ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/Deliantra/Data.pm
Revision: 1.32
Committed: Fri Aug 10 12:13:35 2007 UTC (16 years, 9 months ago) by elmex
Branch: MAIN
Changes since 1.31: +17 -1 lines
Log Message:
added sound and sound_destroy fields

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 'sound',
420 {
421 desc => 'The sound this objects makes on a map. Enter either a sound alias from arch/res/sound.conf.res or a path. If you enter <path> in this field it will point to sound/<path>.ext',
422 name => 'sound',
423 type => 'string'
424 }
425 ],
426 [
427 'sound_destroy',
428 {
429 desc => 'The sound this objects makes when it is destroyed. Enter either a sound alias from arch/res/sound.conf.res or a path. If you enter <path> in this field it will point to sound/<path>.ext',
430 name => 'destroy sound',
431 type => 'string'
432 }
433 ]
434 ]
435 );
436
437 our %TYPE = (
438 Ability => {
439 attr => [
440 [
441 'invisible',
442 {
443 type => 'fixed',
444 value => 1
445 }
446 ],
447 [
448 'no_drop',
449 {
450 type => 'fixed',
451 value => 1
452 }
453 ],
454 [
455 'sp',
456 {
457 desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
458 name => 'short range spell',
459 type => 'spell'
460 }
461 ],
462 [
463 'hp',
464 {
465 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.',
466 name => 'long range spell',
467 type => 'nz_spell'
468 }
469 ],
470 [
471 'maxsp',
472 {
473 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".',
474 name => 'importance',
475 type => 'int'
476 }
477 ],
478 [
479 'attacktype',
480 {
481 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.',
482 name => 'is magical',
483 type => 'bool',
484 value => [
485 0,
486 2
487 ]
488 }
489 ]
490 ],
491 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;.',
492 ignore => [
493 $IGNORE_LIST{system_object}
494 ],
495 name => 'Ability',
496 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?'
497 },
498 Altar => {
499 attr => [
500 [
501 'no_pick',
502 {
503 type => 'fixed',
504 value => 1
505 }
506 ],
507 [
508 'move_on',
509 {
510 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
511 name => 'movement type',
512 type => 'movement_type'
513 }
514 ],
515 [
516 'slaying',
517 {
518 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")',
519 name => 'match item name',
520 type => 'string'
521 }
522 ],
523 [
524 'food',
525 {
526 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.',
527 name => 'drop amount',
528 type => 'int'
529 }
530 ],
531 [
532 'connected',
533 {
534 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
535 name => 'connection',
536 type => 'int'
537 }
538 ],
539 [
540 'sp',
541 {
542 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.',
543 name => 'spell',
544 type => 'spell'
545 }
546 ],
547 [
548 'msg',
549 {
550 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
551 end => 'endmsg',
552 name => 'message',
553 type => 'text'
554 }
555 ]
556 ],
557 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.',
558 ignore => [
559 $IGNORE_LIST{non_pickable}
560 ],
561 name => 'Altar'
562 },
563 'Altar Trigger' => {
564 attr => [
565 [
566 'no_pick',
567 {
568 type => 'fixed',
569 value => 1
570 }
571 ],
572 [
573 'slaying',
574 {
575 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")',
576 name => 'match item name',
577 type => 'string'
578 }
579 ],
580 [
581 'food',
582 {
583 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.',
584 name => 'drop amount',
585 type => 'int'
586 }
587 ],
588 [
589 'connected',
590 {
591 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
592 name => 'connection',
593 type => 'int'
594 }
595 ],
596 [
597 'sp',
598 {
599 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.',
600 name => 'spell',
601 type => 'spell'
602 }
603 ],
604 [
605 'exp',
606 {
607 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.',
608 name => 'reset time',
609 type => 'int'
610 }
611 ],
612 [
613 'last_sp',
614 {
615 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.',
616 name => 'ignore reset',
617 type => 'bool'
618 }
619 ],
620 [
621 'move_on',
622 {
623 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
624 name => 'movement type',
625 type => 'movement_type'
626 }
627 ],
628 [
629 'msg',
630 {
631 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
632 end => 'endmsg',
633 name => 'message',
634 type => 'text'
635 }
636 ]
637 ],
638 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.',
639 ignore => [
640 $IGNORE_LIST{non_pickable}
641 ],
642 name => 'Altar Trigger',
643 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. =)'
644 },
645 Amulet => {
646 attr => [
647 [
648 'ac',
649 {
650 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.',
651 name => 'armour class',
652 type => 'int'
653 }
654 ],
655 [
656 'wc',
657 {
658 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.',
659 name => 'weapon class',
660 type => 'int'
661 }
662 ],
663 [
664 'item_power',
665 {
666 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>.',
667 name => 'item power',
668 type => 'int'
669 }
670 ],
671 [
672 'damned',
673 {
674 desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
675 name => 'damnation',
676 type => 'bool'
677 }
678 ],
679 [
680 'cursed',
681 {
682 desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
683 name => 'curse',
684 type => 'bool'
685 }
686 ],
687 [
688 'lifesave',
689 {
690 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!',
691 name => 'save life',
692 type => 'bool'
693 }
694 ],
695 [
696 'unique',
697 {
698 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
699 name => 'unique item',
700 type => 'bool'
701 }
702 ],
703 [
704 'startequip',
705 {
706 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
707 name => 'godgiven item',
708 type => 'bool'
709 }
710 ],
711 [
712 'applied',
713 {
714 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.',
715 name => 'is applied',
716 type => 'bool'
717 }
718 ],
719 [
720 'msg',
721 {
722 desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
723 end => 'endmsg',
724 name => 'description',
725 type => 'text'
726 }
727 ]
728 ],
729 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
730 name => 'Amulet',
731 section => [
732 [
733 'resistance',
734 [
735 [
736 'resist_physical',
737 {
738 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.',
739 name => 'resist physical %',
740 type => 'int'
741 }
742 ],
743 [
744 'resist_magic',
745 {
746 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.',
747 name => 'resist magic %',
748 type => 'int'
749 }
750 ],
751 [
752 'resist_fire',
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 fire %',
756 type => 'int'
757 }
758 ],
759 [
760 'resist_electricity',
761 {
762 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.',
763 name => 'resist electricity %',
764 type => 'int'
765 }
766 ],
767 [
768 'resist_cold',
769 {
770 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.',
771 name => 'resist cold %',
772 type => 'int'
773 }
774 ],
775 [
776 'resist_confusion',
777 {
778 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).',
779 name => 'resist confusion %',
780 type => 'int'
781 }
782 ],
783 [
784 'resist_acid',
785 {
786 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.',
787 name => 'resist acid %',
788 type => 'int'
789 }
790 ],
791 [
792 'resist_drain',
793 {
794 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).',
795 name => 'resist draining %',
796 type => 'int'
797 }
798 ],
799 [
800 'resist_weaponmagic',
801 {
802 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.',
803 name => 'resist weaponmagic %',
804 type => 'int'
805 }
806 ],
807 [
808 'resist_ghosthit',
809 {
810 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.',
811 name => 'resist ghosthit %',
812 type => 'int'
813 }
814 ],
815 [
816 'resist_poison',
817 {
818 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.',
819 name => 'resist poison %',
820 type => 'int'
821 }
822 ],
823 [
824 'resist_slow',
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 slow %',
828 type => 'int'
829 }
830 ],
831 [
832 'resist_paralyze',
833 {
834 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).',
835 name => 'resist paralyze %',
836 type => 'int'
837 }
838 ],
839 [
840 'resist_fear',
841 {
842 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.',
843 name => 'resist fear %',
844 type => 'int'
845 }
846 ],
847 [
848 'resist_deplete',
849 {
850 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).',
851 name => 'resist depletion %',
852 type => 'int'
853 }
854 ],
855 [
856 'resist_death',
857 {
858 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!',
859 name => 'resist death-attack %',
860 type => 'int'
861 }
862 ],
863 [
864 'resist_chaos',
865 {
866 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.',
867 name => 'resist chaos %',
868 type => 'int'
869 }
870 ],
871 [
872 'resist_blind',
873 {
874 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.',
875 name => 'resist blinding %',
876 type => 'int'
877 }
878 ],
879 [
880 'resist_holyword',
881 {
882 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.',
883 name => 'resist holy power %',
884 type => 'int'
885 }
886 ]
887 ]
888 ],
889 [
890 'stats',
891 [
892 [
893 'Str',
894 {
895 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
896 name => 'strength',
897 type => 'int'
898 }
899 ],
900 [
901 'Dex',
902 {
903 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
904 name => 'dexterity',
905 type => 'int'
906 }
907 ],
908 [
909 'Con',
910 {
911 desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
912 name => 'constitution',
913 type => 'int'
914 }
915 ],
916 [
917 'Int',
918 {
919 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
920 name => 'intelligence',
921 type => 'int'
922 }
923 ],
924 [
925 'Pow',
926 {
927 desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
928 name => 'power',
929 type => 'int'
930 }
931 ],
932 [
933 'Wis',
934 {
935 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
936 name => 'wisdom',
937 type => 'int'
938 }
939 ],
940 [
941 'Cha',
942 {
943 desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
944 name => 'charisma',
945 type => 'int'
946 }
947 ]
948 ]
949 ],
950 [
951 'misc',
952 [
953 [
954 'luck',
955 {
956 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.',
957 name => 'luck bonus',
958 type => 'int'
959 }
960 ],
961 [
962 'hp',
963 {
964 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
965 name => 'health regen.',
966 type => 'int'
967 }
968 ],
969 [
970 'sp',
971 {
972 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
973 name => 'mana regen.',
974 type => 'int'
975 }
976 ],
977 [
978 'grace',
979 {
980 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!!',
981 name => 'grace regen.',
982 type => 'int'
983 }
984 ],
985 [
986 'food',
987 {
988 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.',
989 name => 'food bonus',
990 type => 'int'
991 }
992 ],
993 [
994 'xrays',
995 {
996 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.',
997 name => 'xray vision',
998 type => 'bool'
999 }
1000 ],
1001 [
1002 'stealth',
1003 {
1004 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)',
1005 name => 'stealth',
1006 type => 'bool'
1007 }
1008 ],
1009 [
1010 'reflect_spell',
1011 {
1012 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!',
1013 name => 'reflect spells',
1014 type => 'bool'
1015 }
1016 ],
1017 [
1018 'reflect_missile',
1019 {
1020 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.',
1021 name => 'reflect missiles',
1022 type => 'bool'
1023 }
1024 ],
1025 [
1026 'move_type',
1027 {
1028 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1029 name => 'movement type',
1030 type => 'movement_type'
1031 }
1032 ],
1033 [
1034 'path_attuned',
1035 {
1036 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1037 name => 'attuned paths',
1038 type => 'bitmask',
1039 value => $BITMASK{spellpath}
1040 }
1041 ],
1042 [
1043 'path_repelled',
1044 {
1045 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1046 name => 'repelled paths',
1047 type => 'bitmask',
1048 value => $BITMASK{spellpath}
1049 }
1050 ],
1051 [
1052 'path_denied',
1053 {
1054 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1055 name => 'denied paths',
1056 type => 'bitmask',
1057 value => $BITMASK{spellpath}
1058 }
1059 ]
1060 ]
1061 ]
1062 ],
1063 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1064 },
1065 Battleground => {
1066 attr => [
1067 [
1068 'no_pick',
1069 {
1070 type => 'fixed',
1071 value => 1
1072 }
1073 ],
1074 [
1075 'is_floor',
1076 {
1077 type => 'fixed',
1078 value => 1
1079 }
1080 ],
1081 [
1082 'hp',
1083 {
1084 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1085 name => 'destination X',
1086 type => 'int'
1087 }
1088 ],
1089 [
1090 'sp',
1091 {
1092 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1093 name => 'destination Y',
1094 type => 'int'
1095 }
1096 ]
1097 ],
1098 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.',
1099 ignore => [
1100 $IGNORE_LIST{non_pickable}
1101 ],
1102 name => 'Battleground',
1103 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.)'
1104 },
1105 Book => {
1106 attr => [
1107 [
1108 'level',
1109 {
1110 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.',
1111 name => 'literacy level',
1112 type => 'int'
1113 }
1114 ],
1115 [
1116 'startequip',
1117 {
1118 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1119 name => 'godgiven item',
1120 type => 'bool'
1121 }
1122 ],
1123 [
1124 'unique',
1125 {
1126 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1127 name => 'unique item',
1128 type => 'bool'
1129 }
1130 ],
1131 [
1132 'msg',
1133 {
1134 desc => 'This is the text that appears "written" in the book.',
1135 end => 'endmsg',
1136 name => 'book content',
1137 type => 'text'
1138 }
1139 ],
1140 [
1141 'slaying',
1142 {
1143 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)',
1144 name => 'key string',
1145 type => 'string'
1146 }
1147 ]
1148 ],
1149 desc => 'Applying a book, the containing message is displayed to the player.',
1150 name => 'Book'
1151 },
1152 Boots => {
1153 attr => [
1154 [
1155 'exp',
1156 {
1157 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.',
1158 name => 'speed bonus',
1159 type => 'int'
1160 }
1161 ],
1162 [
1163 'magic',
1164 {
1165 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>.',
1166 name => 'magic bonus',
1167 type => 'int'
1168 }
1169 ]
1170 ],
1171 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1172 import => [
1173 'Amulet'
1174 ],
1175 name => 'Boots',
1176 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1177 },
1178 Bracers => {
1179 attr => [
1180 [
1181 'magic',
1182 {
1183 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.',
1184 name => 'magic bonus',
1185 type => 'int'
1186 }
1187 ]
1188 ],
1189 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.',
1190 import => [
1191 'Amulet'
1192 ],
1193 name => 'Bracers',
1194 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1195 },
1196 'Brestplate Armour' => {
1197 attr => [
1198 [
1199 'last_heal',
1200 {
1201 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1202 name => 'spellpoint penalty',
1203 type => 'int'
1204 }
1205 ],
1206 [
1207 'last_sp',
1208 {
1209 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1210 name => 'slowdown penalty',
1211 type => 'int'
1212 }
1213 ],
1214 [
1215 'magic',
1216 {
1217 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.',
1218 name => 'magic bonus',
1219 type => 'int'
1220 }
1221 ]
1222 ],
1223 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1224 import => [
1225 'Amulet'
1226 ],
1227 name => 'Brestplate Armour',
1228 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1229 },
1230 Button => {
1231 attr => [
1232 [
1233 'move_on',
1234 {
1235 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1236 name => 'movement type',
1237 type => 'movement_type'
1238 }
1239 ],
1240 [
1241 'move_off',
1242 {
1243 desc => 'Which movement types deactivate this object (e.g. button).',
1244 name => 'movement type',
1245 type => 'movement_type'
1246 }
1247 ],
1248 [
1249 'no_pick',
1250 {
1251 type => 'fixed',
1252 value => 1
1253 }
1254 ],
1255 [
1256 'weight',
1257 {
1258 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1259 name => 'press weight',
1260 type => 'int'
1261 }
1262 ],
1263 [
1264 'connected',
1265 {
1266 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1267 name => 'connection',
1268 type => 'int'
1269 }
1270 ],
1271 [
1272 'msg',
1273 {
1274 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1275 end => 'endmsg',
1276 name => 'description',
1277 type => 'text'
1278 }
1279 ]
1280 ],
1281 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.',
1282 ignore => [
1283 $IGNORE_LIST{non_pickable}
1284 ],
1285 name => 'Button'
1286 },
1287 'Button Trigger' => {
1288 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.',
1289 ignore => [
1290 $IGNORE_LIST{non_pickable}
1291 ],
1292 import => [
1293 'Button'
1294 ],
1295 name => 'Button Trigger'
1296 },
1297 'Class Changer' => {
1298 attr => [
1299 [
1300 'randomitems',
1301 {
1302 desc => 'This entry determines which initial items the character receives.',
1303 name => 'class items',
1304 type => 'treasurelist'
1305 }
1306 ]
1307 ],
1308 desc => 'Class changer are used while creating a character.',
1309 ignore => [
1310 $IGNORE_LIST{non_pickable}
1311 ],
1312 name => 'Class Changer',
1313 section => [
1314 [
1315 'stats',
1316 [
1317 [
1318 'Str',
1319 {
1320 desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1321 name => 'strength',
1322 type => 'int'
1323 }
1324 ],
1325 [
1326 'Dex',
1327 {
1328 desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1329 name => 'dexterity',
1330 type => 'int'
1331 }
1332 ],
1333 [
1334 'Con',
1335 {
1336 desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1337 name => 'constitution',
1338 type => 'int'
1339 }
1340 ],
1341 [
1342 'Int',
1343 {
1344 desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1345 name => 'intelligence',
1346 type => 'int'
1347 }
1348 ],
1349 [
1350 'Pow',
1351 {
1352 desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1353 name => 'power',
1354 type => 'int'
1355 }
1356 ],
1357 [
1358 'Wis',
1359 {
1360 desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1361 name => 'wisdom',
1362 type => 'int'
1363 }
1364 ],
1365 [
1366 'Cha',
1367 {
1368 desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1369 name => 'charisma',
1370 type => 'int'
1371 }
1372 ]
1373 ]
1374 ]
1375 ]
1376 },
1377 Cloak => {
1378 attr => [
1379 [
1380 'magic',
1381 {
1382 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>.',
1383 name => 'magic bonus',
1384 type => 'int'
1385 }
1386 ]
1387 ],
1388 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.',
1389 import => [
1390 'Amulet'
1391 ],
1392 name => 'Cloak',
1393 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1394 },
1395 Clock => {
1396 attr => [
1397 [
1398 'msg',
1399 {
1400 desc => 'This text may describe the item',
1401 end => 'endmsg',
1402 name => 'description',
1403 type => 'text'
1404 }
1405 ]
1406 ],
1407 desc => 'Applying a clock, the time is displayed to the player.',
1408 name => 'Clock'
1409 },
1410 Container => {
1411 attr => [
1412 [
1413 'race',
1414 {
1415 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.',
1416 name => 'container class',
1417 type => 'string'
1418 }
1419 ],
1420 [
1421 'slaying',
1422 {
1423 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1424 name => 'key string',
1425 type => 'string'
1426 }
1427 ],
1428 [
1429 'container',
1430 {
1431 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.',
1432 name => 'maximum weight',
1433 type => 'int'
1434 }
1435 ],
1436 [
1437 'Str',
1438 {
1439 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.',
1440 name => 'reduce weight %',
1441 type => 'int'
1442 }
1443 ],
1444 [
1445 'is_cauldron',
1446 {
1447 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.',
1448 name => 'alchemy cauldron',
1449 type => 'bool'
1450 }
1451 ],
1452 [
1453 'unique',
1454 {
1455 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.',
1456 name => 'unique item',
1457 type => 'bool'
1458 }
1459 ],
1460 [
1461 'startequip',
1462 {
1463 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1464 name => 'godgiven item',
1465 type => 'bool'
1466 }
1467 ],
1468 [
1469 'other_arch',
1470 {
1471 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.',
1472 name => 'animation arch',
1473 type => 'string'
1474 }
1475 ],
1476 [
1477 'msg',
1478 {
1479 desc => 'This text may contain a description of the container.',
1480 end => 'endmsg',
1481 name => 'description',
1482 type => 'text'
1483 }
1484 ]
1485 ],
1486 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.',
1487 name => 'Container',
1488 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>'
1489 },
1490 Converter => {
1491 attr => [
1492 [
1493 'no_pick',
1494 {
1495 type => 'fixed',
1496 value => 1
1497 }
1498 ],
1499 [
1500 'slaying',
1501 {
1502 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1503 name => 'cost arch',
1504 type => 'string'
1505 }
1506 ],
1507 [
1508 'food',
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 => 'cost number',
1512 type => 'int'
1513 }
1514 ],
1515 [
1516 'other_arch',
1517 {
1518 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.',
1519 name => 'receive arch',
1520 type => 'string'
1521 }
1522 ],
1523 [
1524 'sp',
1525 {
1526 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>.',
1527 name => 'receive number',
1528 type => 'int'
1529 }
1530 ],
1531 [
1532 'msg',
1533 {
1534 desc => 'This text may contain a description of the converter.',
1535 end => 'endmsg',
1536 name => 'description',
1537 type => 'text'
1538 }
1539 ]
1540 ],
1541 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.',
1542 ignore => [
1543 'value',
1544 'nrof',
1545 'name_pl',
1546 'no_pick',
1547 'unpaid',
1548 'title'
1549 ],
1550 name => 'Converter',
1551 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.'
1552 },
1553 Creator => {
1554 attr => [
1555 [
1556 'no_pick',
1557 {
1558 type => 'fixed',
1559 value => 1
1560 }
1561 ],
1562 [
1563 'other_arch',
1564 {
1565 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.',
1566 name => 'create arch',
1567 type => 'string'
1568 }
1569 ],
1570 [
1571 'connected',
1572 {
1573 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1574 name => 'connection',
1575 type => 'int'
1576 }
1577 ],
1578 [
1579 'activate_on_push',
1580 {
1581 desc => 'Whether the teleporter should only be activated on push.',
1582 name => 'Activate on push',
1583 type => 'bool'
1584 }
1585 ],
1586 [
1587 'activate_on_release',
1588 {
1589 desc => 'Whether the teleporter should only be activated on release.',
1590 name => 'Activate on release',
1591 type => 'bool'
1592 }
1593 ],
1594 [
1595 'lifesave',
1596 {
1597 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1598 name => 'infinit uses',
1599 type => 'bool'
1600 }
1601 ],
1602 [
1603 'speed',
1604 {
1605 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.',
1606 name => 'speed',
1607 type => 'float'
1608 }
1609 ],
1610 [
1611 'hp',
1612 {
1613 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).',
1614 name => 'number of uses',
1615 type => 'int'
1616 }
1617 ],
1618 [
1619 'slaying',
1620 {
1621 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.',
1622 name => 'name of creation',
1623 type => 'string'
1624 }
1625 ],
1626 [
1627 'level',
1628 {
1629 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1630 name => 'level of creation',
1631 type => 'int'
1632 }
1633 ]
1634 ],
1635 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.',
1636 ignore => [
1637 $IGNORE_LIST{system_object}
1638 ],
1639 name => 'Creator',
1640 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1641 },
1642 Detector => {
1643 attr => [
1644 [
1645 'no_pick',
1646 {
1647 type => 'fixed',
1648 value => 1
1649 }
1650 ],
1651 [
1652 'slaying',
1653 {
1654 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.',
1655 name => 'match name',
1656 type => 'string'
1657 }
1658 ],
1659 [
1660 'connected',
1661 {
1662 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1663 name => 'connection',
1664 type => 'int'
1665 }
1666 ],
1667 [
1668 'speed',
1669 {
1670 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.',
1671 name => 'detection speed',
1672 type => 'float'
1673 }
1674 ],
1675 [
1676 'speed_left',
1677 {
1678 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.',
1679 name => 'speed left',
1680 type => 'float'
1681 }
1682 ],
1683 [
1684 'speed_left',
1685 {
1686 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.',
1687 name => 'speed left',
1688 type => 'float'
1689 }
1690 ]
1691 ],
1692 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.',
1693 ignore => [
1694 $IGNORE_LIST{system_object}
1695 ],
1696 name => 'Detector',
1697 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.'
1698 },
1699 Director => {
1700 attr => [
1701 [
1702 'sp',
1703 {
1704 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).',
1705 name => 'direction',
1706 type => 'list',
1707 value => $LIST{direction}
1708 }
1709 ],
1710 [
1711 'move_on',
1712 {
1713 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1714 name => 'movement type',
1715 type => 'movement_type'
1716 }
1717 ]
1718 ],
1719 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.',
1720 ignore => [
1721 $IGNORE_LIST{non_pickable}
1722 ],
1723 name => 'Director',
1724 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.'
1725 },
1726 Disease => {
1727 attr => [
1728 [
1729 'invisible',
1730 {
1731 type => 'fixed',
1732 value => 1
1733 }
1734 ],
1735 [
1736 'level',
1737 {
1738 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.',
1739 name => 'plaque level',
1740 type => 'int'
1741 }
1742 ],
1743 [
1744 'race',
1745 {
1746 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1747 name => 'infect race',
1748 type => 'string'
1749 }
1750 ],
1751 [
1752 'ac',
1753 {
1754 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1755 name => 'progressiveness',
1756 type => 'int'
1757 }
1758 ],
1759 [
1760 'msg',
1761 {
1762 desc => 'This text is displayed to the player every time the symptoms strike.',
1763 end => 'endmsg',
1764 name => 'message',
1765 type => 'text'
1766 }
1767 ]
1768 ],
1769 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.',
1770 ignore => [
1771 $IGNORE_LIST{system_object}
1772 ],
1773 name => 'Disease',
1774 section => [
1775 [
1776 'spreading',
1777 [
1778 [
1779 'wc',
1780 {
1781 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.',
1782 name => 'infectiosness',
1783 type => 'int'
1784 }
1785 ],
1786 [
1787 'last_grace',
1788 {
1789 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1790 name => 'attenuation',
1791 type => 'int'
1792 }
1793 ],
1794 [
1795 'magic',
1796 {
1797 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.',
1798 name => 'infection range',
1799 type => 'int'
1800 }
1801 ],
1802 [
1803 'maxhp',
1804 {
1805 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).',
1806 name => 'persistence',
1807 type => 'int'
1808 }
1809 ],
1810 [
1811 'maxgrace',
1812 {
1813 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.',
1814 name => 'curing duration',
1815 type => 'int'
1816 }
1817 ],
1818 [
1819 'speed',
1820 {
1821 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1822 name => 'moving speed',
1823 type => 'float'
1824 }
1825 ],
1826 [
1827 'speed_left',
1828 {
1829 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.',
1830 name => 'speed left',
1831 type => 'float'
1832 }
1833 ]
1834 ]
1835 ],
1836 [
1837 'symptoms',
1838 [
1839 [
1840 'attacktype',
1841 {
1842 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1843 name => 'attacktype',
1844 type => 'bitmask',
1845 value => $BITMASK{attacktype}
1846 }
1847 ],
1848 [
1849 'dam',
1850 {
1851 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.',
1852 name => 'damage',
1853 type => 'int'
1854 }
1855 ],
1856 [
1857 'other_arch',
1858 {
1859 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.',
1860 name => 'create arch',
1861 type => 'string'
1862 }
1863 ],
1864 [
1865 'last_sp',
1866 {
1867 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1868 name => 'slowdown penalty',
1869 type => 'int'
1870 }
1871 ],
1872 [
1873 'exp',
1874 {
1875 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1876 name => 'exp. for curing',
1877 type => 'int'
1878 }
1879 ],
1880 [
1881 'maxsp',
1882 {
1883 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.',
1884 name => 'mana depletion',
1885 type => 'int'
1886 }
1887 ],
1888 [
1889 'last_eat',
1890 {
1891 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.',
1892 name => 'food depletion',
1893 type => 'int'
1894 }
1895 ],
1896 [
1897 'hp',
1898 {
1899 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1900 name => 'health regen.',
1901 type => 'int'
1902 }
1903 ],
1904 [
1905 'sp',
1906 {
1907 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1908 name => 'mana regen.',
1909 type => 'int'
1910 }
1911 ]
1912 ]
1913 ],
1914 [
1915 'disability',
1916 [
1917 [
1918 'Str',
1919 {
1920 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1921 name => 'strength',
1922 type => 'int'
1923 }
1924 ],
1925 [
1926 'Dex',
1927 {
1928 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1929 name => 'dexterity',
1930 type => 'int'
1931 }
1932 ],
1933 [
1934 'Con',
1935 {
1936 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1937 name => 'constitution',
1938 type => 'int'
1939 }
1940 ],
1941 [
1942 'Int',
1943 {
1944 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1945 name => 'intelligence',
1946 type => 'int'
1947 }
1948 ],
1949 [
1950 'Pow',
1951 {
1952 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1953 name => 'power',
1954 type => 'int'
1955 }
1956 ],
1957 [
1958 'Wis',
1959 {
1960 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1961 name => 'wisdom',
1962 type => 'int'
1963 }
1964 ],
1965 [
1966 'Cha',
1967 {
1968 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1969 name => 'charisma',
1970 type => 'int'
1971 }
1972 ]
1973 ]
1974 ]
1975 ],
1976 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.'
1977 },
1978 Door => {
1979 attr => [
1980 [
1981 'no_pick',
1982 {
1983 type => 'fixed',
1984 value => 1
1985 }
1986 ],
1987 [
1988 'alive',
1989 {
1990 type => 'fixed',
1991 value => 1
1992 }
1993 ],
1994 [
1995 'move_block',
1996 {
1997 desc => 'Objects using these movement types cannot move over this space.',
1998 name => 'blocked movement',
1999 type => 'movement_type'
2000 }
2001 ],
2002 [
2003 'move_allow',
2004 {
2005 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2006 name => 'allowed movement',
2007 type => 'movement_type'
2008 }
2009 ],
2010 [
2011 'move_slow',
2012 {
2013 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2014 name => 'slowed movement',
2015 type => 'movement_type'
2016 }
2017 ],
2018 [
2019 'move_slow_penalty',
2020 {
2021 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)',
2022 name => 'slow movement penalty',
2023 type => 'int'
2024 }
2025 ],
2026 [
2027 'hp',
2028 {
2029 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2030 name => 'hitpoints',
2031 type => 'int'
2032 }
2033 ],
2034 [
2035 'ac',
2036 {
2037 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2038 name => 'armour class',
2039 type => 'int'
2040 }
2041 ],
2042 [
2043 'other_arch',
2044 {
2045 desc => 'This string defines the object that will be created when the door was defeated.',
2046 name => 'drop arch',
2047 type => 'string'
2048 }
2049 ],
2050 [
2051 'randomitems',
2052 {
2053 desc => 'This entry determines what kind of traps will appear in the door.',
2054 name => 'treasurelist',
2055 type => 'treasurelist'
2056 }
2057 ],
2058 [
2059 'treasure_env',
2060 {
2061 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2062 name => 'treasure in env',
2063 type => 'bool'
2064 }
2065 ]
2066 ],
2067 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.',
2068 ignore => [
2069 $IGNORE_LIST{non_pickable}
2070 ],
2071 name => 'Door'
2072 },
2073 Duplicator => {
2074 attr => [
2075 [
2076 'other_arch',
2077 {
2078 desc => 'Only objects of matching archtype, lying ontop of the duplicator will be duplicated, multiplied or removed. All other objects will be ignored.',
2079 name => 'target arch',
2080 type => 'string'
2081 }
2082 ],
2083 [
2084 'level',
2085 {
2086 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.',
2087 name => 'multiply factor',
2088 type => 'int'
2089 }
2090 ],
2091 [
2092 'connected',
2093 {
2094 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!',
2095 name => 'connection',
2096 type => 'int'
2097 }
2098 ],
2099 [
2100 'activate_on_push',
2101 {
2102 desc => 'Whether the teleporter should only be activated on push.',
2103 name => 'Activate on push',
2104 type => 'bool'
2105 }
2106 ],
2107 [
2108 'activate_on_release',
2109 {
2110 desc => 'Whether the teleporter should only be activated on release.',
2111 name => 'Activate on release',
2112 type => 'bool'
2113 }
2114 ]
2115 ],
2116 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.',
2117 ignore => [
2118 $IGNORE_LIST{system_object}
2119 ],
2120 name => 'Duplicator',
2121 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%.'
2122 },
2123 'Event Connector' => {
2124 attr => [
2125 [
2126 'subtype',
2127 {
2128 desc => 'The type of event that triggers a notify to the plug-in.',
2129 name => 'event type',
2130 type => 'list',
2131 value => $LIST{event_type}
2132 }
2133 ],
2134 [
2135 'title',
2136 {
2137 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.',
2138 name => 'plug-in',
2139 type => 'string'
2140 }
2141 ],
2142 [
2143 'slaying',
2144 {
2145 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.',
2146 name => 'extension',
2147 type => 'string'
2148 }
2149 ],
2150 [
2151 'name',
2152 {
2153 desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2154 name => 'options',
2155 type => 'string'
2156 }
2157 ]
2158 ],
2159 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2160 name => 'Event Connector'
2161 },
2162 Exit => {
2163 attr => [
2164 [
2165 'slaying',
2166 {
2167 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".',
2168 name => 'exit path',
2169 type => 'string'
2170 }
2171 ],
2172 [
2173 'hp',
2174 {
2175 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.',
2176 name => 'destination X',
2177 type => 'int'
2178 }
2179 ],
2180 [
2181 'sp',
2182 {
2183 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.',
2184 name => 'destination Y',
2185 type => 'int'
2186 }
2187 ],
2188 [
2189 'move_on',
2190 {
2191 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2192 name => 'movement type',
2193 type => 'movement_type'
2194 }
2195 ],
2196 [
2197 'msg',
2198 {
2199 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. =)',
2200 end => 'endmsg',
2201 name => 'exit message',
2202 type => 'text'
2203 }
2204 ],
2205 [
2206 'damned',
2207 {
2208 desc => 'If set, then players using this exit will have their savebed position set to the destination of the exit when passing through.',
2209 name => 'set savebed',
2210 type => 'bool'
2211 }
2212 ]
2213 ],
2214 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.',
2215 ignore => [
2216 $IGNORE_LIST{non_pickable}
2217 ],
2218 name => 'Exit',
2219 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.'
2220 },
2221 Flesh => {
2222 attr => [
2223 [
2224 'food',
2225 {
2226 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2227 name => 'foodpoints',
2228 type => 'int'
2229 }
2230 ],
2231 [
2232 'level',
2233 {
2234 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.',
2235 name => 'flesh level',
2236 type => 'int'
2237 }
2238 ],
2239 [
2240 'startequip',
2241 {
2242 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2243 name => 'godgiven item',
2244 type => 'bool'
2245 }
2246 ],
2247 [
2248 'msg',
2249 {
2250 desc => 'This text may describe the item.',
2251 end => 'endmsg',
2252 name => 'description',
2253 type => 'text'
2254 }
2255 ]
2256 ],
2257 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.',
2258 name => 'Flesh',
2259 section => [
2260 [
2261 'resistance',
2262 [
2263 [
2264 'resist_physical',
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 physical %',
2268 type => 'int'
2269 }
2270 ],
2271 [
2272 'resist_magic',
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 magic %',
2276 type => 'int'
2277 }
2278 ],
2279 [
2280 'resist_fire',
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 fire %',
2284 type => 'int'
2285 }
2286 ],
2287 [
2288 'resist_electricity',
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 electricity %',
2292 type => 'int'
2293 }
2294 ],
2295 [
2296 'resist_cold',
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 cold %',
2300 type => 'int'
2301 }
2302 ],
2303 [
2304 'resist_confusion',
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 confusion %',
2308 type => 'int'
2309 }
2310 ],
2311 [
2312 'resist_acid',
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 acid %',
2316 type => 'int'
2317 }
2318 ],
2319 [
2320 'resist_drain',
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 draining %',
2324 type => 'int'
2325 }
2326 ],
2327 [
2328 'resist_weaponmagic',
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 weaponmagic %',
2332 type => 'int'
2333 }
2334 ],
2335 [
2336 'resist_ghosthit',
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 ghosthit %',
2340 type => 'int'
2341 }
2342 ],
2343 [
2344 'resist_poison',
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 poison %',
2348 type => 'int'
2349 }
2350 ],
2351 [
2352 'resist_slow',
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 slow %',
2356 type => 'int'
2357 }
2358 ],
2359 [
2360 'resist_paralyze',
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 paralyze %',
2364 type => 'int'
2365 }
2366 ],
2367 [
2368 'resist_fear',
2369 {
2370 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2371 name => 'resist fear %',
2372 type => 'int'
2373 }
2374 ],
2375 [
2376 'resist_deplete',
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 depletion %',
2380 type => 'int'
2381 }
2382 ],
2383 [
2384 'resist_death',
2385 {
2386 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.',
2387 name => 'resist death-attack %',
2388 type => 'int'
2389 }
2390 ],
2391 [
2392 'resist_chaos',
2393 {
2394 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.',
2395 name => 'resist chaos %',
2396 type => 'int'
2397 }
2398 ],
2399 [
2400 'resist_blind',
2401 {
2402 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.',
2403 name => 'resist blinding %',
2404 type => 'int'
2405 }
2406 ]
2407 ]
2408 ]
2409 ],
2410 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.'
2411 },
2412 Floor => {
2413 attr => [
2414 [
2415 'is_floor',
2416 {
2417 type => 'fixed',
2418 value => 1
2419 }
2420 ],
2421 [
2422 'no_pick',
2423 {
2424 type => 'fixed',
2425 value => 1
2426 }
2427 ],
2428 [
2429 'no_magic',
2430 {
2431 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2432 name => 'no spells',
2433 type => 'bool'
2434 }
2435 ],
2436 [
2437 'damned',
2438 {
2439 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2440 name => 'no prayers',
2441 type => 'bool'
2442 }
2443 ],
2444 [
2445 'unique',
2446 {
2447 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>.',
2448 name => 'unique map',
2449 type => 'bool'
2450 }
2451 ],
2452 [
2453 'msg',
2454 {
2455 desc => 'This text may describe the object.',
2456 end => 'endmsg',
2457 name => 'description',
2458 type => 'text'
2459 }
2460 ]
2461 ],
2462 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2463 ignore => [
2464 $IGNORE_LIST{non_pickable}
2465 ],
2466 name => 'Floor',
2467 section => [
2468 [
2469 'terrain',
2470 [
2471 [
2472 'move_block',
2473 {
2474 desc => 'Objects using these movement types cannot move over this space.',
2475 name => 'blocked movement',
2476 type => 'movement_type'
2477 }
2478 ],
2479 [
2480 'move_allow',
2481 {
2482 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2483 name => 'allowed movement',
2484 type => 'movement_type'
2485 }
2486 ],
2487 [
2488 'move_slow',
2489 {
2490 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2491 name => 'slowed movement',
2492 type => 'movement_type'
2493 }
2494 ],
2495 [
2496 'move_slow_penalty',
2497 {
2498 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)',
2499 name => 'slow movement penalty',
2500 type => 'int'
2501 }
2502 ],
2503 [
2504 'is_wooded',
2505 {
2506 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2507 name => 'wooded terrain',
2508 type => 'bool'
2509 }
2510 ],
2511 [
2512 'is_hilly',
2513 {
2514 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2515 name => 'hilly terrain',
2516 type => 'bool'
2517 }
2518 ]
2519 ]
2520 ]
2521 ]
2522 },
2523 'Floor (Encounter)' => {
2524 attr => [
2525 [
2526 'is_floor',
2527 {
2528 type => 'fixed',
2529 value => 1
2530 }
2531 ],
2532 [
2533 'no_pick',
2534 {
2535 type => 'fixed',
2536 value => 1
2537 }
2538 ],
2539 [
2540 'no_magic',
2541 {
2542 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2543 name => 'no spells',
2544 type => 'bool'
2545 }
2546 ],
2547 [
2548 'damned',
2549 {
2550 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2551 name => 'no prayers',
2552 type => 'bool'
2553 }
2554 ],
2555 [
2556 'unique',
2557 {
2558 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>.',
2559 name => 'unique map',
2560 type => 'bool'
2561 }
2562 ],
2563 [
2564 'msg',
2565 {
2566 desc => 'This text may describe the object.',
2567 end => 'endmsg',
2568 name => 'description',
2569 type => 'text'
2570 }
2571 ]
2572 ],
2573 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.',
2574 ignore => [
2575 $IGNORE_LIST{non_pickable}
2576 ],
2577 name => 'Floor (Encounter)',
2578 section => [
2579 [
2580 'terrain',
2581 [
2582 [
2583 'move_block',
2584 {
2585 desc => 'Objects using these movement types cannot move over this space.',
2586 name => 'blocked movement',
2587 type => 'movement_type'
2588 }
2589 ],
2590 [
2591 'move_allow',
2592 {
2593 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2594 name => 'allowed movement',
2595 type => 'movement_type'
2596 }
2597 ],
2598 [
2599 'move_slow',
2600 {
2601 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2602 name => 'slowed movement',
2603 type => 'movement_type'
2604 }
2605 ],
2606 [
2607 'move_slow_penalty',
2608 {
2609 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)',
2610 name => 'slow movement penalty',
2611 type => 'int'
2612 }
2613 ],
2614 [
2615 'is_wooded',
2616 {
2617 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2618 name => 'wooded terrain',
2619 type => 'bool'
2620 }
2621 ],
2622 [
2623 'is_hilly',
2624 {
2625 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2626 name => 'hilly terrain',
2627 type => 'bool'
2628 }
2629 ]
2630 ]
2631 ]
2632 ]
2633 },
2634 Food => {
2635 attr => [
2636 [
2637 'food',
2638 {
2639 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2640 name => 'foodpoints',
2641 type => 'int'
2642 }
2643 ],
2644 [
2645 'startequip',
2646 {
2647 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2648 name => 'godgiven item',
2649 type => 'bool'
2650 }
2651 ]
2652 ],
2653 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2654 name => 'Food'
2655 },
2656 Gate => {
2657 attr => [
2658 [
2659 'no_pick',
2660 {
2661 type => 'fixed',
2662 value => 1
2663 }
2664 ],
2665 [
2666 'speed',
2667 {
2668 desc => 'The speed of the gate affects how fast it is closing/opening.',
2669 type => 'float'
2670 }
2671 ],
2672 [
2673 'connected',
2674 {
2675 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2676 name => 'connection',
2677 type => 'int'
2678 }
2679 ],
2680 [
2681 'wc',
2682 {
2683 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.',
2684 name => 'position state',
2685 type => 'int'
2686 }
2687 ],
2688 [
2689 'move_block',
2690 {
2691 desc => 'Objects using these movement types cannot move over this space.',
2692 name => 'blocked movement',
2693 type => 'movement_type'
2694 }
2695 ],
2696 [
2697 'move_allow',
2698 {
2699 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2700 name => 'allowed movement',
2701 type => 'movement_type'
2702 }
2703 ],
2704 [
2705 'move_slow',
2706 {
2707 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2708 name => 'slowed movement',
2709 type => 'movement_type'
2710 }
2711 ],
2712 [
2713 'move_slow_penalty',
2714 {
2715 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)',
2716 name => 'slow movement penalty',
2717 type => 'int'
2718 }
2719 ],
2720 [
2721 'no_magic',
2722 {
2723 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2724 name => 'restrict spells',
2725 type => 'bool'
2726 }
2727 ],
2728 [
2729 'damned',
2730 {
2731 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2732 name => 'restrict prayers',
2733 type => 'bool'
2734 }
2735 ]
2736 ],
2737 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.',
2738 ignore => [
2739 $IGNORE_LIST{non_pickable}
2740 ],
2741 name => 'Gate',
2742 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".'
2743 },
2744 Girdle => {
2745 attr => [
2746 [
2747 'magic',
2748 {
2749 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.',
2750 name => 'magic bonus',
2751 type => 'int'
2752 }
2753 ]
2754 ],
2755 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.',
2756 import => [
2757 'Amulet'
2758 ],
2759 name => 'Girdle',
2760 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2761 },
2762 Gloves => {
2763 attr => [
2764 [
2765 'magic',
2766 {
2767 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.',
2768 name => 'magic bonus',
2769 type => 'int'
2770 }
2771 ]
2772 ],
2773 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2774 import => [
2775 'Amulet'
2776 ],
2777 name => 'Gloves',
2778 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2779 },
2780 Handle => {
2781 attr => [
2782 [
2783 'no_pick',
2784 {
2785 type => 'fixed',
2786 value => 1
2787 }
2788 ],
2789 [
2790 'connected',
2791 {
2792 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2793 name => 'connection',
2794 type => 'int'
2795 }
2796 ],
2797 [
2798 'msg',
2799 {
2800 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2801 end => 'endmsg',
2802 name => 'description',
2803 type => 'text'
2804 }
2805 ]
2806 ],
2807 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2808 ignore => [
2809 $IGNORE_LIST{non_pickable}
2810 ],
2811 name => 'Handle',
2812 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.'
2813 },
2814 'Handle Trigger' => {
2815 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.',
2816 ignore => [
2817 $IGNORE_LIST{non_pickable}
2818 ],
2819 import => [
2820 'Handle'
2821 ],
2822 name => 'Handle Trigger',
2823 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.'
2824 },
2825 'Hazard Floor' => {
2826 attr => [
2827 [
2828 'is_floor',
2829 {
2830 type => 'fixed',
2831 value => 1
2832 }
2833 ],
2834 [
2835 'lifesave',
2836 {
2837 type => 'fixed',
2838 value => 1
2839 }
2840 ],
2841 [
2842 'move_on',
2843 {
2844 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2845 name => 'movement type',
2846 type => 'movement_type'
2847 }
2848 ],
2849 [
2850 'no_pick',
2851 {
2852 type => 'fixed',
2853 value => 1
2854 }
2855 ],
2856 [
2857 'attacktype',
2858 {
2859 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.',
2860 name => 'attacktype',
2861 type => 'bitmask',
2862 value => $BITMASK{attacktype}
2863 }
2864 ],
2865 [
2866 'dam',
2867 {
2868 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.',
2869 name => 'base damage',
2870 type => 'int'
2871 }
2872 ],
2873 [
2874 'wc',
2875 {
2876 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.',
2877 name => 'weaponclass',
2878 type => 'int'
2879 }
2880 ],
2881 [
2882 'level',
2883 {
2884 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.',
2885 name => 'attack level',
2886 type => 'int'
2887 }
2888 ],
2889 [
2890 'no_magic',
2891 {
2892 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2893 name => 'no spells',
2894 type => 'bool'
2895 }
2896 ],
2897 [
2898 'damned',
2899 {
2900 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2901 name => 'no prayers',
2902 type => 'bool'
2903 }
2904 ],
2905 [
2906 'unique',
2907 {
2908 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>.',
2909 name => 'unique map',
2910 type => 'bool'
2911 }
2912 ]
2913 ],
2914 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.',
2915 ignore => [
2916 $IGNORE_LIST{non_pickable}
2917 ],
2918 name => 'Hazard Floor',
2919 section => [
2920 [
2921 'terrain',
2922 [
2923 [
2924 'move_block',
2925 {
2926 desc => 'Objects using these movement types cannot move over this space.',
2927 name => 'blocked movement',
2928 type => 'movement_type'
2929 }
2930 ],
2931 [
2932 'move_allow',
2933 {
2934 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2935 name => 'allowed movement',
2936 type => 'movement_type'
2937 }
2938 ],
2939 [
2940 'move_slow',
2941 {
2942 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2943 name => 'slowed movement',
2944 type => 'movement_type'
2945 }
2946 ],
2947 [
2948 'move_slow_penalty',
2949 {
2950 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)',
2951 name => 'slow movement penalty',
2952 type => 'int'
2953 }
2954 ],
2955 [
2956 'is_wooded',
2957 {
2958 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2959 name => 'wooded terrain',
2960 type => 'bool'
2961 }
2962 ],
2963 [
2964 'is_hilly',
2965 {
2966 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2967 name => 'hilly terrain',
2968 type => 'bool'
2969 }
2970 ]
2971 ]
2972 ]
2973 ],
2974 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.'
2975 },
2976 Helmet => {
2977 attr => [
2978 [
2979 'magic',
2980 {
2981 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>.',
2982 name => 'magic bonus',
2983 type => 'int'
2984 }
2985 ]
2986 ],
2987 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.',
2988 import => [
2989 'Amulet'
2990 ],
2991 name => 'Helmet',
2992 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2993 },
2994 'Holy Altar' => {
2995 attr => [
2996 [
2997 'no_pick',
2998 {
2999 type => 'fixed',
3000 value => 1
3001 }
3002 ],
3003 [
3004 'other_arch',
3005 {
3006 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.',
3007 name => 'god name',
3008 type => 'string'
3009 }
3010 ],
3011 [
3012 'level',
3013 {
3014 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.',
3015 name => 'reconsecrate level',
3016 type => 'int'
3017 }
3018 ]
3019 ],
3020 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.',
3021 ignore => [
3022 $IGNORE_LIST{non_pickable}
3023 ],
3024 name => 'Holy Altar'
3025 },
3026 Horn => {
3027 attr => [
3028 [
3029 'sp',
3030 {
3031 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!',
3032 name => 'spell',
3033 type => 'spell'
3034 }
3035 ],
3036 [
3037 'level',
3038 {
3039 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3040 name => 'casting level',
3041 type => 'int'
3042 }
3043 ],
3044 [
3045 'hp',
3046 {
3047 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3048 name => 'initial spellpoints',
3049 type => 'int'
3050 }
3051 ],
3052 [
3053 'maxhp',
3054 {
3055 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.',
3056 name => 'max. spellpoints',
3057 type => 'int'
3058 }
3059 ],
3060 [
3061 'startequip',
3062 {
3063 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3064 name => 'godgiven item',
3065 type => 'bool'
3066 }
3067 ],
3068 [
3069 'msg',
3070 {
3071 desc => 'This text may contain a description of the horn.',
3072 end => 'endmsg',
3073 name => 'description',
3074 type => 'text'
3075 }
3076 ]
3077 ],
3078 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.',
3079 ignore => [
3080 'title'
3081 ],
3082 name => 'Horn',
3083 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.'
3084 },
3085 Inorganic => {
3086 attr => [
3087 [
3088 'is_dust',
3089 {
3090 name => 'is dust',
3091 type => 'bool'
3092 }
3093 ]
3094 ],
3095 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3096 name => 'Inorganic',
3097 section => [
3098 [
3099 'resistance',
3100 [
3101 [
3102 'resist_physical',
3103 {
3104 name => 'resist physical %',
3105 type => 'int'
3106 }
3107 ],
3108 [
3109 'resist_magic',
3110 {
3111 name => 'resist magic %',
3112 type => 'int'
3113 }
3114 ],
3115 [
3116 'resist_fire',
3117 {
3118 name => 'resist fire %',
3119 type => 'int'
3120 }
3121 ],
3122 [
3123 'resist_electricity',
3124 {
3125 name => 'resist electricity %',
3126 type => 'int'
3127 }
3128 ],
3129 [
3130 'resist_cold',
3131 {
3132 name => 'resist cold %',
3133 type => 'int'
3134 }
3135 ],
3136 [
3137 'resist_acid',
3138 {
3139 name => 'resist acid %',
3140 type => 'int'
3141 }
3142 ],
3143 [
3144 'resist_weaponmagic',
3145 {
3146 name => 'resist weaponmagic %',
3147 type => 'int'
3148 }
3149 ],
3150 [
3151 'resist_ghosthit',
3152 {
3153 name => 'resist ghosthit %',
3154 type => 'int'
3155 }
3156 ],
3157 [
3158 'resist_poison',
3159 {
3160 name => 'resist poison %',
3161 type => 'int'
3162 }
3163 ],
3164 [
3165 'resist_death',
3166 {
3167 name => 'resist death-attack %',
3168 type => 'int'
3169 }
3170 ],
3171 [
3172 'resist_chaos',
3173 {
3174 name => 'resist chaos %',
3175 type => 'int'
3176 }
3177 ],
3178 [
3179 'resist_holyword',
3180 {
3181 name => 'resist holy power %',
3182 type => 'int'
3183 }
3184 ]
3185 ]
3186 ]
3187 ]
3188 },
3189 'Inventory Checker' => {
3190 attr => [
3191 [
3192 'no_pick',
3193 {
3194 type => 'fixed',
3195 value => 1
3196 }
3197 ],
3198 [
3199 'slaying',
3200 {
3201 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.',
3202 name => 'match key string',
3203 type => 'string'
3204 }
3205 ],
3206 [
3207 'race',
3208 {
3209 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>.',
3210 name => 'match arch name',
3211 type => 'string'
3212 }
3213 ],
3214 [
3215 'hp',
3216 {
3217 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. ;)',
3218 name => 'match type',
3219 type => 'int'
3220 }
3221 ],
3222 [
3223 'last_sp',
3224 {
3225 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3226 name => 'match = having',
3227 type => 'bool'
3228 }
3229 ],
3230 [
3231 'connected',
3232 {
3233 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3234 name => 'connection',
3235 type => 'int'
3236 }
3237 ],
3238 [
3239 'move_block',
3240 {
3241 desc => 'Objects using these movement types cannot move over this space.',
3242 name => 'blocked movement',
3243 type => 'movement_type'
3244 }
3245 ],
3246 [
3247 'move_allow',
3248 {
3249 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3250 name => 'allowed movement',
3251 type => 'movement_type'
3252 }
3253 ],
3254 [
3255 'move_slow',
3256 {
3257 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3258 name => 'slowed movement',
3259 type => 'movement_type'
3260 }
3261 ],
3262 [
3263 'move_slow_penalty',
3264 {
3265 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)',
3266 name => 'slow movement penalty',
3267 type => 'int'
3268 }
3269 ],
3270 [
3271 'last_heal',
3272 {
3273 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!',
3274 name => 'remove match',
3275 type => 'bool'
3276 }
3277 ]
3278 ],
3279 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.',
3280 ignore => [
3281 $IGNORE_LIST{system_object}
3282 ],
3283 name => 'Inventory Checker',
3284 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.'
3285 },
3286 'Item Transformer' => {
3287 attr => [
3288 [
3289 'food',
3290 {
3291 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3292 name => 'number of uses',
3293 type => 'int'
3294 }
3295 ],
3296 [
3297 'slaying',
3298 {
3299 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3300 name => 'verb',
3301 type => 'string'
3302 }
3303 ],
3304 [
3305 'startequip',
3306 {
3307 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3308 name => 'godgiven item',
3309 type => 'bool'
3310 }
3311 ],
3312 [
3313 'msg',
3314 {
3315 desc => 'This text may contain a description of the item transformer.',
3316 end => 'endmsg',
3317 name => 'description',
3318 type => 'text'
3319 }
3320 ]
3321 ],
3322 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.',
3323 name => 'Item Transformer',
3324 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\'.'
3325 },
3326 Jewel => {
3327 attr => [
3328 [
3329 'race',
3330 {
3331 type => 'fixed',
3332 value => 'gold and jewels'
3333 }
3334 ],
3335 [
3336 'msg',
3337 {
3338 desc => 'This text may describe the object.',
3339 end => 'endmsg',
3340 name => 'description',
3341 type => 'text'
3342 }
3343 ]
3344 ],
3345 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.',
3346 name => 'Jewel'
3347 },
3348 Key => {
3349 attr => [
3350 [
3351 'startequip',
3352 {
3353 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3354 name => 'godgiven item',
3355 type => 'bool'
3356 }
3357 ]
3358 ],
3359 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3360 name => 'Key'
3361 },
3362 'Locked Door' => {
3363 attr => [
3364 [
3365 'move_type',
3366 {
3367 type => 'fixed',
3368 value => 0
3369 }
3370 ],
3371 [
3372 'no_pick',
3373 {
3374 type => 'fixed',
3375 value => 1
3376 }
3377 ],
3378 [
3379 'slaying',
3380 {
3381 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".',
3382 name => 'key string',
3383 type => 'string'
3384 }
3385 ],
3386 [
3387 'no_magic',
3388 {
3389 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).',
3390 name => 'restrict spells',
3391 type => 'bool'
3392 }
3393 ],
3394 [
3395 'damned',
3396 {
3397 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3398 name => 'restrict prayers',
3399 type => 'bool'
3400 }
3401 ],
3402 [
3403 'msg',
3404 {
3405 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.',
3406 end => 'endmsg',
3407 name => 'lock message',
3408 type => 'text'
3409 }
3410 ]
3411 ],
3412 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3413 ignore => [
3414 $IGNORE_LIST{non_pickable}
3415 ],
3416 name => 'Locked Door',
3417 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).'
3418 },
3419 'Magic Ear' => {
3420 attr => [
3421 [
3422 'no_pick',
3423 {
3424 type => 'fixed',
3425 value => 1
3426 }
3427 ],
3428 [
3429 'connected',
3430 {
3431 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3432 name => 'connection',
3433 type => 'int'
3434 }
3435 ],
3436 [
3437 'msg',
3438 {
3439 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!',
3440 end => 'endmsg',
3441 name => 'keyword-matching',
3442 type => 'text'
3443 }
3444 ]
3445 ],
3446 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3447 ignore => [
3448 $IGNORE_LIST{system_object}
3449 ],
3450 name => 'Magic Ear',
3451 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.'
3452 },
3453 'Magic Wall' => {
3454 attr => [
3455 [
3456 'dam',
3457 {
3458 desc => 'The magic wall will cast this <spell>.',
3459 name => 'spell',
3460 type => 'spell'
3461 }
3462 ],
3463 [
3464 'level',
3465 {
3466 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.',
3467 name => 'spell level',
3468 type => 'int'
3469 }
3470 ],
3471 [
3472 'connected',
3473 {
3474 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.',
3475 name => 'connection',
3476 type => 'int'
3477 }
3478 ],
3479 [
3480 'activate_on_push',
3481 {
3482 desc => 'Whether the teleporter should only be activated on push.',
3483 name => 'Activate on push',
3484 type => 'bool'
3485 }
3486 ],
3487 [
3488 'activate_on_release',
3489 {
3490 desc => 'Whether the teleporter should only be activated on release.',
3491 name => 'Activate on release',
3492 type => 'bool'
3493 }
3494 ],
3495 [
3496 'speed',
3497 {
3498 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".',
3499 name => 'casting speed',
3500 type => 'float'
3501 }
3502 ],
3503 [
3504 'speed_left',
3505 {
3506 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.',
3507 name => 'speed left',
3508 type => 'float'
3509 }
3510 ],
3511 [
3512 'sp',
3513 {
3514 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.',
3515 name => 'direction',
3516 type => 'list',
3517 value => $LIST{direction}
3518 }
3519 ],
3520 [
3521 'move_block',
3522 {
3523 desc => 'Objects using these movement types cannot move over this space.',
3524 name => 'blocked movement',
3525 type => 'movement_type'
3526 }
3527 ],
3528 [
3529 'move_allow',
3530 {
3531 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3532 name => 'allowed movement',
3533 type => 'movement_type'
3534 }
3535 ],
3536 [
3537 'move_slow',
3538 {
3539 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3540 name => 'slowed movement',
3541 type => 'movement_type'
3542 }
3543 ],
3544 [
3545 'move_slow_penalty',
3546 {
3547 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)',
3548 name => 'slow movement penalty',
3549 type => 'int'
3550 }
3551 ]
3552 ],
3553 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.',
3554 ignore => [
3555 $IGNORE_LIST{non_pickable}
3556 ],
3557 name => 'Magic Wall',
3558 section => [
3559 [
3560 'destroyable',
3561 [
3562 [
3563 'alive',
3564 {
3565 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.',
3566 name => 'is destroyable',
3567 type => 'bool'
3568 }
3569 ],
3570 [
3571 'hp',
3572 {
3573 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3574 name => 'hitpoints',
3575 type => 'int'
3576 }
3577 ],
3578 [
3579 'maxhp',
3580 {
3581 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3582 name => 'max hitpoints',
3583 type => 'int'
3584 }
3585 ],
3586 [
3587 'ac',
3588 {
3589 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>.',
3590 name => 'armour class',
3591 type => 'int'
3592 }
3593 ]
3594 ]
3595 ],
3596 [
3597 'resistance',
3598 [
3599 [
3600 'resist_physical',
3601 {
3602 name => 'resist physical %',
3603 type => 'int'
3604 }
3605 ],
3606 [
3607 'resist_magic',
3608 {
3609 name => 'resist magic %',
3610 type => 'int'
3611 }
3612 ],
3613 [
3614 'resist_fire',
3615 {
3616 name => 'resist fire %',
3617 type => 'int'
3618 }
3619 ],
3620 [
3621 'resist_electricity',
3622 {
3623 name => 'resist electricity %',
3624 type => 'int'
3625 }
3626 ],
3627 [
3628 'resist_cold',
3629 {
3630 name => 'resist cold %',
3631 type => 'int'
3632 }
3633 ],
3634 [
3635 'resist_confusion',
3636 {
3637 name => 'resist confusion %',
3638 type => 'int'
3639 }
3640 ],
3641 [
3642 'resist_acid',
3643 {
3644 name => 'resist acid %',
3645 type => 'int'
3646 }
3647 ],
3648 [
3649 'resist_drain',
3650 {
3651 name => 'resist draining %',
3652 type => 'int'
3653 }
3654 ],
3655 [
3656 'resist_weaponmagic',
3657 {
3658 name => 'resist weaponmagic %',
3659 type => 'int'
3660 }
3661 ],
3662 [
3663 'resist_ghosthit',
3664 {
3665 name => 'resist ghosthit %',
3666 type => 'int'
3667 }
3668 ],
3669 [
3670 'resist_poison',
3671 {
3672 name => 'resist poison %',
3673 type => 'int'
3674 }
3675 ],
3676 [
3677 'resist_slow',
3678 {
3679 name => 'resist slow %',
3680 type => 'int'
3681 }
3682 ],
3683 [
3684 'resist_paralyze',
3685 {
3686 name => 'resist paralyze %',
3687 type => 'int'
3688 }
3689 ],
3690 [
3691 'resist_fear',
3692 {
3693 name => 'resist fear %',
3694 type => 'int'
3695 }
3696 ],
3697 [
3698 'resist_deplete',
3699 {
3700 name => 'resist depletion %',
3701 type => 'int'
3702 }
3703 ],
3704 [
3705 'resist_turn_undead',
3706 {
3707 name => 'resist turn undead %',
3708 type => 'int'
3709 }
3710 ],
3711 [
3712 'resist_death',
3713 {
3714 name => 'resist death-attack %',
3715 type => 'int'
3716 }
3717 ],
3718 [
3719 'resist_chaos',
3720 {
3721 name => 'resist chaos %',
3722 type => 'int'
3723 }
3724 ],
3725 [
3726 'resist_blind',
3727 {
3728 name => 'resist blinding %',
3729 type => 'int'
3730 }
3731 ],
3732 [
3733 'resist_holyword',
3734 {
3735 name => 'resist holy power %',
3736 type => 'int'
3737 }
3738 ],
3739 [
3740 'resist_godpower',
3741 {
3742 name => 'resist godpower %',
3743 type => 'int'
3744 }
3745 ]
3746 ]
3747 ]
3748 ],
3749 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".'
3750 },
3751 Marker => {
3752 attr => [
3753 [
3754 'no_pick',
3755 {
3756 type => 'fixed',
3757 value => 1
3758 }
3759 ],
3760 [
3761 'slaying',
3762 {
3763 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.',
3764 name => 'key string',
3765 type => 'string'
3766 }
3767 ],
3768 [
3769 'connected',
3770 {
3771 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3772 name => 'connection',
3773 type => 'int'
3774 }
3775 ],
3776 [
3777 'speed',
3778 {
3779 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.',
3780 name => 'marking speed',
3781 type => 'float'
3782 }
3783 ],
3784 [
3785 'speed_left',
3786 {
3787 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.',
3788 name => 'speed left',
3789 type => 'float'
3790 }
3791 ],
3792 [
3793 'food',
3794 {
3795 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.',
3796 name => 'mark duration',
3797 type => 'int'
3798 }
3799 ],
3800 [
3801 'name',
3802 {
3803 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.',
3804 name => 'delete mark',
3805 type => 'string'
3806 }
3807 ],
3808 [
3809 'msg',
3810 {
3811 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.',
3812 end => 'endmsg',
3813 name => 'marking message',
3814 type => 'text'
3815 }
3816 ]
3817 ],
3818 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.',
3819 ignore => [
3820 $IGNORE_LIST{system_object}
3821 ],
3822 name => 'Marker',
3823 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.'
3824 },
3825 Misc => {
3826 attr => [
3827 [
3828 'move_block',
3829 {
3830 desc => 'Objects using these movement types cannot move over this space.',
3831 name => 'blocked movement',
3832 type => 'movement_type'
3833 }
3834 ],
3835 [
3836 'move_allow',
3837 {
3838 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3839 name => 'allowed movement',
3840 type => 'movement_type'
3841 }
3842 ],
3843 [
3844 'move_slow',
3845 {
3846 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3847 name => 'slowed movement',
3848 type => 'movement_type'
3849 }
3850 ],
3851 [
3852 'move_slow_penalty',
3853 {
3854 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3855 name => 'slow movement penalty',
3856 type => 'int'
3857 }
3858 ],
3859 [
3860 'cursed',
3861 {
3862 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3863 name => 'cursed',
3864 type => 'bool'
3865 }
3866 ],
3867 [
3868 'damned',
3869 {
3870 desc => 'A damned item/floor on the ground makes it impossible for players to use prayers on that spot. It also prevents players from saving. Damnation on equipment works similar to a curse.',
3871 name => 'damned',
3872 type => 'bool'
3873 }
3874 ],
3875 [
3876 'unique',
3877 {
3878 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3879 name => 'unique item',
3880 type => 'bool'
3881 }
3882 ],
3883 [
3884 'startequip',
3885 {
3886 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3887 name => 'godgiven item',
3888 type => 'bool'
3889 }
3890 ],
3891 [
3892 'msg',
3893 {
3894 desc => 'This text may describe the object.',
3895 end => 'endmsg',
3896 name => 'description',
3897 type => 'text'
3898 }
3899 ]
3900 ],
3901 name => 'Misc'
3902 },
3903 Money => {
3904 attr => [
3905 [
3906 'race',
3907 {
3908 type => 'fixed',
3909 value => 'gold and jewels'
3910 }
3911 ]
3912 ],
3913 desc => 'Items of the type Money are handled as currency. Money cannot be sold/bought in shops. When money is dropped in a shop, it stays the same.<br> When a player picks an item from a shop and attempts to walk over the shop mat, the item\'s selling-price is automatically subtracted from the player\'s money. <br><br> For money, always use the default arches. Don\'t modify them.',
3914 ignore => [
3915 'unpaid'
3916 ],
3917 name => 'Money'
3918 },
3919 'Monster & NPC' => {
3920 attr => [
3921 [
3922 'alive',
3923 {
3924 type => 'fixed',
3925 value => 1
3926 }
3927 ],
3928 [
3929 'randomitems',
3930 {
3931 desc => 'When the monster is killed, items from the treasurelist will drop to the ground. This is a common way to reward players for killing (masses of) monsters. Note that you can always put items into the monster\'s inventory. Those will drop-at-kill just like the stuff from the <treasurelist>.',
3932 name => 'treasurelist',
3933 type => 'treasurelist'
3934 }
3935 ],
3936 [
3937 'treasure_env',
3938 {
3939 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
3940 name => 'treasure in env',
3941 type => 'bool'
3942 }
3943 ],
3944 [
3945 'level',
3946 {
3947 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3948 name => 'level',
3949 type => 'int'
3950 }
3951 ],
3952 [
3953 'race',
3954 {
3955 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.',
3956 name => 'race',
3957 type => 'string'
3958 }
3959 ],
3960 [
3961 'exp',
3962 {
3963 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!',
3964 name => 'experience',
3965 type => 'int'
3966 }
3967 ],
3968 [
3969 'speed',
3970 {
3971 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3972 name => 'speed',
3973 type => 'float'
3974 }
3975 ],
3976 [
3977 'speed_left',
3978 {
3979 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.',
3980 name => 'speed left',
3981 type => 'float'
3982 }
3983 ],
3984 [
3985 'other_arch',
3986 {
3987 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.',
3988 name => 'breed monster',
3989 type => 'string'
3990 }
3991 ],
3992 [
3993 'generator',
3994 {
3995 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.',
3996 name => 'multiply',
3997 type => 'bool'
3998 }
3999 ],
4000 [
4001 'use_content_on_gen',
4002 {
4003 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.',
4004 name => 'template generation',
4005 type => 'bool'
4006 }
4007 ],
4008 [
4009 'move_type',
4010 {
4011 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4012 name => 'movement type',
4013 type => 'movement_type'
4014 }
4015 ],
4016 [
4017 'undead',
4018 {
4019 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4020 name => 'undead',
4021 type => 'bool'
4022 }
4023 ],
4024 [
4025 'carrying',
4026 {
4027 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4028 name => 'carries weight',
4029 type => 'int'
4030 }
4031 ],
4032 [
4033 'precious',
4034 {
4035 desc => 'Set this flag to indicate that this monster is precious, 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.',
4036 name => 'precious',
4037 type => 'bool'
4038 }
4039 ],
4040 [
4041 'msg',
4042 {
4043 end => 'endmsg',
4044 name => 'npc message',
4045 type => 'text'
4046 }
4047 ]
4048 ],
4049 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.',
4050 ignore => [
4051 'material',
4052 'name_pl',
4053 'nrof',
4054 'value',
4055 'unpaid'
4056 ],
4057 name => 'Monster & NPC',
4058 section => [
4059 [
4060 'melee',
4061 [
4062 [
4063 'attacktype',
4064 {
4065 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.',
4066 name => 'attacktype',
4067 type => 'bitmask',
4068 value => $BITMASK{attacktype}
4069 }
4070 ],
4071 [
4072 'dam',
4073 {
4074 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.',
4075 name => 'damage',
4076 type => 'int'
4077 }
4078 ],
4079 [
4080 'wc',
4081 {
4082 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4083 name => 'weapon class',
4084 type => 'int'
4085 }
4086 ],
4087 [
4088 'hp',
4089 {
4090 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>.',
4091 name => 'health points',
4092 type => 'int'
4093 }
4094 ],
4095 [
4096 'maxhp',
4097 {
4098 desc => '<max health> is the maximum amount of <health points> this monster can have.',
4099 name => 'max health',
4100 type => 'int'
4101 }
4102 ],
4103 [
4104 'ac',
4105 {
4106 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).',
4107 name => 'armour class',
4108 type => 'int'
4109 }
4110 ],
4111 [
4112 'Con',
4113 {
4114 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4115 name => 'healing rate',
4116 type => 'int'
4117 }
4118 ],
4119 [
4120 'reflect_missile',
4121 {
4122 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4123 name => 'reflect missiles',
4124 type => 'bool'
4125 }
4126 ],
4127 [
4128 'hitback',
4129 {
4130 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.',
4131 name => 'hitback',
4132 type => 'bool'
4133 }
4134 ],
4135 [
4136 'one_hit',
4137 {
4138 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4139 name => 'one hit only',
4140 type => 'bool'
4141 }
4142 ]
4143 ]
4144 ],
4145 [
4146 'spellcraft',
4147 [
4148 [
4149 'can_cast_spell',
4150 {
4151 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4152 name => 'can cast spell',
4153 type => 'bool'
4154 }
4155 ],
4156 [
4157 'reflect_spell',
4158 {
4159 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.',
4160 name => 'reflect spells',
4161 type => 'bool'
4162 }
4163 ],
4164 [
4165 'sp',
4166 {
4167 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>.',
4168 name => 'spellpoints',
4169 type => 'int'
4170 }
4171 ],
4172 [
4173 'maxsp',
4174 {
4175 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.',
4176 name => 'max spellpoints',
4177 type => 'int'
4178 }
4179 ],
4180 [
4181 'Pow',
4182 {
4183 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.',
4184 name => 'spellpoint regen.',
4185 type => 'int'
4186 }
4187 ],
4188 [
4189 'path_attuned',
4190 {
4191 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4192 name => 'attuned paths',
4193 type => 'bitmask',
4194 value => $BITMASK{spellpath}
4195 }
4196 ],
4197 [
4198 'path_repelled',
4199 {
4200 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4201 name => 'repelled paths',
4202 type => 'bitmask',
4203 value => $BITMASK{spellpath}
4204 }
4205 ],
4206 [
4207 'path_denied',
4208 {
4209 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4210 name => 'denied paths',
4211 type => 'bitmask',
4212 value => $BITMASK{spellpath}
4213 }
4214 ]
4215 ]
4216 ],
4217 [
4218 'ability',
4219 [
4220 [
4221 'Int',
4222 {
4223 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.',
4224 name => 'detect hidden',
4225 type => 'int'
4226 }
4227 ],
4228 [
4229 'see_invisible',
4230 {
4231 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.',
4232 name => 'see invisible',
4233 type => 'bool'
4234 }
4235 ],
4236 [
4237 'can_see_in_dark',
4238 {
4239 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.',
4240 name => 'see in darkness',
4241 type => 'bool'
4242 }
4243 ],
4244 [
4245 'can_use_weapon',
4246 {
4247 desc => 'Monster is able to wield weapon type objects.',
4248 name => 'can use weapons',
4249 type => 'bool'
4250 }
4251 ],
4252 [
4253 'can_use_bow',
4254 {
4255 desc => 'Monster is able to use missile-weapon type objects.',
4256 name => 'can use bows',
4257 type => 'bool'
4258 }
4259 ],
4260 [
4261 'can_use_armour',
4262 {
4263 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4264 name => 'can use armour',
4265 type => 'bool'
4266 }
4267 ],
4268 [
4269 'can_use_ring',
4270 {
4271 desc => 'Monster is able to wear rings.',
4272 name => 'can use rings',
4273 type => 'bool'
4274 }
4275 ],
4276 [
4277 'can_use_wand',
4278 {
4279 desc => 'Monster is able to use wands and staves.',
4280 name => 'can use wands',
4281 type => 'bool'
4282 }
4283 ],
4284 [
4285 'can_use_rod',
4286 {
4287 desc => 'Monster is able to use rods.',
4288 name => 'can use rods',
4289 type => 'bool'
4290 }
4291 ],
4292 [
4293 'can_use_scroll',
4294 {
4295 desc => 'Monster is able to read scrolls.',
4296 name => 'can use scrolls',
4297 type => 'bool'
4298 }
4299 ],
4300 [
4301 'can_use_skill',
4302 {
4303 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>.',
4304 name => 'can use skills',
4305 type => 'bool'
4306 }
4307 ]
4308 ]
4309 ],
4310 [
4311 'behave',
4312 [
4313 [
4314 'monster',
4315 {
4316 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.',
4317 name => 'monster behaviour',
4318 type => 'bool'
4319 }
4320 ],
4321 [
4322 'unaggressive',
4323 {
4324 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4325 name => 'unaggressive',
4326 type => 'bool'
4327 }
4328 ],
4329 [
4330 'friendly',
4331 {
4332 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4333 name => 'friendly',
4334 type => 'bool'
4335 }
4336 ],
4337 [
4338 'stand_still',
4339 {
4340 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.',
4341 name => 'stand still',
4342 type => 'bool'
4343 }
4344 ],
4345 [
4346 'sleep',
4347 {
4348 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.',
4349 name => 'asleep',
4350 type => 'bool'
4351 }
4352 ],
4353 [
4354 'will_apply',
4355 {
4356 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4357 name => 'misc. actions',
4358 type => 'bitmask',
4359 value => $BITMASK{will_apply}
4360 }
4361 ],
4362 [
4363 'pick_up',
4364 {
4365 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.',
4366 name => 'pick up',
4367 type => 'bitmask',
4368 value => $BITMASK{pick_up}
4369 }
4370 ],
4371 [
4372 'Wis',
4373 {
4374 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.',
4375 name => 'sensing range',
4376 type => 'int'
4377 }
4378 ],
4379 [
4380 'attack_movement_bits_0_3',
4381 {
4382 desc => 'If this is set to default, the standard mode of movement will be used.',
4383 name => 'attack movement',
4384 type => 'list',
4385 value => $LIST{attack_movement_bits_0_3}
4386 }
4387 ],
4388 [
4389 'attack_movement_bits_4_7',
4390 {
4391 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4392 name => 'normal movement',
4393 type => 'list',
4394 value => $LIST{attack_movement_bits_4_7}
4395 }
4396 ],
4397 [
4398 'run_away',
4399 {
4400 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.',
4401 name => 'run at % health',
4402 type => 'int'
4403 }
4404 ]
4405 ]
4406 ],
4407 [
4408 'resistance',
4409 [
4410 [
4411 'resist_physical',
4412 {
4413 name => 'resist physical %',
4414 type => 'int'
4415 }
4416 ],
4417 [
4418 'resist_magic',
4419 {
4420 name => 'resist magic %',
4421 type => 'int'
4422 }
4423 ],
4424 [
4425 'resist_fire',
4426 {
4427 name => 'resist fire %',
4428 type => 'int'
4429 }
4430 ],
4431 [
4432 'resist_electricity',
4433 {
4434 name => 'resist electricity %',
4435 type => 'int'
4436 }
4437 ],
4438 [
4439 'resist_cold',
4440 {
4441 name => 'resist cold %',
4442 type => 'int'
4443 }
4444 ],
4445 [
4446 'resist_confusion',
4447 {
4448 name => 'resist confusion %',
4449 type => 'int'
4450 }
4451 ],
4452 [
4453 'resist_acid',
4454 {
4455 name => 'resist acid %',
4456 type => 'int'
4457 }
4458 ],
4459 [
4460 'resist_drain',
4461 {
4462 name => 'resist draining %',
4463 type => 'int'
4464 }
4465 ],
4466 [
4467 'resist_weaponmagic',
4468 {
4469 name => 'resist weaponmagic %',
4470 type => 'int'
4471 }
4472 ],
4473 [
4474 'resist_ghosthit',
4475 {
4476 name => 'resist ghosthit %',
4477 type => 'int'
4478 }
4479 ],
4480 [
4481 'resist_poison',
4482 {
4483 name => 'resist poison %',
4484 type => 'int'
4485 }
4486 ],
4487 [
4488 'resist_slow',
4489 {
4490 name => 'resist slow %',
4491 type => 'int'
4492 }
4493 ],
4494 [
4495 'resist_paralyze',
4496 {
4497 name => 'resist paralyze %',
4498 type => 'int'
4499 }
4500 ],
4501 [
4502 'resist_fear',
4503 {
4504 name => 'resist fear %',
4505 type => 'int'
4506 }
4507 ],
4508 [
4509 'resist_deplete',
4510 {
4511 name => 'resist depletion %',
4512 type => 'int'
4513 }
4514 ],
4515 [
4516 'resist_turn_undead',
4517 {
4518 name => 'resist turn undead %',
4519 type => 'int'
4520 }
4521 ],
4522 [
4523 'resist_death',
4524 {
4525 name => 'resist death-attack %',
4526 type => 'int'
4527 }
4528 ],
4529 [
4530 'resist_chaos',
4531 {
4532 name => 'resist chaos %',
4533 type => 'int'
4534 }
4535 ],
4536 [
4537 'resist_blind',
4538 {
4539 name => 'resist blinding %',
4540 type => 'int'
4541 }
4542 ],
4543 [
4544 'resist_holyword',
4545 {
4546 name => 'resist holy power %',
4547 type => 'int'
4548 }
4549 ],
4550 [
4551 'resist_godpower',
4552 {
4553 name => 'resist godpower %',
4554 type => 'int'
4555 }
4556 ]
4557 ]
4558 ]
4559 ],
4560 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. :-)'
4561 },
4562 'Monster (Grimreaper)' => {
4563 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4564 ignore => [
4565 'material',
4566 'name_pl',
4567 'nrof',
4568 'value',
4569 'unpaid'
4570 ],
4571 import => [
4572 'Monster & NPC'
4573 ],
4574 name => 'Monster (Grimreaper)',
4575 section => [
4576 [
4577 'grimreaper',
4578 [
4579 [
4580 'value',
4581 {
4582 desc => 'The object vanishes after this number of draining attacks.',
4583 name => 'attacks',
4584 type => 'int'
4585 }
4586 ]
4587 ]
4588 ]
4589 ]
4590 },
4591 'Mood Floor' => {
4592 attr => [
4593 [
4594 'no_pick',
4595 {
4596 type => 'fixed',
4597 value => 1
4598 }
4599 ],
4600 [
4601 'last_sp',
4602 {
4603 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!',
4604 name => 'mood',
4605 type => 'list',
4606 value => $LIST{mood}
4607 }
4608 ],
4609 [
4610 'connected',
4611 {
4612 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!',
4613 name => 'connection',
4614 type => 'int'
4615 }
4616 ],
4617 [
4618 'no_magic',
4619 {
4620 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4621 name => 'no spells',
4622 type => 'bool'
4623 }
4624 ],
4625 [
4626 'damned',
4627 {
4628 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4629 name => 'no prayers',
4630 type => 'bool'
4631 }
4632 ]
4633 ],
4634 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.',
4635 ignore => [
4636 $IGNORE_LIST{system_object}
4637 ],
4638 name => 'Mood Floor',
4639 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.)'
4640 },
4641 Mover => {
4642 attr => [
4643 [
4644 'attacktype',
4645 {
4646 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.',
4647 name => 'forced movement',
4648 type => 'bool'
4649 }
4650 ],
4651 [
4652 'maxsp',
4653 {
4654 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.',
4655 name => 'freeze duration',
4656 type => 'int'
4657 }
4658 ],
4659 [
4660 'speed',
4661 {
4662 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4663 name => 'movement speed',
4664 type => 'float'
4665 }
4666 ],
4667 [
4668 'speed_left',
4669 {
4670 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.',
4671 name => 'speed left',
4672 type => 'float'
4673 }
4674 ],
4675 [
4676 'sp',
4677 {
4678 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.',
4679 name => 'direction',
4680 type => 'list',
4681 value => $LIST{direction}
4682 }
4683 ],
4684 [
4685 'lifesave',
4686 {
4687 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.',
4688 name => 'gets used up',
4689 type => 'bool'
4690 }
4691 ],
4692 [
4693 'hp',
4694 {
4695 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).',
4696 name => 'number of uses',
4697 type => 'int'
4698 }
4699 ]
4700 ],
4701 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.',
4702 ignore => [
4703 $IGNORE_LIST{non_pickable}
4704 ],
4705 name => 'Mover',
4706 section => [
4707 [
4708 'targets',
4709 [
4710 [
4711 'level',
4712 {
4713 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.',
4714 name => 'move players',
4715 type => 'bool'
4716 }
4717 ],
4718 [
4719 'move_on',
4720 {
4721 desc => 'Which movement types activate the mover.',
4722 name => 'movement type',
4723 type => 'movement_type'
4724 }
4725 ]
4726 ]
4727 ]
4728 ],
4729 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).'
4730 },
4731 Pedestal => {
4732 attr => [
4733 [
4734 'no_pick',
4735 {
4736 type => 'fixed',
4737 value => 1
4738 }
4739 ],
4740 [
4741 'slaying',
4742 {
4743 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.',
4744 name => 'match race',
4745 type => 'string'
4746 }
4747 ],
4748 [
4749 'connected',
4750 {
4751 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4752 name => 'connection',
4753 type => 'int'
4754 }
4755 ],
4756 [
4757 'move_on',
4758 {
4759 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4760 name => 'movement type',
4761 type => 'movement_type'
4762 }
4763 ]
4764 ],
4765 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.',
4766 ignore => [
4767 $IGNORE_LIST{non_pickable}
4768 ],
4769 name => 'Pedestal',
4770 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.'
4771 },
4772 Pit => {
4773 attr => [
4774 [
4775 'no_pick',
4776 {
4777 type => 'fixed',
4778 value => 1
4779 }
4780 ],
4781 [
4782 'connected',
4783 {
4784 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4785 name => 'connection',
4786 type => 'int'
4787 }
4788 ],
4789 [
4790 'activate_on_push',
4791 {
4792 desc => 'Whether the teleporter should only be activated on push.',
4793 name => 'Activate on push',
4794 type => 'bool'
4795 }
4796 ],
4797 [
4798 'activate_on_release',
4799 {
4800 desc => 'Whether the teleporter should only be activated on release.',
4801 name => 'Activate on release',
4802 type => 'bool'
4803 }
4804 ],
4805 [
4806 'hp',
4807 {
4808 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!',
4809 name => 'destination X',
4810 type => 'int'
4811 }
4812 ],
4813 [
4814 'sp',
4815 {
4816 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!',
4817 name => 'destination Y',
4818 type => 'int'
4819 }
4820 ],
4821 [
4822 'wc',
4823 {
4824 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.',
4825 name => 'position state',
4826 type => 'int'
4827 }
4828 ],
4829 [
4830 'move_on',
4831 {
4832 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4833 name => 'movement type',
4834 type => 'movement_type'
4835 }
4836 ]
4837 ],
4838 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.',
4839 ignore => [
4840 $IGNORE_LIST{non_pickable}
4841 ],
4842 name => 'Pit',
4843 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.'
4844 },
4845 'Poison Food' => {
4846 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.',
4847 name => 'Poison Food'
4848 },
4849 Potion => {
4850 attr => [
4851 [
4852 'level',
4853 {
4854 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.',
4855 name => 'potion level',
4856 type => 'int'
4857 }
4858 ],
4859 [
4860 'sp',
4861 {
4862 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".',
4863 name => 'spell',
4864 type => 'spell'
4865 }
4866 ],
4867 [
4868 'attacktype',
4869 {
4870 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.',
4871 name => 'special effect',
4872 type => 'list',
4873 value => $LIST{potion_effect}
4874 }
4875 ],
4876 [
4877 'cursed',
4878 {
4879 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 >:)',
4880 name => 'cursed',
4881 type => 'bool'
4882 }
4883 ],
4884 [
4885 'startequip',
4886 {
4887 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4888 name => 'godgiven item',
4889 type => 'bool'
4890 }
4891 ]
4892 ],
4893 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4894 name => 'Potion',
4895 section => [
4896 [
4897 'stats',
4898 [
4899 [
4900 'Str',
4901 {
4902 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.',
4903 name => 'strength',
4904 type => 'int'
4905 }
4906 ],
4907 [
4908 'Dex',
4909 {
4910 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.',
4911 name => 'dexterity',
4912 type => 'int'
4913 }
4914 ],
4915 [
4916 'Con',
4917 {
4918 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.',
4919 name => 'constitution',
4920 type => 'int'
4921 }
4922 ],
4923 [
4924 'Int',
4925 {
4926 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.',
4927 name => 'intelligence',
4928 type => 'int'
4929 }
4930 ],
4931 [
4932 'Pow',
4933 {
4934 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.',
4935 name => 'power',
4936 type => 'int'
4937 }
4938 ],
4939 [
4940 'Wis',
4941 {
4942 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.',
4943 name => 'wisdom',
4944 type => 'int'
4945 }
4946 ],
4947 [
4948 'Cha',
4949 {
4950 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.',
4951 name => 'charisma',
4952 type => 'int'
4953 }
4954 ]
4955 ]
4956 ],
4957 [
4958 'resistance',
4959 [
4960 [
4961 'resist_physical',
4962 {
4963 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!',
4964 name => 'resist physical %',
4965 type => 'int'
4966 }
4967 ],
4968 [
4969 'resist_magic',
4970 {
4971 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!',
4972 name => 'resist magic %',
4973 type => 'int'
4974 }
4975 ],
4976 [
4977 'resist_fire',
4978 {
4979 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!',
4980 name => 'resist fire %',
4981 type => 'int'
4982 }
4983 ],
4984 [
4985 'resist_electricity',
4986 {
4987 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!',
4988 name => 'resist electricity %',
4989 type => 'int'
4990 }
4991 ],
4992 [
4993 'resist_cold',
4994 {
4995 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!',
4996 name => 'resist cold %',
4997 type => 'int'
4998 }
4999 ],
5000 [
5001 'resist_acid',
5002 {
5003 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!',
5004 name => 'resist acid %',
5005 type => 'int'
5006 }
5007 ],
5008 [
5009 'resist_confusion',
5010 {
5011 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!',
5012 name => 'resist confusion %',
5013 type => 'int'
5014 }
5015 ],
5016 [
5017 'resist_weaponmagic',
5018 {
5019 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!',
5020 name => 'resist weaponmagic %',
5021 type => 'int'
5022 }
5023 ],
5024 [
5025 'resist_paralyze',
5026 {
5027 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!',
5028 name => 'resist paralyze %',
5029 type => 'int'
5030 }
5031 ],
5032 [
5033 'resist_drain',
5034 {
5035 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!',
5036 name => 'resist draining %',
5037 type => 'int'
5038 }
5039 ],
5040 [
5041 'resist_deplete',
5042 {
5043 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!',
5044 name => 'resist depletion %',
5045 type => 'int'
5046 }
5047 ],
5048 [
5049 'resist_poison',
5050 {
5051 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!',
5052 name => 'resist poison %',
5053 type => 'int'
5054 }
5055 ]
5056 ]
5057 ]
5058 ],
5059 use => 'One potion should never give multiple benefits at once.'
5060 },
5061 'Power Crystal' => {
5062 attr => [
5063 [
5064 'sp',
5065 {
5066 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5067 name => 'initial mana',
5068 type => 'int'
5069 }
5070 ],
5071 [
5072 'maxsp',
5073 {
5074 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.',
5075 name => 'mana capacity',
5076 type => 'int'
5077 }
5078 ]
5079 ],
5080 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.',
5081 name => 'Power Crystal'
5082 },
5083 Projectile => {
5084 attr => [
5085 [
5086 'attacktype',
5087 {
5088 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.',
5089 name => 'attacktype',
5090 type => 'bitmask',
5091 value => $BITMASK{attacktype}
5092 }
5093 ],
5094 [
5095 'race',
5096 {
5097 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>.',
5098 name => 'ammunition class',
5099 type => 'string'
5100 }
5101 ],
5102 [
5103 'slaying',
5104 {
5105 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.',
5106 name => 'slaying race',
5107 type => 'string'
5108 }
5109 ],
5110 [
5111 'dam',
5112 {
5113 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5114 name => 'damage',
5115 type => 'int'
5116 }
5117 ],
5118 [
5119 'wc',
5120 {
5121 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.',
5122 name => 'weaponclass',
5123 type => 'int'
5124 }
5125 ],
5126 [
5127 'food',
5128 {
5129 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).',
5130 name => 'chance to break',
5131 type => 'int'
5132 }
5133 ],
5134 [
5135 'magic',
5136 {
5137 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5138 name => 'magic bonus',
5139 type => 'int'
5140 }
5141 ],
5142 [
5143 'unique',
5144 {
5145 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5146 name => 'unique item',
5147 type => 'bool'
5148 }
5149 ],
5150 [
5151 'startequip',
5152 {
5153 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5154 name => 'godgiven item',
5155 type => 'bool'
5156 }
5157 ],
5158 [
5159 'no_drop',
5160 {
5161 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.',
5162 name => 'don\'t drop',
5163 type => 'bool'
5164 }
5165 ],
5166 [
5167 'msg',
5168 {
5169 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5170 end => 'endmsg',
5171 name => 'description',
5172 type => 'text'
5173 }
5174 ]
5175 ],
5176 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.',
5177 name => 'Projectile',
5178 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.'
5179 },
5180 Ring => {
5181 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.',
5182 import => [
5183 'Amulet'
5184 ],
5185 name => 'Ring',
5186 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.'
5187 },
5188 Rod => {
5189 attr => [
5190 [
5191 'sp',
5192 {
5193 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!',
5194 name => 'spell',
5195 type => 'spell'
5196 }
5197 ],
5198 [
5199 'level',
5200 {
5201 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5202 name => 'casting level',
5203 type => 'int'
5204 }
5205 ],
5206 [
5207 'hp',
5208 {
5209 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5210 name => 'initial spellpoints',
5211 type => 'int'
5212 }
5213 ],
5214 [
5215 'maxhp',
5216 {
5217 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.',
5218 name => 'max. spellpoints',
5219 type => 'int'
5220 }
5221 ],
5222 [
5223 'startequip',
5224 {
5225 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5226 name => 'godgiven item',
5227 type => 'bool'
5228 }
5229 ],
5230 [
5231 'msg',
5232 {
5233 desc => 'This text may contain a description of the rod.',
5234 end => 'endmsg',
5235 name => 'description',
5236 type => 'text'
5237 }
5238 ]
5239 ],
5240 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.',
5241 ignore => [
5242 'title'
5243 ],
5244 name => 'Rod',
5245 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>'
5246 },
5247 Rune => {
5248 attr => [
5249 [
5250 'no_pick',
5251 {
5252 type => 'fixed',
5253 value => 1
5254 }
5255 ],
5256 [
5257 'move_on',
5258 {
5259 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5260 name => 'movement type',
5261 type => 'movement_type'
5262 }
5263 ],
5264 [
5265 'level',
5266 {
5267 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.',
5268 name => 'rune level',
5269 type => 'int'
5270 }
5271 ],
5272 [
5273 'Cha',
5274 {
5275 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.',
5276 name => 'visibility',
5277 type => 'int'
5278 }
5279 ],
5280 [
5281 'hp',
5282 {
5283 desc => 'The rune will detonate <number of charges> times before disappearing.',
5284 name => 'number of charges',
5285 type => 'int'
5286 }
5287 ],
5288 [
5289 'dam',
5290 {
5291 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.',
5292 name => 'direct damage',
5293 type => 'int'
5294 }
5295 ],
5296 [
5297 'attacktype',
5298 {
5299 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.',
5300 name => 'attacktype',
5301 type => 'bitmask',
5302 value => $BITMASK{attacktype}
5303 }
5304 ],
5305 [
5306 'msg',
5307 {
5308 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5309 end => 'endmsg',
5310 name => 'detonation text',
5311 type => 'text'
5312 }
5313 ]
5314 ],
5315 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.',
5316 ignore => [
5317 'no_pick',
5318 'title',
5319 'name_pl',
5320 'weight',
5321 'value',
5322 'material',
5323 'unpaid'
5324 ],
5325 name => 'Rune',
5326 section => [
5327 [
5328 'spellcraft',
5329 [
5330 [
5331 'sp',
5332 {
5333 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5334 name => 'spell',
5335 type => 'spell'
5336 }
5337 ],
5338 [
5339 'slaying',
5340 {
5341 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5342 name => 'spell name',
5343 type => 'string'
5344 }
5345 ],
5346 [
5347 'other_arch',
5348 {
5349 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.',
5350 name => 'spell arch',
5351 type => 'string'
5352 }
5353 ],
5354 [
5355 'maxsp',
5356 {
5357 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.',
5358 name => 'direction',
5359 type => 'list',
5360 value => $LIST{direction}
5361 }
5362 ],
5363 [
5364 'race',
5365 {
5366 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.',
5367 name => 'summon monster',
5368 type => 'string'
5369 }
5370 ],
5371 [
5372 'maxhp',
5373 {
5374 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5375 name => 'summon amount',
5376 type => 'int'
5377 }
5378 ]
5379 ]
5380 ]
5381 ],
5382 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5383 },
5384 'Safe ground (CF+)' => {
5385 attr => [
5386 [
5387 'no_pick',
5388 {
5389 type => 'fixed',
5390 value => 1
5391 }
5392 ]
5393 ],
5394 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)',
5395 ignore => [
5396 $IGNORE_LIST{non_pickable}
5397 ],
5398 name => 'Safe ground (CF+)',
5399 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.'
5400 },
5401 Savebed => {
5402 attr => [
5403 [
5404 'no_pick',
5405 {
5406 type => 'fixed',
5407 value => 1
5408 }
5409 ],
5410 [
5411 'no_magic',
5412 {
5413 type => 'fixed',
5414 value => 1
5415 }
5416 ],
5417 [
5418 'damned',
5419 {
5420 type => 'fixed',
5421 value => 1
5422 }
5423 ]
5424 ],
5425 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.',
5426 ignore => [
5427 $IGNORE_LIST{non_pickable}
5428 ],
5429 name => 'Savebed',
5430 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>'
5431 },
5432 Scroll => {
5433 attr => [
5434 [
5435 'level',
5436 {
5437 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5438 name => 'casting level',
5439 type => 'int'
5440 }
5441 ],
5442 [
5443 'sp',
5444 {
5445 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5446 name => 'spell',
5447 type => 'spell'
5448 }
5449 ],
5450 [
5451 'startequip',
5452 {
5453 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5454 name => 'godgiven item',
5455 type => 'bool'
5456 }
5457 ]
5458 ],
5459 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.',
5460 ignore => [
5461 'title'
5462 ],
5463 name => 'Scroll',
5464 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5465 },
5466 Shield => {
5467 attr => [
5468 [
5469 'magic',
5470 {
5471 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.',
5472 name => 'magic bonus',
5473 type => 'int'
5474 }
5475 ]
5476 ],
5477 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.',
5478 import => [
5479 'Amulet'
5480 ],
5481 name => 'Shield',
5482 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5483 },
5484 'Shooting Weapon' => {
5485 attr => [
5486 [
5487 'race',
5488 {
5489 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.',
5490 name => 'ammunition class',
5491 type => 'string'
5492 }
5493 ],
5494 [
5495 'sp',
5496 {
5497 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).',
5498 name => 'shooting speed',
5499 type => 'int'
5500 }
5501 ],
5502 [
5503 'dam',
5504 {
5505 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.',
5506 name => 'base damage',
5507 type => 'int'
5508 }
5509 ],
5510 [
5511 'wc',
5512 {
5513 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.',
5514 name => 'weaponclass',
5515 type => 'int'
5516 }
5517 ],
5518 [
5519 'item_power',
5520 {
5521 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>.',
5522 name => 'item power',
5523 type => 'int'
5524 }
5525 ],
5526 [
5527 'no_strength',
5528 {
5529 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.',
5530 name => 'ignore strength',
5531 type => 'bool'
5532 }
5533 ],
5534 [
5535 'damned',
5536 {
5537 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5538 name => 'damnation',
5539 type => 'bool'
5540 }
5541 ],
5542 [
5543 'cursed',
5544 {
5545 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5546 name => 'curse',
5547 type => 'bool'
5548 }
5549 ],
5550 [
5551 'unique',
5552 {
5553 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5554 name => 'unique item',
5555 type => 'bool'
5556 }
5557 ],
5558 [
5559 'startequip',
5560 {
5561 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5562 name => 'godgiven item',
5563 type => 'bool'
5564 }
5565 ],
5566 [
5567 'msg',
5568 {
5569 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5570 end => 'endmsg',
5571 name => 'description',
5572 type => 'text'
5573 }
5574 ]
5575 ],
5576 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.',
5577 name => 'Shooting Weapon',
5578 section => [
5579 [
5580 'stats',
5581 [
5582 [
5583 'Str',
5584 {
5585 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5586 name => 'strength',
5587 type => 'int'
5588 }
5589 ],
5590 [
5591 'Dex',
5592 {
5593 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5594 name => 'dexterity',
5595 type => 'int'
5596 }
5597 ],
5598 [
5599 'Con',
5600 {
5601 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5602 name => 'constitution',
5603 type => 'int'
5604 }
5605 ],
5606 [
5607 'Int',
5608 {
5609 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5610 name => 'intelligence',
5611 type => 'int'
5612 }
5613 ],
5614 [
5615 'Pow',
5616 {
5617 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5618 name => 'power',
5619 type => 'int'
5620 }
5621 ],
5622 [
5623 'Wis',
5624 {
5625 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5626 name => 'wisdom',
5627 type => 'int'
5628 }
5629 ],
5630 [
5631 'Cha',
5632 {
5633 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5634 name => 'charisma',
5635 type => 'int'
5636 }
5637 ]
5638 ]
5639 ],
5640 [
5641 'bonus',
5642 [
5643 [
5644 'luck',
5645 {
5646 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.',
5647 name => 'luck bonus',
5648 type => 'int'
5649 }
5650 ],
5651 [
5652 'magic',
5653 {
5654 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.',
5655 name => 'magic bonus',
5656 type => 'int'
5657 }
5658 ]
5659 ]
5660 ]
5661 ],
5662 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.'
5663 },
5664 'Shop Floor' => {
5665 attr => [
5666 [
5667 'is_floor',
5668 {
5669 type => 'fixed',
5670 value => 1
5671 }
5672 ],
5673 [
5674 'no_pick',
5675 {
5676 type => 'fixed',
5677 value => 1
5678 }
5679 ],
5680 [
5681 'no_magic',
5682 {
5683 type => 'fixed',
5684 value => 1
5685 }
5686 ],
5687 [
5688 'auto_apply',
5689 {
5690 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.',
5691 name => 'generate goods',
5692 type => 'bool'
5693 }
5694 ],
5695 [
5696 'randomitems',
5697 {
5698 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.',
5699 name => 'treasurelist',
5700 type => 'treasurelist'
5701 }
5702 ],
5703 [
5704 'exp',
5705 {
5706 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.',
5707 name => 'quality level',
5708 type => 'int'
5709 }
5710 ],
5711 [
5712 'damned',
5713 {
5714 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.)',
5715 name => 'no prayers',
5716 type => 'bool'
5717 }
5718 ]
5719 ],
5720 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).',
5721 ignore => [
5722 $IGNORE_LIST{non_pickable}
5723 ],
5724 name => 'Shop Floor',
5725 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.'
5726 },
5727 'Shop Inventory' => {
5728 attr => [
5729 [
5730 'shop_coords',
5731 {
5732 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.',
5733 name => 'shop rectangle',
5734 type => 'string'
5735 }
5736 ]
5737 ],
5738 desc => 'The purpose of a sign is to display the contents of a shop.',
5739 ignore => [
5740 $IGNORE_LIST{non_pickable}
5741 ],
5742 name => 'Shop Inventory',
5743 use => 'Use these signs to present the player a list of the items in the shop'
5744 },
5745 'Shop Mat' => {
5746 attr => [
5747 [
5748 'no_pick',
5749 {
5750 type => 'fixed',
5751 value => 1
5752 }
5753 ],
5754 [
5755 'move_on',
5756 {
5757 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5758 name => 'movement type',
5759 type => 'movement_type'
5760 }
5761 ]
5762 ],
5763 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).',
5764 ignore => [
5765 $IGNORE_LIST{non_pickable}
5766 ],
5767 name => 'Shop Mat',
5768 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5769 },
5770 'Sign & MagicMouth' => {
5771 attr => [
5772 [
5773 'connected',
5774 {
5775 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.',
5776 name => 'connection',
5777 type => 'int'
5778 }
5779 ],
5780 [
5781 'activate_on_push',
5782 {
5783 desc => 'Whether the teleporter should only be activated on push.',
5784 name => 'Activate on push',
5785 type => 'bool'
5786 }
5787 ],
5788 [
5789 'activate_on_release',
5790 {
5791 desc => 'Whether the teleporter should only be activated on release.',
5792 name => 'Activate on release',
5793 type => 'bool'
5794 }
5795 ],
5796 [
5797 'move_on',
5798 {
5799 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5800 name => 'movement type',
5801 type => 'movement_type'
5802 }
5803 ],
5804 [
5805 'food',
5806 {
5807 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).',
5808 name => 'counter',
5809 type => 'int'
5810 }
5811 ],
5812 [
5813 'msg',
5814 {
5815 desc => 'This text will be displayed to the player.',
5816 end => 'endmsg',
5817 name => 'message',
5818 type => 'text'
5819 }
5820 ]
5821 ],
5822 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).',
5823 ignore => [
5824 $IGNORE_LIST{non_pickable}
5825 ],
5826 name => 'Sign & MagicMouth',
5827 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.'
5828 },
5829 Skill => {
5830 attr => [
5831 [
5832 'invisible',
5833 {
5834 type => 'fixed',
5835 value => 1
5836 }
5837 ],
5838 [
5839 'no_drop',
5840 {
5841 type => 'fixed',
5842 value => 1
5843 }
5844 ],
5845 [
5846 'skill',
5847 {
5848 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.',
5849 name => 'skill name',
5850 type => 'string'
5851 }
5852 ],
5853 [
5854 'expmul',
5855 {
5856 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.',
5857 name => 'exp multiplier',
5858 type => 'float'
5859 }
5860 ],
5861 [
5862 'subtype',
5863 {
5864 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.',
5865 name => 'skill type',
5866 type => 'list',
5867 value => $LIST{skill_type}
5868 }
5869 ],
5870 [
5871 'level',
5872 {
5873 name => 'level',
5874 type => 'int'
5875 }
5876 ],
5877 [
5878 'exp',
5879 {
5880 name => 'experience',
5881 type => 'int'
5882 }
5883 ],
5884 [
5885 'can_use_skill',
5886 {
5887 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.',
5888 name => 'is native skill',
5889 type => 'bool'
5890 }
5891 ]
5892 ],
5893 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.',
5894 ignore => [
5895 $IGNORE_LIST{system_object}
5896 ],
5897 name => 'Skill',
5898 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>'
5899 },
5900 'Skill Scroll' => {
5901 attr => [
5902 [
5903 'race',
5904 {
5905 type => 'fixed',
5906 value => 'scrolls'
5907 }
5908 ],
5909 [
5910 'skill',
5911 {
5912 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5913 name => 'skill name',
5914 type => 'string'
5915 }
5916 ]
5917 ],
5918 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5919 name => 'Skill Scroll',
5920 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.'
5921 },
5922 'Special Key' => {
5923 attr => [
5924 [
5925 'slaying',
5926 {
5927 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.',
5928 name => 'key string',
5929 type => 'string'
5930 }
5931 ],
5932 [
5933 'material',
5934 {
5935 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5936 name => 'material',
5937 type => 'bitmask',
5938 value => $BITMASK{material}
5939 }
5940 ],
5941 [
5942 'unique',
5943 {
5944 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.',
5945 name => 'unique item',
5946 type => 'bool'
5947 }
5948 ],
5949 [
5950 'startequip',
5951 {
5952 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5953 name => 'godgiven item',
5954 type => 'bool'
5955 }
5956 ],
5957 [
5958 'msg',
5959 {
5960 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.',
5961 end => 'endmsg',
5962 name => 'description',
5963 type => 'text'
5964 }
5965 ]
5966 ],
5967 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.',
5968 ignore => [
5969 'material'
5970 ],
5971 name => 'Special Key',
5972 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".'
5973 },
5974 Spell => {
5975 attr => [
5976 [
5977 'no_drop',
5978 {
5979 type => 'fixed',
5980 value => 1
5981 }
5982 ],
5983 [
5984 'invisible',
5985 {
5986 type => 'fixed',
5987 value => 1
5988 }
5989 ],
5990 [
5991 'skill',
5992 {
5993 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.',
5994 name => 'skill name',
5995 type => 'string'
5996 }
5997 ],
5998 [
5999 'subtype',
6000 {
6001 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6002 name => 'spell type',
6003 type => 'list',
6004 value => $LIST{spell_type}
6005 }
6006 ],
6007 [
6008 'level',
6009 {
6010 name => 'spell level',
6011 type => 'int'
6012 }
6013 ],
6014 [
6015 'casting_time',
6016 {
6017 name => 'casting time',
6018 type => 'int'
6019 }
6020 ],
6021 [
6022 'duration',
6023 {
6024 name => 'duration',
6025 type => 'int'
6026 }
6027 ],
6028 [
6029 'other_arch',
6030 {
6031 name => 'create object',
6032 type => 'string'
6033 }
6034 ],
6035 [
6036 'sp',
6037 {
6038 name => 'cost spellpoints',
6039 type => 'int'
6040 }
6041 ],
6042 [
6043 'grace',
6044 {
6045 name => 'cost grace',
6046 type => 'int'
6047 }
6048 ],
6049 [
6050 'maxsp',
6051 {
6052 name => 'double cost per level',
6053 type => 'int'
6054 }
6055 ]
6056 ],
6057 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.',
6058 ignore => [
6059 $IGNORE_LIST{system_object}
6060 ],
6061 name => 'Spell',
6062 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.'
6063 },
6064 Spellbook => {
6065 attr => [
6066 [
6067 'skill',
6068 {
6069 type => 'fixed',
6070 value => 'literacy'
6071 }
6072 ],
6073 [
6074 'randomitems',
6075 {
6076 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.',
6077 name => 'treasurelist',
6078 type => 'treasurelist'
6079 }
6080 ],
6081 [
6082 'startequip',
6083 {
6084 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6085 name => 'godgiven item',
6086 type => 'bool'
6087 }
6088 ],
6089 [
6090 'msg',
6091 {
6092 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6093 end => 'endmsg',
6094 name => 'description',
6095 type => 'text'
6096 }
6097 ]
6098 ],
6099 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.',
6100 name => 'Spellbook',
6101 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.'
6102 },
6103 Spinner => {
6104 attr => [
6105 [
6106 'sp',
6107 {
6108 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.',
6109 name => 'direction number',
6110 type => 'int'
6111 }
6112 ],
6113 [
6114 'move_on',
6115 {
6116 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6117 name => 'movement type',
6118 type => 'movement_type'
6119 }
6120 ]
6121 ],
6122 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.',
6123 ignore => [
6124 $IGNORE_LIST{non_pickable}
6125 ],
6126 name => 'Spinner',
6127 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.'
6128 },
6129 Swamp => {
6130 attr => [
6131 [
6132 'is_floor',
6133 {
6134 type => 'fixed',
6135 value => 1
6136 }
6137 ],
6138 [
6139 'is_wooded',
6140 {
6141 type => 'fixed',
6142 value => 1
6143 }
6144 ],
6145 [
6146 'speed',
6147 {
6148 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.',
6149 name => 'drowning speed',
6150 type => 'float'
6151 }
6152 ],
6153 [
6154 'speed_left',
6155 {
6156 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.',
6157 name => 'speed left',
6158 type => 'float'
6159 }
6160 ],
6161 [
6162 'move_on',
6163 {
6164 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6165 name => 'movement type',
6166 type => 'movement_type'
6167 }
6168 ],
6169 [
6170 'move_block',
6171 {
6172 desc => 'Objects using these movement types cannot move over this space.',
6173 name => 'blocked movement',
6174 type => 'movement_type'
6175 }
6176 ],
6177 [
6178 'move_allow',
6179 {
6180 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6181 name => 'allowed movement',
6182 type => 'movement_type'
6183 }
6184 ],
6185 [
6186 'move_slow',
6187 {
6188 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6189 name => 'slowed movement',
6190 type => 'movement_type'
6191 }
6192 ],
6193 [
6194 'move_slow_penalty',
6195 {
6196 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)',
6197 name => 'slow movement penalty',
6198 type => 'int'
6199 }
6200 ],
6201 [
6202 'no_magic',
6203 {
6204 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6205 name => 'no spells',
6206 type => 'bool'
6207 }
6208 ],
6209 [
6210 'damned',
6211 {
6212 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6213 name => 'no prayers',
6214 type => 'bool'
6215 }
6216 ]
6217 ],
6218 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.',
6219 ignore => [
6220 $IGNORE_LIST{non_pickable}
6221 ],
6222 name => 'Swamp'
6223 },
6224 Teleporter => {
6225 attr => [
6226 [
6227 'slaying',
6228 {
6229 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.',
6230 name => 'exit path',
6231 type => 'string'
6232 }
6233 ],
6234 [
6235 'hp',
6236 {
6237 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.',
6238 name => 'destination X',
6239 type => 'int'
6240 }
6241 ],
6242 [
6243 'sp',
6244 {
6245 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.',
6246 name => 'destination Y',
6247 type => 'int'
6248 }
6249 ],
6250 [
6251 'connected',
6252 {
6253 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.',
6254 name => 'connection',
6255 type => 'int'
6256 }
6257 ],
6258 [
6259 'activate_on_push',
6260 {
6261 desc => 'Whether the teleporter should only be activated on push.',
6262 name => 'Activate on push',
6263 type => 'bool'
6264 }
6265 ],
6266 [
6267 'activate_on_release',
6268 {
6269 desc => 'Whether the teleporter should only be activated on release.',
6270 name => 'Activate on release',
6271 type => 'bool'
6272 }
6273 ],
6274 [
6275 'speed',
6276 {
6277 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!',
6278 name => 'activation speed',
6279 type => 'float'
6280 }
6281 ],
6282 [
6283 'speed_left',
6284 {
6285 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.',
6286 name => 'speed left',
6287 type => 'float'
6288 }
6289 ]
6290 ],
6291 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.',
6292 ignore => [
6293 $IGNORE_LIST{non_pickable}
6294 ],
6295 name => 'Teleporter',
6296 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.'
6297 },
6298 'Timed Gate' => {
6299 attr => [
6300 [
6301 'no_pick',
6302 {
6303 type => 'fixed',
6304 value => 1
6305 }
6306 ],
6307 [
6308 'connected',
6309 {
6310 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.',
6311 name => 'connection',
6312 type => 'int'
6313 }
6314 ],
6315 [
6316 'activate_on_push',
6317 {
6318 desc => 'Whether the teleporter should only be activated on push.',
6319 name => 'Activate on push',
6320 type => 'bool'
6321 }
6322 ],
6323 [
6324 'activate_on_release',
6325 {
6326 desc => 'Whether the teleporter should only be activated on release.',
6327 name => 'Activate on release',
6328 type => 'bool'
6329 }
6330 ],
6331 [
6332 'wc',
6333 {
6334 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.',
6335 name => 'position state',
6336 type => 'int'
6337 }
6338 ],
6339 [
6340 'move_block',
6341 {
6342 desc => 'Objects using these movement types cannot move over this space.',
6343 name => 'blocked movement',
6344 type => 'movement_type'
6345 }
6346 ],
6347 [
6348 'move_allow',
6349 {
6350 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6351 name => 'allowed movement',
6352 type => 'movement_type'
6353 }
6354 ],
6355 [
6356 'move_slow',
6357 {
6358 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6359 name => 'slowed movement',
6360 type => 'movement_type'
6361 }
6362 ],
6363 [
6364 'move_slow_penalty',
6365 {
6366 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)',
6367 name => 'slow movement penalty',
6368 type => 'int'
6369 }
6370 ],
6371 [
6372 'no_magic',
6373 {
6374 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6375 name => 'restrict spells',
6376 type => 'bool'
6377 }
6378 ],
6379 [
6380 'damned',
6381 {
6382 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6383 name => 'restrict prayers',
6384 type => 'bool'
6385 }
6386 ],
6387 [
6388 'hp',
6389 {
6390 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6391 name => 'open duration',
6392 type => 'int'
6393 }
6394 ]
6395 ],
6396 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.',
6397 ignore => [
6398 $IGNORE_LIST{non_pickable}
6399 ],
6400 name => 'Timed Gate',
6401 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".'
6402 },
6403 Trap => {
6404 attr => [
6405 [
6406 'no_pick',
6407 {
6408 type => 'fixed',
6409 value => 1
6410 }
6411 ],
6412 [
6413 'move_on',
6414 {
6415 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6416 name => 'movement type',
6417 type => 'movement_type'
6418 }
6419 ],
6420 [
6421 'level',
6422 {
6423 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.',
6424 name => 'trap level',
6425 type => 'int'
6426 }
6427 ],
6428 [
6429 'Cha',
6430 {
6431 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.',
6432 name => 'visibility',
6433 type => 'int'
6434 }
6435 ],
6436 [
6437 'hp',
6438 {
6439 desc => 'The trap will detonate <number of charges> times before disappearing.',
6440 name => 'number of charges',
6441 type => 'int'
6442 }
6443 ],
6444 [
6445 'dam',
6446 {
6447 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6448 name => 'direct damage',
6449 type => 'int'
6450 }
6451 ],
6452 [
6453 'attacktype',
6454 {
6455 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6456 name => 'attacktype',
6457 type => 'bitmask',
6458 value => $BITMASK{attacktype}
6459 }
6460 ],
6461 [
6462 'connected',
6463 {
6464 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6465 name => 'connection',
6466 type => 'int'
6467 }
6468 ],
6469 [
6470 'msg',
6471 {
6472 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6473 end => 'endmsg',
6474 name => 'detonation text',
6475 type => 'text'
6476 }
6477 ]
6478 ],
6479 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.',
6480 ignore => [
6481 'no_pick',
6482 'title',
6483 'name_pl',
6484 'weight',
6485 'value',
6486 'material',
6487 'unpaid'
6488 ],
6489 name => 'Trap',
6490 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.'
6491 },
6492 Trapdoor => {
6493 attr => [
6494 [
6495 'no_pick',
6496 {
6497 type => 'fixed',
6498 value => 1
6499 }
6500 ],
6501 [
6502 'move_on',
6503 {
6504 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6505 name => 'movement type',
6506 type => 'movement_type'
6507 }
6508 ],
6509 [
6510 'weight',
6511 {
6512 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.',
6513 name => 'hold weight',
6514 type => 'int'
6515 }
6516 ],
6517 [
6518 'hp',
6519 {
6520 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!',
6521 name => 'destination X',
6522 type => 'int'
6523 }
6524 ],
6525 [
6526 'sp',
6527 {
6528 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!',
6529 name => 'destination Y',
6530 type => 'int'
6531 }
6532 ]
6533 ],
6534 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.',
6535 ignore => [
6536 $IGNORE_LIST{non_pickable}
6537 ],
6538 name => 'Trapdoor',
6539 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.'
6540 },
6541 Treasure => {
6542 attr => [
6543 [
6544 'randomitems',
6545 {
6546 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6547 name => 'treasurelist',
6548 type => 'treasurelist'
6549 }
6550 ],
6551 [
6552 'auto_apply',
6553 {
6554 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.',
6555 name => 'auto-generate',
6556 type => 'bool'
6557 }
6558 ],
6559 [
6560 'hp',
6561 {
6562 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.',
6563 name => 'create number',
6564 type => 'int'
6565 }
6566 ],
6567 [
6568 'exp',
6569 {
6570 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).',
6571 name => 'quality level',
6572 type => 'int'
6573 }
6574 ]
6575 ],
6576 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6577 ignore => [
6578 'nrof',
6579 'title',
6580 'name_pl',
6581 'weight',
6582 'value',
6583 'material'
6584 ],
6585 name => 'Treasure',
6586 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.'
6587 },
6588 'Trigger Marker' => {
6589 attr => [
6590 [
6591 'no_pick',
6592 {
6593 type => 'fixed',
6594 value => 1
6595 }
6596 ],
6597 [
6598 'slaying',
6599 {
6600 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.',
6601 name => 'key string',
6602 type => 'string'
6603 }
6604 ],
6605 [
6606 'connected',
6607 {
6608 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6609 name => 'connection',
6610 type => 'int'
6611 }
6612 ],
6613 [
6614 'food',
6615 {
6616 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.',
6617 name => 'mark duration',
6618 type => 'int'
6619 }
6620 ],
6621 [
6622 'name',
6623 {
6624 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.',
6625 name => 'delete mark',
6626 type => 'string'
6627 }
6628 ],
6629 [
6630 'msg',
6631 {
6632 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.',
6633 end => 'endmsg',
6634 name => 'marking message',
6635 type => 'text'
6636 }
6637 ]
6638 ],
6639 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.',
6640 ignore => [
6641 $IGNORE_LIST{system_object}
6642 ],
6643 name => 'Trigger Marker',
6644 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.'
6645 },
6646 Wall => {
6647 attr => [
6648 [
6649 'move_block',
6650 {
6651 desc => 'Objects using these movement types cannot move over this space.',
6652 name => 'blocked movement',
6653 type => 'movement_type'
6654 }
6655 ],
6656 [
6657 'move_allow',
6658 {
6659 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6660 name => 'allowed movement',
6661 type => 'movement_type'
6662 }
6663 ],
6664 [
6665 'move_slow',
6666 {
6667 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6668 name => 'slowed movement',
6669 type => 'movement_type'
6670 }
6671 ],
6672 [
6673 'move_slow_penalty',
6674 {
6675 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)',
6676 name => 'slow movement penalty',
6677 type => 'int'
6678 }
6679 ],
6680 [
6681 'can_roll',
6682 {
6683 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6684 name => 'moveable',
6685 type => 'bool'
6686 }
6687 ],
6688 [
6689 'no_magic',
6690 {
6691 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6692 name => 'restrict spells',
6693 type => 'bool'
6694 }
6695 ],
6696 [
6697 'damned',
6698 {
6699 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6700 name => 'restrict prayers',
6701 type => 'bool'
6702 }
6703 ]
6704 ],
6705 desc => 'Walls usually block passage and sight.',
6706 ignore => [
6707 'nrof',
6708 'title',
6709 'name_pl',
6710 'value',
6711 'unpaid'
6712 ],
6713 name => 'Wall'
6714 },
6715 'Wand & Staff' => {
6716 attr => [
6717 [
6718 'sp',
6719 {
6720 desc => 'The <spell> specifies the contained spell.',
6721 name => 'spell',
6722 type => 'spell'
6723 }
6724 ],
6725 [
6726 'level',
6727 {
6728 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6729 name => 'casting level',
6730 type => 'int'
6731 }
6732 ],
6733 [
6734 'food',
6735 {
6736 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6737 name => 'number of charges',
6738 type => 'int'
6739 }
6740 ],
6741 [
6742 'startequip',
6743 {
6744 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6745 name => 'godgiven item',
6746 type => 'bool'
6747 }
6748 ],
6749 [
6750 'msg',
6751 {
6752 desc => 'This text may contain a description of the wand.',
6753 end => 'endmsg',
6754 name => 'description',
6755 type => 'text'
6756 }
6757 ]
6758 ],
6759 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.',
6760 name => 'Wand & Staff',
6761 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.'
6762 },
6763 'Weak Wall' => {
6764 attr => [
6765 [
6766 'alive',
6767 {
6768 type => 'fixed',
6769 value => 1
6770 }
6771 ],
6772 [
6773 'no_pick',
6774 {
6775 type => 'fixed',
6776 value => 1
6777 }
6778 ],
6779 [
6780 'tear_down',
6781 {
6782 type => 'fixed',
6783 value => 1
6784 }
6785 ],
6786 [
6787 'race',
6788 {
6789 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.',
6790 name => 'race',
6791 type => 'string'
6792 }
6793 ],
6794 [
6795 'level',
6796 {
6797 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.',
6798 name => 'level',
6799 type => 'int'
6800 }
6801 ],
6802 [
6803 'hp',
6804 {
6805 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.',
6806 name => 'health points',
6807 type => 'int'
6808 }
6809 ],
6810 [
6811 'maxhp',
6812 {
6813 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.',
6814 name => 'max health',
6815 type => 'int'
6816 }
6817 ],
6818 [
6819 'ac',
6820 {
6821 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6822 name => 'armour class',
6823 type => 'int'
6824 }
6825 ]
6826 ],
6827 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.',
6828 ignore => [
6829 $IGNORE_LIST{non_pickable}
6830 ],
6831 name => 'Weak Wall',
6832 section => [
6833 [
6834 'resistance',
6835 [
6836 [
6837 'resist_physical',
6838 {
6839 name => 'resist physical %',
6840 type => 'int'
6841 }
6842 ],
6843 [
6844 'resist_magic',
6845 {
6846 name => 'resist magic %',
6847 type => 'int'
6848 }
6849 ],
6850 [
6851 'resist_fire',
6852 {
6853 name => 'resist fire %',
6854 type => 'int'
6855 }
6856 ],
6857 [
6858 'resist_electricity',
6859 {
6860 name => 'resist electricity %',
6861 type => 'int'
6862 }
6863 ],
6864 [
6865 'resist_cold',
6866 {
6867 name => 'resist cold %',
6868 type => 'int'
6869 }
6870 ],
6871 [
6872 'resist_confusion',
6873 {
6874 name => 'resist confusion %',
6875 type => 'int'
6876 }
6877 ],
6878 [
6879 'resist_acid',
6880 {
6881 name => 'resist acid %',
6882 type => 'int'
6883 }
6884 ],
6885 [
6886 'resist_drain',
6887 {
6888 name => 'resist draining %',
6889 type => 'int'
6890 }
6891 ],
6892 [
6893 'resist_weaponmagic',
6894 {
6895 name => 'resist weaponmagic %',
6896 type => 'int'
6897 }
6898 ],
6899 [
6900 'resist_ghosthit',
6901 {
6902 name => 'resist ghosthit %',
6903 type => 'int'
6904 }
6905 ],
6906 [
6907 'resist_poison',
6908 {
6909 name => 'resist poison %',
6910 type => 'int'
6911 }
6912 ],
6913 [
6914 'resist_slow',
6915 {
6916 name => 'resist slow %',
6917 type => 'int'
6918 }
6919 ],
6920 [
6921 'resist_paralyze',
6922 {
6923 name => 'resist paralyze %',
6924 type => 'int'
6925 }
6926 ],
6927 [
6928 'resist_fear',
6929 {
6930 name => 'resist fear %',
6931 type => 'int'
6932 }
6933 ],
6934 [
6935 'resist_deplete',
6936 {
6937 name => 'resist depletion %',
6938 type => 'int'
6939 }
6940 ],
6941 [
6942 'resist_turn_undead',
6943 {
6944 name => 'resist turn undead %',
6945 type => 'int'
6946 }
6947 ],
6948 [
6949 'resist_death',
6950 {
6951 name => 'resist death-attack %',
6952 type => 'int'
6953 }
6954 ],
6955 [
6956 'resist_chaos',
6957 {
6958 name => 'resist chaos %',
6959 type => 'int'
6960 }
6961 ],
6962 [
6963 'resist_blind',
6964 {
6965 name => 'resist blinding %',
6966 type => 'int'
6967 }
6968 ],
6969 [
6970 'resist_holyword',
6971 {
6972 name => 'resist holy power %',
6973 type => 'int'
6974 }
6975 ],
6976 [
6977 'resist_godpower',
6978 {
6979 name => 'resist godpower %',
6980 type => 'int'
6981 }
6982 ]
6983 ]
6984 ]
6985 ],
6986 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.'
6987 },
6988 Weapon => {
6989 attr => [
6990 [
6991 'attacktype',
6992 {
6993 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.',
6994 name => 'attacktype',
6995 type => 'bitmask',
6996 value => $BITMASK{attacktype}
6997 }
6998 ],
6999 [
7000 'weapontype',
7001 {
7002 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.',
7003 name => 'weapontype',
7004 type => 'list',
7005 value => $LIST{weapon_type}
7006 }
7007 ],
7008 [
7009 'skill',
7010 {
7011 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7012 name => 'skill name',
7013 type => 'string'
7014 }
7015 ],
7016 [
7017 'dam',
7018 {
7019 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.',
7020 name => 'damage',
7021 type => 'int'
7022 }
7023 ],
7024 [
7025 'slaying',
7026 {
7027 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.',
7028 name => 'slaying race',
7029 type => 'string'
7030 }
7031 ],
7032 [
7033 'last_sp',
7034 {
7035 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.',
7036 name => 'weapon speed',
7037 type => 'int'
7038 }
7039 ],
7040 [
7041 'wc',
7042 {
7043 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.',
7044 name => 'weapon class',
7045 type => 'int'
7046 }
7047 ],
7048 [
7049 'magic',
7050 {
7051 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.',
7052 name => 'magic bonus',
7053 type => 'int'
7054 }
7055 ],
7056 [
7057 'item_power',
7058 {
7059 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>.',
7060 name => 'item power',
7061 type => 'int'
7062 }
7063 ],
7064 [
7065 'damned',
7066 {
7067 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7068 name => 'damnation',
7069 type => 'bool'
7070 }
7071 ],
7072 [
7073 'cursed',
7074 {
7075 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7076 name => 'curse',
7077 type => 'bool'
7078 }
7079 ],
7080 [
7081 'lifesave',
7082 {
7083 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!',
7084 name => 'save life',
7085 type => 'bool'
7086 }
7087 ],
7088 [
7089 'unique',
7090 {
7091 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7092 name => 'unique item',
7093 type => 'bool'
7094 }
7095 ],
7096 [
7097 'startequip',
7098 {
7099 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7100 name => 'godgiven item',
7101 type => 'bool'
7102 }
7103 ],
7104 [
7105 'msg',
7106 {
7107 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7108 end => 'endmsg',
7109 name => 'description',
7110 type => 'text'
7111 }
7112 ]
7113 ],
7114 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.',
7115 name => 'Weapon',
7116 section => [
7117 [
7118 'resistance',
7119 [
7120 [
7121 'resist_physical',
7122 {
7123 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.',
7124 name => 'resist physical %',
7125 type => 'int'
7126 }
7127 ],
7128 [
7129 'resist_magic',
7130 {
7131 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.',
7132 name => 'resist magic %',
7133 type => 'int'
7134 }
7135 ],
7136 [
7137 'resist_fire',
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 fire %',
7141 type => 'int'
7142 }
7143 ],
7144 [
7145 'resist_electricity',
7146 {
7147 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.',
7148 name => 'resist electricity %',
7149 type => 'int'
7150 }
7151 ],
7152 [
7153 'resist_cold',
7154 {
7155 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.',
7156 name => 'resist cold %',
7157 type => 'int'
7158 }
7159 ],
7160 [
7161 'resist_confusion',
7162 {
7163 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).',
7164 name => 'resist confusion %',
7165 type => 'int'
7166 }
7167 ],
7168 [
7169 'resist_acid',
7170 {
7171 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.',
7172 name => 'resist acid %',
7173 type => 'int'
7174 }
7175 ],
7176 [
7177 'resist_drain',
7178 {
7179 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).',
7180 name => 'resist draining %',
7181 type => 'int'
7182 }
7183 ],
7184 [
7185 'resist_weaponmagic',
7186 {
7187 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.',
7188 name => 'resist weaponmagic %',
7189 type => 'int'
7190 }
7191 ],
7192 [
7193 'resist_ghosthit',
7194 {
7195 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.',
7196 name => 'resist ghosthit %',
7197 type => 'int'
7198 }
7199 ],
7200 [
7201 'resist_poison',
7202 {
7203 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.',
7204 name => 'resist poison %',
7205 type => 'int'
7206 }
7207 ],
7208 [
7209 'resist_slow',
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 slow %',
7213 type => 'int'
7214 }
7215 ],
7216 [
7217 'resist_paralyze',
7218 {
7219 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).',
7220 name => 'resist paralyze %',
7221 type => 'int'
7222 }
7223 ],
7224 [
7225 'resist_fear',
7226 {
7227 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.',
7228 name => 'resist fear %',
7229 type => 'int'
7230 }
7231 ],
7232 [
7233 'resist_deplete',
7234 {
7235 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).',
7236 name => 'resist depletion %',
7237 type => 'int'
7238 }
7239 ],
7240 [
7241 'resist_death',
7242 {
7243 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!',
7244 name => 'resist death-attack %',
7245 type => 'int'
7246 }
7247 ],
7248 [
7249 'resist_chaos',
7250 {
7251 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.',
7252 name => 'resist chaos %',
7253 type => 'int'
7254 }
7255 ],
7256 [
7257 'resist_blind',
7258 {
7259 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.',
7260 name => 'resist blinding %',
7261 type => 'int'
7262 }
7263 ],
7264 [
7265 'resist_holyword',
7266 {
7267 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.',
7268 name => 'resist holy power %',
7269 type => 'int'
7270 }
7271 ]
7272 ]
7273 ],
7274 [
7275 'stats',
7276 [
7277 [
7278 'Str',
7279 {
7280 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
7281 name => 'strength',
7282 type => 'int'
7283 }
7284 ],
7285 [
7286 'Dex',
7287 {
7288 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
7289 name => 'dexterity',
7290 type => 'int'
7291 }
7292 ],
7293 [
7294 'Con',
7295 {
7296 desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
7297 name => 'constitution',
7298 type => 'int'
7299 }
7300 ],
7301 [
7302 'Int',
7303 {
7304 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
7305 name => 'intelligence',
7306 type => 'int'
7307 }
7308 ],
7309 [
7310 'Pow',
7311 {
7312 desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
7313 name => 'power',
7314 type => 'int'
7315 }
7316 ],
7317 [
7318 'Wis',
7319 {
7320 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
7321 name => 'wisdom',
7322 type => 'int'
7323 }
7324 ],
7325 [
7326 'Cha',
7327 {
7328 desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
7329 name => 'charisma',
7330 type => 'int'
7331 }
7332 ]
7333 ]
7334 ],
7335 [
7336 'misc',
7337 [
7338 [
7339 'luck',
7340 {
7341 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.',
7342 name => 'luck bonus',
7343 type => 'int'
7344 }
7345 ],
7346 [
7347 'hp',
7348 {
7349 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7350 name => 'health regen.',
7351 type => 'int'
7352 }
7353 ],
7354 [
7355 'sp',
7356 {
7357 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7358 name => 'mana regen.',
7359 type => 'int'
7360 }
7361 ],
7362 [
7363 'grace',
7364 {
7365 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!!',
7366 name => 'grace regen.',
7367 type => 'int'
7368 }
7369 ],
7370 [
7371 'food',
7372 {
7373 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.',
7374 name => 'food bonus',
7375 type => 'int'
7376 }
7377 ],
7378 [
7379 'xrays',
7380 {
7381 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.',
7382 name => 'xray vision',
7383 type => 'bool'
7384 }
7385 ],
7386 [
7387 'stealth',
7388 {
7389 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)',
7390 name => 'stealth',
7391 type => 'bool'
7392 }
7393 ],
7394 [
7395 'reflect_spell',
7396 {
7397 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!',
7398 name => 'reflect spells',
7399 type => 'bool'
7400 }
7401 ],
7402 [
7403 'reflect_missile',
7404 {
7405 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.',
7406 name => 'reflect missiles',
7407 type => 'bool'
7408 }
7409 ],
7410 [
7411 'path_attuned',
7412 {
7413 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7414 name => 'attuned paths',
7415 type => 'bitmask',
7416 value => $BITMASK{spellpath}
7417 }
7418 ],
7419 [
7420 'path_repelled',
7421 {
7422 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7423 name => 'repelled paths',
7424 type => 'bitmask',
7425 value => $BITMASK{spellpath}
7426 }
7427 ],
7428 [
7429 'path_denied',
7430 {
7431 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7432 name => 'denied paths',
7433 type => 'bitmask',
7434 value => $BITMASK{spellpath}
7435 }
7436 ]
7437 ]
7438 ]
7439 ],
7440 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.'
7441 }
7442 );
7443
7444 our %ATTR = (
7445 3 => $TYPE{Rod},
7446 4 => $TYPE{Treasure},
7447 5 => $TYPE{Potion},
7448 6 => $TYPE{Food},
7449 7 => $TYPE{'Poison Food'},
7450 8 => $TYPE{Book},
7451 9 => $TYPE{Clock},
7452 13 => $TYPE{Projectile},
7453 14 => $TYPE{'Shooting Weapon'},
7454 15 => $TYPE{Weapon},
7455 16 => $TYPE{'Brestplate Armour'},
7456 17 => $TYPE{Pedestal},
7457 18 => $TYPE{Altar},
7458 20 => $TYPE{'Locked Door'},
7459 21 => $TYPE{'Special Key'},
7460 23 => $TYPE{Door},
7461 24 => $TYPE{Key},
7462 26 => $TYPE{'Timed Gate'},
7463 27 => $TYPE{'Handle Trigger'},
7464 28 => $TYPE{'Monster (Grimreaper)'},
7465 29 => $TYPE{'Magic Ear'},
7466 30 => $TYPE{'Button Trigger'},
7467 31 => $TYPE{'Altar Trigger'},
7468 33 => $TYPE{Shield},
7469 34 => $TYPE{Helmet},
7470 35 => $TYPE{Horn},
7471 36 => $TYPE{Money},
7472 37 => $TYPE{'Class Changer'},
7473 39 => $TYPE{Amulet},
7474 40 => $TYPE{Mover},
7475 41 => $TYPE{Teleporter},
7476 42 => $TYPE{Creator},
7477 43 => $TYPE{Skill},
7478 51 => $TYPE{Detector},
7479 52 => $TYPE{'Trigger Marker'},
7480 55 => $TYPE{Marker},
7481 56 => $TYPE{'Holy Altar'},
7482 58 => $TYPE{Battleground},
7483 60 => $TYPE{Jewel},
7484 62 => $TYPE{'Magic Wall'},
7485 64 => $TYPE{'Inventory Checker'},
7486 65 => $TYPE{'Mood Floor'},
7487 66 => $TYPE{Exit},
7488 67 => $TYPE{'Floor (Encounter)'},
7489 68 => $TYPE{'Shop Floor'},
7490 69 => $TYPE{'Shop Mat'},
7491 70 => $TYPE{Ring},
7492 72 => $TYPE{Flesh},
7493 73 => $TYPE{Inorganic},
7494 83 => $TYPE{Duplicator},
7495 85 => $TYPE{Spellbook},
7496 87 => $TYPE{Cloak},
7497 88 => $TYPE{'Hazard Floor'},
7498 90 => $TYPE{Spinner},
7499 91 => $TYPE{Gate},
7500 92 => $TYPE{Button},
7501 93 => $TYPE{Handle},
7502 94 => $TYPE{Pit},
7503 95 => $TYPE{Trapdoor},
7504 98 => $TYPE{'Sign & MagicMouth'},
7505 99 => $TYPE{Boots},
7506 100 => $TYPE{Gloves},
7507 101 => $TYPE{Spell},
7508 103 => $TYPE{Converter},
7509 104 => $TYPE{Bracers},
7510 106 => $TYPE{Savebed},
7511 109 => $TYPE{'Wand & Staff'},
7512 110 => $TYPE{Ability},
7513 111 => $TYPE{Scroll},
7514 112 => $TYPE{Director},
7515 113 => $TYPE{Girdle},
7516 116 => $TYPE{'Event Connector'},
7517 122 => $TYPE{Container},
7518 130 => $TYPE{'Skill Scroll'},
7519 138 => $TYPE{Swamp},
7520 150 => $TYPE{'Shop Inventory'},
7521 154 => $TYPE{Rune},
7522 155 => $TYPE{Trap},
7523 156 => $TYPE{'Power Crystal'},
7524 158 => $TYPE{Disease},
7525 163 => $TYPE{'Item Transformer'},
7526 165 => $TYPE{'Safe ground (CF+)'}
7527 );
7528
7529 our %TYPENAME = (
7530 0 => '*NONE*',
7531 1 => 'PLAYER',
7532 2 => 'TRANSPORT',
7533 3 => 'ROD',
7534 4 => 'TREASURE',
7535 5 => 'POTION',
7536 6 => 'FOOD',
7537 7 => 'POISON',
7538 8 => 'BOOK',
7539 9 => 'CLOCK',
7540 12 => 'LIGHTNING',
7541 13 => 'ARROW',
7542 14 => 'BOW',
7543 15 => 'WEAPON',
7544 16 => 'ARMOUR',
7545 17 => 'PEDESTAL',
7546 18 => 'ALTAR',
7547 20 => 'LOCKED_DOOR',
7548 21 => 'SPECIAL_KEY',
7549 22 => 'MAP',
7550 23 => 'DOOR',
7551 24 => 'KEY',
7552 26 => 'TIMED_GATE',
7553 27 => 'TRIGGER',
7554 28 => 'GRIMREAPER',
7555 29 => 'MAGIC_EAR',
7556 30 => 'TRIGGER_BUTTON',
7557 31 => 'TRIGGER_ALTAR',
7558 32 => 'TRIGGER_PEDESTAL',
7559 33 => 'SHIELD',
7560 34 => 'HELMET',
7561 35 => 'HORN',
7562 36 => 'MONEY',
7563 37 => 'CLASS',
7564 38 => 'GRAVESTONE',
7565 39 => 'AMULET',
7566 40 => 'PLAYERMOVER',
7567 41 => 'TELEPORTER',
7568 42 => 'CREATOR',
7569 43 => 'SKILL',
7570 44 => 'EXPERIENCE',
7571 45 => 'EARTHWALL',
7572 46 => 'GOLEM',
7573 48 => 'THROWN_OBJ',
7574 49 => 'BLINDNESS',
7575 50 => 'GOD',
7576 51 => 'DETECTOR',
7577 52 => 'TRIGGER_MARKER',
7578 53 => 'DEAD_OBJECT',
7579 54 => 'DRINK',
7580 55 => 'MARKER',
7581 56 => 'HOLY_ALTAR',
7582 57 => 'PLAYER_CHANGER',
7583 58 => 'BATTLEGROUND',
7584 59 => 'PEACEMAKER',
7585 60 => 'GEM',
7586 62 => 'FIREWALL',
7587 63 => 'ANVIL',
7588 64 => 'CHECK_INV',
7589 65 => 'MOOD_FLOOR',
7590 66 => 'EXIT',
7591 67 => 'ENCOUNTER',
7592 68 => 'SHOP_FLOOR',
7593 69 => 'SHOP_MAT',
7594 70 => 'RING',
7595 71 => 'FLOOR',
7596 72 => 'FLESH',
7597 73 => 'INORGANIC',
7598 74 => 'SKILL_TOOL',
7599 75 => 'LIGHTER',
7600 76 => 'TRAP_PART',
7601 77 => 'WALL',
7602 78 => 'LIGHT_SOURCE',
7603 79 => 'MISC_OBJECT',
7604 80 => 'MONSTER',
7605 81 => 'SPAWN_GENERATOR',
7606 82 => 'LAMP',
7607 83 => 'DUPLICATOR',
7608 84 => 'TOOL',
7609 85 => 'SPELLBOOK',
7610 86 => 'BUILDFAC',
7611 87 => 'CLOAK',
7612 90 => 'SPINNER',
7613 91 => 'GATE',
7614 92 => 'BUTTON',
7615 93 => 'CF_HANDLE',
7616 94 => 'HOLE',
7617 95 => 'TRAPDOOR',
7618 98 => 'SIGN',
7619 99 => 'BOOTS',
7620 100 => 'GLOVES',
7621 101 => 'SPELL',
7622 102 => 'SPELL_EFFECT',
7623 103 => 'CONVERTER',
7624 104 => 'BRACERS',
7625 105 => 'POISONING',
7626 106 => 'SAVEBED',
7627 107 => 'POISONCLOUD',
7628 108 => 'FIREHOLES',
7629 109 => 'WAND',
7630 111 => 'SCROLL',
7631 112 => 'DIRECTOR',
7632 113 => 'GIRDLE',
7633 114 => 'FORCE',
7634 115 => 'POTION_EFFECT',
7635 116 => 'EVENT_CONNECTOR',
7636 121 => 'CLOSE_CON',
7637 122 => 'CONTAINER',
7638 123 => 'ARMOUR_IMPROVER',
7639 124 => 'WEAPON_IMPROVER',
7640 130 => 'SKILLSCROLL',
7641 138 => 'DEEP_SWAMP',
7642 139 => 'IDENTIFY_ALTAR',
7643 150 => 'MENU',
7644 154 => 'RUNE',
7645 155 => 'TRAP',
7646 156 => 'POWER_CRYSTAL',
7647 157 => 'CORPSE',
7648 158 => 'DISEASE',
7649 159 => 'SYMPTOM',
7650 160 => 'BUILDER',
7651 161 => 'MATERIAL',
7652 162 => 'GPS',
7653 163 => 'ITEM_TRANSFORMER',
7654 164 => 'QUEST'
7655 );
7656
7657 our %SPELL = (
7658 0 => 'magic bullet',
7659 1 => 'small fireball',
7660 2 => 'medium fireball',
7661 3 => 'large fireball',
7662 4 => 'burning hands',
7663 5 => 'small lightning',
7664 6 => 'large lightning',
7665 7 => 'magic missile',
7666 8 => 'create bomb',
7667 9 => 'summon golem',
7668 10 => 'summon fire elemental',
7669 11 => 'summon earth elemental',
7670 12 => 'summon water elemental',
7671 13 => 'summon air elemental',
7672 14 => 'dimension door',
7673 15 => 'create earth wall',
7674 16 => 'paralyze',
7675 17 => 'icestorm',
7676 18 => 'magic mapping',
7677 19 => 'turn undead',
7678 20 => 'fear',
7679 21 => 'poison cloud',
7680 22 => 'wonder',
7681 23 => 'destruction',
7682 24 => 'perceive self',
7683 25 => 'word of recall',
7684 26 => 'invisible',
7685 27 => 'invisible to undead',
7686 28 => 'probe',
7687 29 => 'large bullet',
7688 30 => 'improved invisibility',
7689 31 => 'holy word',
7690 32 => 'minor healing',
7691 33 => 'medium healing',
7692 34 => 'major healing',
7693 35 => 'heal',
7694 36 => 'create food',
7695 37 => 'earth to dust',
7696 38 => 'armour',
7697 39 => 'strength',
7698 40 => 'dexterity',
7699 41 => 'constitution',
7700 42 => 'charisma',
7701 43 => 'create fire wall',
7702 44 => 'create frost wall',
7703 45 => 'protection from cold',
7704 46 => 'protection from electricity',
7705 47 => 'protection from fire',
7706 48 => 'protection from poison',
7707 49 => 'protection from slow',
7708 50 => 'protection from paralysis',
7709 51 => 'protection from draining',
7710 52 => 'protection from magic',
7711 53 => 'protection from attack',
7712 54 => 'levitate',
7713 55 => 'small speedball',
7714 56 => 'large speedball',
7715 57 => 'hellfire',
7716 58 => 'dragonbreath',
7717 59 => 'large icestorm',
7718 60 => 'charging',
7719 61 => 'polymorph',
7720 62 => 'cancellation',
7721 63 => 'confusion',
7722 64 => 'mass confusion',
7723 65 => 'summon pet monster',
7724 66 => 'slow',
7725 67 => 'regenerate spellpoints',
7726 68 => 'cure poison',
7727 69 => 'protection from confusion',
7728 70 => 'protection from cancellation',
7729 71 => 'protection from depletion',
7730 72 => 'alchemy',
7731 73 => 'remove curse',
7732 74 => 'remove damnation',
7733 75 => 'identify',
7734 76 => 'detect magic',
7735 77 => 'detect monster',
7736 78 => 'detect evil',
7737 79 => 'detect curse',
7738 80 => 'heroism',
7739 81 => 'aggravation',
7740 82 => 'firebolt',
7741 83 => 'frostbolt',
7742 84 => 'shockwave',
7743 85 => 'color spray',
7744 86 => 'haste',
7745 87 => 'face of death',
7746 88 => 'ball lightning',
7747 89 => 'meteor swarm',
7748 90 => 'comet',
7749 91 => 'mystic fist',
7750 92 => 'raise dead',
7751 93 => 'resurrection',
7752 94 => 'reincarnation',
7753 95 => 'immunity to cold',
7754 96 => 'immunity to electricity',
7755 97 => 'immunity to fire',
7756 98 => 'immunity to poison',
7757 99 => 'immunity to slow',
7758 100 => 'immunity to paralysis',
7759 101 => 'immunity to draining',
7760 102 => 'immunity to magic',
7761 103 => 'immunity to attack',
7762 104 => 'invulnerability',
7763 105 => 'defense',
7764 106 => 'rune of fire',
7765 107 => 'rune of frost',
7766 108 => 'rune of shocking',
7767 109 => 'rune of blasting',
7768 110 => 'rune of death',
7769 111 => 'marking rune',
7770 112 => 'build director',
7771 113 => 'create pool of chaos',
7772 114 => 'build bullet wall',
7773 115 => 'build lightning wall',
7774 116 => 'build fireball wall',
7775 117 => 'magic rune',
7776 118 => 'rune of magic drain',
7777 119 => 'antimagic rune',
7778 120 => 'rune of transferrence',
7779 121 => 'transferrence',
7780 122 => 'magic drain',
7781 123 => 'counterspell',
7782 124 => 'disarm',
7783 125 => 'cure confusion',
7784 126 => 'restoration',
7785 127 => 'summon evil monster',
7786 128 => 'counterwall',
7787 129 => 'cause light wounds',
7788 130 => 'cause medium wounds',
7789 131 => 'cause serious wounds',
7790 132 => 'charm monsters',
7791 133 => 'banishment',
7792 134 => 'create missile',
7793 135 => 'show invisible',
7794 136 => 'xray',
7795 137 => 'pacify',
7796 138 => 'summon fog',
7797 139 => 'steambolt',
7798 140 => 'command undead',
7799 141 => 'holy orb',
7800 142 => 'summon avatar',
7801 143 => 'holy possession',
7802 144 => 'bless',
7803 145 => 'curse',
7804 146 => 'regeneration',
7805 147 => 'consecrate',
7806 148 => 'summon cult monsters',
7807 149 => 'cause critical wounds',
7808 150 => 'holy wrath',
7809 151 => 'retributive strike',
7810 152 => 'finger of death',
7811 153 => 'insect plague',
7812 154 => 'call holy servant',
7813 155 => 'wall of thorns',
7814 156 => 'staff to snake',
7815 157 => 'light',
7816 158 => 'darkness',
7817 159 => 'nightfall',
7818 160 => 'daylight',
7819 161 => 'sunspear',
7820 162 => 'faery fire',
7821 163 => 'cure blindness',
7822 164 => 'dark vision',
7823 165 => 'bullet swarm',
7824 166 => 'bullet storm',
7825 167 => 'cause many wounds',
7826 168 => 'small snowstorm',
7827 169 => 'medium snowstorm',
7828 170 => 'large snowstorm',
7829 171 => 'cure disease',
7830 172 => 'cause red death',
7831 173 => 'cause flu',
7832 174 => 'cause black death',
7833 175 => 'cause leprosy',
7834 176 => 'cause smallpox',
7835 177 => 'cause white death',
7836 178 => 'cause anthrax',
7837 179 => 'cause typhoid',
7838 180 => 'mana blast',
7839 181 => 'small manaball',
7840 182 => 'medium manaball',
7841 183 => 'large manaball',
7842 184 => 'mana bolt',
7843 185 => 'dancing sword',
7844 186 => 'animate weapon',
7845 187 => 'cause cold',
7846 188 => 'divine shock',
7847 189 => 'windstorm',
7848 190 => 'sanctuary',
7849 191 => 'peace',
7850 192 => 'spiderweb',
7851 193 => 'conflict',
7852 194 => 'rage',
7853 195 => 'forked lightning',
7854 196 => 'poison fog',
7855 197 => 'flaming aura',
7856 198 => 'vitriol',
7857 199 => 'vitriol splash',
7858 200 => 'ironwood skin',
7859 201 => 'wrathful eye',
7860 202 => 'town portal',
7861 203 => 'missile swarm',
7862 204 => 'cause rabies',
7863 205 => 'glyph'
7864 );
7865
7866
7867 =head1 AUTHOR
7868
7869 Marc Lehmann <schmorp.de>
7870 http://home.schmorp.de/
7871
7872 The source files are part of the CFJavaEditor.
7873
7874 =cut
7875
7876 1