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Revision: 1.31
Committed: Sat Jul 14 13:30:43 2007 UTC (16 years, 10 months ago) by root
Branch: MAIN
Changes since 1.30: +1 -1 lines
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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 '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 '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 '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 '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 '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 'treasure_env',
2044 {
2045 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2046 name => 'treasure in env',
2047 type => 'bool'
2048 }
2049 ]
2050 ],
2051 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.',
2052 ignore => [
2053 $IGNORE_LIST{non_pickable}
2054 ],
2055 name => 'Door'
2056 },
2057 Duplicator => {
2058 attr => [
2059 [
2060 'other_arch',
2061 {
2062 desc => 'Only objects of matching archtype, lying ontop of the duplicator will be duplicated, multiplied or removed. All other objects will be ignored.',
2063 name => 'target arch',
2064 type => 'string'
2065 }
2066 ],
2067 [
2068 'level',
2069 {
2070 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.',
2071 name => 'multiply factor',
2072 type => 'int'
2073 }
2074 ],
2075 [
2076 'connected',
2077 {
2078 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!',
2079 name => 'connection',
2080 type => 'int'
2081 }
2082 ],
2083 [
2084 'activate_on_push',
2085 {
2086 desc => 'Whether the teleporter should only be activated on push.',
2087 name => 'Activate on push',
2088 type => 'bool'
2089 }
2090 ],
2091 [
2092 'activate_on_release',
2093 {
2094 desc => 'Whether the teleporter should only be activated on release.',
2095 name => 'Activate on release',
2096 type => 'bool'
2097 }
2098 ]
2099 ],
2100 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.',
2101 ignore => [
2102 $IGNORE_LIST{system_object}
2103 ],
2104 name => 'Duplicator',
2105 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%.'
2106 },
2107 'Event Connector' => {
2108 attr => [
2109 [
2110 'subtype',
2111 {
2112 desc => 'The type of event that triggers a notify to the plug-in.',
2113 name => 'event type',
2114 type => 'list',
2115 value => $LIST{event_type}
2116 }
2117 ],
2118 [
2119 'title',
2120 {
2121 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.',
2122 name => 'plug-in',
2123 type => 'string'
2124 }
2125 ],
2126 [
2127 'slaying',
2128 {
2129 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.',
2130 name => 'extension',
2131 type => 'string'
2132 }
2133 ],
2134 [
2135 'name',
2136 {
2137 desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2138 name => 'options',
2139 type => 'string'
2140 }
2141 ]
2142 ],
2143 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2144 name => 'Event Connector'
2145 },
2146 Exit => {
2147 attr => [
2148 [
2149 'slaying',
2150 {
2151 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".',
2152 name => 'exit path',
2153 type => 'string'
2154 }
2155 ],
2156 [
2157 'hp',
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 X',
2161 type => 'int'
2162 }
2163 ],
2164 [
2165 'sp',
2166 {
2167 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.',
2168 name => 'destination Y',
2169 type => 'int'
2170 }
2171 ],
2172 [
2173 'move_on',
2174 {
2175 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2176 name => 'movement type',
2177 type => 'movement_type'
2178 }
2179 ],
2180 [
2181 'msg',
2182 {
2183 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. =)',
2184 end => 'endmsg',
2185 name => 'exit message',
2186 type => 'text'
2187 }
2188 ],
2189 [
2190 'damned',
2191 {
2192 desc => 'If set, then players using this exit will have their savebed position set to the destination of the exit when passing through.',
2193 name => 'set savebed',
2194 type => 'bool'
2195 }
2196 ]
2197 ],
2198 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.',
2199 ignore => [
2200 $IGNORE_LIST{non_pickable}
2201 ],
2202 name => 'Exit',
2203 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.'
2204 },
2205 Flesh => {
2206 attr => [
2207 [
2208 'food',
2209 {
2210 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2211 name => 'foodpoints',
2212 type => 'int'
2213 }
2214 ],
2215 [
2216 'level',
2217 {
2218 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.',
2219 name => 'flesh level',
2220 type => 'int'
2221 }
2222 ],
2223 [
2224 'startequip',
2225 {
2226 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2227 name => 'godgiven item',
2228 type => 'bool'
2229 }
2230 ],
2231 [
2232 'msg',
2233 {
2234 desc => 'This text may describe the item.',
2235 end => 'endmsg',
2236 name => 'description',
2237 type => 'text'
2238 }
2239 ]
2240 ],
2241 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.',
2242 name => 'Flesh',
2243 section => [
2244 [
2245 'resistance',
2246 [
2247 [
2248 'resist_physical',
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 physical %',
2252 type => 'int'
2253 }
2254 ],
2255 [
2256 'resist_magic',
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 magic %',
2260 type => 'int'
2261 }
2262 ],
2263 [
2264 'resist_fire',
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 fire %',
2268 type => 'int'
2269 }
2270 ],
2271 [
2272 'resist_electricity',
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 electricity %',
2276 type => 'int'
2277 }
2278 ],
2279 [
2280 'resist_cold',
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 cold %',
2284 type => 'int'
2285 }
2286 ],
2287 [
2288 'resist_confusion',
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 confusion %',
2292 type => 'int'
2293 }
2294 ],
2295 [
2296 'resist_acid',
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 acid %',
2300 type => 'int'
2301 }
2302 ],
2303 [
2304 'resist_drain',
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 draining %',
2308 type => 'int'
2309 }
2310 ],
2311 [
2312 'resist_weaponmagic',
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 weaponmagic %',
2316 type => 'int'
2317 }
2318 ],
2319 [
2320 'resist_ghosthit',
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 ghosthit %',
2324 type => 'int'
2325 }
2326 ],
2327 [
2328 'resist_poison',
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 poison %',
2332 type => 'int'
2333 }
2334 ],
2335 [
2336 'resist_slow',
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 slow %',
2340 type => 'int'
2341 }
2342 ],
2343 [
2344 'resist_paralyze',
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 paralyze %',
2348 type => 'int'
2349 }
2350 ],
2351 [
2352 'resist_fear',
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 fear %',
2356 type => 'int'
2357 }
2358 ],
2359 [
2360 'resist_deplete',
2361 {
2362 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.',
2363 name => 'resist depletion %',
2364 type => 'int'
2365 }
2366 ],
2367 [
2368 'resist_death',
2369 {
2370 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.',
2371 name => 'resist death-attack %',
2372 type => 'int'
2373 }
2374 ],
2375 [
2376 'resist_chaos',
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 chaos %',
2380 type => 'int'
2381 }
2382 ],
2383 [
2384 'resist_blind',
2385 {
2386 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.',
2387 name => 'resist blinding %',
2388 type => 'int'
2389 }
2390 ]
2391 ]
2392 ]
2393 ],
2394 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.'
2395 },
2396 Floor => {
2397 attr => [
2398 [
2399 'is_floor',
2400 {
2401 type => 'fixed',
2402 value => 1
2403 }
2404 ],
2405 [
2406 'no_pick',
2407 {
2408 type => 'fixed',
2409 value => 1
2410 }
2411 ],
2412 [
2413 'no_magic',
2414 {
2415 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2416 name => 'no spells',
2417 type => 'bool'
2418 }
2419 ],
2420 [
2421 'damned',
2422 {
2423 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2424 name => 'no prayers',
2425 type => 'bool'
2426 }
2427 ],
2428 [
2429 'unique',
2430 {
2431 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>.',
2432 name => 'unique map',
2433 type => 'bool'
2434 }
2435 ],
2436 [
2437 'msg',
2438 {
2439 desc => 'This text may describe the object.',
2440 end => 'endmsg',
2441 name => 'description',
2442 type => 'text'
2443 }
2444 ]
2445 ],
2446 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2447 ignore => [
2448 $IGNORE_LIST{non_pickable}
2449 ],
2450 name => 'Floor',
2451 section => [
2452 [
2453 'terrain',
2454 [
2455 [
2456 'move_block',
2457 {
2458 desc => 'Objects using these movement types cannot move over this space.',
2459 name => 'blocked movement',
2460 type => 'movement_type'
2461 }
2462 ],
2463 [
2464 'move_allow',
2465 {
2466 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2467 name => 'allowed movement',
2468 type => 'movement_type'
2469 }
2470 ],
2471 [
2472 'move_slow',
2473 {
2474 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2475 name => 'slowed movement',
2476 type => 'movement_type'
2477 }
2478 ],
2479 [
2480 'move_slow_penalty',
2481 {
2482 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)',
2483 name => 'slow movement penalty',
2484 type => 'int'
2485 }
2486 ],
2487 [
2488 'is_wooded',
2489 {
2490 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2491 name => 'wooded terrain',
2492 type => 'bool'
2493 }
2494 ],
2495 [
2496 'is_hilly',
2497 {
2498 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2499 name => 'hilly terrain',
2500 type => 'bool'
2501 }
2502 ]
2503 ]
2504 ]
2505 ]
2506 },
2507 'Floor (Encounter)' => {
2508 attr => [
2509 [
2510 'is_floor',
2511 {
2512 type => 'fixed',
2513 value => 1
2514 }
2515 ],
2516 [
2517 'no_pick',
2518 {
2519 type => 'fixed',
2520 value => 1
2521 }
2522 ],
2523 [
2524 'no_magic',
2525 {
2526 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2527 name => 'no spells',
2528 type => 'bool'
2529 }
2530 ],
2531 [
2532 'damned',
2533 {
2534 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2535 name => 'no prayers',
2536 type => 'bool'
2537 }
2538 ],
2539 [
2540 'unique',
2541 {
2542 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>.',
2543 name => 'unique map',
2544 type => 'bool'
2545 }
2546 ],
2547 [
2548 'msg',
2549 {
2550 desc => 'This text may describe the object.',
2551 end => 'endmsg',
2552 name => 'description',
2553 type => 'text'
2554 }
2555 ]
2556 ],
2557 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.',
2558 ignore => [
2559 $IGNORE_LIST{non_pickable}
2560 ],
2561 name => 'Floor (Encounter)',
2562 section => [
2563 [
2564 'terrain',
2565 [
2566 [
2567 'move_block',
2568 {
2569 desc => 'Objects using these movement types cannot move over this space.',
2570 name => 'blocked movement',
2571 type => 'movement_type'
2572 }
2573 ],
2574 [
2575 'move_allow',
2576 {
2577 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2578 name => 'allowed movement',
2579 type => 'movement_type'
2580 }
2581 ],
2582 [
2583 'move_slow',
2584 {
2585 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2586 name => 'slowed movement',
2587 type => 'movement_type'
2588 }
2589 ],
2590 [
2591 'move_slow_penalty',
2592 {
2593 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2594 name => 'slow movement penalty',
2595 type => 'int'
2596 }
2597 ],
2598 [
2599 'is_wooded',
2600 {
2601 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2602 name => 'wooded terrain',
2603 type => 'bool'
2604 }
2605 ],
2606 [
2607 'is_hilly',
2608 {
2609 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2610 name => 'hilly terrain',
2611 type => 'bool'
2612 }
2613 ]
2614 ]
2615 ]
2616 ]
2617 },
2618 Food => {
2619 attr => [
2620 [
2621 'food',
2622 {
2623 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2624 name => 'foodpoints',
2625 type => 'int'
2626 }
2627 ],
2628 [
2629 'startequip',
2630 {
2631 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2632 name => 'godgiven item',
2633 type => 'bool'
2634 }
2635 ]
2636 ],
2637 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2638 name => 'Food'
2639 },
2640 Gate => {
2641 attr => [
2642 [
2643 'no_pick',
2644 {
2645 type => 'fixed',
2646 value => 1
2647 }
2648 ],
2649 [
2650 'speed',
2651 {
2652 desc => 'The speed of the gate affects how fast it is closing/opening.',
2653 type => 'float'
2654 }
2655 ],
2656 [
2657 'connected',
2658 {
2659 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2660 name => 'connection',
2661 type => 'int'
2662 }
2663 ],
2664 [
2665 'wc',
2666 {
2667 desc => 'The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state. I suggest you don\'t mess with this value - Leave the default in place.',
2668 name => 'position state',
2669 type => 'int'
2670 }
2671 ],
2672 [
2673 'move_block',
2674 {
2675 desc => 'Objects using these movement types cannot move over this space.',
2676 name => 'blocked movement',
2677 type => 'movement_type'
2678 }
2679 ],
2680 [
2681 'move_allow',
2682 {
2683 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2684 name => 'allowed movement',
2685 type => 'movement_type'
2686 }
2687 ],
2688 [
2689 'move_slow',
2690 {
2691 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2692 name => 'slowed movement',
2693 type => 'movement_type'
2694 }
2695 ],
2696 [
2697 'move_slow_penalty',
2698 {
2699 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)',
2700 name => 'slow movement penalty',
2701 type => 'int'
2702 }
2703 ],
2704 [
2705 'no_magic',
2706 {
2707 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2708 name => 'restrict spells',
2709 type => 'bool'
2710 }
2711 ],
2712 [
2713 'damned',
2714 {
2715 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2716 name => 'restrict prayers',
2717 type => 'bool'
2718 }
2719 ]
2720 ],
2721 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.',
2722 ignore => [
2723 $IGNORE_LIST{non_pickable}
2724 ],
2725 name => 'Gate',
2726 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".'
2727 },
2728 Girdle => {
2729 attr => [
2730 [
2731 'magic',
2732 {
2733 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.',
2734 name => 'magic bonus',
2735 type => 'int'
2736 }
2737 ]
2738 ],
2739 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.',
2740 import => [
2741 'Amulet'
2742 ],
2743 name => 'Girdle',
2744 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2745 },
2746 Gloves => {
2747 attr => [
2748 [
2749 'magic',
2750 {
2751 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.',
2752 name => 'magic bonus',
2753 type => 'int'
2754 }
2755 ]
2756 ],
2757 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2758 import => [
2759 'Amulet'
2760 ],
2761 name => 'Gloves',
2762 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2763 },
2764 Handle => {
2765 attr => [
2766 [
2767 'no_pick',
2768 {
2769 type => 'fixed',
2770 value => 1
2771 }
2772 ],
2773 [
2774 'connected',
2775 {
2776 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2777 name => 'connection',
2778 type => 'int'
2779 }
2780 ],
2781 [
2782 'msg',
2783 {
2784 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2785 end => 'endmsg',
2786 name => 'description',
2787 type => 'text'
2788 }
2789 ]
2790 ],
2791 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2792 ignore => [
2793 $IGNORE_LIST{non_pickable}
2794 ],
2795 name => 'Handle',
2796 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.'
2797 },
2798 'Handle Trigger' => {
2799 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.',
2800 ignore => [
2801 $IGNORE_LIST{non_pickable}
2802 ],
2803 import => [
2804 'Handle'
2805 ],
2806 name => 'Handle Trigger',
2807 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.'
2808 },
2809 'Hazard Floor' => {
2810 attr => [
2811 [
2812 'is_floor',
2813 {
2814 type => 'fixed',
2815 value => 1
2816 }
2817 ],
2818 [
2819 'lifesave',
2820 {
2821 type => 'fixed',
2822 value => 1
2823 }
2824 ],
2825 [
2826 'move_on',
2827 {
2828 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2829 name => 'movement type',
2830 type => 'movement_type'
2831 }
2832 ],
2833 [
2834 'no_pick',
2835 {
2836 type => 'fixed',
2837 value => 1
2838 }
2839 ],
2840 [
2841 'attacktype',
2842 {
2843 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.',
2844 name => 'attacktype',
2845 type => 'bitmask',
2846 value => $BITMASK{attacktype}
2847 }
2848 ],
2849 [
2850 'dam',
2851 {
2852 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.',
2853 name => 'base damage',
2854 type => 'int'
2855 }
2856 ],
2857 [
2858 'wc',
2859 {
2860 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.',
2861 name => 'weaponclass',
2862 type => 'int'
2863 }
2864 ],
2865 [
2866 'level',
2867 {
2868 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.',
2869 name => 'attack level',
2870 type => 'int'
2871 }
2872 ],
2873 [
2874 'no_magic',
2875 {
2876 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2877 name => 'no spells',
2878 type => 'bool'
2879 }
2880 ],
2881 [
2882 'damned',
2883 {
2884 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2885 name => 'no prayers',
2886 type => 'bool'
2887 }
2888 ],
2889 [
2890 'unique',
2891 {
2892 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>.',
2893 name => 'unique map',
2894 type => 'bool'
2895 }
2896 ]
2897 ],
2898 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.',
2899 ignore => [
2900 $IGNORE_LIST{non_pickable}
2901 ],
2902 name => 'Hazard Floor',
2903 section => [
2904 [
2905 'terrain',
2906 [
2907 [
2908 'move_block',
2909 {
2910 desc => 'Objects using these movement types cannot move over this space.',
2911 name => 'blocked movement',
2912 type => 'movement_type'
2913 }
2914 ],
2915 [
2916 'move_allow',
2917 {
2918 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2919 name => 'allowed movement',
2920 type => 'movement_type'
2921 }
2922 ],
2923 [
2924 'move_slow',
2925 {
2926 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2927 name => 'slowed movement',
2928 type => 'movement_type'
2929 }
2930 ],
2931 [
2932 'move_slow_penalty',
2933 {
2934 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)',
2935 name => 'slow movement penalty',
2936 type => 'int'
2937 }
2938 ],
2939 [
2940 'is_wooded',
2941 {
2942 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2943 name => 'wooded terrain',
2944 type => 'bool'
2945 }
2946 ],
2947 [
2948 'is_hilly',
2949 {
2950 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2951 name => 'hilly terrain',
2952 type => 'bool'
2953 }
2954 ]
2955 ]
2956 ]
2957 ],
2958 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.'
2959 },
2960 Helmet => {
2961 attr => [
2962 [
2963 'magic',
2964 {
2965 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>.',
2966 name => 'magic bonus',
2967 type => 'int'
2968 }
2969 ]
2970 ],
2971 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.',
2972 import => [
2973 'Amulet'
2974 ],
2975 name => 'Helmet',
2976 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2977 },
2978 'Holy Altar' => {
2979 attr => [
2980 [
2981 'no_pick',
2982 {
2983 type => 'fixed',
2984 value => 1
2985 }
2986 ],
2987 [
2988 'other_arch',
2989 {
2990 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.',
2991 name => 'god name',
2992 type => 'string'
2993 }
2994 ],
2995 [
2996 'level',
2997 {
2998 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.',
2999 name => 'reconsecrate level',
3000 type => 'int'
3001 }
3002 ]
3003 ],
3004 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.',
3005 ignore => [
3006 $IGNORE_LIST{non_pickable}
3007 ],
3008 name => 'Holy Altar'
3009 },
3010 Horn => {
3011 attr => [
3012 [
3013 'sp',
3014 {
3015 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!',
3016 name => 'spell',
3017 type => 'spell'
3018 }
3019 ],
3020 [
3021 'level',
3022 {
3023 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3024 name => 'casting level',
3025 type => 'int'
3026 }
3027 ],
3028 [
3029 'hp',
3030 {
3031 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3032 name => 'initial spellpoints',
3033 type => 'int'
3034 }
3035 ],
3036 [
3037 'maxhp',
3038 {
3039 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.',
3040 name => 'max. spellpoints',
3041 type => 'int'
3042 }
3043 ],
3044 [
3045 'startequip',
3046 {
3047 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3048 name => 'godgiven item',
3049 type => 'bool'
3050 }
3051 ],
3052 [
3053 'msg',
3054 {
3055 desc => 'This text may contain a description of the horn.',
3056 end => 'endmsg',
3057 name => 'description',
3058 type => 'text'
3059 }
3060 ]
3061 ],
3062 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.',
3063 ignore => [
3064 'title'
3065 ],
3066 name => 'Horn',
3067 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.'
3068 },
3069 Inorganic => {
3070 attr => [
3071 [
3072 'is_dust',
3073 {
3074 name => 'is dust',
3075 type => 'bool'
3076 }
3077 ]
3078 ],
3079 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3080 name => 'Inorganic',
3081 section => [
3082 [
3083 'resistance',
3084 [
3085 [
3086 'resist_physical',
3087 {
3088 name => 'resist physical %',
3089 type => 'int'
3090 }
3091 ],
3092 [
3093 'resist_magic',
3094 {
3095 name => 'resist magic %',
3096 type => 'int'
3097 }
3098 ],
3099 [
3100 'resist_fire',
3101 {
3102 name => 'resist fire %',
3103 type => 'int'
3104 }
3105 ],
3106 [
3107 'resist_electricity',
3108 {
3109 name => 'resist electricity %',
3110 type => 'int'
3111 }
3112 ],
3113 [
3114 'resist_cold',
3115 {
3116 name => 'resist cold %',
3117 type => 'int'
3118 }
3119 ],
3120 [
3121 'resist_acid',
3122 {
3123 name => 'resist acid %',
3124 type => 'int'
3125 }
3126 ],
3127 [
3128 'resist_weaponmagic',
3129 {
3130 name => 'resist weaponmagic %',
3131 type => 'int'
3132 }
3133 ],
3134 [
3135 'resist_ghosthit',
3136 {
3137 name => 'resist ghosthit %',
3138 type => 'int'
3139 }
3140 ],
3141 [
3142 'resist_poison',
3143 {
3144 name => 'resist poison %',
3145 type => 'int'
3146 }
3147 ],
3148 [
3149 'resist_death',
3150 {
3151 name => 'resist death-attack %',
3152 type => 'int'
3153 }
3154 ],
3155 [
3156 'resist_chaos',
3157 {
3158 name => 'resist chaos %',
3159 type => 'int'
3160 }
3161 ],
3162 [
3163 'resist_holyword',
3164 {
3165 name => 'resist holy power %',
3166 type => 'int'
3167 }
3168 ]
3169 ]
3170 ]
3171 ]
3172 },
3173 'Inventory Checker' => {
3174 attr => [
3175 [
3176 'no_pick',
3177 {
3178 type => 'fixed',
3179 value => 1
3180 }
3181 ],
3182 [
3183 'slaying',
3184 {
3185 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.',
3186 name => 'match key string',
3187 type => 'string'
3188 }
3189 ],
3190 [
3191 'race',
3192 {
3193 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>.',
3194 name => 'match arch name',
3195 type => 'string'
3196 }
3197 ],
3198 [
3199 'hp',
3200 {
3201 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. ;)',
3202 name => 'match type',
3203 type => 'int'
3204 }
3205 ],
3206 [
3207 'last_sp',
3208 {
3209 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3210 name => 'match = having',
3211 type => 'bool'
3212 }
3213 ],
3214 [
3215 'connected',
3216 {
3217 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3218 name => 'connection',
3219 type => 'int'
3220 }
3221 ],
3222 [
3223 'move_block',
3224 {
3225 desc => 'Objects using these movement types cannot move over this space.',
3226 name => 'blocked movement',
3227 type => 'movement_type'
3228 }
3229 ],
3230 [
3231 'move_allow',
3232 {
3233 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3234 name => 'allowed movement',
3235 type => 'movement_type'
3236 }
3237 ],
3238 [
3239 'move_slow',
3240 {
3241 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3242 name => 'slowed movement',
3243 type => 'movement_type'
3244 }
3245 ],
3246 [
3247 'move_slow_penalty',
3248 {
3249 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)',
3250 name => 'slow movement penalty',
3251 type => 'int'
3252 }
3253 ],
3254 [
3255 'last_heal',
3256 {
3257 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!',
3258 name => 'remove match',
3259 type => 'bool'
3260 }
3261 ]
3262 ],
3263 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.',
3264 ignore => [
3265 $IGNORE_LIST{system_object}
3266 ],
3267 name => 'Inventory Checker',
3268 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.'
3269 },
3270 'Item Transformer' => {
3271 attr => [
3272 [
3273 'food',
3274 {
3275 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3276 name => 'number of uses',
3277 type => 'int'
3278 }
3279 ],
3280 [
3281 'slaying',
3282 {
3283 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3284 name => 'verb',
3285 type => 'string'
3286 }
3287 ],
3288 [
3289 'startequip',
3290 {
3291 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3292 name => 'godgiven item',
3293 type => 'bool'
3294 }
3295 ],
3296 [
3297 'msg',
3298 {
3299 desc => 'This text may contain a description of the item transformer.',
3300 end => 'endmsg',
3301 name => 'description',
3302 type => 'text'
3303 }
3304 ]
3305 ],
3306 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.',
3307 name => 'Item Transformer',
3308 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\'.'
3309 },
3310 Jewel => {
3311 attr => [
3312 [
3313 'race',
3314 {
3315 type => 'fixed',
3316 value => 'gold and jewels'
3317 }
3318 ],
3319 [
3320 'msg',
3321 {
3322 desc => 'This text may describe the object.',
3323 end => 'endmsg',
3324 name => 'description',
3325 type => 'text'
3326 }
3327 ]
3328 ],
3329 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.',
3330 name => 'Jewel'
3331 },
3332 Key => {
3333 attr => [
3334 [
3335 'startequip',
3336 {
3337 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3338 name => 'godgiven item',
3339 type => 'bool'
3340 }
3341 ]
3342 ],
3343 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3344 name => 'Key'
3345 },
3346 'Locked Door' => {
3347 attr => [
3348 [
3349 'move_type',
3350 {
3351 type => 'fixed',
3352 value => 0
3353 }
3354 ],
3355 [
3356 'no_pick',
3357 {
3358 type => 'fixed',
3359 value => 1
3360 }
3361 ],
3362 [
3363 'slaying',
3364 {
3365 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".',
3366 name => 'key string',
3367 type => 'string'
3368 }
3369 ],
3370 [
3371 'no_magic',
3372 {
3373 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).',
3374 name => 'restrict spells',
3375 type => 'bool'
3376 }
3377 ],
3378 [
3379 'damned',
3380 {
3381 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3382 name => 'restrict prayers',
3383 type => 'bool'
3384 }
3385 ],
3386 [
3387 'msg',
3388 {
3389 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.',
3390 end => 'endmsg',
3391 name => 'lock message',
3392 type => 'text'
3393 }
3394 ]
3395 ],
3396 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3397 ignore => [
3398 $IGNORE_LIST{non_pickable}
3399 ],
3400 name => 'Locked Door',
3401 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).'
3402 },
3403 'Magic Ear' => {
3404 attr => [
3405 [
3406 'no_pick',
3407 {
3408 type => 'fixed',
3409 value => 1
3410 }
3411 ],
3412 [
3413 'connected',
3414 {
3415 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3416 name => 'connection',
3417 type => 'int'
3418 }
3419 ],
3420 [
3421 'msg',
3422 {
3423 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!',
3424 end => 'endmsg',
3425 name => 'keyword-matching',
3426 type => 'text'
3427 }
3428 ]
3429 ],
3430 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3431 ignore => [
3432 $IGNORE_LIST{system_object}
3433 ],
3434 name => 'Magic Ear',
3435 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.'
3436 },
3437 'Magic Wall' => {
3438 attr => [
3439 [
3440 'dam',
3441 {
3442 desc => 'The magic wall will cast this <spell>.',
3443 name => 'spell',
3444 type => 'spell'
3445 }
3446 ],
3447 [
3448 'level',
3449 {
3450 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.',
3451 name => 'spell level',
3452 type => 'int'
3453 }
3454 ],
3455 [
3456 'connected',
3457 {
3458 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.',
3459 name => 'connection',
3460 type => 'int'
3461 }
3462 ],
3463 [
3464 'activate_on_push',
3465 {
3466 desc => 'Whether the teleporter should only be activated on push.',
3467 name => 'Activate on push',
3468 type => 'bool'
3469 }
3470 ],
3471 [
3472 'activate_on_release',
3473 {
3474 desc => 'Whether the teleporter should only be activated on release.',
3475 name => 'Activate on release',
3476 type => 'bool'
3477 }
3478 ],
3479 [
3480 'speed',
3481 {
3482 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".',
3483 name => 'casting speed',
3484 type => 'float'
3485 }
3486 ],
3487 [
3488 'speed_left',
3489 {
3490 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.',
3491 name => 'speed left',
3492 type => 'float'
3493 }
3494 ],
3495 [
3496 'sp',
3497 {
3498 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.',
3499 name => 'direction',
3500 type => 'list',
3501 value => $LIST{direction}
3502 }
3503 ],
3504 [
3505 'move_block',
3506 {
3507 desc => 'Objects using these movement types cannot move over this space.',
3508 name => 'blocked movement',
3509 type => 'movement_type'
3510 }
3511 ],
3512 [
3513 'move_allow',
3514 {
3515 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3516 name => 'allowed movement',
3517 type => 'movement_type'
3518 }
3519 ],
3520 [
3521 'move_slow',
3522 {
3523 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3524 name => 'slowed movement',
3525 type => 'movement_type'
3526 }
3527 ],
3528 [
3529 'move_slow_penalty',
3530 {
3531 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)',
3532 name => 'slow movement penalty',
3533 type => 'int'
3534 }
3535 ]
3536 ],
3537 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.',
3538 ignore => [
3539 $IGNORE_LIST{non_pickable}
3540 ],
3541 name => 'Magic Wall',
3542 section => [
3543 [
3544 'destroyable',
3545 [
3546 [
3547 'alive',
3548 {
3549 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.',
3550 name => 'is destroyable',
3551 type => 'bool'
3552 }
3553 ],
3554 [
3555 'hp',
3556 {
3557 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3558 name => 'hitpoints',
3559 type => 'int'
3560 }
3561 ],
3562 [
3563 'maxhp',
3564 {
3565 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3566 name => 'max hitpoints',
3567 type => 'int'
3568 }
3569 ],
3570 [
3571 'ac',
3572 {
3573 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>.',
3574 name => 'armour class',
3575 type => 'int'
3576 }
3577 ]
3578 ]
3579 ],
3580 [
3581 'resistance',
3582 [
3583 [
3584 'resist_physical',
3585 {
3586 name => 'resist physical %',
3587 type => 'int'
3588 }
3589 ],
3590 [
3591 'resist_magic',
3592 {
3593 name => 'resist magic %',
3594 type => 'int'
3595 }
3596 ],
3597 [
3598 'resist_fire',
3599 {
3600 name => 'resist fire %',
3601 type => 'int'
3602 }
3603 ],
3604 [
3605 'resist_electricity',
3606 {
3607 name => 'resist electricity %',
3608 type => 'int'
3609 }
3610 ],
3611 [
3612 'resist_cold',
3613 {
3614 name => 'resist cold %',
3615 type => 'int'
3616 }
3617 ],
3618 [
3619 'resist_confusion',
3620 {
3621 name => 'resist confusion %',
3622 type => 'int'
3623 }
3624 ],
3625 [
3626 'resist_acid',
3627 {
3628 name => 'resist acid %',
3629 type => 'int'
3630 }
3631 ],
3632 [
3633 'resist_drain',
3634 {
3635 name => 'resist draining %',
3636 type => 'int'
3637 }
3638 ],
3639 [
3640 'resist_weaponmagic',
3641 {
3642 name => 'resist weaponmagic %',
3643 type => 'int'
3644 }
3645 ],
3646 [
3647 'resist_ghosthit',
3648 {
3649 name => 'resist ghosthit %',
3650 type => 'int'
3651 }
3652 ],
3653 [
3654 'resist_poison',
3655 {
3656 name => 'resist poison %',
3657 type => 'int'
3658 }
3659 ],
3660 [
3661 'resist_slow',
3662 {
3663 name => 'resist slow %',
3664 type => 'int'
3665 }
3666 ],
3667 [
3668 'resist_paralyze',
3669 {
3670 name => 'resist paralyze %',
3671 type => 'int'
3672 }
3673 ],
3674 [
3675 'resist_fear',
3676 {
3677 name => 'resist fear %',
3678 type => 'int'
3679 }
3680 ],
3681 [
3682 'resist_deplete',
3683 {
3684 name => 'resist depletion %',
3685 type => 'int'
3686 }
3687 ],
3688 [
3689 'resist_turn_undead',
3690 {
3691 name => 'resist turn undead %',
3692 type => 'int'
3693 }
3694 ],
3695 [
3696 'resist_death',
3697 {
3698 name => 'resist death-attack %',
3699 type => 'int'
3700 }
3701 ],
3702 [
3703 'resist_chaos',
3704 {
3705 name => 'resist chaos %',
3706 type => 'int'
3707 }
3708 ],
3709 [
3710 'resist_blind',
3711 {
3712 name => 'resist blinding %',
3713 type => 'int'
3714 }
3715 ],
3716 [
3717 'resist_holyword',
3718 {
3719 name => 'resist holy power %',
3720 type => 'int'
3721 }
3722 ],
3723 [
3724 'resist_godpower',
3725 {
3726 name => 'resist godpower %',
3727 type => 'int'
3728 }
3729 ]
3730 ]
3731 ]
3732 ],
3733 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".'
3734 },
3735 Marker => {
3736 attr => [
3737 [
3738 'no_pick',
3739 {
3740 type => 'fixed',
3741 value => 1
3742 }
3743 ],
3744 [
3745 'slaying',
3746 {
3747 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.',
3748 name => 'key string',
3749 type => 'string'
3750 }
3751 ],
3752 [
3753 'connected',
3754 {
3755 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3756 name => 'connection',
3757 type => 'int'
3758 }
3759 ],
3760 [
3761 'speed',
3762 {
3763 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.',
3764 name => 'marking speed',
3765 type => 'float'
3766 }
3767 ],
3768 [
3769 'speed_left',
3770 {
3771 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.',
3772 name => 'speed left',
3773 type => 'float'
3774 }
3775 ],
3776 [
3777 'food',
3778 {
3779 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.',
3780 name => 'mark duration',
3781 type => 'int'
3782 }
3783 ],
3784 [
3785 'name',
3786 {
3787 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.',
3788 name => 'delete mark',
3789 type => 'string'
3790 }
3791 ],
3792 [
3793 'msg',
3794 {
3795 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.',
3796 end => 'endmsg',
3797 name => 'marking message',
3798 type => 'text'
3799 }
3800 ]
3801 ],
3802 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.',
3803 ignore => [
3804 $IGNORE_LIST{system_object}
3805 ],
3806 name => 'Marker',
3807 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.'
3808 },
3809 Misc => {
3810 attr => [
3811 [
3812 'move_block',
3813 {
3814 desc => 'Objects using these movement types cannot move over this space.',
3815 name => 'blocked movement',
3816 type => 'movement_type'
3817 }
3818 ],
3819 [
3820 'move_allow',
3821 {
3822 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3823 name => 'allowed movement',
3824 type => 'movement_type'
3825 }
3826 ],
3827 [
3828 'move_slow',
3829 {
3830 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3831 name => 'slowed movement',
3832 type => 'movement_type'
3833 }
3834 ],
3835 [
3836 'move_slow_penalty',
3837 {
3838 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)',
3839 name => 'slow movement penalty',
3840 type => 'int'
3841 }
3842 ],
3843 [
3844 'cursed',
3845 {
3846 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3847 name => 'cursed',
3848 type => 'bool'
3849 }
3850 ],
3851 [
3852 'damned',
3853 {
3854 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.',
3855 name => 'damned',
3856 type => 'bool'
3857 }
3858 ],
3859 [
3860 'unique',
3861 {
3862 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3863 name => 'unique item',
3864 type => 'bool'
3865 }
3866 ],
3867 [
3868 'startequip',
3869 {
3870 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3871 name => 'godgiven item',
3872 type => 'bool'
3873 }
3874 ],
3875 [
3876 'msg',
3877 {
3878 desc => 'This text may describe the object.',
3879 end => 'endmsg',
3880 name => 'description',
3881 type => 'text'
3882 }
3883 ]
3884 ],
3885 name => 'Misc'
3886 },
3887 Money => {
3888 attr => [
3889 [
3890 'race',
3891 {
3892 type => 'fixed',
3893 value => 'gold and jewels'
3894 }
3895 ]
3896 ],
3897 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.',
3898 ignore => [
3899 'unpaid'
3900 ],
3901 name => 'Money'
3902 },
3903 'Monster & NPC' => {
3904 attr => [
3905 [
3906 'alive',
3907 {
3908 type => 'fixed',
3909 value => 1
3910 }
3911 ],
3912 [
3913 'randomitems',
3914 {
3915 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>.',
3916 name => 'treasurelist',
3917 type => 'treasurelist'
3918 }
3919 ],
3920 [
3921 'treasure_env',
3922 {
3923 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
3924 name => 'treasure in env',
3925 type => 'bool'
3926 }
3927 ],
3928 [
3929 'level',
3930 {
3931 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3932 name => 'level',
3933 type => 'int'
3934 }
3935 ],
3936 [
3937 'race',
3938 {
3939 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.',
3940 name => 'race',
3941 type => 'string'
3942 }
3943 ],
3944 [
3945 'exp',
3946 {
3947 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!',
3948 name => 'experience',
3949 type => 'int'
3950 }
3951 ],
3952 [
3953 'speed',
3954 {
3955 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3956 name => 'speed',
3957 type => 'float'
3958 }
3959 ],
3960 [
3961 'speed_left',
3962 {
3963 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.',
3964 name => 'speed left',
3965 type => 'float'
3966 }
3967 ],
3968 [
3969 'other_arch',
3970 {
3971 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.',
3972 name => 'breed monster',
3973 type => 'string'
3974 }
3975 ],
3976 [
3977 'generator',
3978 {
3979 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.',
3980 name => 'multiply',
3981 type => 'bool'
3982 }
3983 ],
3984 [
3985 'use_content_on_gen',
3986 {
3987 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.',
3988 name => 'template generation',
3989 type => 'bool'
3990 }
3991 ],
3992 [
3993 'move_type',
3994 {
3995 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
3996 name => 'movement type',
3997 type => 'movement_type'
3998 }
3999 ],
4000 [
4001 'undead',
4002 {
4003 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4004 name => 'undead',
4005 type => 'bool'
4006 }
4007 ],
4008 [
4009 'carrying',
4010 {
4011 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4012 name => 'carries weight',
4013 type => 'int'
4014 }
4015 ],
4016 [
4017 'precious',
4018 {
4019 desc => 'Set this flag to indicate that this monster is XML::Grove::Element=HASH(0xa22080), i.e. it should not be lightly destroyed. This is most useful on pets and keeps the server from destroying them on destroy_pets/monster floors and will try to save them when the player logs out.',
4020 name => 'precious',
4021 type => 'bool'
4022 }
4023 ],
4024 [
4025 'msg',
4026 {
4027 end => 'endmsg',
4028 name => 'npc message',
4029 type => 'text'
4030 }
4031 ]
4032 ],
4033 desc => 'Monsters can behave in various kinds of ways. They can be aggressive, attacking the player. Or peaceful, helping the player - maybe joining him as pet. The unagressive creatures who communicate with players are usually called "NPCs" (Non Player Character), a well-known term in role-play environments.',
4034 ignore => [
4035 'material',
4036 'name_pl',
4037 'nrof',
4038 'value',
4039 'unpaid'
4040 ],
4041 name => 'Monster & NPC',
4042 section => [
4043 [
4044 'melee',
4045 [
4046 [
4047 'attacktype',
4048 {
4049 desc => 'This number is a bitmask, specifying the monster\'s attacktypes for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. Strong monsters often have more than just physical attacktype. When a monster with multiple attacktypes hits aan oponent, it will do as much damage as the "best" of it\'s attacktypes does. So, the more attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are somehow exceptions.',
4050 name => 'attacktype',
4051 type => 'bitmask',
4052 value => $BITMASK{attacktype}
4053 }
4054 ],
4055 [
4056 'dam',
4057 {
4058 desc => 'Among other parameters, <damage> affects how much melee damage a monster inflicts. <damage> is used as base value for damage per hit. <level>, <speed>, <weapon class> and resistances also take effect on the melee damage of a monster.',
4059 name => 'damage',
4060 type => 'int'
4061 }
4062 ],
4063 [
4064 'wc',
4065 {
4066 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4067 name => 'weapon class',
4068 type => 'int'
4069 }
4070 ],
4071 [
4072 'hp',
4073 {
4074 desc => 'The <health points> of a monster define how long it takes to kill it. With every successful hit from an opponent, <health points> get drained - The monster dies by zero <health points>.',
4075 name => 'health points',
4076 type => 'int'
4077 }
4078 ],
4079 [
4080 'maxhp',
4081 {
4082 desc => '<max health> is the maximum amount of <health points> this monster can have.',
4083 name => 'max health',
4084 type => 'int'
4085 }
4086 ],
4087 [
4088 'ac',
4089 {
4090 desc => 'Monsters of low <armour class> are less likely to get hit from their opponent. <armour class> can be considered the "counterpiece" to <weapon class>. Values typically range between +20 (very bad) to -20 (quite good).',
4091 name => 'armour class',
4092 type => 'int'
4093 }
4094 ],
4095 [
4096 'Con',
4097 {
4098 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4099 name => 'healing rate',
4100 type => 'int'
4101 }
4102 ],
4103 [
4104 'reflect_missile',
4105 {
4106 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4107 name => 'reflect missiles',
4108 type => 'bool'
4109 }
4110 ],
4111 [
4112 'hitback',
4113 {
4114 desc => 'Monsters with <hitback> enabled hurt the attacker in proportion to the amount of damage the *attacker* inflicted. This damage is additional to the regular melee damage of the monster. As far as I know, hitback uses acid attacktype, and it only takes effect if the monster actually has acid attacktype at it\'s disposal. Acid spheres for example use this feature.',
4115 name => 'hitback',
4116 type => 'bool'
4117 }
4118 ],
4119 [
4120 'one_hit',
4121 {
4122 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4123 name => 'one hit only',
4124 type => 'bool'
4125 }
4126 ]
4127 ]
4128 ],
4129 [
4130 'spellcraft',
4131 [
4132 [
4133 'can_cast_spell',
4134 {
4135 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4136 name => 'can cast spell',
4137 type => 'bool'
4138 }
4139 ],
4140 [
4141 'reflect_spell',
4142 {
4143 desc => 'A monster with this flag has the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off. Generally this flag should not be set because it puts wizard-type players at an unfair disadvantage.',
4144 name => 'reflect spells',
4145 type => 'bool'
4146 }
4147 ],
4148 [
4149 'sp',
4150 {
4151 desc => 'Like players, monsters need <spellpoints> to do magic. Monsters use them for both wizard- and prayer-spells. However, this value defines only the amount of *initial* spellpoints the monster starts with. When creating a spellcasting monster, remember that <max spellpoints> and <spellpoint regen.> are more important than just initial <spellpoints>.',
4152 name => 'spellpoints',
4153 type => 'int'
4154 }
4155 ],
4156 [
4157 'maxsp',
4158 {
4159 desc => '<max spellpoints> is the maximum number of spellpoints a monster can hold. Setting this to high values has little effect unless the monster has a decent <spellpoint regen.>, or the spell "regenerate mana" at it\'s disposal.',
4160 name => 'max spellpoints',
4161 type => 'int'
4162 }
4163 ],
4164 [
4165 'Pow',
4166 {
4167 desc => 'Monsters regenerate this many spellpoints each 16 ticks. Hence, the spellpoint regeneration rate is independent of <speed>. To make a real tough spellcasting monster, the rate of spellpoint regeneration is most important. If your monster is still not casting fast enough, give it the spell-ability of "regenerate mana". That, paired with high <max spellpoints>, is the ultimate thing.',
4168 name => 'spellpoint regen.',
4169 type => 'int'
4170 }
4171 ],
4172 [
4173 'path_attuned',
4174 {
4175 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4176 name => 'attuned paths',
4177 type => 'bitmask',
4178 value => $BITMASK{spellpath}
4179 }
4180 ],
4181 [
4182 'path_repelled',
4183 {
4184 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4185 name => 'repelled paths',
4186 type => 'bitmask',
4187 value => $BITMASK{spellpath}
4188 }
4189 ],
4190 [
4191 'path_denied',
4192 {
4193 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4194 name => 'denied paths',
4195 type => 'bitmask',
4196 value => $BITMASK{spellpath}
4197 }
4198 ]
4199 ]
4200 ],
4201 [
4202 'ability',
4203 [
4204 [
4205 'Int',
4206 {
4207 desc => 'The <detect hidden> value gives monsters the ablitity to find hidden/invisible creatures. Higher values make for better detection-skills. Enabling <see invisible> makes this value obsolete.',
4208 name => 'detect hidden',
4209 type => 'int'
4210 }
4211 ],
4212 [
4213 'see_invisible',
4214 {
4215 desc => 'A monster with the ability to <see invisible> cannot be fooled with by invisible or hiding players. This flag is a must-have for high-level monsters. When a monster is unable to detect invisible players, it can be killed without fighting back.',
4216 name => 'see invisible',
4217 type => 'bool'
4218 }
4219 ],
4220 [
4221 'can_see_in_dark',
4222 {
4223 desc => 'A monster with the ability to <see in darkness> cannot be fooled by spells of darkness or dark maps. This flag is a "should-have" for high-level monsters. When a monster is unable to see in darkness, players can cast darkness and sneak around it safely.',
4224 name => 'see in darkness',
4225 type => 'bool'
4226 }
4227 ],
4228 [
4229 'can_use_weapon',
4230 {
4231 desc => 'Monster is able to wield weapon type objects.',
4232 name => 'can use weapons',
4233 type => 'bool'
4234 }
4235 ],
4236 [
4237 'can_use_bow',
4238 {
4239 desc => 'Monster is able to use missile-weapon type objects.',
4240 name => 'can use bows',
4241 type => 'bool'
4242 }
4243 ],
4244 [
4245 'can_use_armour',
4246 {
4247 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4248 name => 'can use armour',
4249 type => 'bool'
4250 }
4251 ],
4252 [
4253 'can_use_ring',
4254 {
4255 desc => 'Monster is able to wear rings.',
4256 name => 'can use rings',
4257 type => 'bool'
4258 }
4259 ],
4260 [
4261 'can_use_wand',
4262 {
4263 desc => 'Monster is able to use wands and staves.',
4264 name => 'can use wands',
4265 type => 'bool'
4266 }
4267 ],
4268 [
4269 'can_use_rod',
4270 {
4271 desc => 'Monster is able to use rods.',
4272 name => 'can use rods',
4273 type => 'bool'
4274 }
4275 ],
4276 [
4277 'can_use_scroll',
4278 {
4279 desc => 'Monster is able to read scrolls.',
4280 name => 'can use scrolls',
4281 type => 'bool'
4282 }
4283 ],
4284 [
4285 'can_use_skill',
4286 {
4287 desc => 'Monster is able to use skills from it\'s inventory. For example, you can put a throwing skill object and some boulders into the monster\'s object and set <can use skills>.',
4288 name => 'can use skills',
4289 type => 'bool'
4290 }
4291 ]
4292 ]
4293 ],
4294 [
4295 'behave',
4296 [
4297 [
4298 'monster',
4299 {
4300 desc => 'When <monster behaviour> is enabled, this object will behave like a monster: It can move and attack enemies (which are typically players). This flag should be set for all monsters as-such. Monsters which don\'t move, like guards, should also have <monster behaviour>, but in combination with <stand still>. It should *not* be set for things like immobile generators.',
4301 name => 'monster behaviour',
4302 type => 'bool'
4303 }
4304 ],
4305 [
4306 'unaggressive',
4307 {
4308 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4309 name => 'unaggressive',
4310 type => 'bool'
4311 }
4312 ],
4313 [
4314 'friendly',
4315 {
4316 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4317 name => 'friendly',
4318 type => 'bool'
4319 }
4320 ],
4321 [
4322 'stand_still',
4323 {
4324 desc => 'Monsters which <stand still> won\'t move to leave their position. When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. In older versions of Crossfire it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Neverthless, you should still be cautious when lining up <stand still>-monster in order to "defend" something: Such monsters are rather easy to kill. It\'s good for low level maps, but not much more.',
4325 name => 'stand still',
4326 type => 'bool'
4327 }
4328 ],
4329 [
4330 'sleep',
4331 {
4332 desc => 'Being <asleep>, a monster won\'t move unless a player enters the <sensing range> of the monster. Usually the sensing range is larger than the players line of sight. Due to that, in most cases the player won\'t ever notice weither a monster was asleep or not.',
4333 name => 'asleep',
4334 type => 'bool'
4335 }
4336 ],
4337 [
4338 'will_apply',
4339 {
4340 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4341 name => 'misc. actions',
4342 type => 'bitmask',
4343 value => $BITMASK{will_apply}
4344 }
4345 ],
4346 [
4347 'pick_up',
4348 {
4349 desc => 'Click on the <pick up> button and select which types of objects the creature should try to pick up. Note also that if <can use armor>, <can use weapon>, <can use ring>... etc are set, then the creature will pick up the matching items even if this is not set here.',
4350 name => 'pick up',
4351 type => 'bitmask',
4352 value => $BITMASK{pick_up}
4353 }
4354 ],
4355 [
4356 'Wis',
4357 {
4358 desc => '<sensing range> determines how close a player needs to be before the creature wakes up. This is done as a square, for reasons of speed. Thus, if the <sensing range> is 11, any player that moves within the 11x11 square of the monster will wake the monster up. If the player has stealth, the size of this square is reduced in half plus 1.',
4359 name => 'sensing range',
4360 type => 'int'
4361 }
4362 ],
4363 [
4364 'attack_movement_bits_0_3',
4365 {
4366 desc => 'If this is set to default, the standard mode of movement will be used.',
4367 name => 'attack movement',
4368 type => 'list',
4369 value => $LIST{attack_movement_bits_0_3}
4370 }
4371 ],
4372 [
4373 'attack_movement_bits_4_7',
4374 {
4375 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4376 name => 'normal movement',
4377 type => 'list',
4378 value => $LIST{attack_movement_bits_4_7}
4379 }
4380 ],
4381 [
4382 'run_away',
4383 {
4384 desc => 'This is a percentage value in the range 0-100. When the monster\'s health points drop below this percentage (relative to max health), it attempts to run away from the attacker.',
4385 name => 'run at % health',
4386 type => 'int'
4387 }
4388 ]
4389 ]
4390 ],
4391 [
4392 'resistance',
4393 [
4394 [
4395 'resist_physical',
4396 {
4397 name => 'resist physical %',
4398 type => 'int'
4399 }
4400 ],
4401 [
4402 'resist_magic',
4403 {
4404 name => 'resist magic %',
4405 type => 'int'
4406 }
4407 ],
4408 [
4409 'resist_fire',
4410 {
4411 name => 'resist fire %',
4412 type => 'int'
4413 }
4414 ],
4415 [
4416 'resist_electricity',
4417 {
4418 name => 'resist electricity %',
4419 type => 'int'
4420 }
4421 ],
4422 [
4423 'resist_cold',
4424 {
4425 name => 'resist cold %',
4426 type => 'int'
4427 }
4428 ],
4429 [
4430 'resist_confusion',
4431 {
4432 name => 'resist confusion %',
4433 type => 'int'
4434 }
4435 ],
4436 [
4437 'resist_acid',
4438 {
4439 name => 'resist acid %',
4440 type => 'int'
4441 }
4442 ],
4443 [
4444 'resist_drain',
4445 {
4446 name => 'resist draining %',
4447 type => 'int'
4448 }
4449 ],
4450 [
4451 'resist_weaponmagic',
4452 {
4453 name => 'resist weaponmagic %',
4454 type => 'int'
4455 }
4456 ],
4457 [
4458 'resist_ghosthit',
4459 {
4460 name => 'resist ghosthit %',
4461 type => 'int'
4462 }
4463 ],
4464 [
4465 'resist_poison',
4466 {
4467 name => 'resist poison %',
4468 type => 'int'
4469 }
4470 ],
4471 [
4472 'resist_slow',
4473 {
4474 name => 'resist slow %',
4475 type => 'int'
4476 }
4477 ],
4478 [
4479 'resist_paralyze',
4480 {
4481 name => 'resist paralyze %',
4482 type => 'int'
4483 }
4484 ],
4485 [
4486 'resist_fear',
4487 {
4488 name => 'resist fear %',
4489 type => 'int'
4490 }
4491 ],
4492 [
4493 'resist_deplete',
4494 {
4495 name => 'resist depletion %',
4496 type => 'int'
4497 }
4498 ],
4499 [
4500 'resist_turn_undead',
4501 {
4502 name => 'resist turn undead %',
4503 type => 'int'
4504 }
4505 ],
4506 [
4507 'resist_death',
4508 {
4509 name => 'resist death-attack %',
4510 type => 'int'
4511 }
4512 ],
4513 [
4514 'resist_chaos',
4515 {
4516 name => 'resist chaos %',
4517 type => 'int'
4518 }
4519 ],
4520 [
4521 'resist_blind',
4522 {
4523 name => 'resist blinding %',
4524 type => 'int'
4525 }
4526 ],
4527 [
4528 'resist_holyword',
4529 {
4530 name => 'resist holy power %',
4531 type => 'int'
4532 }
4533 ],
4534 [
4535 'resist_godpower',
4536 {
4537 name => 'resist godpower %',
4538 type => 'int'
4539 }
4540 ]
4541 ]
4542 ]
4543 ],
4544 use => 'Monsters play a central role in most maps. Choosing the right combination of monsters for your map is vital: <UL> <LI> Place only monsters of slightly varying (increasing) strength. It\'s no fun to play for two hours just to find out the last monster is unbeatable. Similar, it\'s not exciting to fight orcs after passing a room of dragons.<br> This rule applies only for linear maps (one room after the other), with treasure at the end. You can sprinkle the treasure around, or make non-linear maps - That is often more entertaining. <LI> Places with high level monsters must not be easy to reach. Balrogs, Dragonmen and the likes should be at the end of a quest, not at the beginning. <LI> Don\'t stick monsters together that tend to kill each other. Fire- and cold dragons in one room for example is a bad idea. By weakening and killing each other they are easy prey for players, not worth the experience they hold. <LI> Create your own monsters, especially for "boss"-type monsters. Having stage-bosses guarding treasure is a lot of fun when done right. Avoid to create monsters with completely non-intuitive abilities: Don\'t give ice-spells to firedragons or vice versa. Don\'t add draining attack to trolls, etc. Additionally, you should inform the player before he bumps right into some very special/unusual monster. <LI> Last but not least: Always keep an eye on the experience your monsters hold. Design your maps in a way that high experience is always well-defended. Don\'t make large rooms full with only one kind of monster. Keep in mind the different abilities/techniques players can use. </UL> I know it\'s impossible to make the perfectly balanced map. There\'s always some part which is found too easy or too hard for a certain kind of player. Just give it your best shot. And listen to feedback from players if you receive some. :-)'
4545 },
4546 'Monster (Grimreaper)' => {
4547 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4548 ignore => [
4549 'material',
4550 'name_pl',
4551 'nrof',
4552 'value',
4553 'unpaid'
4554 ],
4555 import => [
4556 'Monster & NPC'
4557 ],
4558 name => 'Monster (Grimreaper)',
4559 section => [
4560 [
4561 'grimreaper',
4562 [
4563 [
4564 'value',
4565 {
4566 desc => 'The object vanishes after this number of draining attacks.',
4567 name => 'attacks',
4568 type => 'int'
4569 }
4570 ]
4571 ]
4572 ]
4573 ]
4574 },
4575 'Mood Floor' => {
4576 attr => [
4577 [
4578 'no_pick',
4579 {
4580 type => 'fixed',
4581 value => 1
4582 }
4583 ],
4584 [
4585 'last_sp',
4586 {
4587 desc => '<mood> is used to determine what will happen to the monster when affected by the mood floor: <mood> \'furious\': Makes all monsters aggressive <mood> \'angry\': As above but pets are unaffected <mood> \'calm\': Makes all monsters unaggressive <mood> \'sleep\': Puts all monsters to sleep <mood> \'charm\': Turns monster into a pet of person who triggers the square. This setting is not enabled for continous operation, you need to insert a <connection> value!',
4588 name => 'mood',
4589 type => 'list',
4590 value => $LIST{mood}
4591 }
4592 ],
4593 [
4594 'connected',
4595 {
4596 desc => 'This should only be set in combination with <mood number> 4. Normally, monsters are affected by the mood floor as soon as they step on it. But charming (monster -> pet) is too powerful, so it needs to be activated. Typically it is connected to an altar, for buying a "hireling". But a powerful pet could as well be the reward for solving a quest. Or even better: It could be *part* of a quest!',
4597 name => 'connection',
4598 type => 'int'
4599 }
4600 ],
4601 [
4602 'no_magic',
4603 {
4604 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4605 name => 'no spells',
4606 type => 'bool'
4607 }
4608 ],
4609 [
4610 'damned',
4611 {
4612 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4613 name => 'no prayers',
4614 type => 'bool'
4615 }
4616 ]
4617 ],
4618 desc => 'As the name implies, mood floors can change the "mood" of a monsters/NPC. For example, an unagressive monster could be turned mad to start attacking. Similar, an agressive monster could be calmed.',
4619 ignore => [
4620 $IGNORE_LIST{system_object}
4621 ],
4622 name => 'Mood Floor',
4623 use => 'Mood floors are absolutely cool for NPC interaction. To make an unaggressive monster/NPC attack, put a creator with "other_arch furious_floor" under it. Connect the creator to a magic_ear, so the player speaks a keyword like "stupid sucker" - and the monster attacks. <br><br> To turn an NPC into a pet, put a charm_floor under it and connect it directly to a magic_ear. Then the player speaks a keyword like "help me" - and the NPC joins him as pet. <br><br> (Of course you must always give clear hints about keywords! And there is no reason why you couldn\'t use a button/lever/pedestal etc. instead of a magic_ear.)'
4624 },
4625 Mover => {
4626 attr => [
4627 [
4628 'attacktype',
4629 {
4630 desc => 'If forced movement is enabled, the mover "freezes" anyone it moves (so they are forced to move along a chain). For players there is no way to escape this forced movement, except being pushed by a second player.',
4631 name => 'forced movement',
4632 type => 'bool'
4633 }
4634 ],
4635 [
4636 'maxsp',
4637 {
4638 desc => 'The player will be "frozen" for that many moves. If <freeze duration> is zero, with <forced movement> enabled, then <freeze duration> gets assigned the "default value" 2 automatically.',
4639 name => 'freeze duration',
4640 type => 'int'
4641 }
4642 ],
4643 [
4644 'speed',
4645 {
4646 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4647 name => 'movement speed',
4648 type => 'float'
4649 }
4650 ],
4651 [
4652 'speed_left',
4653 {
4654 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4655 name => 'speed left',
4656 type => 'float'
4657 }
4658 ],
4659 [
4660 'sp',
4661 {
4662 desc => 'The mover will push creatures in the specified <direction>. A mover with direction set to <none> will spin clockwise, thus pushing creatures in unpredictable directions.',
4663 name => 'direction',
4664 type => 'list',
4665 value => $LIST{direction}
4666 }
4667 ],
4668 [
4669 'lifesave',
4670 {
4671 desc => 'If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitely.',
4672 name => 'gets used up',
4673 type => 'bool'
4674 }
4675 ],
4676 [
4677 'hp',
4678 {
4679 desc => 'This value has only a meaning if <gets used up> is set: <number of uses> is the number of times minus one, that it will move a creature before disappearing. (It will move someone <number of uses>+1 times, then vanish).',
4680 name => 'number of uses',
4681 type => 'int'
4682 }
4683 ]
4684 ],
4685 desc => 'Movers move the objects above them. However, only living objects are affected (monsters/NPCs always, players optional). Movers have a direction, so players can be made to move in a pattern, and so can monsters. Motion is involuntary. Additionally, players or monsters can be "frozen" while ontop of movers so that they MUST move along a chain of them. <br><br> Multisquare monsters can be moved as well, given enough space. Movers are usually invisible.',
4686 ignore => [
4687 $IGNORE_LIST{non_pickable}
4688 ],
4689 name => 'Mover',
4690 section => [
4691 [
4692 'targets',
4693 [
4694 [
4695 'level',
4696 {
4697 desc => 'If <move players> is enabled, both players and monsters will be moved. In the arches\' default it is disabled - thus ONLY monsters get moved. Remember that "monsters" includes NPCs! This feature provides you with the possibility to make NPCs literally "come to life". Example: The player is talking with an NPC, speaking a certain keyword. This triggers a magic_ear and activates creators, creating (per default: monster-only) movers under the NPC\'s feet. The NPC starts "walking" on a predefined route! Note that it\'s useful to set this NPC immune to everything, preventing the player to push the NPC off his trace.',
4698 name => 'move players',
4699 type => 'bool'
4700 }
4701 ],
4702 [
4703 'move_on',
4704 {
4705 desc => 'Which movement types activate the mover.',
4706 name => 'movement type',
4707 type => 'movement_type'
4708 }
4709 ]
4710 ]
4711 ]
4712 ],
4713 use => 'NEVER EVER consider a mover being unpassable in the backwards direction. Setting "forced movement" makes it seemingly impossible but there is still a trick: One player can push a second player past the mover, in opposite to the mover\'s direction! The more movers, the more players needed. Hence, don\'t make a treasure room that is surrounded by movers instead of solid walls/gates. <br><br> Btw, it does not make a difference putting movers above or below the floor. Moreover, movers that are set to be invisible cannot be discovered with the show_invisible spell. <br><br> Note that Movers and Directors are seperate objects, even though they look and act similar. Directors only do spells/missiles, while movers only do living creatures (depending on how it is set: monsters and players).'
4714 },
4715 Pedestal => {
4716 attr => [
4717 [
4718 'no_pick',
4719 {
4720 type => 'fixed',
4721 value => 1
4722 }
4723 ],
4724 [
4725 'slaying',
4726 {
4727 desc => 'the <match race> defines the object we\'re looking for. If <match race> matches the monster\'s or the player\'s race, we have a match. Yes, pedestals can detect a player\'s race! E.g. you could create a place where only fireborns can enter, by setting "slaying unnatural". If it is set to "player", any player stepping on the pedestal is a match. Very useful if you want to open a gate for players but not for monsters.',
4728 name => 'match race',
4729 type => 'string'
4730 }
4731 ],
4732 [
4733 'connected',
4734 {
4735 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4736 name => 'connection',
4737 type => 'int'
4738 }
4739 ],
4740 [
4741 'move_on',
4742 {
4743 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4744 name => 'movement type',
4745 type => 'movement_type'
4746 }
4747 ]
4748 ],
4749 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.',
4750 ignore => [
4751 $IGNORE_LIST{non_pickable}
4752 ],
4753 name => 'Pedestal',
4754 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.'
4755 },
4756 Pit => {
4757 attr => [
4758 [
4759 'no_pick',
4760 {
4761 type => 'fixed',
4762 value => 1
4763 }
4764 ],
4765 [
4766 'connected',
4767 {
4768 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4769 name => 'connection',
4770 type => 'int'
4771 }
4772 ],
4773 [
4774 'activate_on_push',
4775 {
4776 desc => 'Whether the teleporter should only be activated on push.',
4777 name => 'Activate on push',
4778 type => 'bool'
4779 }
4780 ],
4781 [
4782 'activate_on_release',
4783 {
4784 desc => 'Whether the teleporter should only be activated on release.',
4785 name => 'Activate on release',
4786 type => 'bool'
4787 }
4788 ],
4789 [
4790 'hp',
4791 {
4792 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!',
4793 name => 'destination X',
4794 type => 'int'
4795 }
4796 ],
4797 [
4798 'sp',
4799 {
4800 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!',
4801 name => 'destination Y',
4802 type => 'int'
4803 }
4804 ],
4805 [
4806 'wc',
4807 {
4808 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.',
4809 name => 'position state',
4810 type => 'int'
4811 }
4812 ],
4813 [
4814 'move_on',
4815 {
4816 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4817 name => 'movement type',
4818 type => 'movement_type'
4819 }
4820 ]
4821 ],
4822 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.',
4823 ignore => [
4824 $IGNORE_LIST{non_pickable}
4825 ],
4826 name => 'Pit',
4827 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.'
4828 },
4829 'Poison Food' => {
4830 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.',
4831 name => 'Poison Food'
4832 },
4833 Potion => {
4834 attr => [
4835 [
4836 'level',
4837 {
4838 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.',
4839 name => 'potion level',
4840 type => 'int'
4841 }
4842 ],
4843 [
4844 'sp',
4845 {
4846 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".',
4847 name => 'spell',
4848 type => 'spell'
4849 }
4850 ],
4851 [
4852 'attacktype',
4853 {
4854 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.',
4855 name => 'special effect',
4856 type => 'list',
4857 value => $LIST{potion_effect}
4858 }
4859 ],
4860 [
4861 'cursed',
4862 {
4863 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 >:)',
4864 name => 'cursed',
4865 type => 'bool'
4866 }
4867 ],
4868 [
4869 'startequip',
4870 {
4871 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4872 name => 'godgiven item',
4873 type => 'bool'
4874 }
4875 ]
4876 ],
4877 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4878 name => 'Potion',
4879 section => [
4880 [
4881 'stats',
4882 [
4883 [
4884 'Str',
4885 {
4886 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.',
4887 name => 'strength',
4888 type => 'int'
4889 }
4890 ],
4891 [
4892 'Dex',
4893 {
4894 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.',
4895 name => 'dexterity',
4896 type => 'int'
4897 }
4898 ],
4899 [
4900 'Con',
4901 {
4902 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.',
4903 name => 'constitution',
4904 type => 'int'
4905 }
4906 ],
4907 [
4908 'Int',
4909 {
4910 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.',
4911 name => 'intelligence',
4912 type => 'int'
4913 }
4914 ],
4915 [
4916 'Pow',
4917 {
4918 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.',
4919 name => 'power',
4920 type => 'int'
4921 }
4922 ],
4923 [
4924 'Wis',
4925 {
4926 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.',
4927 name => 'wisdom',
4928 type => 'int'
4929 }
4930 ],
4931 [
4932 'Cha',
4933 {
4934 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.',
4935 name => 'charisma',
4936 type => 'int'
4937 }
4938 ]
4939 ]
4940 ],
4941 [
4942 'resistance',
4943 [
4944 [
4945 'resist_physical',
4946 {
4947 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!',
4948 name => 'resist physical %',
4949 type => 'int'
4950 }
4951 ],
4952 [
4953 'resist_magic',
4954 {
4955 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!',
4956 name => 'resist magic %',
4957 type => 'int'
4958 }
4959 ],
4960 [
4961 'resist_fire',
4962 {
4963 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!',
4964 name => 'resist fire %',
4965 type => 'int'
4966 }
4967 ],
4968 [
4969 'resist_electricity',
4970 {
4971 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!',
4972 name => 'resist electricity %',
4973 type => 'int'
4974 }
4975 ],
4976 [
4977 'resist_cold',
4978 {
4979 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!',
4980 name => 'resist cold %',
4981 type => 'int'
4982 }
4983 ],
4984 [
4985 'resist_acid',
4986 {
4987 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!',
4988 name => 'resist acid %',
4989 type => 'int'
4990 }
4991 ],
4992 [
4993 'resist_confusion',
4994 {
4995 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!',
4996 name => 'resist confusion %',
4997 type => 'int'
4998 }
4999 ],
5000 [
5001 'resist_weaponmagic',
5002 {
5003 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!',
5004 name => 'resist weaponmagic %',
5005 type => 'int'
5006 }
5007 ],
5008 [
5009 'resist_paralyze',
5010 {
5011 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!',
5012 name => 'resist paralyze %',
5013 type => 'int'
5014 }
5015 ],
5016 [
5017 'resist_drain',
5018 {
5019 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!',
5020 name => 'resist draining %',
5021 type => 'int'
5022 }
5023 ],
5024 [
5025 'resist_deplete',
5026 {
5027 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!',
5028 name => 'resist depletion %',
5029 type => 'int'
5030 }
5031 ],
5032 [
5033 'resist_poison',
5034 {
5035 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!',
5036 name => 'resist poison %',
5037 type => 'int'
5038 }
5039 ]
5040 ]
5041 ]
5042 ],
5043 use => 'One potion should never give multiple benefits at once.'
5044 },
5045 'Power Crystal' => {
5046 attr => [
5047 [
5048 'sp',
5049 {
5050 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5051 name => 'initial mana',
5052 type => 'int'
5053 }
5054 ],
5055 [
5056 'maxsp',
5057 {
5058 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.',
5059 name => 'mana capacity',
5060 type => 'int'
5061 }
5062 ]
5063 ],
5064 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.',
5065 name => 'Power Crystal'
5066 },
5067 Projectile => {
5068 attr => [
5069 [
5070 'attacktype',
5071 {
5072 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.',
5073 name => 'attacktype',
5074 type => 'bitmask',
5075 value => $BITMASK{attacktype}
5076 }
5077 ],
5078 [
5079 'race',
5080 {
5081 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>.',
5082 name => 'ammunition class',
5083 type => 'string'
5084 }
5085 ],
5086 [
5087 'slaying',
5088 {
5089 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.',
5090 name => 'slaying race',
5091 type => 'string'
5092 }
5093 ],
5094 [
5095 'dam',
5096 {
5097 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5098 name => 'damage',
5099 type => 'int'
5100 }
5101 ],
5102 [
5103 'wc',
5104 {
5105 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.',
5106 name => 'weaponclass',
5107 type => 'int'
5108 }
5109 ],
5110 [
5111 'food',
5112 {
5113 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).',
5114 name => 'chance to break',
5115 type => 'int'
5116 }
5117 ],
5118 [
5119 'magic',
5120 {
5121 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5122 name => 'magic bonus',
5123 type => 'int'
5124 }
5125 ],
5126 [
5127 'unique',
5128 {
5129 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5130 name => 'unique item',
5131 type => 'bool'
5132 }
5133 ],
5134 [
5135 'startequip',
5136 {
5137 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5138 name => 'godgiven item',
5139 type => 'bool'
5140 }
5141 ],
5142 [
5143 'no_drop',
5144 {
5145 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.',
5146 name => 'don\'t drop',
5147 type => 'bool'
5148 }
5149 ],
5150 [
5151 'msg',
5152 {
5153 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5154 end => 'endmsg',
5155 name => 'description',
5156 type => 'text'
5157 }
5158 ]
5159 ],
5160 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.',
5161 name => 'Projectile',
5162 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.'
5163 },
5164 Ring => {
5165 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.',
5166 import => [
5167 'Amulet'
5168 ],
5169 name => 'Ring',
5170 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.'
5171 },
5172 Rod => {
5173 attr => [
5174 [
5175 'sp',
5176 {
5177 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!',
5178 name => 'spell',
5179 type => 'spell'
5180 }
5181 ],
5182 [
5183 'level',
5184 {
5185 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5186 name => 'casting level',
5187 type => 'int'
5188 }
5189 ],
5190 [
5191 'hp',
5192 {
5193 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5194 name => 'initial spellpoints',
5195 type => 'int'
5196 }
5197 ],
5198 [
5199 'maxhp',
5200 {
5201 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.',
5202 name => 'max. spellpoints',
5203 type => 'int'
5204 }
5205 ],
5206 [
5207 'startequip',
5208 {
5209 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5210 name => 'godgiven item',
5211 type => 'bool'
5212 }
5213 ],
5214 [
5215 'msg',
5216 {
5217 desc => 'This text may contain a description of the rod.',
5218 end => 'endmsg',
5219 name => 'description',
5220 type => 'text'
5221 }
5222 ]
5223 ],
5224 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.',
5225 ignore => [
5226 'title'
5227 ],
5228 name => 'Rod',
5229 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>'
5230 },
5231 Rune => {
5232 attr => [
5233 [
5234 'no_pick',
5235 {
5236 type => 'fixed',
5237 value => 1
5238 }
5239 ],
5240 [
5241 'move_on',
5242 {
5243 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5244 name => 'movement type',
5245 type => 'movement_type'
5246 }
5247 ],
5248 [
5249 'level',
5250 {
5251 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.',
5252 name => 'rune level',
5253 type => 'int'
5254 }
5255 ],
5256 [
5257 'Cha',
5258 {
5259 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.',
5260 name => 'visibility',
5261 type => 'int'
5262 }
5263 ],
5264 [
5265 'hp',
5266 {
5267 desc => 'The rune will detonate <number of charges> times before disappearing.',
5268 name => 'number of charges',
5269 type => 'int'
5270 }
5271 ],
5272 [
5273 'dam',
5274 {
5275 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.',
5276 name => 'direct damage',
5277 type => 'int'
5278 }
5279 ],
5280 [
5281 'attacktype',
5282 {
5283 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.',
5284 name => 'attacktype',
5285 type => 'bitmask',
5286 value => $BITMASK{attacktype}
5287 }
5288 ],
5289 [
5290 'msg',
5291 {
5292 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5293 end => 'endmsg',
5294 name => 'detonation text',
5295 type => 'text'
5296 }
5297 ]
5298 ],
5299 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.',
5300 ignore => [
5301 'no_pick',
5302 'title',
5303 'name_pl',
5304 'weight',
5305 'value',
5306 'material',
5307 'unpaid'
5308 ],
5309 name => 'Rune',
5310 section => [
5311 [
5312 'spellcraft',
5313 [
5314 [
5315 'sp',
5316 {
5317 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5318 name => 'spell',
5319 type => 'spell'
5320 }
5321 ],
5322 [
5323 'slaying',
5324 {
5325 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5326 name => 'spell name',
5327 type => 'string'
5328 }
5329 ],
5330 [
5331 'other_arch',
5332 {
5333 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.',
5334 name => 'spell arch',
5335 type => 'string'
5336 }
5337 ],
5338 [
5339 'maxsp',
5340 {
5341 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.',
5342 name => 'direction',
5343 type => 'list',
5344 value => $LIST{direction}
5345 }
5346 ],
5347 [
5348 'race',
5349 {
5350 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.',
5351 name => 'summon monster',
5352 type => 'string'
5353 }
5354 ],
5355 [
5356 'maxhp',
5357 {
5358 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5359 name => 'summon amount',
5360 type => 'int'
5361 }
5362 ]
5363 ]
5364 ]
5365 ],
5366 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5367 },
5368 'Safe ground (CF+)' => {
5369 attr => [
5370 [
5371 'no_pick',
5372 {
5373 type => 'fixed',
5374 value => 1
5375 }
5376 ]
5377 ],
5378 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)',
5379 ignore => [
5380 $IGNORE_LIST{non_pickable}
5381 ],
5382 name => 'Safe ground (CF+)',
5383 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.'
5384 },
5385 Savebed => {
5386 attr => [
5387 [
5388 'no_pick',
5389 {
5390 type => 'fixed',
5391 value => 1
5392 }
5393 ],
5394 [
5395 'no_magic',
5396 {
5397 type => 'fixed',
5398 value => 1
5399 }
5400 ],
5401 [
5402 'damned',
5403 {
5404 type => 'fixed',
5405 value => 1
5406 }
5407 ]
5408 ],
5409 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.',
5410 ignore => [
5411 $IGNORE_LIST{non_pickable}
5412 ],
5413 name => 'Savebed',
5414 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>'
5415 },
5416 Scroll => {
5417 attr => [
5418 [
5419 'level',
5420 {
5421 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5422 name => 'casting level',
5423 type => 'int'
5424 }
5425 ],
5426 [
5427 'sp',
5428 {
5429 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5430 name => 'spell',
5431 type => 'spell'
5432 }
5433 ],
5434 [
5435 'startequip',
5436 {
5437 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5438 name => 'godgiven item',
5439 type => 'bool'
5440 }
5441 ]
5442 ],
5443 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.',
5444 ignore => [
5445 'title'
5446 ],
5447 name => 'Scroll',
5448 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5449 },
5450 Shield => {
5451 attr => [
5452 [
5453 'magic',
5454 {
5455 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.',
5456 name => 'magic bonus',
5457 type => 'int'
5458 }
5459 ]
5460 ],
5461 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.',
5462 import => [
5463 'Amulet'
5464 ],
5465 name => 'Shield',
5466 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5467 },
5468 'Shooting Weapon' => {
5469 attr => [
5470 [
5471 'race',
5472 {
5473 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.',
5474 name => 'ammunition class',
5475 type => 'string'
5476 }
5477 ],
5478 [
5479 'sp',
5480 {
5481 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).',
5482 name => 'shooting speed',
5483 type => 'int'
5484 }
5485 ],
5486 [
5487 'dam',
5488 {
5489 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.',
5490 name => 'base damage',
5491 type => 'int'
5492 }
5493 ],
5494 [
5495 'wc',
5496 {
5497 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.',
5498 name => 'weaponclass',
5499 type => 'int'
5500 }
5501 ],
5502 [
5503 'item_power',
5504 {
5505 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>.',
5506 name => 'item power',
5507 type => 'int'
5508 }
5509 ],
5510 [
5511 'no_strength',
5512 {
5513 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.',
5514 name => 'ignore strength',
5515 type => 'bool'
5516 }
5517 ],
5518 [
5519 'damned',
5520 {
5521 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5522 name => 'damnation',
5523 type => 'bool'
5524 }
5525 ],
5526 [
5527 'cursed',
5528 {
5529 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5530 name => 'curse',
5531 type => 'bool'
5532 }
5533 ],
5534 [
5535 'unique',
5536 {
5537 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5538 name => 'unique item',
5539 type => 'bool'
5540 }
5541 ],
5542 [
5543 'startequip',
5544 {
5545 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5546 name => 'godgiven item',
5547 type => 'bool'
5548 }
5549 ],
5550 [
5551 'msg',
5552 {
5553 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5554 end => 'endmsg',
5555 name => 'description',
5556 type => 'text'
5557 }
5558 ]
5559 ],
5560 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.',
5561 name => 'Shooting Weapon',
5562 section => [
5563 [
5564 'stats',
5565 [
5566 [
5567 'Str',
5568 {
5569 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5570 name => 'strength',
5571 type => 'int'
5572 }
5573 ],
5574 [
5575 'Dex',
5576 {
5577 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5578 name => 'dexterity',
5579 type => 'int'
5580 }
5581 ],
5582 [
5583 'Con',
5584 {
5585 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5586 name => 'constitution',
5587 type => 'int'
5588 }
5589 ],
5590 [
5591 'Int',
5592 {
5593 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5594 name => 'intelligence',
5595 type => 'int'
5596 }
5597 ],
5598 [
5599 'Pow',
5600 {
5601 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5602 name => 'power',
5603 type => 'int'
5604 }
5605 ],
5606 [
5607 'Wis',
5608 {
5609 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5610 name => 'wisdom',
5611 type => 'int'
5612 }
5613 ],
5614 [
5615 'Cha',
5616 {
5617 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5618 name => 'charisma',
5619 type => 'int'
5620 }
5621 ]
5622 ]
5623 ],
5624 [
5625 'bonus',
5626 [
5627 [
5628 'luck',
5629 {
5630 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.',
5631 name => 'luck bonus',
5632 type => 'int'
5633 }
5634 ],
5635 [
5636 'magic',
5637 {
5638 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.',
5639 name => 'magic bonus',
5640 type => 'int'
5641 }
5642 ]
5643 ]
5644 ]
5645 ],
5646 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.'
5647 },
5648 'Shop Floor' => {
5649 attr => [
5650 [
5651 'is_floor',
5652 {
5653 type => 'fixed',
5654 value => 1
5655 }
5656 ],
5657 [
5658 'no_pick',
5659 {
5660 type => 'fixed',
5661 value => 1
5662 }
5663 ],
5664 [
5665 'no_magic',
5666 {
5667 type => 'fixed',
5668 value => 1
5669 }
5670 ],
5671 [
5672 'auto_apply',
5673 {
5674 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.',
5675 name => 'generate goods',
5676 type => 'bool'
5677 }
5678 ],
5679 [
5680 'randomitems',
5681 {
5682 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.',
5683 name => 'treasurelist',
5684 type => 'treasurelist'
5685 }
5686 ],
5687 [
5688 'exp',
5689 {
5690 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.',
5691 name => 'quality level',
5692 type => 'int'
5693 }
5694 ],
5695 [
5696 'damned',
5697 {
5698 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.)',
5699 name => 'no prayers',
5700 type => 'bool'
5701 }
5702 ]
5703 ],
5704 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).',
5705 ignore => [
5706 $IGNORE_LIST{non_pickable}
5707 ],
5708 name => 'Shop Floor',
5709 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.'
5710 },
5711 'Shop Inventory' => {
5712 attr => [
5713 [
5714 'shop_coords',
5715 {
5716 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.',
5717 name => 'shop rectangle',
5718 type => 'string'
5719 }
5720 ]
5721 ],
5722 desc => 'The purpose of a sign is to display the contents of a shop.',
5723 ignore => [
5724 $IGNORE_LIST{non_pickable}
5725 ],
5726 name => 'Shop Inventory',
5727 use => 'Use these signs to present the player a list of the items in the shop'
5728 },
5729 'Shop Mat' => {
5730 attr => [
5731 [
5732 'no_pick',
5733 {
5734 type => 'fixed',
5735 value => 1
5736 }
5737 ],
5738 [
5739 'move_on',
5740 {
5741 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5742 name => 'movement type',
5743 type => 'movement_type'
5744 }
5745 ]
5746 ],
5747 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).',
5748 ignore => [
5749 $IGNORE_LIST{non_pickable}
5750 ],
5751 name => 'Shop Mat',
5752 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5753 },
5754 'Sign & MagicMouth' => {
5755 attr => [
5756 [
5757 'connected',
5758 {
5759 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.',
5760 name => 'connection',
5761 type => 'int'
5762 }
5763 ],
5764 [
5765 'activate_on_push',
5766 {
5767 desc => 'Whether the teleporter should only be activated on push.',
5768 name => 'Activate on push',
5769 type => 'bool'
5770 }
5771 ],
5772 [
5773 'activate_on_release',
5774 {
5775 desc => 'Whether the teleporter should only be activated on release.',
5776 name => 'Activate on release',
5777 type => 'bool'
5778 }
5779 ],
5780 [
5781 'move_on',
5782 {
5783 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5784 name => 'movement type',
5785 type => 'movement_type'
5786 }
5787 ],
5788 [
5789 'food',
5790 {
5791 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).',
5792 name => 'counter',
5793 type => 'int'
5794 }
5795 ],
5796 [
5797 'msg',
5798 {
5799 desc => 'This text will be displayed to the player.',
5800 end => 'endmsg',
5801 name => 'message',
5802 type => 'text'
5803 }
5804 ]
5805 ],
5806 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).',
5807 ignore => [
5808 $IGNORE_LIST{non_pickable}
5809 ],
5810 name => 'Sign & MagicMouth',
5811 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.'
5812 },
5813 Skill => {
5814 attr => [
5815 [
5816 'invisible',
5817 {
5818 type => 'fixed',
5819 value => 1
5820 }
5821 ],
5822 [
5823 'no_drop',
5824 {
5825 type => 'fixed',
5826 value => 1
5827 }
5828 ],
5829 [
5830 'skill',
5831 {
5832 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.',
5833 name => 'skill name',
5834 type => 'string'
5835 }
5836 ],
5837 [
5838 'expmul',
5839 {
5840 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.',
5841 name => 'exp multiplier',
5842 type => 'float'
5843 }
5844 ],
5845 [
5846 'subtype',
5847 {
5848 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.',
5849 name => 'skill type',
5850 type => 'list',
5851 value => $LIST{skill_type}
5852 }
5853 ],
5854 [
5855 'level',
5856 {
5857 name => 'level',
5858 type => 'int'
5859 }
5860 ],
5861 [
5862 'exp',
5863 {
5864 name => 'experience',
5865 type => 'int'
5866 }
5867 ],
5868 [
5869 'can_use_skill',
5870 {
5871 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.',
5872 name => 'is native skill',
5873 type => 'bool'
5874 }
5875 ]
5876 ],
5877 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.',
5878 ignore => [
5879 $IGNORE_LIST{system_object}
5880 ],
5881 name => 'Skill',
5882 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>'
5883 },
5884 'Skill Scroll' => {
5885 attr => [
5886 [
5887 'race',
5888 {
5889 type => 'fixed',
5890 value => 'scrolls'
5891 }
5892 ],
5893 [
5894 'skill',
5895 {
5896 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5897 name => 'skill name',
5898 type => 'string'
5899 }
5900 ]
5901 ],
5902 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5903 name => 'Skill Scroll',
5904 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.'
5905 },
5906 'Special Key' => {
5907 attr => [
5908 [
5909 'slaying',
5910 {
5911 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.',
5912 name => 'key string',
5913 type => 'string'
5914 }
5915 ],
5916 [
5917 'material',
5918 {
5919 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5920 name => 'material',
5921 type => 'bitmask',
5922 value => $BITMASK{material}
5923 }
5924 ],
5925 [
5926 'unique',
5927 {
5928 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.',
5929 name => 'unique item',
5930 type => 'bool'
5931 }
5932 ],
5933 [
5934 'startequip',
5935 {
5936 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5937 name => 'godgiven item',
5938 type => 'bool'
5939 }
5940 ],
5941 [
5942 'msg',
5943 {
5944 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.',
5945 end => 'endmsg',
5946 name => 'description',
5947 type => 'text'
5948 }
5949 ]
5950 ],
5951 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.',
5952 ignore => [
5953 'material'
5954 ],
5955 name => 'Special Key',
5956 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".'
5957 },
5958 Spell => {
5959 attr => [
5960 [
5961 'no_drop',
5962 {
5963 type => 'fixed',
5964 value => 1
5965 }
5966 ],
5967 [
5968 'invisible',
5969 {
5970 type => 'fixed',
5971 value => 1
5972 }
5973 ],
5974 [
5975 'skill',
5976 {
5977 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.',
5978 name => 'skill name',
5979 type => 'string'
5980 }
5981 ],
5982 [
5983 'subtype',
5984 {
5985 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5986 name => 'spell type',
5987 type => 'list',
5988 value => $LIST{spell_type}
5989 }
5990 ],
5991 [
5992 'level',
5993 {
5994 name => 'spell level',
5995 type => 'int'
5996 }
5997 ],
5998 [
5999 'casting_time',
6000 {
6001 name => 'casting time',
6002 type => 'int'
6003 }
6004 ],
6005 [
6006 'duration',
6007 {
6008 name => 'duration',
6009 type => 'int'
6010 }
6011 ],
6012 [
6013 'other_arch',
6014 {
6015 name => 'create object',
6016 type => 'string'
6017 }
6018 ],
6019 [
6020 'sp',
6021 {
6022 name => 'cost spellpoints',
6023 type => 'int'
6024 }
6025 ],
6026 [
6027 'grace',
6028 {
6029 name => 'cost grace',
6030 type => 'int'
6031 }
6032 ],
6033 [
6034 'maxsp',
6035 {
6036 name => 'double cost per level',
6037 type => 'int'
6038 }
6039 ]
6040 ],
6041 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.',
6042 ignore => [
6043 $IGNORE_LIST{system_object}
6044 ],
6045 name => 'Spell',
6046 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.'
6047 },
6048 Spellbook => {
6049 attr => [
6050 [
6051 'skill',
6052 {
6053 type => 'fixed',
6054 value => 'literacy'
6055 }
6056 ],
6057 [
6058 'randomitems',
6059 {
6060 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.',
6061 name => 'treasurelist',
6062 type => 'treasurelist'
6063 }
6064 ],
6065 [
6066 'startequip',
6067 {
6068 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6069 name => 'godgiven item',
6070 type => 'bool'
6071 }
6072 ],
6073 [
6074 'msg',
6075 {
6076 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6077 end => 'endmsg',
6078 name => 'description',
6079 type => 'text'
6080 }
6081 ]
6082 ],
6083 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.',
6084 name => 'Spellbook',
6085 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.'
6086 },
6087 Spinner => {
6088 attr => [
6089 [
6090 'sp',
6091 {
6092 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.',
6093 name => 'direction number',
6094 type => 'int'
6095 }
6096 ],
6097 [
6098 'move_on',
6099 {
6100 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6101 name => 'movement type',
6102 type => 'movement_type'
6103 }
6104 ]
6105 ],
6106 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.',
6107 ignore => [
6108 $IGNORE_LIST{non_pickable}
6109 ],
6110 name => 'Spinner',
6111 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.'
6112 },
6113 Swamp => {
6114 attr => [
6115 [
6116 'is_floor',
6117 {
6118 type => 'fixed',
6119 value => 1
6120 }
6121 ],
6122 [
6123 'is_wooded',
6124 {
6125 type => 'fixed',
6126 value => 1
6127 }
6128 ],
6129 [
6130 'speed',
6131 {
6132 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.',
6133 name => 'drowning speed',
6134 type => 'float'
6135 }
6136 ],
6137 [
6138 'speed_left',
6139 {
6140 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.',
6141 name => 'speed left',
6142 type => 'float'
6143 }
6144 ],
6145 [
6146 'move_on',
6147 {
6148 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6149 name => 'movement type',
6150 type => 'movement_type'
6151 }
6152 ],
6153 [
6154 'move_block',
6155 {
6156 desc => 'Objects using these movement types cannot move over this space.',
6157 name => 'blocked movement',
6158 type => 'movement_type'
6159 }
6160 ],
6161 [
6162 'move_allow',
6163 {
6164 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6165 name => 'allowed movement',
6166 type => 'movement_type'
6167 }
6168 ],
6169 [
6170 'move_slow',
6171 {
6172 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6173 name => 'slowed movement',
6174 type => 'movement_type'
6175 }
6176 ],
6177 [
6178 'move_slow_penalty',
6179 {
6180 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)',
6181 name => 'slow movement penalty',
6182 type => 'int'
6183 }
6184 ],
6185 [
6186 'no_magic',
6187 {
6188 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6189 name => 'no spells',
6190 type => 'bool'
6191 }
6192 ],
6193 [
6194 'damned',
6195 {
6196 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6197 name => 'no prayers',
6198 type => 'bool'
6199 }
6200 ]
6201 ],
6202 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.',
6203 ignore => [
6204 $IGNORE_LIST{non_pickable}
6205 ],
6206 name => 'Swamp'
6207 },
6208 Teleporter => {
6209 attr => [
6210 [
6211 'slaying',
6212 {
6213 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.',
6214 name => 'exit path',
6215 type => 'string'
6216 }
6217 ],
6218 [
6219 'hp',
6220 {
6221 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.',
6222 name => 'destination X',
6223 type => 'int'
6224 }
6225 ],
6226 [
6227 'sp',
6228 {
6229 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.',
6230 name => 'destination Y',
6231 type => 'int'
6232 }
6233 ],
6234 [
6235 'connected',
6236 {
6237 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.',
6238 name => 'connection',
6239 type => 'int'
6240 }
6241 ],
6242 [
6243 'activate_on_push',
6244 {
6245 desc => 'Whether the teleporter should only be activated on push.',
6246 name => 'Activate on push',
6247 type => 'bool'
6248 }
6249 ],
6250 [
6251 'activate_on_release',
6252 {
6253 desc => 'Whether the teleporter should only be activated on release.',
6254 name => 'Activate on release',
6255 type => 'bool'
6256 }
6257 ],
6258 [
6259 'speed',
6260 {
6261 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!',
6262 name => 'activation speed',
6263 type => 'float'
6264 }
6265 ],
6266 [
6267 'speed_left',
6268 {
6269 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.',
6270 name => 'speed left',
6271 type => 'float'
6272 }
6273 ]
6274 ],
6275 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.',
6276 ignore => [
6277 $IGNORE_LIST{non_pickable}
6278 ],
6279 name => 'Teleporter',
6280 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.'
6281 },
6282 'Timed Gate' => {
6283 attr => [
6284 [
6285 'no_pick',
6286 {
6287 type => 'fixed',
6288 value => 1
6289 }
6290 ],
6291 [
6292 'connected',
6293 {
6294 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.',
6295 name => 'connection',
6296 type => 'int'
6297 }
6298 ],
6299 [
6300 'activate_on_push',
6301 {
6302 desc => 'Whether the teleporter should only be activated on push.',
6303 name => 'Activate on push',
6304 type => 'bool'
6305 }
6306 ],
6307 [
6308 'activate_on_release',
6309 {
6310 desc => 'Whether the teleporter should only be activated on release.',
6311 name => 'Activate on release',
6312 type => 'bool'
6313 }
6314 ],
6315 [
6316 'wc',
6317 {
6318 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.',
6319 name => 'position state',
6320 type => 'int'
6321 }
6322 ],
6323 [
6324 'move_block',
6325 {
6326 desc => 'Objects using these movement types cannot move over this space.',
6327 name => 'blocked movement',
6328 type => 'movement_type'
6329 }
6330 ],
6331 [
6332 'move_allow',
6333 {
6334 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6335 name => 'allowed movement',
6336 type => 'movement_type'
6337 }
6338 ],
6339 [
6340 'move_slow',
6341 {
6342 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6343 name => 'slowed movement',
6344 type => 'movement_type'
6345 }
6346 ],
6347 [
6348 'move_slow_penalty',
6349 {
6350 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)',
6351 name => 'slow movement penalty',
6352 type => 'int'
6353 }
6354 ],
6355 [
6356 'no_magic',
6357 {
6358 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6359 name => 'restrict spells',
6360 type => 'bool'
6361 }
6362 ],
6363 [
6364 'damned',
6365 {
6366 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6367 name => 'restrict prayers',
6368 type => 'bool'
6369 }
6370 ],
6371 [
6372 'hp',
6373 {
6374 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6375 name => 'open duration',
6376 type => 'int'
6377 }
6378 ]
6379 ],
6380 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.',
6381 ignore => [
6382 $IGNORE_LIST{non_pickable}
6383 ],
6384 name => 'Timed Gate',
6385 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".'
6386 },
6387 Trap => {
6388 attr => [
6389 [
6390 'no_pick',
6391 {
6392 type => 'fixed',
6393 value => 1
6394 }
6395 ],
6396 [
6397 'move_on',
6398 {
6399 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6400 name => 'movement type',
6401 type => 'movement_type'
6402 }
6403 ],
6404 [
6405 'level',
6406 {
6407 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.',
6408 name => 'trap level',
6409 type => 'int'
6410 }
6411 ],
6412 [
6413 'Cha',
6414 {
6415 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.',
6416 name => 'visibility',
6417 type => 'int'
6418 }
6419 ],
6420 [
6421 'hp',
6422 {
6423 desc => 'The trap will detonate <number of charges> times before disappearing.',
6424 name => 'number of charges',
6425 type => 'int'
6426 }
6427 ],
6428 [
6429 'dam',
6430 {
6431 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6432 name => 'direct damage',
6433 type => 'int'
6434 }
6435 ],
6436 [
6437 'attacktype',
6438 {
6439 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6440 name => 'attacktype',
6441 type => 'bitmask',
6442 value => $BITMASK{attacktype}
6443 }
6444 ],
6445 [
6446 'connected',
6447 {
6448 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6449 name => 'connection',
6450 type => 'int'
6451 }
6452 ],
6453 [
6454 'msg',
6455 {
6456 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6457 end => 'endmsg',
6458 name => 'detonation text',
6459 type => 'text'
6460 }
6461 ]
6462 ],
6463 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.',
6464 ignore => [
6465 'no_pick',
6466 'title',
6467 'name_pl',
6468 'weight',
6469 'value',
6470 'material',
6471 'unpaid'
6472 ],
6473 name => 'Trap',
6474 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.'
6475 },
6476 Trapdoor => {
6477 attr => [
6478 [
6479 'no_pick',
6480 {
6481 type => 'fixed',
6482 value => 1
6483 }
6484 ],
6485 [
6486 'move_on',
6487 {
6488 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6489 name => 'movement type',
6490 type => 'movement_type'
6491 }
6492 ],
6493 [
6494 'weight',
6495 {
6496 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.',
6497 name => 'hold weight',
6498 type => 'int'
6499 }
6500 ],
6501 [
6502 'hp',
6503 {
6504 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!',
6505 name => 'destination X',
6506 type => 'int'
6507 }
6508 ],
6509 [
6510 'sp',
6511 {
6512 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!',
6513 name => 'destination Y',
6514 type => 'int'
6515 }
6516 ]
6517 ],
6518 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.',
6519 ignore => [
6520 $IGNORE_LIST{non_pickable}
6521 ],
6522 name => 'Trapdoor',
6523 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.'
6524 },
6525 Treasure => {
6526 attr => [
6527 [
6528 'randomitems',
6529 {
6530 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6531 name => 'treasurelist',
6532 type => 'treasurelist'
6533 }
6534 ],
6535 [
6536 'auto_apply',
6537 {
6538 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.',
6539 name => 'auto-generate',
6540 type => 'bool'
6541 }
6542 ],
6543 [
6544 'hp',
6545 {
6546 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.',
6547 name => 'create number',
6548 type => 'int'
6549 }
6550 ],
6551 [
6552 'exp',
6553 {
6554 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).',
6555 name => 'quality level',
6556 type => 'int'
6557 }
6558 ]
6559 ],
6560 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6561 ignore => [
6562 'nrof',
6563 'title',
6564 'name_pl',
6565 'weight',
6566 'value',
6567 'material'
6568 ],
6569 name => 'Treasure',
6570 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.'
6571 },
6572 'Trigger Marker' => {
6573 attr => [
6574 [
6575 'no_pick',
6576 {
6577 type => 'fixed',
6578 value => 1
6579 }
6580 ],
6581 [
6582 'slaying',
6583 {
6584 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.',
6585 name => 'key string',
6586 type => 'string'
6587 }
6588 ],
6589 [
6590 'connected',
6591 {
6592 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6593 name => 'connection',
6594 type => 'int'
6595 }
6596 ],
6597 [
6598 'food',
6599 {
6600 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.',
6601 name => 'mark duration',
6602 type => 'int'
6603 }
6604 ],
6605 [
6606 'name',
6607 {
6608 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.',
6609 name => 'delete mark',
6610 type => 'string'
6611 }
6612 ],
6613 [
6614 'msg',
6615 {
6616 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.',
6617 end => 'endmsg',
6618 name => 'marking message',
6619 type => 'text'
6620 }
6621 ]
6622 ],
6623 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.',
6624 ignore => [
6625 $IGNORE_LIST{system_object}
6626 ],
6627 name => 'Trigger Marker',
6628 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.'
6629 },
6630 Wall => {
6631 attr => [
6632 [
6633 'move_block',
6634 {
6635 desc => 'Objects using these movement types cannot move over this space.',
6636 name => 'blocked movement',
6637 type => 'movement_type'
6638 }
6639 ],
6640 [
6641 'move_allow',
6642 {
6643 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6644 name => 'allowed movement',
6645 type => 'movement_type'
6646 }
6647 ],
6648 [
6649 'move_slow',
6650 {
6651 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6652 name => 'slowed movement',
6653 type => 'movement_type'
6654 }
6655 ],
6656 [
6657 'move_slow_penalty',
6658 {
6659 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)',
6660 name => 'slow movement penalty',
6661 type => 'int'
6662 }
6663 ],
6664 [
6665 'can_roll',
6666 {
6667 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6668 name => 'moveable',
6669 type => 'bool'
6670 }
6671 ],
6672 [
6673 'no_magic',
6674 {
6675 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6676 name => 'restrict spells',
6677 type => 'bool'
6678 }
6679 ],
6680 [
6681 'damned',
6682 {
6683 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6684 name => 'restrict prayers',
6685 type => 'bool'
6686 }
6687 ]
6688 ],
6689 desc => 'Walls usually block passage and sight.',
6690 ignore => [
6691 'nrof',
6692 'title',
6693 'name_pl',
6694 'value',
6695 'unpaid'
6696 ],
6697 name => 'Wall'
6698 },
6699 'Wand & Staff' => {
6700 attr => [
6701 [
6702 'sp',
6703 {
6704 desc => 'The <spell> specifies the contained spell.',
6705 name => 'spell',
6706 type => 'spell'
6707 }
6708 ],
6709 [
6710 'level',
6711 {
6712 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6713 name => 'casting level',
6714 type => 'int'
6715 }
6716 ],
6717 [
6718 'food',
6719 {
6720 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6721 name => 'number of charges',
6722 type => 'int'
6723 }
6724 ],
6725 [
6726 'startequip',
6727 {
6728 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6729 name => 'godgiven item',
6730 type => 'bool'
6731 }
6732 ],
6733 [
6734 'msg',
6735 {
6736 desc => 'This text may contain a description of the wand.',
6737 end => 'endmsg',
6738 name => 'description',
6739 type => 'text'
6740 }
6741 ]
6742 ],
6743 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.',
6744 name => 'Wand & Staff',
6745 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.'
6746 },
6747 'Weak Wall' => {
6748 attr => [
6749 [
6750 'alive',
6751 {
6752 type => 'fixed',
6753 value => 1
6754 }
6755 ],
6756 [
6757 'no_pick',
6758 {
6759 type => 'fixed',
6760 value => 1
6761 }
6762 ],
6763 [
6764 'tear_down',
6765 {
6766 type => 'fixed',
6767 value => 1
6768 }
6769 ],
6770 [
6771 'race',
6772 {
6773 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.',
6774 name => 'race',
6775 type => 'string'
6776 }
6777 ],
6778 [
6779 'level',
6780 {
6781 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.',
6782 name => 'level',
6783 type => 'int'
6784 }
6785 ],
6786 [
6787 'hp',
6788 {
6789 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.',
6790 name => 'health points',
6791 type => 'int'
6792 }
6793 ],
6794 [
6795 'maxhp',
6796 {
6797 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.',
6798 name => 'max health',
6799 type => 'int'
6800 }
6801 ],
6802 [
6803 'ac',
6804 {
6805 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6806 name => 'armour class',
6807 type => 'int'
6808 }
6809 ]
6810 ],
6811 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.',
6812 ignore => [
6813 $IGNORE_LIST{non_pickable}
6814 ],
6815 name => 'Weak Wall',
6816 section => [
6817 [
6818 'resistance',
6819 [
6820 [
6821 'resist_physical',
6822 {
6823 name => 'resist physical %',
6824 type => 'int'
6825 }
6826 ],
6827 [
6828 'resist_magic',
6829 {
6830 name => 'resist magic %',
6831 type => 'int'
6832 }
6833 ],
6834 [
6835 'resist_fire',
6836 {
6837 name => 'resist fire %',
6838 type => 'int'
6839 }
6840 ],
6841 [
6842 'resist_electricity',
6843 {
6844 name => 'resist electricity %',
6845 type => 'int'
6846 }
6847 ],
6848 [
6849 'resist_cold',
6850 {
6851 name => 'resist cold %',
6852 type => 'int'
6853 }
6854 ],
6855 [
6856 'resist_confusion',
6857 {
6858 name => 'resist confusion %',
6859 type => 'int'
6860 }
6861 ],
6862 [
6863 'resist_acid',
6864 {
6865 name => 'resist acid %',
6866 type => 'int'
6867 }
6868 ],
6869 [
6870 'resist_drain',
6871 {
6872 name => 'resist draining %',
6873 type => 'int'
6874 }
6875 ],
6876 [
6877 'resist_weaponmagic',
6878 {
6879 name => 'resist weaponmagic %',
6880 type => 'int'
6881 }
6882 ],
6883 [
6884 'resist_ghosthit',
6885 {
6886 name => 'resist ghosthit %',
6887 type => 'int'
6888 }
6889 ],
6890 [
6891 'resist_poison',
6892 {
6893 name => 'resist poison %',
6894 type => 'int'
6895 }
6896 ],
6897 [
6898 'resist_slow',
6899 {
6900 name => 'resist slow %',
6901 type => 'int'
6902 }
6903 ],
6904 [
6905 'resist_paralyze',
6906 {
6907 name => 'resist paralyze %',
6908 type => 'int'
6909 }
6910 ],
6911 [
6912 'resist_fear',
6913 {
6914 name => 'resist fear %',
6915 type => 'int'
6916 }
6917 ],
6918 [
6919 'resist_deplete',
6920 {
6921 name => 'resist depletion %',
6922 type => 'int'
6923 }
6924 ],
6925 [
6926 'resist_turn_undead',
6927 {
6928 name => 'resist turn undead %',
6929 type => 'int'
6930 }
6931 ],
6932 [
6933 'resist_death',
6934 {
6935 name => 'resist death-attack %',
6936 type => 'int'
6937 }
6938 ],
6939 [
6940 'resist_chaos',
6941 {
6942 name => 'resist chaos %',
6943 type => 'int'
6944 }
6945 ],
6946 [
6947 'resist_blind',
6948 {
6949 name => 'resist blinding %',
6950 type => 'int'
6951 }
6952 ],
6953 [
6954 'resist_holyword',
6955 {
6956 name => 'resist holy power %',
6957 type => 'int'
6958 }
6959 ],
6960 [
6961 'resist_godpower',
6962 {
6963 name => 'resist godpower %',
6964 type => 'int'
6965 }
6966 ]
6967 ]
6968 ]
6969 ],
6970 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.'
6971 },
6972 Weapon => {
6973 attr => [
6974 [
6975 'attacktype',
6976 {
6977 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.',
6978 name => 'attacktype',
6979 type => 'bitmask',
6980 value => $BITMASK{attacktype}
6981 }
6982 ],
6983 [
6984 'weapontype',
6985 {
6986 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.',
6987 name => 'weapontype',
6988 type => 'list',
6989 value => $LIST{weapon_type}
6990 }
6991 ],
6992 [
6993 'skill',
6994 {
6995 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6996 name => 'skill name',
6997 type => 'string'
6998 }
6999 ],
7000 [
7001 'dam',
7002 {
7003 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.',
7004 name => 'damage',
7005 type => 'int'
7006 }
7007 ],
7008 [
7009 'slaying',
7010 {
7011 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.',
7012 name => 'slaying race',
7013 type => 'string'
7014 }
7015 ],
7016 [
7017 'last_sp',
7018 {
7019 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.',
7020 name => 'weapon speed',
7021 type => 'int'
7022 }
7023 ],
7024 [
7025 'wc',
7026 {
7027 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.',
7028 name => 'weapon class',
7029 type => 'int'
7030 }
7031 ],
7032 [
7033 'magic',
7034 {
7035 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.',
7036 name => 'magic bonus',
7037 type => 'int'
7038 }
7039 ],
7040 [
7041 'item_power',
7042 {
7043 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>.',
7044 name => 'item power',
7045 type => 'int'
7046 }
7047 ],
7048 [
7049 'damned',
7050 {
7051 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7052 name => 'damnation',
7053 type => 'bool'
7054 }
7055 ],
7056 [
7057 'cursed',
7058 {
7059 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7060 name => 'curse',
7061 type => 'bool'
7062 }
7063 ],
7064 [
7065 'lifesave',
7066 {
7067 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!',
7068 name => 'save life',
7069 type => 'bool'
7070 }
7071 ],
7072 [
7073 'unique',
7074 {
7075 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7076 name => 'unique item',
7077 type => 'bool'
7078 }
7079 ],
7080 [
7081 'startequip',
7082 {
7083 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7084 name => 'godgiven item',
7085 type => 'bool'
7086 }
7087 ],
7088 [
7089 'msg',
7090 {
7091 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7092 end => 'endmsg',
7093 name => 'description',
7094 type => 'text'
7095 }
7096 ]
7097 ],
7098 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.',
7099 name => 'Weapon',
7100 section => [
7101 [
7102 'resistance',
7103 [
7104 [
7105 'resist_physical',
7106 {
7107 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.',
7108 name => 'resist physical %',
7109 type => 'int'
7110 }
7111 ],
7112 [
7113 'resist_magic',
7114 {
7115 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.',
7116 name => 'resist magic %',
7117 type => 'int'
7118 }
7119 ],
7120 [
7121 'resist_fire',
7122 {
7123 desc => 'This adds fire resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
7124 name => 'resist fire %',
7125 type => 'int'
7126 }
7127 ],
7128 [
7129 'resist_electricity',
7130 {
7131 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.',
7132 name => 'resist electricity %',
7133 type => 'int'
7134 }
7135 ],
7136 [
7137 'resist_cold',
7138 {
7139 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.',
7140 name => 'resist cold %',
7141 type => 'int'
7142 }
7143 ],
7144 [
7145 'resist_confusion',
7146 {
7147 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).',
7148 name => 'resist confusion %',
7149 type => 'int'
7150 }
7151 ],
7152 [
7153 'resist_acid',
7154 {
7155 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.',
7156 name => 'resist acid %',
7157 type => 'int'
7158 }
7159 ],
7160 [
7161 'resist_drain',
7162 {
7163 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).',
7164 name => 'resist draining %',
7165 type => 'int'
7166 }
7167 ],
7168 [
7169 'resist_weaponmagic',
7170 {
7171 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.',
7172 name => 'resist weaponmagic %',
7173 type => 'int'
7174 }
7175 ],
7176 [
7177 'resist_ghosthit',
7178 {
7179 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.',
7180 name => 'resist ghosthit %',
7181 type => 'int'
7182 }
7183 ],
7184 [
7185 'resist_poison',
7186 {
7187 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.',
7188 name => 'resist poison %',
7189 type => 'int'
7190 }
7191 ],
7192 [
7193 'resist_slow',
7194 {
7195 desc => 'This adds fear resistance to the weapon. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
7196 name => 'resist slow %',
7197 type => 'int'
7198 }
7199 ],
7200 [
7201 'resist_paralyze',
7202 {
7203 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).',
7204 name => 'resist paralyze %',
7205 type => 'int'
7206 }
7207 ],
7208 [
7209 'resist_fear',
7210 {
7211 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.',
7212 name => 'resist fear %',
7213 type => 'int'
7214 }
7215 ],
7216 [
7217 'resist_deplete',
7218 {
7219 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).',
7220 name => 'resist depletion %',
7221 type => 'int'
7222 }
7223 ],
7224 [
7225 'resist_death',
7226 {
7227 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!',
7228 name => 'resist death-attack %',
7229 type => 'int'
7230 }
7231 ],
7232 [
7233 'resist_chaos',
7234 {
7235 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.',
7236 name => 'resist chaos %',
7237 type => 'int'
7238 }
7239 ],
7240 [
7241 'resist_blind',
7242 {
7243 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.',
7244 name => 'resist blinding %',
7245 type => 'int'
7246 }
7247 ],
7248 [
7249 'resist_holyword',
7250 {
7251 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.',
7252 name => 'resist holy power %',
7253 type => 'int'
7254 }
7255 ]
7256 ]
7257 ],
7258 [
7259 'stats',
7260 [
7261 [
7262 'Str',
7263 {
7264 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
7265 name => 'strength',
7266 type => 'int'
7267 }
7268 ],
7269 [
7270 'Dex',
7271 {
7272 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
7273 name => 'dexterity',
7274 type => 'int'
7275 }
7276 ],
7277 [
7278 'Con',
7279 {
7280 desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
7281 name => 'constitution',
7282 type => 'int'
7283 }
7284 ],
7285 [
7286 'Int',
7287 {
7288 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
7289 name => 'intelligence',
7290 type => 'int'
7291 }
7292 ],
7293 [
7294 'Pow',
7295 {
7296 desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
7297 name => 'power',
7298 type => 'int'
7299 }
7300 ],
7301 [
7302 'Wis',
7303 {
7304 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
7305 name => 'wisdom',
7306 type => 'int'
7307 }
7308 ],
7309 [
7310 'Cha',
7311 {
7312 desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
7313 name => 'charisma',
7314 type => 'int'
7315 }
7316 ]
7317 ]
7318 ],
7319 [
7320 'misc',
7321 [
7322 [
7323 'luck',
7324 {
7325 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.',
7326 name => 'luck bonus',
7327 type => 'int'
7328 }
7329 ],
7330 [
7331 'hp',
7332 {
7333 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7334 name => 'health regen.',
7335 type => 'int'
7336 }
7337 ],
7338 [
7339 'sp',
7340 {
7341 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7342 name => 'mana regen.',
7343 type => 'int'
7344 }
7345 ],
7346 [
7347 'grace',
7348 {
7349 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!!',
7350 name => 'grace regen.',
7351 type => 'int'
7352 }
7353 ],
7354 [
7355 'food',
7356 {
7357 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.',
7358 name => 'food bonus',
7359 type => 'int'
7360 }
7361 ],
7362 [
7363 'xrays',
7364 {
7365 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.',
7366 name => 'xray vision',
7367 type => 'bool'
7368 }
7369 ],
7370 [
7371 'stealth',
7372 {
7373 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)',
7374 name => 'stealth',
7375 type => 'bool'
7376 }
7377 ],
7378 [
7379 'reflect_spell',
7380 {
7381 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!',
7382 name => 'reflect spells',
7383 type => 'bool'
7384 }
7385 ],
7386 [
7387 'reflect_missile',
7388 {
7389 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.',
7390 name => 'reflect missiles',
7391 type => 'bool'
7392 }
7393 ],
7394 [
7395 'path_attuned',
7396 {
7397 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7398 name => 'attuned paths',
7399 type => 'bitmask',
7400 value => $BITMASK{spellpath}
7401 }
7402 ],
7403 [
7404 'path_repelled',
7405 {
7406 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7407 name => 'repelled paths',
7408 type => 'bitmask',
7409 value => $BITMASK{spellpath}
7410 }
7411 ],
7412 [
7413 'path_denied',
7414 {
7415 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7416 name => 'denied paths',
7417 type => 'bitmask',
7418 value => $BITMASK{spellpath}
7419 }
7420 ]
7421 ]
7422 ]
7423 ],
7424 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.'
7425 }
7426 );
7427
7428 our %ATTR = (
7429 3 => $TYPE{Rod},
7430 4 => $TYPE{Treasure},
7431 5 => $TYPE{Potion},
7432 6 => $TYPE{Food},
7433 7 => $TYPE{'Poison Food'},
7434 8 => $TYPE{Book},
7435 9 => $TYPE{Clock},
7436 13 => $TYPE{Projectile},
7437 14 => $TYPE{'Shooting Weapon'},
7438 15 => $TYPE{Weapon},
7439 16 => $TYPE{'Brestplate Armour'},
7440 17 => $TYPE{Pedestal},
7441 18 => $TYPE{Altar},
7442 20 => $TYPE{'Locked Door'},
7443 21 => $TYPE{'Special Key'},
7444 23 => $TYPE{Door},
7445 24 => $TYPE{Key},
7446 26 => $TYPE{'Timed Gate'},
7447 27 => $TYPE{'Handle Trigger'},
7448 28 => $TYPE{'Monster (Grimreaper)'},
7449 29 => $TYPE{'Magic Ear'},
7450 30 => $TYPE{'Button Trigger'},
7451 31 => $TYPE{'Altar Trigger'},
7452 33 => $TYPE{Shield},
7453 34 => $TYPE{Helmet},
7454 35 => $TYPE{Horn},
7455 36 => $TYPE{Money},
7456 37 => $TYPE{'Class Changer'},
7457 39 => $TYPE{Amulet},
7458 40 => $TYPE{Mover},
7459 41 => $TYPE{Teleporter},
7460 42 => $TYPE{Creator},
7461 43 => $TYPE{Skill},
7462 51 => $TYPE{Detector},
7463 52 => $TYPE{'Trigger Marker'},
7464 55 => $TYPE{Marker},
7465 56 => $TYPE{'Holy Altar'},
7466 58 => $TYPE{Battleground},
7467 60 => $TYPE{Jewel},
7468 62 => $TYPE{'Magic Wall'},
7469 64 => $TYPE{'Inventory Checker'},
7470 65 => $TYPE{'Mood Floor'},
7471 66 => $TYPE{Exit},
7472 67 => $TYPE{'Floor (Encounter)'},
7473 68 => $TYPE{'Shop Floor'},
7474 69 => $TYPE{'Shop Mat'},
7475 70 => $TYPE{Ring},
7476 72 => $TYPE{Flesh},
7477 73 => $TYPE{Inorganic},
7478 83 => $TYPE{Duplicator},
7479 85 => $TYPE{Spellbook},
7480 87 => $TYPE{Cloak},
7481 88 => $TYPE{'Hazard Floor'},
7482 90 => $TYPE{Spinner},
7483 91 => $TYPE{Gate},
7484 92 => $TYPE{Button},
7485 93 => $TYPE{Handle},
7486 94 => $TYPE{Pit},
7487 95 => $TYPE{Trapdoor},
7488 98 => $TYPE{'Sign & MagicMouth'},
7489 99 => $TYPE{Boots},
7490 100 => $TYPE{Gloves},
7491 101 => $TYPE{Spell},
7492 103 => $TYPE{Converter},
7493 104 => $TYPE{Bracers},
7494 106 => $TYPE{Savebed},
7495 109 => $TYPE{'Wand & Staff'},
7496 110 => $TYPE{Ability},
7497 111 => $TYPE{Scroll},
7498 112 => $TYPE{Director},
7499 113 => $TYPE{Girdle},
7500 116 => $TYPE{'Event Connector'},
7501 122 => $TYPE{Container},
7502 130 => $TYPE{'Skill Scroll'},
7503 138 => $TYPE{Swamp},
7504 150 => $TYPE{'Shop Inventory'},
7505 154 => $TYPE{Rune},
7506 155 => $TYPE{Trap},
7507 156 => $TYPE{'Power Crystal'},
7508 158 => $TYPE{Disease},
7509 163 => $TYPE{'Item Transformer'},
7510 165 => $TYPE{'Safe ground (CF+)'}
7511 );
7512
7513 our %TYPENAME = (
7514 0 => '*NONE*',
7515 1 => 'PLAYER',
7516 2 => 'TRANSPORT',
7517 3 => 'ROD',
7518 4 => 'TREASURE',
7519 5 => 'POTION',
7520 6 => 'FOOD',
7521 7 => 'POISON',
7522 8 => 'BOOK',
7523 9 => 'CLOCK',
7524 12 => 'LIGHTNING',
7525 13 => 'ARROW',
7526 14 => 'BOW',
7527 15 => 'WEAPON',
7528 16 => 'ARMOUR',
7529 17 => 'PEDESTAL',
7530 18 => 'ALTAR',
7531 20 => 'LOCKED_DOOR',
7532 21 => 'SPECIAL_KEY',
7533 22 => 'MAP',
7534 23 => 'DOOR',
7535 24 => 'KEY',
7536 26 => 'TIMED_GATE',
7537 27 => 'TRIGGER',
7538 28 => 'GRIMREAPER',
7539 29 => 'MAGIC_EAR',
7540 30 => 'TRIGGER_BUTTON',
7541 31 => 'TRIGGER_ALTAR',
7542 32 => 'TRIGGER_PEDESTAL',
7543 33 => 'SHIELD',
7544 34 => 'HELMET',
7545 35 => 'HORN',
7546 36 => 'MONEY',
7547 37 => 'CLASS',
7548 38 => 'GRAVESTONE',
7549 39 => 'AMULET',
7550 40 => 'PLAYERMOVER',
7551 41 => 'TELEPORTER',
7552 42 => 'CREATOR',
7553 43 => 'SKILL',
7554 44 => 'EXPERIENCE',
7555 45 => 'EARTHWALL',
7556 46 => 'GOLEM',
7557 48 => 'THROWN_OBJ',
7558 49 => 'BLINDNESS',
7559 50 => 'GOD',
7560 51 => 'DETECTOR',
7561 52 => 'TRIGGER_MARKER',
7562 53 => 'DEAD_OBJECT',
7563 54 => 'DRINK',
7564 55 => 'MARKER',
7565 56 => 'HOLY_ALTAR',
7566 57 => 'PLAYER_CHANGER',
7567 58 => 'BATTLEGROUND',
7568 59 => 'PEACEMAKER',
7569 60 => 'GEM',
7570 62 => 'FIREWALL',
7571 63 => 'ANVIL',
7572 64 => 'CHECK_INV',
7573 65 => 'MOOD_FLOOR',
7574 66 => 'EXIT',
7575 67 => 'ENCOUNTER',
7576 68 => 'SHOP_FLOOR',
7577 69 => 'SHOP_MAT',
7578 70 => 'RING',
7579 71 => 'FLOOR',
7580 72 => 'FLESH',
7581 73 => 'INORGANIC',
7582 74 => 'SKILL_TOOL',
7583 75 => 'LIGHTER',
7584 76 => 'TRAP_PART',
7585 77 => 'WALL',
7586 78 => 'LIGHT_SOURCE',
7587 79 => 'MISC_OBJECT',
7588 80 => 'MONSTER',
7589 81 => 'SPAWN_GENERATOR',
7590 82 => 'LAMP',
7591 83 => 'DUPLICATOR',
7592 84 => 'TOOL',
7593 85 => 'SPELLBOOK',
7594 86 => 'BUILDFAC',
7595 87 => 'CLOAK',
7596 90 => 'SPINNER',
7597 91 => 'GATE',
7598 92 => 'BUTTON',
7599 93 => 'CF_HANDLE',
7600 94 => 'HOLE',
7601 95 => 'TRAPDOOR',
7602 98 => 'SIGN',
7603 99 => 'BOOTS',
7604 100 => 'GLOVES',
7605 101 => 'SPELL',
7606 102 => 'SPELL_EFFECT',
7607 103 => 'CONVERTER',
7608 104 => 'BRACERS',
7609 105 => 'POISONING',
7610 106 => 'SAVEBED',
7611 107 => 'POISONCLOUD',
7612 108 => 'FIREHOLES',
7613 109 => 'WAND',
7614 111 => 'SCROLL',
7615 112 => 'DIRECTOR',
7616 113 => 'GIRDLE',
7617 114 => 'FORCE',
7618 115 => 'POTION_EFFECT',
7619 116 => 'EVENT_CONNECTOR',
7620 121 => 'CLOSE_CON',
7621 122 => 'CONTAINER',
7622 123 => 'ARMOUR_IMPROVER',
7623 124 => 'WEAPON_IMPROVER',
7624 130 => 'SKILLSCROLL',
7625 138 => 'DEEP_SWAMP',
7626 139 => 'IDENTIFY_ALTAR',
7627 150 => 'MENU',
7628 154 => 'RUNE',
7629 155 => 'TRAP',
7630 156 => 'POWER_CRYSTAL',
7631 157 => 'CORPSE',
7632 158 => 'DISEASE',
7633 159 => 'SYMPTOM',
7634 160 => 'BUILDER',
7635 161 => 'MATERIAL',
7636 162 => 'GPS',
7637 163 => 'ITEM_TRANSFORMER',
7638 164 => 'QUEST'
7639 );
7640
7641 our %SPELL = (
7642 0 => 'magic bullet',
7643 1 => 'small fireball',
7644 2 => 'medium fireball',
7645 3 => 'large fireball',
7646 4 => 'burning hands',
7647 5 => 'small lightning',
7648 6 => 'large lightning',
7649 7 => 'magic missile',
7650 8 => 'create bomb',
7651 9 => 'summon golem',
7652 10 => 'summon fire elemental',
7653 11 => 'summon earth elemental',
7654 12 => 'summon water elemental',
7655 13 => 'summon air elemental',
7656 14 => 'dimension door',
7657 15 => 'create earth wall',
7658 16 => 'paralyze',
7659 17 => 'icestorm',
7660 18 => 'magic mapping',
7661 19 => 'turn undead',
7662 20 => 'fear',
7663 21 => 'poison cloud',
7664 22 => 'wonder',
7665 23 => 'destruction',
7666 24 => 'perceive self',
7667 25 => 'word of recall',
7668 26 => 'invisible',
7669 27 => 'invisible to undead',
7670 28 => 'probe',
7671 29 => 'large bullet',
7672 30 => 'improved invisibility',
7673 31 => 'holy word',
7674 32 => 'minor healing',
7675 33 => 'medium healing',
7676 34 => 'major healing',
7677 35 => 'heal',
7678 36 => 'create food',
7679 37 => 'earth to dust',
7680 38 => 'armour',
7681 39 => 'strength',
7682 40 => 'dexterity',
7683 41 => 'constitution',
7684 42 => 'charisma',
7685 43 => 'create fire wall',
7686 44 => 'create frost wall',
7687 45 => 'protection from cold',
7688 46 => 'protection from electricity',
7689 47 => 'protection from fire',
7690 48 => 'protection from poison',
7691 49 => 'protection from slow',
7692 50 => 'protection from paralysis',
7693 51 => 'protection from draining',
7694 52 => 'protection from magic',
7695 53 => 'protection from attack',
7696 54 => 'levitate',
7697 55 => 'small speedball',
7698 56 => 'large speedball',
7699 57 => 'hellfire',
7700 58 => 'dragonbreath',
7701 59 => 'large icestorm',
7702 60 => 'charging',
7703 61 => 'polymorph',
7704 62 => 'cancellation',
7705 63 => 'confusion',
7706 64 => 'mass confusion',
7707 65 => 'summon pet monster',
7708 66 => 'slow',
7709 67 => 'regenerate spellpoints',
7710 68 => 'cure poison',
7711 69 => 'protection from confusion',
7712 70 => 'protection from cancellation',
7713 71 => 'protection from depletion',
7714 72 => 'alchemy',
7715 73 => 'remove curse',
7716 74 => 'remove damnation',
7717 75 => 'identify',
7718 76 => 'detect magic',
7719 77 => 'detect monster',
7720 78 => 'detect evil',
7721 79 => 'detect curse',
7722 80 => 'heroism',
7723 81 => 'aggravation',
7724 82 => 'firebolt',
7725 83 => 'frostbolt',
7726 84 => 'shockwave',
7727 85 => 'color spray',
7728 86 => 'haste',
7729 87 => 'face of death',
7730 88 => 'ball lightning',
7731 89 => 'meteor swarm',
7732 90 => 'comet',
7733 91 => 'mystic fist',
7734 92 => 'raise dead',
7735 93 => 'resurrection',
7736 94 => 'reincarnation',
7737 95 => 'immunity to cold',
7738 96 => 'immunity to electricity',
7739 97 => 'immunity to fire',
7740 98 => 'immunity to poison',
7741 99 => 'immunity to slow',
7742 100 => 'immunity to paralysis',
7743 101 => 'immunity to draining',
7744 102 => 'immunity to magic',
7745 103 => 'immunity to attack',
7746 104 => 'invulnerability',
7747 105 => 'defense',
7748 106 => 'rune of fire',
7749 107 => 'rune of frost',
7750 108 => 'rune of shocking',
7751 109 => 'rune of blasting',
7752 110 => 'rune of death',
7753 111 => 'marking rune',
7754 112 => 'build director',
7755 113 => 'create pool of chaos',
7756 114 => 'build bullet wall',
7757 115 => 'build lightning wall',
7758 116 => 'build fireball wall',
7759 117 => 'magic rune',
7760 118 => 'rune of magic drain',
7761 119 => 'antimagic rune',
7762 120 => 'rune of transferrence',
7763 121 => 'transferrence',
7764 122 => 'magic drain',
7765 123 => 'counterspell',
7766 124 => 'disarm',
7767 125 => 'cure confusion',
7768 126 => 'restoration',
7769 127 => 'summon evil monster',
7770 128 => 'counterwall',
7771 129 => 'cause light wounds',
7772 130 => 'cause medium wounds',
7773 131 => 'cause serious wounds',
7774 132 => 'charm monsters',
7775 133 => 'banishment',
7776 134 => 'create missile',
7777 135 => 'show invisible',
7778 136 => 'xray',
7779 137 => 'pacify',
7780 138 => 'summon fog',
7781 139 => 'steambolt',
7782 140 => 'command undead',
7783 141 => 'holy orb',
7784 142 => 'summon avatar',
7785 143 => 'holy possession',
7786 144 => 'bless',
7787 145 => 'curse',
7788 146 => 'regeneration',
7789 147 => 'consecrate',
7790 148 => 'summon cult monsters',
7791 149 => 'cause critical wounds',
7792 150 => 'holy wrath',
7793 151 => 'retributive strike',
7794 152 => 'finger of death',
7795 153 => 'insect plague',
7796 154 => 'call holy servant',
7797 155 => 'wall of thorns',
7798 156 => 'staff to snake',
7799 157 => 'light',
7800 158 => 'darkness',
7801 159 => 'nightfall',
7802 160 => 'daylight',
7803 161 => 'sunspear',
7804 162 => 'faery fire',
7805 163 => 'cure blindness',
7806 164 => 'dark vision',
7807 165 => 'bullet swarm',
7808 166 => 'bullet storm',
7809 167 => 'cause many wounds',
7810 168 => 'small snowstorm',
7811 169 => 'medium snowstorm',
7812 170 => 'large snowstorm',
7813 171 => 'cure disease',
7814 172 => 'cause red death',
7815 173 => 'cause flu',
7816 174 => 'cause black death',
7817 175 => 'cause leprosy',
7818 176 => 'cause smallpox',
7819 177 => 'cause white death',
7820 178 => 'cause anthrax',
7821 179 => 'cause typhoid',
7822 180 => 'mana blast',
7823 181 => 'small manaball',
7824 182 => 'medium manaball',
7825 183 => 'large manaball',
7826 184 => 'mana bolt',
7827 185 => 'dancing sword',
7828 186 => 'animate weapon',
7829 187 => 'cause cold',
7830 188 => 'divine shock',
7831 189 => 'windstorm',
7832 190 => 'sanctuary',
7833 191 => 'peace',
7834 192 => 'spiderweb',
7835 193 => 'conflict',
7836 194 => 'rage',
7837 195 => 'forked lightning',
7838 196 => 'poison fog',
7839 197 => 'flaming aura',
7840 198 => 'vitriol',
7841 199 => 'vitriol splash',
7842 200 => 'ironwood skin',
7843 201 => 'wrathful eye',
7844 202 => 'town portal',
7845 203 => 'missile swarm',
7846 204 => 'cause rabies',
7847 205 => 'glyph'
7848 );
7849
7850
7851 =head1 AUTHOR
7852
7853 Marc Lehmann <schmorp.de>
7854 http://home.schmorp.de/
7855
7856 The source files are part of the CFJavaEditor.
7857
7858 =cut
7859
7860 1