2587 type => 'int'
2588 }
2589 ],
2590 [
2591 'is_wooded',
2592 {
2593 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2594 name => 'wooded terrain',
2595 type => 'bool'
2596 }
2597 ],
2598 [
2599 'is_hilly',
2600 {
2601 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2602 name => 'hilly terrain',
2603 type => 'bool'
2604 }
2605 ]
2606 ]
2607 ]
2608 ]
2609 },
2610 Food => {
2611 attr => [
2612 [
2613 'food',
2614 {
2615 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2616 name => 'foodpoints',
2617 type => 'int'
2618 }
2619 ],
2620 [
2621 'startequip',
2622 {
2623 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2624 name => 'godgiven item',
2625 type => 'bool'
2626 }
2627 ]
2628 ],
2629 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2630 name => 'Food'
2631 },
2632 Gate => {
2633 attr => [
2634 [
2635 'no_pick',
2636 {
2637 type => 'fixed',
2638 value => 1
2639 }
2640 ],
2641 [
2642 'speed',
2643 {
2644 desc => 'The speed of the gate affects how fast it is closing/opening.',
2645 type => 'float'
2646 }
2647 ],
2648 [
2649 'connected',
2650 {
2651 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2652 name => 'connection',
2653 type => 'int'
2654 }
2655 ],
2656 [
2657 'wc',
2658 {
2659 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.',
2660 name => 'position state',
2661 type => 'int'
2662 }
2663 ],
2664 [
2665 'move_block',
2666 {
2667 desc => 'Objects using these movement types cannot move over this space.',
2668 name => 'blocked movement',
2669 type => 'movement_type'
2670 }
2671 ],
2672 [
2673 'move_allow',
2674 {
2675 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2676 name => 'allowed movement',
2677 type => 'movement_type'
2678 }
2679 ],
2680 [
2681 'move_slow',
2682 {
2683 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2684 name => 'slowed movement',
2685 type => 'movement_type'
2686 }
2687 ],
2688 [
2689 'move_slow_penalty',
2690 {
2691 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)',
2692 name => 'slow movement penalty',
2693 type => 'int'
2694 }
2695 ],
2696 [
2697 'no_magic',
2698 {
2699 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2700 name => 'restrict spells',
2701 type => 'bool'
2702 }
2703 ],
2704 [
2705 'damned',
2706 {
2707 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2708 name => 'restrict prayers',
2709 type => 'bool'
2710 }
2711 ]
2712 ],
2713 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.',
2714 ignore => [
2715 $IGNORE_LIST{non_pickable}
2716 ],
2717 name => 'Gate',
2718 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".'
2719 },
2720 Girdle => {
2721 attr => [
2722 [
2723 'magic',
2724 {
2725 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.',
2726 name => 'magic bonus',
2727 type => 'int'
2728 }
2729 ]
2730 ],
2731 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.',
2732 import => [
2733 $TYPE{Amulet}
2734 ],
2735 name => 'Girdle',
2736 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2737 },
2738 Gloves => {
2739 attr => [
2740 [
2741 'magic',
2742 {
2743 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.',
2744 name => 'magic bonus',
2745 type => 'int'
2746 }
2747 ]
2748 ],
2749 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2750 import => [
2751 $TYPE{Amulet}
2752 ],
2753 name => 'Gloves',
2754 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2755 },
2756 Handle => {
2757 attr => [
2758 [
2759 'no_pick',
2760 {
2761 type => 'fixed',
2762 value => 1
2763 }
2764 ],
2765 [
2766 'connected',
2767 {
2768 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2769 name => 'connection',
2770 type => 'int'
2771 }
2772 ],
2773 [
2774 'msg',
2775 {
2776 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2777 end => 'endmsg',
2778 name => 'description',
2779 type => 'text'
2780 }
2781 ]
2782 ],
2783 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2784 ignore => [
2785 $IGNORE_LIST{non_pickable}
2786 ],
2787 name => 'Handle',
2788 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.'
2789 },
2790 'Handle Trigger' => {
2791 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.',
2792 ignore => [
2793 $IGNORE_LIST{non_pickable}
2794 ],
2795 import => [
2796 $TYPE{Handle}
2797 ],
2798 name => 'Handle Trigger',
2799 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.'
2800 },
2801 'Hazard Floor' => {
2802 attr => [
2803 [
2804 'is_floor',
2805 {
2806 type => 'fixed',
2807 value => 1
2808 }
2809 ],
2810 [
2811 'lifesave',
2812 {
2813 type => 'fixed',
2814 value => 1
2815 }
2816 ],
2817 [
2818 'move_on',
2819 {
2820 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2821 name => 'movement type',
2822 type => 'movement_type'
2823 }
2824 ],
2825 [
2826 'no_pick',
2827 {
2828 type => 'fixed',
2829 value => 1
2830 }
2831 ],
2832 [
2833 'attacktype',
2834 {
2835 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.',
2836 name => 'attacktype',
2837 type => 'bitmask',
2838 value => $BITMASK{attacktype}
2839 }
2840 ],
2841 [
2842 'dam',
2843 {
2844 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.',
2845 name => 'base damage',
2846 type => 'int'
2847 }
2848 ],
2849 [
2850 'wc',
2851 {
2852 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.',
2853 name => 'weaponclass',
2854 type => 'int'
2855 }
2856 ],
2857 [
2858 'level',
2859 {
2860 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.',
2861 name => 'attack level',
2862 type => 'int'
2863 }
2864 ],
2865 [
2866 'no_magic',
2867 {
2868 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2869 name => 'no spells',
2870 type => 'bool'
2871 }
2872 ],
2873 [
2874 'damned',
2875 {
2876 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2877 name => 'no prayers',
2878 type => 'bool'
2879 }
2880 ],
2881 [
2882 'unique',
2883 {
2884 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>.',
2885 name => 'unique map',
2886 type => 'bool'
2887 }
2888 ]
2889 ],
2890 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.',
2891 ignore => [
2892 $IGNORE_LIST{non_pickable}
2893 ],
2894 name => 'Hazard Floor',
2895 section => [
2896 [
2897 'terrain',
2898 [
2899 [
2900 'move_block',
2901 {
2902 desc => 'Objects using these movement types cannot move over this space.',
2903 name => 'blocked movement',
2904 type => 'movement_type'
2905 }
2906 ],
2907 [
2908 'move_allow',
2909 {
2910 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2911 name => 'allowed movement',
2912 type => 'movement_type'
2913 }
2914 ],
2915 [
2916 'move_slow',
2917 {
2918 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2919 name => 'slowed movement',
2920 type => 'movement_type'
2921 }
2922 ],
2923 [
2924 'move_slow_penalty',
2925 {
2926 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)',
2927 name => 'slow movement penalty',
2928 type => 'int'
2929 }
2930 ],
2931 [
2932 'is_wooded',
2933 {
2934 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2935 name => 'wooded terrain',
2936 type => 'bool'
2937 }
2938 ],
2939 [
2940 'is_hilly',
2941 {
2942 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2943 name => 'hilly terrain',
2944 type => 'bool'
2945 }
2946 ]
2947 ]
2948 ]
2949 ],
2950 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.'
2951 },
2952 Helmet => {
2953 attr => [
2954 [
2955 'magic',
2956 {
2957 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>.',
2958 name => 'magic bonus',
2959 type => 'int'
2960 }
2961 ]
2962 ],
2963 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.',
2964 import => [
2965 $TYPE{Amulet}
2966 ],
2967 name => 'Helmet',
2968 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2969 },
2970 'Holy Altar' => {
2971 attr => [
2972 [
2973 'no_pick',
2974 {
2975 type => 'fixed',
2976 value => 1
2977 }
2978 ],
2979 [
2980 'other_arch',
2981 {
2982 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.',
2983 name => 'god name',
2984 type => 'string'
2985 }
2986 ],
2987 [
2988 'level',
2989 {
2990 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.',
2991 name => 'reconsecrate level',
2992 type => 'int'
2993 }
2994 ]
2995 ],
2996 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.',
2997 ignore => [
2998 $IGNORE_LIST{non_pickable}
2999 ],
3000 name => 'Holy Altar'
3001 },
3002 Horn => {
3003 attr => [
3004 [
3005 'sp',
3006 {
3007 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!',
3008 name => 'spell',
3009 type => 'spell'
3010 }
3011 ],
3012 [
3013 'level',
3014 {
3015 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3016 name => 'casting level',
3017 type => 'int'
3018 }
3019 ],
3020 [
3021 'hp',
3022 {
3023 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3024 name => 'initial spellpoints',
3025 type => 'int'
3026 }
3027 ],
3028 [
3029 'maxhp',
3030 {
3031 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.',
3032 name => 'max. spellpoints',
3033 type => 'int'
3034 }
3035 ],
3036 [
3037 'startequip',
3038 {
3039 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3040 name => 'godgiven item',
3041 type => 'bool'
3042 }
3043 ],
3044 [
3045 'msg',
3046 {
3047 desc => 'This text may contain a description of the horn.',
3048 end => 'endmsg',
3049 name => 'description',
3050 type => 'text'
3051 }
3052 ]
3053 ],
3054 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.',
3055 ignore => [
3056 'title'
3057 ],
3058 name => 'Horn',
3059 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.'
3060 },
3061 Inorganic => {
3062 attr => [
3063 [
3064 'is_dust',
3065 {
3066 name => 'is dust',
3067 type => 'bool'
3068 }
3069 ]
3070 ],
3071 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3072 name => 'Inorganic',
3073 section => [
3074 [
3075 'resistance',
3076 [
3077 [
3078 'resist_physical',
3079 {
3080 name => 'resist physical %',
3081 type => 'int'
3082 }
3083 ],
3084 [
3085 'resist_magic',
3086 {
3087 name => 'resist magic %',
3088 type => 'int'
3089 }
3090 ],
3091 [
3092 'resist_fire',
3093 {
3094 name => 'resist fire %',
3095 type => 'int'
3096 }
3097 ],
3098 [
3099 'resist_electricity',
3100 {
3101 name => 'resist electricity %',
3102 type => 'int'
3103 }
3104 ],
3105 [
3106 'resist_cold',
3107 {
3108 name => 'resist cold %',
3109 type => 'int'
3110 }
3111 ],
3112 [
3113 'resist_acid',
3114 {
3115 name => 'resist acid %',
3116 type => 'int'
3117 }
3118 ],
3119 [
3120 'resist_weaponmagic',
3121 {
3122 name => 'resist weaponmagic %',
3123 type => 'int'
3124 }
3125 ],
3126 [
3127 'resist_ghosthit',
3128 {
3129 name => 'resist ghosthit %',
3130 type => 'int'
3131 }
3132 ],
3133 [
3134 'resist_poison',
3135 {
3136 name => 'resist poison %',
3137 type => 'int'
3138 }
3139 ],
3140 [
3141 'resist_death',
3142 {
3143 name => 'resist death-attack %',
3144 type => 'int'
3145 }
3146 ],
3147 [
3148 'resist_chaos',
3149 {
3150 name => 'resist chaos %',
3151 type => 'int'
3152 }
3153 ],
3154 [
3155 'resist_holyword',
3156 {
3157 name => 'resist holy power %',
3158 type => 'int'
3159 }
3160 ]
3161 ]
3162 ]
3163 ]
3164 },
3165 'Inventory Checker' => {
3166 attr => [
3167 [
3168 'no_pick',
3169 {
3170 type => 'fixed',
3171 value => 1
3172 }
3173 ],
3174 [
3175 'slaying',
3176 {
3177 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.',
3178 name => 'match key string',
3179 type => 'string'
3180 }
3181 ],
3182 [
3183 'race',
3184 {
3185 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>.',
3186 name => 'match arch name',
3187 type => 'string'
3188 }
3189 ],
3190 [
3191 'hp',
3192 {
3193 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. ;)',
3194 name => 'match type',
3195 type => 'int'
3196 }
3197 ],
3198 [
3199 'last_sp',
3200 {
3201 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3202 name => 'match = having',
3203 type => 'bool'
3204 }
3205 ],
3206 [
3207 'connected',
3208 {
3209 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3210 name => 'connection',
3211 type => 'int'
3212 }
3213 ],
3214 [
3215 'move_block',
3216 {
3217 desc => 'Objects using these movement types cannot move over this space.',
3218 name => 'blocked movement',
3219 type => 'movement_type'
3220 }
3221 ],
3222 [
3223 'move_allow',
3224 {
3225 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3226 name => 'allowed movement',
3227 type => 'movement_type'
3228 }
3229 ],
3230 [
3231 'move_slow',
3232 {
3233 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3234 name => 'slowed movement',
3235 type => 'movement_type'
3236 }
3237 ],
3238 [
3239 'move_slow_penalty',
3240 {
3241 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)',
3242 name => 'slow movement penalty',
3243 type => 'int'
3244 }
3245 ],
3246 [
3247 'last_heal',
3248 {
3249 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!',
3250 name => 'remove match',
3251 type => 'bool'
3252 }
3253 ]
3254 ],
3255 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.',
3256 ignore => [
3257 $IGNORE_LIST{system_object}
3258 ],
3259 name => 'Inventory Checker',
3260 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.'
3261 },
3262 'Item Transformer' => {
3263 attr => [
3264 [
3265 'food',
3266 {
3267 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3268 name => 'number of uses',
3269 type => 'int'
3270 }
3271 ],
3272 [
3273 'slaying',
3274 {
3275 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3276 name => 'verb',
3277 type => 'string'
3278 }
3279 ],
3280 [
3281 'startequip',
3282 {
3283 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3284 name => 'godgiven item',
3285 type => 'bool'
3286 }
3287 ],
3288 [
3289 'msg',
3290 {
3291 desc => 'This text may contain a description of the item transformer.',
3292 end => 'endmsg',
3293 name => 'description',
3294 type => 'text'
3295 }
3296 ]
3297 ],
3298 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.',
3299 name => 'Item Transformer',
3300 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\'.'
3301 },
3302 Jewel => {
3303 attr => [
3304 [
3305 'race',
3306 {
3307 type => 'fixed',
3308 value => 'gold and jewels'
3309 }
3310 ],
3311 [
3312 'msg',
3313 {
3314 desc => 'This text may describe the object.',
3315 end => 'endmsg',
3316 name => 'description',
3317 type => 'text'
3318 }
3319 ]
3320 ],
3321 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.',
3322 name => 'Jewel'
3323 },
3324 Key => {
3325 attr => [
3326 [
3327 'startequip',
3328 {
3329 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3330 name => 'godgiven item',
3331 type => 'bool'
3332 }
3333 ]
3334 ],
3335 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3336 name => 'Key'
3337 },
3338 'Locked Door' => {
3339 attr => [
3340 [
3341 'move_type',
3342 {
3343 type => 'fixed',
3344 value => 0
3345 }
3346 ],
3347 [
3348 'no_pick',
3349 {
3350 type => 'fixed',
3351 value => 1
3352 }
3353 ],
3354 [
3355 'slaying',
3356 {
3357 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".',
3358 name => 'key string',
3359 type => 'string'
3360 }
3361 ],
3362 [
3363 'no_magic',
3364 {
3365 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).',
3366 name => 'restrict spells',
3367 type => 'bool'
3368 }
3369 ],
3370 [
3371 'damned',
3372 {
3373 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3374 name => 'restrict prayers',
3375 type => 'bool'
3376 }
3377 ],
3378 [
3379 'msg',
3380 {
3381 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.',
3382 end => 'endmsg',
3383 name => 'lock message',
3384 type => 'text'
3385 }
3386 ]
3387 ],
3388 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3389 ignore => [
3390 $IGNORE_LIST{non_pickable}
3391 ],
3392 name => 'Locked Door',
3393 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).'
3394 },
3395 'Magic Ear' => {
3396 attr => [
3397 [
3398 'no_pick',
3399 {
3400 type => 'fixed',
3401 value => 1
3402 }
3403 ],
3404 [
3405 'connected',
3406 {
3407 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3408 name => 'connection',
3409 type => 'int'
3410 }
3411 ],
3412 [
3413 'msg',
3414 {
3415 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!',
3416 end => 'endmsg',
3417 name => 'keyword-matching',
3418 type => 'text'
3419 }
3420 ]
3421 ],
3422 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3423 ignore => [
3424 $IGNORE_LIST{system_object}
3425 ],
3426 name => 'Magic Ear',
3427 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.'
3428 },
3429 'Magic Wall' => {
3430 attr => [
3431 [
3432 'dam',
3433 {
3434 desc => 'The magic wall will cast this <spell>.',
3435 name => 'spell',
3436 type => 'spell'
3437 }
3438 ],
3439 [
3440 'level',
3441 {
3442 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.',
3443 name => 'spell level',
3444 type => 'int'
3445 }
3446 ],
3447 [
3448 'connected',
3449 {
3450 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.',
3451 name => 'connection',
3452 type => 'int'
3453 }
3454 ],
3455 [
3456 'activate_on_push',
3457 {
3458 desc => 'Whether the teleporter should only be activated on push.',
3459 name => 'Activate on push',
3460 type => 'bool'
3461 }
3462 ],
3463 [
3464 'activate_on_release',
3465 {
3466 desc => 'Whether the teleporter should only be activated on release.',
3467 name => 'Activate on release',
3468 type => 'bool'
3469 }
3470 ],
3471 [
3472 'speed',
3473 {
3474 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".',
3475 name => 'casting speed',
3476 type => 'float'
3477 }
3478 ],
3479 [
3480 'speed_left',
3481 {
3482 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.',
3483 name => 'speed left',
3484 type => 'float'
3485 }
3486 ],
3487 [
3488 'sp',
3489 {
3490 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.',
3491 name => 'direction',
3492 type => 'list',
3493 value => $LIST{direction}
3494 }
3495 ],
3496 [
3497 'move_block',
3498 {
3499 desc => 'Objects using these movement types cannot move over this space.',
3500 name => 'blocked movement',
3501 type => 'movement_type'
3502 }
3503 ],
3504 [
3505 'move_allow',
3506 {
3507 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3508 name => 'allowed movement',
3509 type => 'movement_type'
3510 }
3511 ],
3512 [
3513 'move_slow',
3514 {
3515 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3516 name => 'slowed movement',
3517 type => 'movement_type'
3518 }
3519 ],
3520 [
3521 'move_slow_penalty',
3522 {
3523 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)',
3524 name => 'slow movement penalty',
3525 type => 'int'
3526 }
3527 ]
3528 ],
3529 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.',
3530 ignore => [
3531 $IGNORE_LIST{non_pickable}
3532 ],
3533 name => 'Magic Wall',
3534 section => [
3535 [
3536 'destroyable',
3537 [
3538 [
3539 'alive',
3540 {
3541 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.',
3542 name => 'is destroyable',
3543 type => 'bool'
3544 }
3545 ],
3546 [
3547 'hp',
3548 {
3549 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3550 name => 'hitpoints',
3551 type => 'int'
3552 }
3553 ],
3554 [
3555 'maxhp',
3556 {
3557 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3558 name => 'max hitpoints',
3559 type => 'int'
3560 }
3561 ],
3562 [
3563 'ac',
3564 {
3565 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>.',
3566 name => 'armour class',
3567 type => 'int'
3568 }
3569 ]
3570 ]
3571 ],
3572 [
3573 'resistance',
3574 [
3575 [
3576 'resist_physical',
3577 {
3578 name => 'resist physical %',
3579 type => 'int'
3580 }
3581 ],
3582 [
3583 'resist_magic',
3584 {
3585 name => 'resist magic %',
3586 type => 'int'
3587 }
3588 ],
3589 [
3590 'resist_fire',
3591 {
3592 name => 'resist fire %',
3593 type => 'int'
3594 }
3595 ],
3596 [
3597 'resist_electricity',
3598 {
3599 name => 'resist electricity %',
3600 type => 'int'
3601 }
3602 ],
3603 [
3604 'resist_cold',
3605 {
3606 name => 'resist cold %',
3607 type => 'int'
3608 }
3609 ],
3610 [
3611 'resist_confusion',
3612 {
3613 name => 'resist confusion %',
3614 type => 'int'
3615 }
3616 ],
3617 [
3618 'resist_acid',
3619 {
3620 name => 'resist acid %',
3621 type => 'int'
3622 }
3623 ],
3624 [
3625 'resist_drain',
3626 {
3627 name => 'resist draining %',
3628 type => 'int'
3629 }
3630 ],
3631 [
3632 'resist_weaponmagic',
3633 {
3634 name => 'resist weaponmagic %',
3635 type => 'int'
3636 }
3637 ],
3638 [
3639 'resist_ghosthit',
3640 {
3641 name => 'resist ghosthit %',
3642 type => 'int'
3643 }
3644 ],
3645 [
3646 'resist_poison',
3647 {
3648 name => 'resist poison %',
3649 type => 'int'
3650 }
3651 ],
3652 [
3653 'resist_slow',
3654 {
3655 name => 'resist slow %',
3656 type => 'int'
3657 }
3658 ],
3659 [
3660 'resist_paralyze',
3661 {
3662 name => 'resist paralyze %',
3663 type => 'int'
3664 }
3665 ],
3666 [
3667 'resist_fear',
3668 {
3669 name => 'resist fear %',
3670 type => 'int'
3671 }
3672 ],
3673 [
3674 'resist_deplete',
3675 {
3676 name => 'resist depletion %',
3677 type => 'int'
3678 }
3679 ],
3680 [
3681 'resist_turn_undead',
3682 {
3683 name => 'resist turn undead %',
3684 type => 'int'
3685 }
3686 ],
3687 [
3688 'resist_death',
3689 {
3690 name => 'resist death-attack %',
3691 type => 'int'
3692 }
3693 ],
3694 [
3695 'resist_chaos',
3696 {
3697 name => 'resist chaos %',
3698 type => 'int'
3699 }
3700 ],
3701 [
3702 'resist_blind',
3703 {
3704 name => 'resist blinding %',
3705 type => 'int'
3706 }
3707 ],
3708 [
3709 'resist_holyword',
3710 {
3711 name => 'resist holy power %',
3712 type => 'int'
3713 }
3714 ],
3715 [
3716 'resist_godpower',
3717 {
3718 name => 'resist godpower %',
3719 type => 'int'
3720 }
3721 ]
3722 ]
3723 ]
3724 ],
3725 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".'
3726 },
3727 Marker => {
3728 attr => [
3729 [
3730 'no_pick',
3731 {
3732 type => 'fixed',
3733 value => 1
3734 }
3735 ],
3736 [
3737 'slaying',
3738 {
3739 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.',
3740 name => 'key string',
3741 type => 'string'
3742 }
3743 ],
3744 [
3745 'connected',
3746 {
3747 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3748 name => 'connection',
3749 type => 'int'
3750 }
3751 ],
3752 [
3753 'speed',
3754 {
3755 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.',
3756 name => 'marking speed',
3757 type => 'float'
3758 }
3759 ],
3760 [
3761 'speed_left',
3762 {
3763 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.',
3764 name => 'speed left',
3765 type => 'float'
3766 }
3767 ],
3768 [
3769 'food',
3770 {
3771 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.',
3772 name => 'mark duration',
3773 type => 'int'
3774 }
3775 ],
3776 [
3777 'name',
3778 {
3779 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.',
3780 name => 'delete mark',
3781 type => 'string'
3782 }
3783 ],
3784 [
3785 'msg',
3786 {
3787 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.',
3788 end => 'endmsg',
3789 name => 'marking message',
3790 type => 'text'
3791 }
3792 ]
3793 ],
3794 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.',
3795 ignore => [
3796 $IGNORE_LIST{system_object}
3797 ],
3798 name => 'Marker',
3799 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.'
3800 },
3801 Misc => {
3802 attr => [
3803 [
3804 'move_block',
3805 {
3806 desc => 'Objects using these movement types cannot move over this space.',
3807 name => 'blocked movement',
3808 type => 'movement_type'
3809 }
3810 ],
3811 [
3812 'move_allow',
3813 {
3814 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3815 name => 'allowed movement',
3816 type => 'movement_type'
3817 }
3818 ],
3819 [
3820 'move_slow',
3821 {
3822 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3823 name => 'slowed movement',
3824 type => 'movement_type'
3825 }
3826 ],
3827 [
3828 'move_slow_penalty',
3829 {
3830 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)',
3831 name => 'slow movement penalty',
3832 type => 'int'
3833 }
3834 ],
3835 [
3836 'cursed',
3837 {
3838 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3839 name => 'cursed',
3840 type => 'bool'
3841 }
3842 ],
3843 [
3844 'damned',
3845 {
3846 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.',
3847 name => 'damned',
3848 type => 'bool'
3849 }
3850 ],
3851 [
3852 'unique',
3853 {
3854 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3855 name => 'unique item',
3856 type => 'bool'
3857 }
3858 ],
3859 [
3860 'startequip',
3861 {
3862 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3863 name => 'godgiven item',
3864 type => 'bool'
3865 }
3866 ],
3867 [
3868 'msg',
3869 {
3870 desc => 'This text may describe the object.',
3871 end => 'endmsg',
3872 name => 'description',
3873 type => 'text'
3874 }
3875 ]
3876 ],
3877 name => 'Misc'
3878 },
3879 Money => {
3880 attr => [
3881 [
3882 'race',
3883 {
3884 type => 'fixed',
3885 value => 'gold and jewels'
3886 }
3887 ]
3888 ],
3889 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.',
3890 ignore => [
3891 'unpaid'
3892 ],
3893 name => 'Money'
3894 },
3895 'Monster & NPC' => {
3896 attr => [
3897 [
3898 'alive',
3899 {
3900 type => 'fixed',
3901 value => 1
3902 }
3903 ],
3904 [
3905 'randomitems',
3906 {
3907 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>.',
3908 name => 'treasurelist',
3909 type => 'treasurelist'
3910 }
3911 ],
3912 [
3913 'level',
3914 {
3915 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3916 name => 'level',
3917 type => 'int'
3918 }
3919 ],
3920 [
3921 'race',
3922 {
3923 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.',
3924 name => 'race',
3925 type => 'string'
3926 }
3927 ],
3928 [
3929 'exp',
3930 {
3931 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!',
3932 name => 'experience',
3933 type => 'int'
3934 }
3935 ],
3936 [
3937 'speed',
3938 {
3939 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3940 name => 'speed',
3941 type => 'float'
3942 }
3943 ],
3944 [
3945 'speed_left',
3946 {
3947 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.',
3948 name => 'speed left',
3949 type => 'float'
3950 }
3951 ],
3952 [
3953 'other_arch',
3954 {
3955 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.',
3956 name => 'breed monster',
3957 type => 'string'
3958 }
3959 ],
3960 [
3961 'generator',
3962 {
3963 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.',
3964 name => 'multiply',
3965 type => 'bool'
3966 }
3967 ],
3968 [
3969 'use_content_on_gen',
3970 {
3971 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.',
3972 name => 'template generation',
3973 type => 'bool'
3974 }
3975 ],
3976 [
3977 'move_type',
3978 {
3979 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
3980 name => 'movement type',
3981 type => 'movement_type'
3982 }
3983 ],
3984 [
3985 'undead',
3986 {
3987 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3988 name => 'undead',
3989 type => 'bool'
3990 }
3991 ],
3992 [
3993 'carrying',
3994 {
3995 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3996 name => 'carries weight',
3997 type => 'int'
3998 }
3999 ],
4000 [
4001 'msg',
4002 {
4003 end => 'endmsg',
4004 name => 'npc message',
4005 type => 'text'
4006 }
4007 ]
4008 ],
4009 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.',
4010 ignore => [
4011 'material',
4012 'name_pl',
4013 'nrof',
4014 'value',
4015 'unpaid'
4016 ],
4017 name => 'Monster & NPC',
4018 section => [
4019 [
4020 'melee',
4021 [
4022 [
4023 'attacktype',
4024 {
4025 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.',
4026 name => 'attacktype',
4027 type => 'bitmask',
4028 value => $BITMASK{attacktype}
4029 }
4030 ],
4031 [
4032 'dam',
4033 {
4034 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.',
4035 name => 'damage',
4036 type => 'int'
4037 }
4038 ],
4039 [
4040 'wc',
4041 {
4042 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4043 name => 'weapon class',
4044 type => 'int'
4045 }
4046 ],
4047 [
4048 'hp',
4049 {
4050 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>.',
4051 name => 'health points',
4052 type => 'int'
4053 }
4054 ],
4055 [
4056 'maxhp',
4057 {
4058 desc => '<max health> is the maximum amount of <health points> this monster can have.',
4059 name => 'max health',
4060 type => 'int'
4061 }
4062 ],
4063 [
4064 'ac',
4065 {
4066 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).',
4067 name => 'armour class',
4068 type => 'int'
4069 }
4070 ],
4071 [
4072 'Con',
4073 {
4074 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4075 name => 'healing rate',
4076 type => 'int'
4077 }
4078 ],
4079 [
4080 'reflect_missile',
4081 {
4082 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4083 name => 'reflect missiles',
4084 type => 'bool'
4085 }
4086 ],
4087 [
4088 'hitback',
4089 {
4090 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.',
4091 name => 'hitback',
4092 type => 'bool'
4093 }
4094 ],
4095 [
4096 'one_hit',
4097 {
4098 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4099 name => 'one hit only',
4100 type => 'bool'
4101 }
4102 ]
4103 ]
4104 ],
4105 [
4106 'spellcraft',
4107 [
4108 [
4109 'can_cast_spell',
4110 {
4111 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4112 name => 'can cast spell',
4113 type => 'bool'
4114 }
4115 ],
4116 [
4117 'reflect_spell',
4118 {
4119 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.',
4120 name => 'reflect spells',
4121 type => 'bool'
4122 }
4123 ],
4124 [
4125 'sp',
4126 {
4127 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>.',
4128 name => 'spellpoints',
4129 type => 'int'
4130 }
4131 ],
4132 [
4133 'maxsp',
4134 {
4135 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.',
4136 name => 'max spellpoints',
4137 type => 'int'
4138 }
4139 ],
4140 [
4141 'Pow',
4142 {
4143 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.',
4144 name => 'spellpoint regen.',
4145 type => 'int'
4146 }
4147 ],
4148 [
4149 'path_attuned',
4150 {
4151 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4152 name => 'attuned paths',
4153 type => 'bitmask',
4154 value => $BITMASK{spellpath}
4155 }
4156 ],
4157 [
4158 'path_repelled',
4159 {
4160 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4161 name => 'repelled paths',
4162 type => 'bitmask',
4163 value => $BITMASK{spellpath}
4164 }
4165 ],
4166 [
4167 'path_denied',
4168 {
4169 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4170 name => 'denied paths',
4171 type => 'bitmask',
4172 value => $BITMASK{spellpath}
4173 }
4174 ]
4175 ]
4176 ],
4177 [
4178 'ability',
4179 [
4180 [
4181 'Int',
4182 {
4183 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.',
4184 name => 'detect hidden',
4185 type => 'int'
4186 }
4187 ],
4188 [
4189 'see_invisible',
4190 {
4191 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.',
4192 name => 'see invisible',
4193 type => 'bool'
4194 }
4195 ],
4196 [
4197 'can_see_in_dark',
4198 {
4199 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.',
4200 name => 'see in darkness',
4201 type => 'bool'
4202 }
4203 ],
4204 [
4205 'can_use_weapon',
4206 {
4207 desc => 'Monster is able to wield weapon type objects.',
4208 name => 'can use weapons',
4209 type => 'bool'
4210 }
4211 ],
4212 [
4213 'can_use_bow',
4214 {
4215 desc => 'Monster is able to use missile-weapon type objects.',
4216 name => 'can use bows',
4217 type => 'bool'
4218 }
4219 ],
4220 [
4221 'can_use_armour',
4222 {
4223 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4224 name => 'can use armour',
4225 type => 'bool'
4226 }
4227 ],
4228 [
4229 'can_use_ring',
4230 {
4231 desc => 'Monster is able to wear rings.',
4232 name => 'can use rings',
4233 type => 'bool'
4234 }
4235 ],
4236 [
4237 'can_use_wand',
4238 {
4239 desc => 'Monster is able to use wands and staves.',
4240 name => 'can use wands',
4241 type => 'bool'
4242 }
4243 ],
4244 [
4245 'can_use_rod',
4246 {
4247 desc => 'Monster is able to use rods.',
4248 name => 'can use rods',
4249 type => 'bool'
4250 }
4251 ],
4252 [
4253 'can_use_scroll',
4254 {
4255 desc => 'Monster is able to read scrolls.',
4256 name => 'can use scrolls',
4257 type => 'bool'
4258 }
4259 ],
4260 [
4261 'can_use_skill',
4262 {
4263 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>.',
4264 name => 'can use skills',
4265 type => 'bool'
4266 }
4267 ]
4268 ]
4269 ],
4270 [
4271 'behave',
4272 [
4273 [
4274 'monster',
4275 {
4276 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.',
4277 name => 'monster behaviour',
4278 type => 'bool'
4279 }
4280 ],
4281 [
4282 'unaggressive',
4283 {
4284 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4285 name => 'unaggressive',
4286 type => 'bool'
4287 }
4288 ],
4289 [
4290 'friendly',
4291 {
4292 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4293 name => 'friendly',
4294 type => 'bool'
4295 }
4296 ],
4297 [
4298 'stand_still',
4299 {
4300 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.',
4301 name => 'stand still',
4302 type => 'bool'
4303 }
4304 ],
4305 [
4306 'sleep',
4307 {
4308 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.',
4309 name => 'asleep',
4310 type => 'bool'
4311 }
4312 ],
4313 [
4314 'will_apply',
4315 {
4316 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4317 name => 'misc. actions',
4318 type => 'bitmask',
4319 value => $BITMASK{will_apply}
4320 }
4321 ],
4322 [
4323 'pick_up',
4324 {
4325 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.',
4326 name => 'pick up',
4327 type => 'bitmask',
4328 value => $BITMASK{pick_up}
4329 }
4330 ],
4331 [
4332 'Wis',
4333 {
4334 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.',
4335 name => 'sensing range',
4336 type => 'int'
4337 }
4338 ],
4339 [
4340 'attack_movement_bits_0_3',
4341 {
4342 desc => 'If this is set to default, the standard mode of movement will be used.',
4343 name => 'attack movement',
4344 type => 'list',
4345 value => $LIST{attack_movement_bits_0_3}
4346 }
4347 ],
4348 [
4349 'attack_movement_bits_4_7',
4350 {
4351 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4352 name => 'normal movement',
4353 type => 'list',
4354 value => $LIST{attack_movement_bits_4_7}
4355 }
4356 ],
4357 [
4358 'run_away',
4359 {
4360 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.',
4361 name => 'run at % health',
4362 type => 'int'
4363 }
4364 ]
4365 ]
4366 ],
4367 [
4368 'resistance',
4369 [
4370 [
4371 'resist_physical',
4372 {
4373 name => 'resist physical %',
4374 type => 'int'
4375 }
4376 ],
4377 [
4378 'resist_magic',
4379 {
4380 name => 'resist magic %',
4381 type => 'int'
4382 }
4383 ],
4384 [
4385 'resist_fire',
4386 {
4387 name => 'resist fire %',
4388 type => 'int'
4389 }
4390 ],
4391 [
4392 'resist_electricity',
4393 {
4394 name => 'resist electricity %',
4395 type => 'int'
4396 }
4397 ],
4398 [
4399 'resist_cold',
4400 {
4401 name => 'resist cold %',
4402 type => 'int'
4403 }
4404 ],
4405 [
4406 'resist_confusion',
4407 {
4408 name => 'resist confusion %',
4409 type => 'int'
4410 }
4411 ],
4412 [
4413 'resist_acid',
4414 {
4415 name => 'resist acid %',
4416 type => 'int'
4417 }
4418 ],
4419 [
4420 'resist_drain',
4421 {
4422 name => 'resist draining %',
4423 type => 'int'
4424 }
4425 ],
4426 [
4427 'resist_weaponmagic',
4428 {
4429 name => 'resist weaponmagic %',
4430 type => 'int'
4431 }
4432 ],
4433 [
4434 'resist_ghosthit',
4435 {
4436 name => 'resist ghosthit %',
4437 type => 'int'
4438 }
4439 ],
4440 [
4441 'resist_poison',
4442 {
4443 name => 'resist poison %',
4444 type => 'int'
4445 }
4446 ],
4447 [
4448 'resist_slow',
4449 {
4450 name => 'resist slow %',
4451 type => 'int'
4452 }
4453 ],
4454 [
4455 'resist_paralyze',
4456 {
4457 name => 'resist paralyze %',
4458 type => 'int'
4459 }
4460 ],
4461 [
4462 'resist_fear',
4463 {
4464 name => 'resist fear %',
4465 type => 'int'
4466 }
4467 ],
4468 [
4469 'resist_deplete',
4470 {
4471 name => 'resist depletion %',
4472 type => 'int'
4473 }
4474 ],
4475 [
4476 'resist_turn_undead',
4477 {
4478 name => 'resist turn undead %',
4479 type => 'int'
4480 }
4481 ],
4482 [
4483 'resist_death',
4484 {
4485 name => 'resist death-attack %',
4486 type => 'int'
4487 }
4488 ],
4489 [
4490 'resist_chaos',
4491 {
4492 name => 'resist chaos %',
4493 type => 'int'
4494 }
4495 ],
4496 [
4497 'resist_blind',
4498 {
4499 name => 'resist blinding %',
4500 type => 'int'
4501 }
4502 ],
4503 [
4504 'resist_holyword',
4505 {
4506 name => 'resist holy power %',
4507 type => 'int'
4508 }
4509 ],
4510 [
4511 'resist_godpower',
4512 {
4513 name => 'resist godpower %',
4514 type => 'int'
4515 }
4516 ]
4517 ]
4518 ]
4519 ],
4520 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. :-)'
4521 },
4522 'Monster (Grimreaper)' => {
4523 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4524 ignore => [
4525 'material',
4526 'name_pl',
4527 'nrof',
4528 'value',
4529 'unpaid'
4530 ],
4531 import => [
4532 $TYPE{'Monster & NPC'}
4533 ],
4534 name => 'Monster (Grimreaper)',
4535 section => [
4536 [
4537 'grimreaper',
4538 [
4539 [
4540 'value',
4541 {
4542 desc => 'The object vanishes after this number of draining attacks.',
4543 name => 'attacks',
4544 type => 'int'
4545 }
4546 ]
4547 ]
4548 ]
4549 ]
4550 },
4551 'Mood Floor' => {
4552 attr => [
4553 [
4554 'no_pick',
4555 {
4556 type => 'fixed',
4557 value => 1
4558 }
4559 ],
4560 [
4561 'last_sp',
4562 {
4563 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!',
4564 name => 'mood',
4565 type => 'list',
4566 value => $LIST{mood}
4567 }
4568 ],
4569 [
4570 'connected',
4571 {
4572 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!',
4573 name => 'connection',
4574 type => 'int'
4575 }
4576 ],
4577 [
4578 'no_magic',
4579 {
4580 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4581 name => 'no spells',
4582 type => 'bool'
4583 }
4584 ],
4585 [
4586 'damned',
4587 {
4588 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4589 name => 'no prayers',
4590 type => 'bool'
4591 }
4592 ]
4593 ],
4594 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.',
4595 ignore => [
4596 $IGNORE_LIST{system_object}
4597 ],
4598 name => 'Mood Floor',
4599 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.)'
4600 },
4601 Mover => {
4602 attr => [
4603 [
4604 'attacktype',
4605 {
4606 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.',
4607 name => 'forced movement',
4608 type => 'bool'
4609 }
4610 ],
4611 [
4612 'maxsp',
4613 {
4614 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.',
4615 name => 'freeze duration',
4616 type => 'int'
4617 }
4618 ],
4619 [
4620 'speed',
4621 {
4622 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4623 name => 'movement speed',
4624 type => 'float'
4625 }
4626 ],
4627 [
4628 'speed_left',
4629 {
4630 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.',
4631 name => 'speed left',
4632 type => 'float'
4633 }
4634 ],
4635 [
4636 'sp',
4637 {
4638 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.',
4639 name => 'direction',
4640 type => 'list',
4641 value => $LIST{direction}
4642 }
4643 ],
4644 [
4645 'lifesave',
4646 {
4647 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.',
4648 name => 'gets used up',
4649 type => 'bool'
4650 }
4651 ],
4652 [
4653 'hp',
4654 {
4655 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).',
4656 name => 'number of uses',
4657 type => 'int'
4658 }
4659 ]
4660 ],
4661 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.',
4662 ignore => [
4663 $IGNORE_LIST{non_pickable}
4664 ],
4665 name => 'Mover',
4666 section => [
4667 [
4668 'targets',
4669 [
4670 [
4671 'level',
4672 {
4673 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.',
4674 name => 'move players',
4675 type => 'bool'
4676 }
4677 ],
4678 [
4679 'move_on',
4680 {
4681 desc => 'Which movement types activate the mover.',
4682 name => 'movement type',
4683 type => 'movement_type'
4684 }
4685 ]
4686 ]
4687 ]
4688 ],
4689 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).'
4690 },
4691 Pedestal => {
4692 attr => [
4693 [
4694 'no_pick',
4695 {
4696 type => 'fixed',
4697 value => 1
4698 }
4699 ],
4700 [
4701 'slaying',
4702 {
4703 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.',
4704 name => 'match race',
4705 type => 'string'
4706 }
4707 ],
4708 [
4709 'connected',
4710 {
4711 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4712 name => 'connection',
4713 type => 'int'
4714 }
4715 ],
4716 [
4717 'move_on',
4718 {
4719 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4720 name => 'movement type',
4721 type => 'movement_type'
4722 }
4723 ]
4724 ],
4725 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.',
4726 ignore => [
4727 $IGNORE_LIST{non_pickable}
4728 ],
4729 name => 'Pedestal',
4730 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.'
4731 },
4732 Pit => {
4733 attr => [
4734 [
4735 'no_pick',
4736 {
4737 type => 'fixed',
4738 value => 1
4739 }
4740 ],
4741 [
4742 'connected',
4743 {
4744 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4745 name => 'connection',
4746 type => 'int'
4747 }
4748 ],
4749 [
4750 'activate_on_push',
4751 {
4752 desc => 'Whether the teleporter should only be activated on push.',
4753 name => 'Activate on push',
4754 type => 'bool'
4755 }
4756 ],
4757 [
4758 'activate_on_release',
4759 {
4760 desc => 'Whether the teleporter should only be activated on release.',
4761 name => 'Activate on release',
4762 type => 'bool'
4763 }
4764 ],
4765 [
4766 'hp',
4767 {
4768 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!',
4769 name => 'destination X',
4770 type => 'int'
4771 }
4772 ],
4773 [
4774 'sp',
4775 {
4776 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!',
4777 name => 'destination Y',
4778 type => 'int'
4779 }
4780 ],
4781 [
4782 'wc',
4783 {
4784 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.',
4785 name => 'position state',
4786 type => 'int'
4787 }
4788 ],
4789 [
4790 'move_on',
4791 {
4792 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4793 name => 'movement type',
4794 type => 'movement_type'
4795 }
4796 ]
4797 ],
4798 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.',
4799 ignore => [
4800 $IGNORE_LIST{non_pickable}
4801 ],
4802 name => 'Pit',
4803 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.'
4804 },
4805 'Poison Food' => {
4806 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.',
4807 name => 'Poison Food'
4808 },
4809 Potion => {
4810 attr => [
4811 [
4812 'level',
4813 {
4814 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.',
4815 name => 'potion level',
4816 type => 'int'
4817 }
4818 ],
4819 [
4820 'sp',
4821 {
4822 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".',
4823 name => 'spell',
4824 type => 'spell'
4825 }
4826 ],
4827 [
4828 'attacktype',
4829 {
4830 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.',
4831 name => 'special effect',
4832 type => 'list',
4833 value => $LIST{potion_effect}
4834 }
4835 ],
4836 [
4837 'cursed',
4838 {
4839 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 >:)',
4840 name => 'cursed',
4841 type => 'bool'
4842 }
4843 ],
4844 [
4845 'startequip',
4846 {
4847 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4848 name => 'godgiven item',
4849 type => 'bool'
4850 }
4851 ]
4852 ],
4853 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4854 name => 'Potion',
4855 section => [
4856 [
4857 'stats',
4858 [
4859 [
4860 'Str',
4861 {
4862 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.',
4863 name => 'strength',
4864 type => 'int'
4865 }
4866 ],
4867 [
4868 'Dex',
4869 {
4870 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.',
4871 name => 'dexterity',
4872 type => 'int'
4873 }
4874 ],
4875 [
4876 'Con',
4877 {
4878 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.',
4879 name => 'constitution',
4880 type => 'int'
4881 }
4882 ],
4883 [
4884 'Int',
4885 {
4886 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.',
4887 name => 'intelligence',
4888 type => 'int'
4889 }
4890 ],
4891 [
4892 'Pow',
4893 {
4894 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.',
4895 name => 'power',
4896 type => 'int'
4897 }
4898 ],
4899 [
4900 'Wis',
4901 {
4902 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.',
4903 name => 'wisdom',
4904 type => 'int'
4905 }
4906 ],
4907 [
4908 'Cha',
4909 {
4910 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.',
4911 name => 'charisma',
4912 type => 'int'
4913 }
4914 ]
4915 ]
4916 ],
4917 [
4918 'resistance',
4919 [
4920 [
4921 'resist_physical',
4922 {
4923 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!',
4924 name => 'resist physical %',
4925 type => 'int'
4926 }
4927 ],
4928 [
4929 'resist_magic',
4930 {
4931 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!',
4932 name => 'resist magic %',
4933 type => 'int'
4934 }
4935 ],
4936 [
4937 'resist_fire',
4938 {
4939 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!',
4940 name => 'resist fire %',
4941 type => 'int'
4942 }
4943 ],
4944 [
4945 'resist_electricity',
4946 {
4947 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!',
4948 name => 'resist electricity %',
4949 type => 'int'
4950 }
4951 ],
4952 [
4953 'resist_cold',
4954 {
4955 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!',
4956 name => 'resist cold %',
4957 type => 'int'
4958 }
4959 ],
4960 [
4961 'resist_acid',
4962 {
4963 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!',
4964 name => 'resist acid %',
4965 type => 'int'
4966 }
4967 ],
4968 [
4969 'resist_confusion',
4970 {
4971 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!',
4972 name => 'resist confusion %',
4973 type => 'int'
4974 }
4975 ],
4976 [
4977 'resist_weaponmagic',
4978 {
4979 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!',
4980 name => 'resist weaponmagic %',
4981 type => 'int'
4982 }
4983 ],
4984 [
4985 'resist_paralyze',
4986 {
4987 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!',
4988 name => 'resist paralyze %',
4989 type => 'int'
4990 }
4991 ],
4992 [
4993 'resist_drain',
4994 {
4995 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!',
4996 name => 'resist draining %',
4997 type => 'int'
4998 }
4999 ],
5000 [
5001 'resist_deplete',
5002 {
5003 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!',
5004 name => 'resist depletion %',
5005 type => 'int'
5006 }
5007 ],
5008 [
5009 'resist_poison',
5010 {
5011 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!',
5012 name => 'resist poison %',
5013 type => 'int'
5014 }
5015 ]
5016 ]
5017 ]
5018 ],
5019 use => 'One potion should never give multiple benefits at once.'
5020 },
5021 'Power Crystal' => {
5022 attr => [
5023 [
5024 'sp',
5025 {
5026 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5027 name => 'initial mana',
5028 type => 'int'
5029 }
5030 ],
5031 [
5032 'maxsp',
5033 {
5034 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.',
5035 name => 'mana capacity',
5036 type => 'int'
5037 }
5038 ]
5039 ],
5040 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.',
5041 name => 'Power Crystal'
5042 },
5043 Projectile => {
5044 attr => [
5045 [
5046 'attacktype',
5047 {
5048 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.',
5049 name => 'attacktype',
5050 type => 'bitmask',
5051 value => $BITMASK{attacktype}
5052 }
5053 ],
5054 [
5055 'race',
5056 {
5057 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>.',
5058 name => 'ammunition class',
5059 type => 'string'
5060 }
5061 ],
5062 [
5063 'slaying',
5064 {
5065 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.',
5066 name => 'slaying race',
5067 type => 'string'
5068 }
5069 ],
5070 [
5071 'dam',
5072 {
5073 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5074 name => 'damage',
5075 type => 'int'
5076 }
5077 ],
5078 [
5079 'wc',
5080 {
5081 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.',
5082 name => 'weaponclass',
5083 type => 'int'
5084 }
5085 ],
5086 [
5087 'food',
5088 {
5089 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).',
5090 name => 'chance to break',
5091 type => 'int'
5092 }
5093 ],
5094 [
5095 'magic',
5096 {
5097 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5098 name => 'magic bonus',
5099 type => 'int'
5100 }
5101 ],
5102 [
5103 'unique',
5104 {
5105 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5106 name => 'unique item',
5107 type => 'bool'
5108 }
5109 ],
5110 [
5111 'startequip',
5112 {
5113 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5114 name => 'godgiven item',
5115 type => 'bool'
5116 }
5117 ],
5118 [
5119 'no_drop',
5120 {
5121 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.',
5122 name => 'don\'t drop',
5123 type => 'bool'
5124 }
5125 ],
5126 [
5127 'msg',
5128 {
5129 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5130 end => 'endmsg',
5131 name => 'description',
5132 type => 'text'
5133 }
5134 ]
5135 ],
5136 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.',
5137 name => 'Projectile',
5138 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.'
5139 },
5140 Ring => {
5141 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.',
5142 import => [
5143 $TYPE{Amulet}
5144 ],
5145 name => 'Ring',
5146 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.'
5147 },
5148 Rod => {
5149 attr => [
5150 [
5151 'sp',
5152 {
5153 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!',
5154 name => 'spell',
5155 type => 'spell'
5156 }
5157 ],
5158 [
5159 'level',
5160 {
5161 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5162 name => 'casting level',
5163 type => 'int'
5164 }
5165 ],
5166 [
5167 'hp',
5168 {
5169 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5170 name => 'initial spellpoints',
5171 type => 'int'
5172 }
5173 ],
5174 [
5175 'maxhp',
5176 {
5177 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.',
5178 name => 'max. spellpoints',
5179 type => 'int'
5180 }
5181 ],
5182 [
5183 'startequip',
5184 {
5185 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5186 name => 'godgiven item',
5187 type => 'bool'
5188 }
5189 ],
5190 [
5191 'msg',
5192 {
5193 desc => 'This text may contain a description of the rod.',
5194 end => 'endmsg',
5195 name => 'description',
5196 type => 'text'
5197 }
5198 ]
5199 ],
5200 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.',
5201 ignore => [
5202 'title'
5203 ],
5204 name => 'Rod',
5205 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>'
5206 },
5207 Rune => {
5208 attr => [
5209 [
5210 'no_pick',
5211 {
5212 type => 'fixed',
5213 value => 1
5214 }
5215 ],
5216 [
5217 'move_on',
5218 {
5219 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5220 name => 'movement type',
5221 type => 'movement_type'
5222 }
5223 ],
5224 [
5225 'level',
5226 {
5227 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.',
5228 name => 'rune level',
5229 type => 'int'
5230 }
5231 ],
5232 [
5233 'Cha',
5234 {
5235 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.',
5236 name => 'visibility',
5237 type => 'int'
5238 }
5239 ],
5240 [
5241 'hp',
5242 {
5243 desc => 'The rune will detonate <number of charges> times before disappearing.',
5244 name => 'number of charges',
5245 type => 'int'
5246 }
5247 ],
5248 [
5249 'dam',
5250 {
5251 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.',
5252 name => 'direct damage',
5253 type => 'int'
5254 }
5255 ],
5256 [
5257 'attacktype',
5258 {
5259 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.',
5260 name => 'attacktype',
5261 type => 'bitmask',
5262 value => $BITMASK{attacktype}
5263 }
5264 ],
5265 [
5266 'msg',
5267 {
5268 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5269 end => 'endmsg',
5270 name => 'detonation text',
5271 type => 'text'
5272 }
5273 ]
5274 ],
5275 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.',
5276 ignore => [
5277 'no_pick',
5278 'title',
5279 'name_pl',
5280 'weight',
5281 'value',
5282 'material',
5283 'unpaid'
5284 ],
5285 name => 'Rune',
5286 section => [
5287 [
5288 'spellcraft',
5289 [
5290 [
5291 'sp',
5292 {
5293 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5294 name => 'spell',
5295 type => 'spell'
5296 }
5297 ],
5298 [
5299 'slaying',
5300 {
5301 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5302 name => 'spell name',
5303 type => 'string'
5304 }
5305 ],
5306 [
5307 'other_arch',
5308 {
5309 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.',
5310 name => 'spell arch',
5311 type => 'string'
5312 }
5313 ],
5314 [
5315 'maxsp',
5316 {
5317 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.',
5318 name => 'direction',
5319 type => 'list',
5320 value => $LIST{direction}
5321 }
5322 ],
5323 [
5324 'race',
5325 {
5326 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.',
5327 name => 'summon monster',
5328 type => 'string'
5329 }
5330 ],
5331 [
5332 'maxhp',
5333 {
5334 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5335 name => 'summon amount',
5336 type => 'int'
5337 }
5338 ]
5339 ]
5340 ]
5341 ],
5342 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5343 },
5344 'Safe ground (CF+)' => {
5345 attr => [
5346 [
5347 'no_pick',
5348 {
5349 type => 'fixed',
5350 value => 1
5351 }
5352 ]
5353 ],
5354 desc => 'Safe ground is a special object that prevents any effects that might be harmful for the map, other players or items on the map. It blocks all magic and prayers, usage of alchemy, prevents potions from being used and blocks bombs from exploding. Note that altars that do cast spells still work. (This is a Crossfire+ feature, and might not work elsewhere)',
5355 ignore => [
5356 $IGNORE_LIST{non_pickable}
5357 ],
5358 name => 'Safe ground (CF+)',
5359 use => 'Safe ground can be used to prevents any means of burning or destroying the items in a shop. Put this object below all floor tiles in your map and your shop will be safe. It\'s generally useful for making areas where really no kind of spell should be invoked by a player.'
5360 },
5361 Savebed => {
5362 attr => [
5363 [
5364 'no_pick',
5365 {
5366 type => 'fixed',
5367 value => 1
5368 }
5369 ],
5370 [
5371 'no_magic',
5372 {
5373 type => 'fixed',
5374 value => 1
5375 }
5376 ],
5377 [
5378 'damned',
5379 {
5380 type => 'fixed',
5381 value => 1
5382 }
5383 ]
5384 ],
5385 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.',
5386 ignore => [
5387 $IGNORE_LIST{non_pickable}
5388 ],
5389 name => 'Savebed',
5390 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>'
5391 },
5392 Scroll => {
5393 attr => [
5394 [
5395 'level',
5396 {
5397 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5398 name => 'casting level',
5399 type => 'int'
5400 }
5401 ],
5402 [
5403 'sp',
5404 {
5405 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5406 name => 'spell',
5407 type => 'spell'
5408 }
5409 ],
5410 [
5411 'startequip',
5412 {
5413 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5414 name => 'godgiven item',
5415 type => 'bool'
5416 }
5417 ]
5418 ],
5419 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.',
5420 ignore => [
5421 'title'
5422 ],
5423 name => 'Scroll',
5424 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5425 },
5426 Shield => {
5427 attr => [
5428 [
5429 'magic',
5430 {
5431 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.',
5432 name => 'magic bonus',
5433 type => 'int'
5434 }
5435 ]
5436 ],
5437 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.',
5438 import => [
5439 $TYPE{Amulet}
5440 ],
5441 name => 'Shield',
5442 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5443 },
5444 'Shooting Weapon' => {
5445 attr => [
5446 [
5447 'race',
5448 {
5449 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.',
5450 name => 'ammunition class',
5451 type => 'string'
5452 }
5453 ],
5454 [
5455 'sp',
5456 {
5457 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).',
5458 name => 'shooting speed',
5459 type => 'int'
5460 }
5461 ],
5462 [
5463 'dam',
5464 {
5465 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.',
5466 name => 'base damage',
5467 type => 'int'
5468 }
5469 ],
5470 [
5471 'wc',
5472 {
5473 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.',
5474 name => 'weaponclass',
5475 type => 'int'
5476 }
5477 ],
5478 [
5479 'item_power',
5480 {
5481 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>.',
5482 name => 'item power',
5483 type => 'int'
5484 }
5485 ],
5486 [
5487 'no_strength',
5488 {
5489 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.',
5490 name => 'ignore strength',
5491 type => 'bool'
5492 }
5493 ],
5494 [
5495 'damned',
5496 {
5497 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5498 name => 'damnation',
5499 type => 'bool'
5500 }
5501 ],
5502 [
5503 'cursed',
5504 {
5505 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5506 name => 'curse',
5507 type => 'bool'
5508 }
5509 ],
5510 [
5511 'unique',
5512 {
5513 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5514 name => 'unique item',
5515 type => 'bool'
5516 }
5517 ],
5518 [
5519 'startequip',
5520 {
5521 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5522 name => 'godgiven item',
5523 type => 'bool'
5524 }
5525 ],
5526 [
5527 'msg',
5528 {
5529 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5530 end => 'endmsg',
5531 name => 'description',
5532 type => 'text'
5533 }
5534 ]
5535 ],
5536 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.',
5537 name => 'Shooting Weapon',
5538 section => [
5539 [
5540 'stats',
5541 [
5542 [
5543 'Str',
5544 {
5545 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5546 name => 'strength',
5547 type => 'int'
5548 }
5549 ],
5550 [
5551 'Dex',
5552 {
5553 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5554 name => 'dexterity',
5555 type => 'int'
5556 }
5557 ],
5558 [
5559 'Con',
5560 {
5561 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5562 name => 'constitution',
5563 type => 'int'
5564 }
5565 ],
5566 [
5567 'Int',
5568 {
5569 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5570 name => 'intelligence',
5571 type => 'int'
5572 }
5573 ],
5574 [
5575 'Pow',
5576 {
5577 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5578 name => 'power',
5579 type => 'int'
5580 }
5581 ],
5582 [
5583 'Wis',
5584 {
5585 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5586 name => 'wisdom',
5587 type => 'int'
5588 }
5589 ],
5590 [
5591 'Cha',
5592 {
5593 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5594 name => 'charisma',
5595 type => 'int'
5596 }
5597 ]
5598 ]
5599 ],
5600 [
5601 'bonus',
5602 [
5603 [
5604 'luck',
5605 {
5606 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.',
5607 name => 'luck bonus',
5608 type => 'int'
5609 }
5610 ],
5611 [
5612 'magic',
5613 {
5614 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.',
5615 name => 'magic bonus',
5616 type => 'int'
5617 }
5618 ]
5619 ]
5620 ]
5621 ],
5622 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.'
5623 },
5624 'Shop Floor' => {
5625 attr => [
5626 [
5627 'is_floor',
5628 {
5629 type => 'fixed',
5630 value => 1
5631 }
5632 ],
5633 [
5634 'no_pick',
5635 {
5636 type => 'fixed',
5637 value => 1
5638 }
5639 ],
5640 [
5641 'no_magic',
5642 {
5643 type => 'fixed',
5644 value => 1
5645 }
5646 ],
5647 [
5648 'auto_apply',
5649 {
5650 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.',
5651 name => 'generate goods',
5652 type => 'bool'
5653 }
5654 ],
5655 [
5656 'randomitems',
5657 {
5658 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.',
5659 name => 'treasurelist',
5660 type => 'treasurelist'
5661 }
5662 ],
5663 [
5664 'exp',
5665 {
5666 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.',
5667 name => 'quality level',
5668 type => 'int'
5669 }
5670 ],
5671 [
5672 'damned',
5673 {
5674 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.)',
5675 name => 'no prayers',
5676 type => 'bool'
5677 }
5678 ]
5679 ],
5680 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).',
5681 ignore => [
5682 $IGNORE_LIST{non_pickable}
5683 ],
5684 name => 'Shop Floor',
5685 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.'
5686 },
5687 'Shop Inventory' => {
5688 attr => [
5689 [
5690 'shop_coords',
5691 {
5692 desc => 'The format of this field is: \'x1,y1,x2,y2\'. It defines a rectangle on the map that will be searched for unpaid items.',
5693 name => 'shop rectangle',
5694 type => 'string'
5695 }
5696 ]
5697 ],
5698 desc => 'The purpose of a sign is to display the contents of a shop.',
5699 ignore => [
5700 $IGNORE_LIST{non_pickable}
5701 ],
5702 name => 'Shop Inventory',
5703 use => 'Use these signs to present the player a list of the items in the shop'
5704 },
5705 'Shop Mat' => {
5706 attr => [
5707 [
5708 'no_pick',
5709 {
5710 type => 'fixed',
5711 value => 1
5712 }
5713 ],
5714 [
5715 'move_on',
5716 {
5717 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5718 name => 'movement type',
5719 type => 'movement_type'
5720 }
5721 ]
5722 ],
5723 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).',
5724 ignore => [
5725 $IGNORE_LIST{non_pickable}
5726 ],
5727 name => 'Shop Mat',
5728 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5729 },
5730 'Sign & MagicMouth' => {
5731 attr => [
5732 [
5733 'connected',
5734 {
5735 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.',
5736 name => 'connection',
5737 type => 'int'
5738 }
5739 ],
5740 [
5741 'activate_on_push',
5742 {
5743 desc => 'Whether the teleporter should only be activated on push.',
5744 name => 'Activate on push',
5745 type => 'bool'
5746 }
5747 ],
5748 [
5749 'activate_on_release',
5750 {
5751 desc => 'Whether the teleporter should only be activated on release.',
5752 name => 'Activate on release',
5753 type => 'bool'
5754 }
5755 ],
5756 [
5757 'move_on',
5758 {
5759 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5760 name => 'movement type',
5761 type => 'movement_type'
5762 }
5763 ],
5764 [
5765 'food',
5766 {
5767 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).',
5768 name => 'counter',
5769 type => 'int'
5770 }
5771 ],
5772 [
5773 'msg',
5774 {
5775 desc => 'This text will be displayed to the player.',
5776 end => 'endmsg',
5777 name => 'message',
5778 type => 'text'
5779 }
5780 ]
5781 ],
5782 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).',
5783 ignore => [
5784 $IGNORE_LIST{non_pickable}
5785 ],
5786 name => 'Sign & MagicMouth',
5787 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.'
5788 },
5789 Skill => {
5790 attr => [
5791 [
5792 'invisible',
5793 {
5794 type => 'fixed',
5795 value => 1
5796 }
5797 ],
5798 [
5799 'no_drop',
5800 {
5801 type => 'fixed',
5802 value => 1
5803 }
5804 ],
5805 [
5806 'skill',
5807 {
5808 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.',
5809 name => 'skill name',
5810 type => 'string'
5811 }
5812 ],
5813 [
5814 'expmul',
5815 {
5816 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.',
5817 name => 'exp multiplier',
5818 type => 'float'
5819 }
5820 ],
5821 [
5822 'subtype',
5823 {
5824 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.',
5825 name => 'skill type',
5826 type => 'list',
5827 value => $LIST{skill_type}
5828 }
5829 ],
5830 [
5831 'level',
5832 {
5833 name => 'level',
5834 type => 'int'
5835 }
5836 ],
5837 [
5838 'exp',
5839 {
5840 name => 'experience',
5841 type => 'int'
5842 }
5843 ],
5844 [
5845 'can_use_skill',
5846 {
5847 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.',
5848 name => 'is native skill',
5849 type => 'bool'
5850 }
5851 ]
5852 ],
5853 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.',
5854 ignore => [
5855 $IGNORE_LIST{system_object}
5856 ],
5857 name => 'Skill',
5858 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>'
5859 },
5860 'Skill Scroll' => {
5861 attr => [
5862 [
5863 'race',
5864 {
5865 type => 'fixed',
5866 value => 'scrolls'
5867 }
5868 ],
5869 [
5870 'skill',
5871 {
5872 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5873 name => 'skill name',
5874 type => 'string'
5875 }
5876 ]
5877 ],
5878 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5879 name => 'Skill Scroll',
5880 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.'
5881 },
5882 'Special Key' => {
5883 attr => [
5884 [
5885 'slaying',
5886 {
5887 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.',
5888 name => 'key string',
5889 type => 'string'
5890 }
5891 ],
5892 [
5893 'material',
5894 {
5895 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5896 name => 'material',
5897 type => 'bitmask',
5898 value => $BITMASK{material}
5899 }
5900 ],
5901 [
5902 'unique',
5903 {
5904 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.',
5905 name => 'unique item',
5906 type => 'bool'
5907 }
5908 ],
5909 [
5910 'startequip',
5911 {
5912 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5913 name => 'godgiven item',
5914 type => 'bool'
5915 }
5916 ],
5917 [
5918 'msg',
5919 {
5920 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.',
5921 end => 'endmsg',
5922 name => 'description',
5923 type => 'text'
5924 }
5925 ]
5926 ],
5927 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.',
5928 ignore => [
5929 'material'
5930 ],
5931 name => 'Special Key',
5932 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".'
5933 },
5934 Spell => {
5935 attr => [
5936 [
5937 'no_drop',
5938 {
5939 type => 'fixed',
5940 value => 1
5941 }
5942 ],
5943 [
5944 'invisible',
5945 {
5946 type => 'fixed',
5947 value => 1
5948 }
5949 ],
5950 [
5951 'skill',
5952 {
5953 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.',
5954 name => 'skill name',
5955 type => 'string'
5956 }
5957 ],
5958 [
5959 'subtype',
5960 {
5961 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5962 name => 'spell type',
5963 type => 'list',
5964 value => $LIST{spell_type}
5965 }
5966 ],
5967 [
5968 'level',
5969 {
5970 name => 'spell level',
5971 type => 'int'
5972 }
5973 ],
5974 [
5975 'casting_time',
5976 {
5977 name => 'casting time',
5978 type => 'int'
5979 }
5980 ],
5981 [
5982 'duration',
5983 {
5984 name => 'duration',
5985 type => 'int'
5986 }
5987 ],
5988 [
5989 'other_arch',
5990 {
5991 name => 'create object',
5992 type => 'string'
5993 }
5994 ],
5995 [
5996 'sp',
5997 {
5998 name => 'cost spellpoints',
5999 type => 'int'
6000 }
6001 ],
6002 [
6003 'grace',
6004 {
6005 name => 'cost grace',
6006 type => 'int'
6007 }
6008 ],
6009 [
6010 'maxsp',
6011 {
6012 name => 'double cost per level',
6013 type => 'int'
6014 }
6015 ]
6016 ],
6017 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.',
6018 ignore => [
6019 $IGNORE_LIST{system_object}
6020 ],
6021 name => 'Spell',
6022 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.'
6023 },
6024 Spellbook => {
6025 attr => [
6026 [
6027 'skill',
6028 {
6029 type => 'fixed',
6030 value => 'literacy'
6031 }
6032 ],
6033 [
6034 'randomitems',
6035 {
6036 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.',
6037 name => 'treasurelist',
6038 type => 'treasurelist'
6039 }
6040 ],
6041 [
6042 'startequip',
6043 {
6044 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6045 name => 'godgiven item',
6046 type => 'bool'
6047 }
6048 ],
6049 [
6050 'msg',
6051 {
6052 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6053 end => 'endmsg',
6054 name => 'description',
6055 type => 'text'
6056 }
6057 ]
6058 ],
6059 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.',
6060 name => 'Spellbook',
6061 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.'
6062 },
6063 Spinner => {
6064 attr => [
6065 [
6066 'sp',
6067 {
6068 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.',
6069 name => 'direction number',
6070 type => 'int'
6071 }
6072 ],
6073 [
6074 'move_on',
6075 {
6076 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6077 name => 'movement type',
6078 type => 'movement_type'
6079 }
6080 ]
6081 ],
6082 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.',
6083 ignore => [
6084 $IGNORE_LIST{non_pickable}
6085 ],
6086 name => 'Spinner',
6087 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.'
6088 },
6089 Swamp => {
6090 attr => [
6091 [
6092 'is_floor',
6093 {
6094 type => 'fixed',
6095 value => 1
6096 }
6097 ],
6098 [
6099 'is_wooded',
6100 {
6101 type => 'fixed',
6102 value => 1
6103 }
6104 ],
6105 [
6106 'speed',
6107 {
6108 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.',
6109 name => 'drowning speed',
6110 type => 'float'
6111 }
6112 ],
6113 [
6114 'speed_left',
6115 {
6116 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.',
6117 name => 'speed left',
6118 type => 'float'
6119 }
6120 ],
6121 [
6122 'move_on',
6123 {
6124 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6125 name => 'movement type',
6126 type => 'movement_type'
6127 }
6128 ],
6129 [
6130 'move_block',
6131 {
6132 desc => 'Objects using these movement types cannot move over this space.',
6133 name => 'blocked movement',
6134 type => 'movement_type'
6135 }
6136 ],
6137 [
6138 'move_allow',
6139 {
6140 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6141 name => 'allowed movement',
6142 type => 'movement_type'
6143 }
6144 ],
6145 [
6146 'move_slow',
6147 {
6148 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6149 name => 'slowed movement',
6150 type => '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 => 'movement_type'
6305 }
6306 ],
6307 [
6308 'move_allow',
6309 {
6310 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6311 name => 'allowed movement',
6312 type => 'movement_type'
6313 }
6314 ],
6315 [
6316 'move_slow',
6317 {
6318 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6319 name => 'slowed movement',
6320 type => 'movement_type'
6321 }
6322 ],
6323 [
6324 'move_slow_penalty',
6325 {
6326 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)',
6327 name => 'slow movement penalty',
6328 type => 'int'
6329 }
6330 ],
6331 [
6332 'no_magic',
6333 {
6334 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6335 name => 'restrict spells',
6336 type => 'bool'
6337 }
6338 ],
6339 [
6340 'damned',
6341 {
6342 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6343 name => 'restrict prayers',
6344 type => 'bool'
6345 }
6346 ],
6347 [
6348 'hp',
6349 {
6350 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6351 name => 'open duration',
6352 type => 'int'
6353 }
6354 ]
6355 ],
6356 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.',
6357 ignore => [
6358 $IGNORE_LIST{non_pickable}
6359 ],
6360 name => 'Timed Gate',
6361 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".'
6362 },
6363 Trap => {
6364 attr => [
6365 [
6366 'no_pick',
6367 {
6368 type => 'fixed',
6369 value => 1
6370 }
6371 ],
6372 [
6373 'move_on',
6374 {
6375 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6376 name => 'movement type',
6377 type => 'movement_type'
6378 }
6379 ],
6380 [
6381 'level',
6382 {
6383 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.',
6384 name => 'trap level',
6385 type => 'int'
6386 }
6387 ],
6388 [
6389 'Cha',
6390 {
6391 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.',
6392 name => 'visibility',
6393 type => 'int'
6394 }
6395 ],
6396 [
6397 'hp',
6398 {
6399 desc => 'The trap will detonate <number of charges> times before disappearing.',
6400 name => 'number of charges',
6401 type => 'int'
6402 }
6403 ],
6404 [
6405 'dam',
6406 {
6407 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6408 name => 'direct damage',
6409 type => 'int'
6410 }
6411 ],
6412 [
6413 'attacktype',
6414 {
6415 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6416 name => 'attacktype',
6417 type => 'bitmask',
6418 value => $BITMASK{attacktype}
6419 }
6420 ],
6421 [
6422 'connected',
6423 {
6424 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6425 name => 'connection',
6426 type => 'int'
6427 }
6428 ],
6429 [
6430 'msg',
6431 {
6432 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6433 end => 'endmsg',
6434 name => 'detonation text',
6435 type => 'text'
6436 }
6437 ]
6438 ],
6439 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.',
6440 ignore => [
6441 'no_pick',
6442 'title',
6443 'name_pl',
6444 'weight',
6445 'value',
6446 'material',
6447 'unpaid'
6448 ],
6449 name => 'Trap',
6450 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.'
6451 },
6452 Trapdoor => {
6453 attr => [
6454 [
6455 'no_pick',
6456 {
6457 type => 'fixed',
6458 value => 1
6459 }
6460 ],
6461 [
6462 'move_on',
6463 {
6464 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6465 name => 'movement type',
6466 type => 'movement_type'
6467 }
6468 ],
6469 [
6470 'weight',
6471 {
6472 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.',
6473 name => 'hold weight',
6474 type => 'int'
6475 }
6476 ],
6477 [
6478 'hp',
6479 {
6480 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!',
6481 name => 'destination X',
6482 type => 'int'
6483 }
6484 ],
6485 [
6486 'sp',
6487 {
6488 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!',
6489 name => 'destination Y',
6490 type => 'int'
6491 }
6492 ]
6493 ],
6494 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.',
6495 ignore => [
6496 $IGNORE_LIST{non_pickable}
6497 ],
6498 name => 'Trapdoor',
6499 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.'
6500 },
6501 Treasure => {
6502 attr => [
6503 [
6504 'randomitems',
6505 {
6506 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6507 name => 'treasurelist',
6508 type => 'treasurelist'
6509 }
6510 ],
6511 [
6512 'auto_apply',
6513 {
6514 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.',
6515 name => 'auto-generate',
6516 type => 'bool'
6517 }
6518 ],
6519 [
6520 'hp',
6521 {
6522 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.',
6523 name => 'create number',
6524 type => 'int'
6525 }
6526 ],
6527 [
6528 'exp',
6529 {
6530 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).',
6531 name => 'quality level',
6532 type => 'int'
6533 }
6534 ]
6535 ],
6536 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6537 ignore => [
6538 'nrof',
6539 'title',
6540 'name_pl',
6541 'weight',
6542 'value',
6543 'material'
6544 ],
6545 name => 'Treasure',
6546 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.'
6547 },
6548 'Trigger Marker' => {
6549 attr => [
6550 [
6551 'no_pick',
6552 {
6553 type => 'fixed',
6554 value => 1
6555 }
6556 ],
6557 [
6558 'slaying',
6559 {
6560 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.',
6561 name => 'key string',
6562 type => 'string'
6563 }
6564 ],
6565 [
6566 'connected',
6567 {
6568 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6569 name => 'connection',
6570 type => 'int'
6571 }
6572 ],
6573 [
6574 'food',
6575 {
6576 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.',
6577 name => 'mark duration',
6578 type => 'int'
6579 }
6580 ],
6581 [
6582 'name',
6583 {
6584 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.',
6585 name => 'delete mark',
6586 type => 'string'
6587 }
6588 ],
6589 [
6590 'msg',
6591 {
6592 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.',
6593 end => 'endmsg',
6594 name => 'marking message',
6595 type => 'text'
6596 }
6597 ]
6598 ],
6599 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.',
6600 ignore => [
6601 $IGNORE_LIST{system_object}
6602 ],
6603 name => 'Trigger Marker',
6604 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.'
6605 },
6606 Wall => {
6607 attr => [
6608 [
6609 'move_block',
6610 {
6611 desc => 'Objects using these movement types cannot move over this space.',
6612 name => 'blocked movement',
6613 type => 'movement_type'
6614 }
6615 ],
6616 [
6617 'move_allow',
6618 {
6619 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6620 name => 'allowed movement',
6621 type => 'movement_type'
6622 }
6623 ],
6624 [
6625 'move_slow',
6626 {
6627 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6628 name => 'slowed movement',
6629 type => 'movement_type'
6630 }
6631 ],
6632 [
6633 'move_slow_penalty',
6634 {
6635 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)',
6636 name => 'slow movement penalty',
6637 type => 'int'
6638 }
6639 ],
6640 [
6641 'can_roll',
6642 {
6643 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6644 name => 'moveable',
6645 type => 'bool'
6646 }
6647 ],
6648 [
6649 'no_magic',
6650 {
6651 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6652 name => 'restrict spells',
6653 type => 'bool'
6654 }
6655 ],
6656 [
6657 'damned',
6658 {
6659 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6660 name => 'restrict prayers',
6661 type => 'bool'
6662 }
6663 ]
6664 ],
6665 desc => 'Walls usually block passage and sight.',
6666 ignore => [
6667 'nrof',
6668 'title',
6669 'name_pl',
6670 'value',
6671 'unpaid'
6672 ],
6673 name => 'Wall'
6674 },
6675 'Wand & Staff' => {
6676 attr => [
6677 [
6678 'sp',
6679 {
6680 desc => 'The <spell> specifies the contained spell.',
6681 name => 'spell',
6682 type => 'spell'
6683 }
6684 ],
6685 [
6686 'level',
6687 {
6688 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6689 name => 'casting level',
6690 type => 'int'
6691 }
6692 ],
6693 [
6694 'food',
6695 {
6696 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6697 name => 'number of charges',
6698 type => 'int'
6699 }
6700 ],
6701 [
6702 'startequip',
6703 {
6704 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6705 name => 'godgiven item',
6706 type => 'bool'
6707 }
6708 ],
6709 [
6710 'msg',
6711 {
6712 desc => 'This text may contain a description of the wand.',
6713 end => 'endmsg',
6714 name => 'description',
6715 type => 'text'
6716 }
6717 ]
6718 ],
6719 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.',
6720 name => 'Wand & Staff',
6721 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.'
6722 },
6723 'Weak Wall' => {
6724 attr => [
6725 [
6726 'alive',
6727 {
6728 type => 'fixed',
6729 value => 1
6730 }
6731 ],
6732 [
6733 'no_pick',
6734 {
6735 type => 'fixed',
6736 value => 1
6737 }
6738 ],
6739 [
6740 'tear_down',
6741 {
6742 type => 'fixed',
6743 value => 1
6744 }
6745 ],
6746 [
6747 'race',
6748 {
6749 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.',
6750 name => 'race',
6751 type => 'string'
6752 }
6753 ],
6754 [
6755 'level',
6756 {
6757 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.',
6758 name => 'level',
6759 type => 'int'
6760 }
6761 ],
6762 [
6763 'hp',
6764 {
6765 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.',
6766 name => 'health points',
6767 type => 'int'
6768 }
6769 ],
6770 [
6771 'maxhp',
6772 {
6773 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.',
6774 name => 'max health',
6775 type => 'int'
6776 }
6777 ],
6778 [
6779 'ac',
6780 {
6781 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6782 name => 'armour class',
6783 type => 'int'
6784 }
6785 ]
6786 ],
6787 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.',
6788 ignore => [
6789 $IGNORE_LIST{non_pickable}
6790 ],
6791 name => 'Weak Wall',
6792 section => [
6793 [
6794 'resistance',
6795 [
6796 [
6797 'resist_physical',
6798 {
6799 name => 'resist physical %',
6800 type => 'int'
6801 }
6802 ],
6803 [
6804 'resist_magic',
6805 {
6806 name => 'resist magic %',
6807 type => 'int'
6808 }
6809 ],
6810 [
6811 'resist_fire',
6812 {
6813 name => 'resist fire %',
6814 type => 'int'
6815 }
6816 ],
6817 [
6818 'resist_electricity',
6819 {
6820 name => 'resist electricity %',
6821 type => 'int'
6822 }
6823 ],
6824 [
6825 'resist_cold',
6826 {
6827 name => 'resist cold %',
6828 type => 'int'
6829 }
6830 ],
6831 [
6832 'resist_confusion',
6833 {
6834 name => 'resist confusion %',
6835 type => 'int'
6836 }
6837 ],
6838 [
6839 'resist_acid',
6840 {
6841 name => 'resist acid %',
6842 type => 'int'
6843 }
6844 ],
6845 [
6846 'resist_drain',
6847 {
6848 name => 'resist draining %',
6849 type => 'int'
6850 }
6851 ],
6852 [
6853 'resist_weaponmagic',
6854 {
6855 name => 'resist weaponmagic %',
6856 type => 'int'
6857 }
6858 ],
6859 [
6860 'resist_ghosthit',
6861 {
6862 name => 'resist ghosthit %',
6863 type => 'int'
6864 }
6865 ],
6866 [
6867 'resist_poison',
6868 {
6869 name => 'resist poison %',
6870 type => 'int'
6871 }
6872 ],
6873 [
6874 'resist_slow',
6875 {
6876 name => 'resist slow %',
6877 type => 'int'
6878 }
6879 ],
6880 [
6881 'resist_paralyze',
6882 {
6883 name => 'resist paralyze %',
6884 type => 'int'
6885 }
6886 ],
6887 [
6888 'resist_fear',
6889 {
6890 name => 'resist fear %',
6891 type => 'int'
6892 }
6893 ],
6894 [
6895 'resist_deplete',
6896 {
6897 name => 'resist depletion %',
6898 type => 'int'
6899 }
6900 ],
6901 [
6902 'resist_turn_undead',
6903 {
6904 name => 'resist turn undead %',
6905 type => 'int'
6906 }
6907 ],
6908 [
6909 'resist_death',
6910 {
6911 name => 'resist death-attack %',
6912 type => 'int'
6913 }
6914 ],
6915 [
6916 'resist_chaos',
6917 {
6918 name => 'resist chaos %',
6919 type => 'int'
6920 }
6921 ],
6922 [
6923 'resist_blind',
6924 {
6925 name => 'resist blinding %',
6926 type => 'int'
6927 }
6928 ],
6929 [
6930 'resist_holyword',
6931 {
6932 name => 'resist holy power %',
6933 type => 'int'
6934 }
6935 ],
6936 [
6937 'resist_godpower',
6938 {
6939 name => 'resist godpower %',
6940 type => 'int'
6941 }
6942 ]
6943 ]
6944 ]
6945 ],
6946 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.'
6947 },
6948 Weapon => {
6949 attr => [
6950 [
6951 'attacktype',
6952 {
6953 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.',
6954 name => 'attacktype',
6955 type => 'bitmask',
6956 value => $BITMASK{attacktype}
6957 }
6958 ],
6959 [
6960 'weapontype',
6961 {
6962 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.',
6963 name => 'weapontype',
6964 type => 'list',
6965 value => $LIST{weapon_type}
6966 }
6967 ],
6968 [
6969 'skill',
6970 {
6971 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6972 name => 'skill name',
6973 type => 'string'
6974 }
6975 ],
6976 [
6977 'dam',
6978 {
6979 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.',
6980 name => 'damage',
6981 type => 'int'
6982 }
6983 ],
6984 [
6985 'slaying',
6986 {
6987 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.',
6988 name => 'slaying race',
6989 type => 'string'
6990 }
6991 ],
6992 [
6993 'last_sp',
6994 {
6995 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.',
6996 name => 'weapon speed',
6997 type => 'int'
6998 }
6999 ],
7000 [
7001 'wc',
7002 {
7003 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.',
7004 name => 'weapon class',
7005 type => 'int'
7006 }
7007 ],
7008 [
7009 'magic',
7010 {
7011 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.',
7012 name => 'magic bonus',
7013 type => 'int'
7014 }
7015 ],
7016 [
7017 'item_power',
7018 {
7019 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>.',
7020 name => 'item power',
7021 type => 'int'
7022 }
7023 ],
7024 [
7025 'damned',
7026 {
7027 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7028 name => 'damnation',
7029 type => 'bool'
7030 }
7031 ],
7032 [
7033 'cursed',
7034 {
7035 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7036 name => 'curse',
7037 type => 'bool'
7038 }
7039 ],
7040 [
7041 'lifesave',
7042 {
7043 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!',
7044 name => 'save life',
7045 type => 'bool'
7046 }
7047 ],
7048 [
7049 'unique',
7050 {
7051 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7052 name => 'unique item',
7053 type => 'bool'
7054 }
7055 ],
7056 [
7057 'startequip',
7058 {
7059 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7060 name => 'godgiven item',
7061 type => 'bool'
7062 }
7063 ],
7064 [
7065 'msg',
7066 {
7067 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7068 end => 'endmsg',
7069 name => 'description',
7070 type => 'text'
7071 }
7072 ]
7073 ],
7074 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.',
7075 name => 'Weapon',
7076 section => [
7077 [
7078 'resistance',
7079 [
7080 [
7081 'resist_physical',
7082 {
7083 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.',
7084 name => 'resist physical %',
7085 type => 'int'
7086 }
7087 ],
7088 [
7089 'resist_magic',
7090 {
7091 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.',
7092 name => 'resist magic %',
7093 type => 'int'
7094 }
7095 ],
7096 [
7097 'resist_fire',
7098 {
7099 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.',
7100 name => 'resist fire %',
7101 type => 'int'
7102 }
7103 ],
7104 [
7105 'resist_electricity',
7106 {
7107 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.',
7108 name => 'resist electricity %',
7109 type => 'int'
7110 }
7111 ],
7112 [
7113 'resist_cold',
7114 {
7115 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.',
7116 name => 'resist cold %',
7117 type => 'int'
7118 }
7119 ],
7120 [
7121 'resist_confusion',
7122 {
7123 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).',
7124 name => 'resist confusion %',
7125 type => 'int'
7126 }
7127 ],
7128 [
7129 'resist_acid',
7130 {
7131 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.',
7132 name => 'resist acid %',
7133 type => 'int'
7134 }
7135 ],
7136 [
7137 'resist_drain',
7138 {
7139 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).',
7140 name => 'resist draining %',
7141 type => 'int'
7142 }
7143 ],
7144 [
7145 'resist_weaponmagic',
7146 {
7147 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.',
7148 name => 'resist weaponmagic %',
7149 type => 'int'
7150 }
7151 ],
7152 [
7153 'resist_ghosthit',
7154 {
7155 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.',
7156 name => 'resist ghosthit %',
7157 type => 'int'
7158 }
7159 ],
7160 [
7161 'resist_poison',
7162 {
7163 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.',
7164 name => 'resist poison %',
7165 type => 'int'
7166 }
7167 ],
7168 [
7169 'resist_slow',
7170 {
7171 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.',
7172 name => 'resist slow %',
7173 type => 'int'
7174 }
7175 ],
7176 [
7177 'resist_paralyze',
7178 {
7179 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).',
7180 name => 'resist paralyze %',
7181 type => 'int'
7182 }
7183 ],
7184 [
7185 'resist_fear',
7186 {
7187 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.',
7188 name => 'resist fear %',
7189 type => 'int'
7190 }
7191 ],
7192 [
7193 'resist_deplete',
7194 {
7195 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).',
7196 name => 'resist depletion %',
7197 type => 'int'
7198 }
7199 ],
7200 [
7201 'resist_death',
7202 {
7203 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!',
7204 name => 'resist death-attack %',
7205 type => 'int'
7206 }
7207 ],
7208 [
7209 'resist_chaos',
7210 {
7211 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.',
7212 name => 'resist chaos %',
7213 type => 'int'
7214 }
7215 ],
7216 [
7217 'resist_blind',
7218 {
7219 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.',
7220 name => 'resist blinding %',
7221 type => 'int'
7222 }
7223 ],
7224 [
7225 'resist_holyword',
7226 {
7227 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.',
7228 name => 'resist holy power %',
7229 type => 'int'
7230 }
7231 ]
7232 ]
7233 ],
7234 [
7235 'stats',
7236 [
7237 [
7238 'Str',
7239 {
7240 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
7241 name => 'strength',
7242 type => 'int'
7243 }
7244 ],
7245 [
7246 'Dex',
7247 {
7248 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
7249 name => 'dexterity',
7250 type => 'int'
7251 }
7252 ],
7253 [
7254 'Con',
7255 {
7256 desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
7257 name => 'constitution',
7258 type => 'int'
7259 }
7260 ],
7261 [
7262 'Int',
7263 {
7264 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
7265 name => 'intelligence',
7266 type => 'int'
7267 }
7268 ],
7269 [
7270 'Pow',
7271 {
7272 desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
7273 name => 'power',
7274 type => 'int'
7275 }
7276 ],
7277 [
7278 'Wis',
7279 {
7280 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
7281 name => 'wisdom',
7282 type => 'int'
7283 }
7284 ],
7285 [
7286 'Cha',
7287 {
7288 desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
7289 name => 'charisma',
7290 type => 'int'
7291 }
7292 ]
7293 ]
7294 ],
7295 [
7296 'misc',
7297 [
7298 [
7299 'luck',
7300 {
7301 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.',
7302 name => 'luck bonus',
7303 type => 'int'
7304 }
7305 ],
7306 [
7307 'hp',
7308 {
7309 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7310 name => 'health regen.',
7311 type => 'int'
7312 }
7313 ],
7314 [
7315 'sp',
7316 {
7317 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7318 name => 'mana regen.',
7319 type => 'int'
7320 }
7321 ],
7322 [
7323 'grace',
7324 {
7325 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!!',
7326 name => 'grace regen.',
7327 type => 'int'
7328 }
7329 ],
7330 [
7331 'food',
7332 {
7333 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.',
7334 name => 'food bonus',
7335 type => 'int'
7336 }
7337 ],
7338 [
7339 'xrays',
7340 {
7341 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.',
7342 name => 'xray vision',
7343 type => 'bool'
7344 }
7345 ],
7346 [
7347 'stealth',
7348 {
7349 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)',
7350 name => 'stealth',
7351 type => 'bool'
7352 }
7353 ],
7354 [
7355 'reflect_spell',
7356 {
7357 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!',
7358 name => 'reflect spells',
7359 type => 'bool'
7360 }
7361 ],
7362 [
7363 'reflect_missile',
7364 {
7365 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.',
7366 name => 'reflect missiles',
7367 type => 'bool'
7368 }
7369 ],
7370 [
7371 'path_attuned',
7372 {
7373 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7374 name => 'attuned paths',
7375 type => 'bitmask',
7376 value => $BITMASK{spellpath}
7377 }
7378 ],
7379 [
7380 'path_repelled',
7381 {
7382 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7383 name => 'repelled paths',
7384 type => 'bitmask',
7385 value => $BITMASK{spellpath}
7386 }
7387 ],
7388 [
7389 'path_denied',
7390 {
7391 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7392 name => 'denied paths',
7393 type => 'bitmask',
7394 value => $BITMASK{spellpath}
7395 }
7396 ]
7397 ]
7398 ]
7399 ],
7400 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.'
7401 }
7402 );
7403
7404 our %ATTR = (
7405 3 => $TYPE{Rod},
7406 4 => $TYPE{Treasure},
7407 5 => $TYPE{Potion},
7408 6 => $TYPE{Food},
7409 7 => $TYPE{'Poison Food'},
7410 8 => $TYPE{Book},
7411 9 => $TYPE{Clock},
7412 13 => $TYPE{Projectile},
7413 14 => $TYPE{'Shooting Weapon'},
7414 15 => $TYPE{Weapon},
7415 16 => $TYPE{'Brestplate Armour'},
7416 17 => $TYPE{Pedestal},
7417 18 => $TYPE{Altar},
7418 20 => $TYPE{'Locked Door'},
7419 21 => $TYPE{'Special Key'},
7420 23 => $TYPE{Door},
7421 24 => $TYPE{Key},
7422 26 => $TYPE{'Timed Gate'},
7423 27 => $TYPE{'Handle Trigger'},
7424 28 => $TYPE{'Monster (Grimreaper)'},
7425 29 => $TYPE{'Magic Ear'},
7426 30 => $TYPE{'Button Trigger'},
7427 31 => $TYPE{'Altar Trigger'},
7428 33 => $TYPE{Shield},
7429 34 => $TYPE{Helmet},
7430 35 => $TYPE{Horn},
7431 36 => $TYPE{Money},
7432 37 => $TYPE{'Class Changer'},
7433 39 => $TYPE{Amulet},
7434 40 => $TYPE{Mover},
7435 41 => $TYPE{Teleporter},
7436 42 => $TYPE{Creator},
7437 43 => $TYPE{Skill},
7438 51 => $TYPE{Detector},
7439 52 => $TYPE{'Trigger Marker'},
7440 55 => $TYPE{Marker},
7441 56 => $TYPE{'Holy Altar'},
7442 58 => $TYPE{Battleground},
7443 60 => $TYPE{Jewel},
7444 62 => $TYPE{'Magic Wall'},
7445 64 => $TYPE{'Inventory Checker'},
7446 65 => $TYPE{'Mood Floor'},
7447 66 => $TYPE{Exit},
7448 67 => $TYPE{'Floor (Encounter)'},
7449 68 => $TYPE{'Shop Floor'},
7450 69 => $TYPE{'Shop Mat'},
7451 70 => $TYPE{Ring},
7452 72 => $TYPE{Flesh},
7453 73 => $TYPE{Inorganic},
7454 83 => $TYPE{Duplicator},
7455 85 => $TYPE{Spellbook},
7456 87 => $TYPE{Cloak},
7457 88 => $TYPE{'Hazard Floor'},
7458 90 => $TYPE{Spinner},
7459 91 => $TYPE{Gate},
7460 92 => $TYPE{Button},
7461 93 => $TYPE{Handle},
7462 94 => $TYPE{Pit},
7463 95 => $TYPE{Trapdoor},
7464 98 => $TYPE{'Sign & MagicMouth'},
7465 99 => $TYPE{Boots},
7466 100 => $TYPE{Gloves},
7467 101 => $TYPE{Spell},
7468 103 => $TYPE{Converter},
7469 104 => $TYPE{Bracers},
7470 106 => $TYPE{Savebed},
7471 109 => $TYPE{'Wand & Staff'},
7472 110 => $TYPE{Ability},
7473 111 => $TYPE{Scroll},
7474 112 => $TYPE{Director},
7475 113 => $TYPE{Girdle},
7476 116 => $TYPE{'Event Connector'},
7477 122 => $TYPE{Container},
7478 130 => $TYPE{'Skill Scroll'},
7479 138 => $TYPE{Swamp},
7480 150 => $TYPE{'Shop Inventory'},
7481 154 => $TYPE{Rune},
7482 155 => $TYPE{Trap},
7483 156 => $TYPE{'Power Crystal'},
7484 158 => $TYPE{Disease},
7485 163 => $TYPE{'Item Transformer'},
7486 165 => $TYPE{'Safe ground (CF+)'}
7487 );
7488
7489 our %TYPENAME = (
7490 0 => '*NONE*',
7491 1 => 'PLAYER',
7492 2 => 'TRANSPORT',
7493 3 => 'ROD',
7494 4 => 'TREASURE',
7495 5 => 'POTION',
7496 6 => 'FOOD',
7497 7 => 'POISON',
7498 8 => 'BOOK',
7499 9 => 'CLOCK',
7500 12 => 'LIGHTNING',
7501 13 => 'ARROW',
7502 14 => 'BOW',
7503 15 => 'WEAPON',
7504 16 => 'ARMOUR',
7505 17 => 'PEDESTAL',
7506 18 => 'ALTAR',
7507 20 => 'LOCKED_DOOR',
7508 21 => 'SPECIAL_KEY',
7509 22 => 'MAP',
7510 23 => 'DOOR',
7511 24 => 'KEY',
7512 26 => 'TIMED_GATE',
7513 27 => 'TRIGGER',
7514 28 => 'GRIMREAPER',
7515 29 => 'MAGIC_EAR',
7516 30 => 'TRIGGER_BUTTON',
7517 31 => 'TRIGGER_ALTAR',
7518 32 => 'TRIGGER_PEDESTAL',
7519 33 => 'SHIELD',
7520 34 => 'HELMET',
7521 35 => 'HORN',
7522 36 => 'MONEY',
7523 37 => 'CLASS',
7524 38 => 'GRAVESTONE',
7525 39 => 'AMULET',
7526 40 => 'PLAYERMOVER',
7527 41 => 'TELEPORTER',
7528 42 => 'CREATOR',
7529 43 => 'SKILL',
7530 44 => 'EXPERIENCE',
7531 45 => 'EARTHWALL',
7532 46 => 'GOLEM',
7533 48 => 'THROWN_OBJ',
7534 49 => 'BLINDNESS',
7535 50 => 'GOD',
7536 51 => 'DETECTOR',
7537 52 => 'TRIGGER_MARKER',
7538 53 => 'DEAD_OBJECT',
7539 54 => 'DRINK',
7540 55 => 'MARKER',
7541 56 => 'HOLY_ALTAR',
7542 57 => 'PLAYER_CHANGER',
7543 58 => 'BATTLEGROUND',
7544 59 => 'PEACEMAKER',
7545 60 => 'GEM',
7546 62 => 'FIREWALL',
7547 63 => 'ANVIL',
7548 64 => 'CHECK_INV',
7549 65 => 'MOOD_FLOOR',
7550 66 => 'EXIT',
7551 67 => 'ENCOUNTER',
7552 68 => 'SHOP_FLOOR',
7553 69 => 'SHOP_MAT',
7554 70 => 'RING',
7555 71 => 'FLOOR',
7556 72 => 'FLESH',
7557 73 => 'INORGANIC',
7558 74 => 'SKILL_TOOL',
7559 75 => 'LIGHTER',
7560 76 => 'TRAP_PART',
7561 77 => 'WALL',
7562 78 => 'LIGHT_SOURCE',
7563 79 => 'MISC_OBJECT',
7564 80 => 'MONSTER',
7565 81 => 'SPAWN_GENERATOR',
7566 82 => 'LAMP',
7567 83 => 'DUPLICATOR',
7568 84 => 'TOOL',
7569 85 => 'SPELLBOOK',
7570 86 => 'BUILDFAC',
7571 87 => 'CLOAK',
7572 90 => 'SPINNER',
7573 91 => 'GATE',
7574 92 => 'BUTTON',
7575 93 => 'CF_HANDLE',
7576 94 => 'HOLE',
7577 95 => 'TRAPDOOR',
7578 98 => 'SIGN',
7579 99 => 'BOOTS',
7580 100 => 'GLOVES',
7581 101 => 'SPELL',
7582 102 => 'SPELL_EFFECT',
7583 103 => 'CONVERTER',
7584 104 => 'BRACERS',
7585 105 => 'POISONING',
7586 106 => 'SAVEBED',
7587 107 => 'POISONCLOUD',
7588 108 => 'FIREHOLES',
7589 109 => 'WAND',
7590 111 => 'SCROLL',
7591 112 => 'DIRECTOR',
7592 113 => 'GIRDLE',
7593 114 => 'FORCE',
7594 115 => 'POTION_EFFECT',
7595 116 => 'EVENT_CONNECTOR',
7596 121 => 'CLOSE_CON',
7597 122 => 'CONTAINER',
7598 123 => 'ARMOUR_IMPROVER',
7599 124 => 'WEAPON_IMPROVER',
7600 130 => 'SKILLSCROLL',
7601 138 => 'DEEP_SWAMP',
7602 139 => 'IDENTIFY_ALTAR',
7603 150 => 'MENU',
7604 154 => 'RUNE',
7605 155 => 'TRAP',
7606 156 => 'POWER_CRYSTAL',
7607 157 => 'CORPSE',
7608 158 => 'DISEASE',
7609 159 => 'SYMPTOM',
7610 160 => 'BUILDER',
7611 161 => 'MATERIAL',
7612 162 => 'GPS',
7613 163 => 'ITEM_TRANSFORMER',
7614 164 => 'QUEST'
7615 );
7616
7617 our %SPELL = (
7618 0 => 'magic bullet',
7619 1 => 'small fireball',
7620 2 => 'medium fireball',
7621 3 => 'large fireball',
7622 4 => 'burning hands',
7623 5 => 'small lightning',
7624 6 => 'large lightning',
7625 7 => 'magic missile',
7626 8 => 'create bomb',
7627 9 => 'summon golem',
7628 10 => 'summon fire elemental',
7629 11 => 'summon earth elemental',
7630 12 => 'summon water elemental',
7631 13 => 'summon air elemental',
7632 14 => 'dimension door',
7633 15 => 'create earth wall',
7634 16 => 'paralyze',
7635 17 => 'icestorm',
7636 18 => 'magic mapping',
7637 19 => 'turn undead',
7638 20 => 'fear',
7639 21 => 'poison cloud',
7640 22 => 'wonder',
7641 23 => 'destruction',
7642 24 => 'perceive self',
7643 25 => 'word of recall',
7644 26 => 'invisible',
7645 27 => 'invisible to undead',
7646 28 => 'probe',
7647 29 => 'large bullet',
7648 30 => 'improved invisibility',
7649 31 => 'holy word',
7650 32 => 'minor healing',
7651 33 => 'medium healing',
7652 34 => 'major healing',
7653 35 => 'heal',
7654 36 => 'create food',
7655 37 => 'earth to dust',
7656 38 => 'armour',
7657 39 => 'strength',
7658 40 => 'dexterity',
7659 41 => 'constitution',
7660 42 => 'charisma',
7661 43 => 'create fire wall',
7662 44 => 'create frost wall',
7663 45 => 'protection from cold',
7664 46 => 'protection from electricity',
7665 47 => 'protection from fire',
7666 48 => 'protection from poison',
7667 49 => 'protection from slow',
7668 50 => 'protection from paralysis',
7669 51 => 'protection from draining',
7670 52 => 'protection from magic',
7671 53 => 'protection from attack',
7672 54 => 'levitate',
7673 55 => 'small speedball',
7674 56 => 'large speedball',
7675 57 => 'hellfire',
7676 58 => 'dragonbreath',
7677 59 => 'large icestorm',
7678 60 => 'charging',
7679 61 => 'polymorph',
7680 62 => 'cancellation',
7681 63 => 'confusion',
7682 64 => 'mass confusion',
7683 65 => 'summon pet monster',
7684 66 => 'slow',
7685 67 => 'regenerate spellpoints',
7686 68 => 'cure poison',
7687 69 => 'protection from confusion',
7688 70 => 'protection from cancellation',
7689 71 => 'protection from depletion',
7690 72 => 'alchemy',
7691 73 => 'remove curse',
7692 74 => 'remove damnation',
7693 75 => 'identify',
7694 76 => 'detect magic',
7695 77 => 'detect monster',
7696 78 => 'detect evil',
7697 79 => 'detect curse',
7698 80 => 'heroism',
7699 81 => 'aggravation',
7700 82 => 'firebolt',
7701 83 => 'frostbolt',
7702 84 => 'shockwave',
7703 85 => 'color spray',
7704 86 => 'haste',
7705 87 => 'face of death',
7706 88 => 'ball lightning',
7707 89 => 'meteor swarm',
7708 90 => 'comet',
7709 91 => 'mystic fist',
7710 92 => 'raise dead',
7711 93 => 'resurrection',
7712 94 => 'reincarnation',
7713 95 => 'immunity to cold',
7714 96 => 'immunity to electricity',
7715 97 => 'immunity to fire',
7716 98 => 'immunity to poison',
7717 99 => 'immunity to slow',
7718 100 => 'immunity to paralysis',
7719 101 => 'immunity to draining',
7720 102 => 'immunity to magic',
7721 103 => 'immunity to attack',
7722 104 => 'invulnerability',
7723 105 => 'defense',
7724 106 => 'rune of fire',
7725 107 => 'rune of frost',
7726 108 => 'rune of shocking',
7727 109 => 'rune of blasting',
7728 110 => 'rune of death',
7729 111 => 'marking rune',
7730 112 => 'build director',
7731 113 => 'create pool of chaos',
7732 114 => 'build bullet wall',
7733 115 => 'build lightning wall',
7734 116 => 'build fireball wall',
7735 117 => 'magic rune',
7736 118 => 'rune of magic drain',
7737 119 => 'antimagic rune',
7738 120 => 'rune of transferrence',
7739 121 => 'transferrence',
7740 122 => 'magic drain',
7741 123 => 'counterspell',
7742 124 => 'disarm',
7743 125 => 'cure confusion',
7744 126 => 'restoration',
7745 127 => 'summon evil monster',
7746 128 => 'counterwall',
7747 129 => 'cause light wounds',
7748 130 => 'cause medium wounds',
7749 131 => 'cause serious wounds',
7750 132 => 'charm monsters',
7751 133 => 'banishment',
7752 134 => 'create missile',
7753 135 => 'show invisible',
7754 136 => 'xray',
7755 137 => 'pacify',
7756 138 => 'summon fog',
7757 139 => 'steambolt',
7758 140 => 'command undead',
7759 141 => 'holy orb',
7760 142 => 'summon avatar',
7761 143 => 'holy possession',
7762 144 => 'bless',
7763 145 => 'curse',
7764 146 => 'regeneration',
7765 147 => 'consecrate',
7766 148 => 'summon cult monsters',
7767 149 => 'cause critical wounds',
7768 150 => 'holy wrath',
7769 151 => 'retributive strike',
7770 152 => 'finger of death',
7771 153 => 'insect plague',
7772 154 => 'call holy servant',
7773 155 => 'wall of thorns',
7774 156 => 'staff to snake',
7775 157 => 'light',
7776 158 => 'darkness',
7777 159 => 'nightfall',
7778 160 => 'daylight',
7779 161 => 'sunspear',
7780 162 => 'faery fire',
7781 163 => 'cure blindness',
7782 164 => 'dark vision',
7783 165 => 'bullet swarm',
7784 166 => 'bullet storm',
7785 167 => 'cause many wounds',
7786 168 => 'small snowstorm',
7787 169 => 'medium snowstorm',
7788 170 => 'large snowstorm',
7789 171 => 'cure disease',
7790 172 => 'cause red death',
7791 173 => 'cause flu',
7792 174 => 'cause black death',
7793 175 => 'cause leprosy',
7794 176 => 'cause smallpox',
7795 177 => 'cause white death',
7796 178 => 'cause anthrax',
7797 179 => 'cause typhoid',
7798 180 => 'mana blast',
7799 181 => 'small manaball',
7800 182 => 'medium manaball',
7801 183 => 'large manaball',
7802 184 => 'mana bolt',
7803 185 => 'dancing sword',
7804 186 => 'animate weapon',
7805 187 => 'cause cold',
7806 188 => 'divine shock',
7807 189 => 'windstorm',
7808 190 => 'sanctuary',
7809 191 => 'peace',
7810 192 => 'spiderweb',
7811 193 => 'conflict',
7812 194 => 'rage',
7813 195 => 'forked lightning',
7814 196 => 'poison fog',
7815 197 => 'flaming aura',
7816 198 => 'vitriol',
7817 199 => 'vitriol splash',
7818 200 => 'ironwood skin',
7819 201 => 'wrathful eye',
7820 202 => 'town portal',
7821 203 => 'missile swarm',
7822 204 => 'cause rabies',
7823 205 => 'glyph'
7824 );
7825
7826
7827 =head1 AUTHOR
7828
7829 Marc Lehmann <schmorp.de>
7830 http://home.schmorp.de/
7831
7832 The source files are part of the CFJavaEditor.
7833
7834 =cut
7835
7836 1