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/cvs/deliantra/Deliantra/Deliantra/Data.pm
Revision: 1.33
Committed: Sun Aug 19 17:18:59 2007 UTC (16 years, 9 months ago) by elmex
Branch: MAIN
CVS Tags: rel-1_0
Changes since 1.32: +576 -217 lines
Log Message:
reengineered the resistancies in the types.xml and gave skill tools
stats and resistancies attributes.

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 'stats',
734 [
735 [
736 'Str',
737 {
738 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.',
739 name => 'strength',
740 type => 'int'
741 }
742 ],
743 [
744 'Dex',
745 {
746 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.',
747 name => 'dexterity',
748 type => 'int'
749 }
750 ],
751 [
752 'Con',
753 {
754 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.',
755 name => 'constitution',
756 type => 'int'
757 }
758 ],
759 [
760 'Int',
761 {
762 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.',
763 name => 'intelligence',
764 type => 'int'
765 }
766 ],
767 [
768 'Pow',
769 {
770 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.',
771 name => 'power',
772 type => 'int'
773 }
774 ],
775 [
776 'Wis',
777 {
778 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.',
779 name => 'wisdom',
780 type => 'int'
781 }
782 ],
783 [
784 'Cha',
785 {
786 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.',
787 name => 'charisma',
788 type => 'int'
789 }
790 ]
791 ]
792 ],
793 [
794 'resistance',
795 [
796 [
797 'resist_physical',
798 {
799 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!',
800 name => 'resist physical %',
801 type => 'int'
802 }
803 ],
804 [
805 'resist_magic',
806 {
807 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!',
808 name => 'resist magic %',
809 type => 'int'
810 }
811 ],
812 [
813 'resist_fire',
814 {
815 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!',
816 name => 'resist fire %',
817 type => 'int'
818 }
819 ],
820 [
821 'resist_electricity',
822 {
823 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!',
824 name => 'resist electricity %',
825 type => 'int'
826 }
827 ],
828 [
829 'resist_cold',
830 {
831 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!',
832 name => 'resist cold %',
833 type => 'int'
834 }
835 ],
836 [
837 'resist_acid',
838 {
839 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!',
840 name => 'resist acid %',
841 type => 'int'
842 }
843 ],
844 [
845 'resist_confusion',
846 {
847 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!',
848 name => 'resist confusion %',
849 type => 'int'
850 }
851 ],
852 [
853 'resist_weaponmagic',
854 {
855 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!',
856 name => 'resist weaponmagic %',
857 type => 'int'
858 }
859 ],
860 [
861 'resist_ghosthit',
862 {
863 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!',
864 name => 'resist ghosthit %',
865 type => 'int'
866 }
867 ],
868 [
869 'resist_slow',
870 {
871 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!',
872 name => 'resist slow %',
873 type => 'int'
874 }
875 ],
876 [
877 'resist_fear',
878 {
879 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!',
880 name => 'resist fear %',
881 type => 'int'
882 }
883 ],
884 [
885 'resist_death',
886 {
887 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!',
888 name => 'resist death-attack %',
889 type => 'int'
890 }
891 ],
892 [
893 'resist_chaos',
894 {
895 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!',
896 name => 'resist chaos %',
897 type => 'int'
898 }
899 ],
900 [
901 'resist_blind',
902 {
903 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!',
904 name => 'resist blinding %',
905 type => 'int'
906 }
907 ],
908 [
909 'resist_holyword',
910 {
911 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!',
912 name => 'resist holy power %',
913 type => 'int'
914 }
915 ],
916 [
917 'resist_godpower',
918 {
919 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!',
920 name => 'resist godpower %',
921 type => 'int'
922 }
923 ],
924 [
925 'resist_paralyze',
926 {
927 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!',
928 name => 'resist paralyze %',
929 type => 'int'
930 }
931 ],
932 [
933 'resist_drain',
934 {
935 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!',
936 name => 'resist draining %',
937 type => 'int'
938 }
939 ],
940 [
941 'resist_deplete',
942 {
943 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!',
944 name => 'resist depletion %',
945 type => 'int'
946 }
947 ],
948 [
949 'resist_poison',
950 {
951 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!',
952 name => 'resist poison %',
953 type => 'int'
954 }
955 ]
956 ]
957 ],
958 [
959 'misc',
960 [
961 [
962 'luck',
963 {
964 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.',
965 name => 'luck bonus',
966 type => 'int'
967 }
968 ],
969 [
970 'hp',
971 {
972 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
973 name => 'health regen.',
974 type => 'int'
975 }
976 ],
977 [
978 'sp',
979 {
980 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
981 name => 'mana regen.',
982 type => 'int'
983 }
984 ],
985 [
986 'grace',
987 {
988 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!!',
989 name => 'grace regen.',
990 type => 'int'
991 }
992 ],
993 [
994 'food',
995 {
996 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.',
997 name => 'food bonus',
998 type => 'int'
999 }
1000 ],
1001 [
1002 'xrays',
1003 {
1004 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.',
1005 name => 'xray vision',
1006 type => 'bool'
1007 }
1008 ],
1009 [
1010 'stealth',
1011 {
1012 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)',
1013 name => 'stealth',
1014 type => 'bool'
1015 }
1016 ],
1017 [
1018 'reflect_spell',
1019 {
1020 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!',
1021 name => 'reflect spells',
1022 type => 'bool'
1023 }
1024 ],
1025 [
1026 'reflect_missile',
1027 {
1028 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.',
1029 name => 'reflect missiles',
1030 type => 'bool'
1031 }
1032 ],
1033 [
1034 'move_type',
1035 {
1036 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1037 name => 'movement type',
1038 type => 'movement_type'
1039 }
1040 ],
1041 [
1042 'path_attuned',
1043 {
1044 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1045 name => 'attuned paths',
1046 type => 'bitmask',
1047 value => $BITMASK{spellpath}
1048 }
1049 ],
1050 [
1051 'path_repelled',
1052 {
1053 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1054 name => 'repelled paths',
1055 type => 'bitmask',
1056 value => $BITMASK{spellpath}
1057 }
1058 ],
1059 [
1060 'path_denied',
1061 {
1062 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1063 name => 'denied paths',
1064 type => 'bitmask',
1065 value => $BITMASK{spellpath}
1066 }
1067 ]
1068 ]
1069 ]
1070 ],
1071 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1072 },
1073 Battleground => {
1074 attr => [
1075 [
1076 'no_pick',
1077 {
1078 type => 'fixed',
1079 value => 1
1080 }
1081 ],
1082 [
1083 'is_floor',
1084 {
1085 type => 'fixed',
1086 value => 1
1087 }
1088 ],
1089 [
1090 'hp',
1091 {
1092 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1093 name => 'destination X',
1094 type => 'int'
1095 }
1096 ],
1097 [
1098 'sp',
1099 {
1100 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1101 name => 'destination Y',
1102 type => 'int'
1103 }
1104 ]
1105 ],
1106 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.',
1107 ignore => [
1108 $IGNORE_LIST{non_pickable}
1109 ],
1110 name => 'Battleground',
1111 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.)'
1112 },
1113 Book => {
1114 attr => [
1115 [
1116 'level',
1117 {
1118 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.',
1119 name => 'literacy level',
1120 type => 'int'
1121 }
1122 ],
1123 [
1124 'startequip',
1125 {
1126 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1127 name => 'godgiven item',
1128 type => 'bool'
1129 }
1130 ],
1131 [
1132 'unique',
1133 {
1134 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1135 name => 'unique item',
1136 type => 'bool'
1137 }
1138 ],
1139 [
1140 'msg',
1141 {
1142 desc => 'This is the text that appears "written" in the book.',
1143 end => 'endmsg',
1144 name => 'book content',
1145 type => 'text'
1146 }
1147 ],
1148 [
1149 'slaying',
1150 {
1151 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)',
1152 name => 'key string',
1153 type => 'string'
1154 }
1155 ]
1156 ],
1157 desc => 'Applying a book, the containing message is displayed to the player.',
1158 name => 'Book'
1159 },
1160 Boots => {
1161 attr => [
1162 [
1163 'exp',
1164 {
1165 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.',
1166 name => 'speed bonus',
1167 type => 'int'
1168 }
1169 ],
1170 [
1171 'magic',
1172 {
1173 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>.',
1174 name => 'magic bonus',
1175 type => 'int'
1176 }
1177 ]
1178 ],
1179 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1180 import => [
1181 'Amulet'
1182 ],
1183 name => 'Boots',
1184 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1185 },
1186 Bracers => {
1187 attr => [
1188 [
1189 'magic',
1190 {
1191 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.',
1192 name => 'magic bonus',
1193 type => 'int'
1194 }
1195 ]
1196 ],
1197 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.',
1198 import => [
1199 'Amulet'
1200 ],
1201 name => 'Bracers',
1202 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1203 },
1204 'Brestplate Armour' => {
1205 attr => [
1206 [
1207 'last_heal',
1208 {
1209 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1210 name => 'spellpoint penalty',
1211 type => 'int'
1212 }
1213 ],
1214 [
1215 'last_sp',
1216 {
1217 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1218 name => 'slowdown penalty',
1219 type => 'int'
1220 }
1221 ],
1222 [
1223 'magic',
1224 {
1225 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.',
1226 name => 'magic bonus',
1227 type => 'int'
1228 }
1229 ]
1230 ],
1231 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1232 import => [
1233 'Amulet'
1234 ],
1235 name => 'Brestplate Armour',
1236 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1237 },
1238 Button => {
1239 attr => [
1240 [
1241 'move_on',
1242 {
1243 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1244 name => 'movement type',
1245 type => 'movement_type'
1246 }
1247 ],
1248 [
1249 'move_off',
1250 {
1251 desc => 'Which movement types deactivate this object (e.g. button).',
1252 name => 'movement type',
1253 type => 'movement_type'
1254 }
1255 ],
1256 [
1257 'no_pick',
1258 {
1259 type => 'fixed',
1260 value => 1
1261 }
1262 ],
1263 [
1264 'weight',
1265 {
1266 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1267 name => 'press weight',
1268 type => 'int'
1269 }
1270 ],
1271 [
1272 'connected',
1273 {
1274 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1275 name => 'connection',
1276 type => 'int'
1277 }
1278 ],
1279 [
1280 'msg',
1281 {
1282 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1283 end => 'endmsg',
1284 name => 'description',
1285 type => 'text'
1286 }
1287 ]
1288 ],
1289 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.',
1290 ignore => [
1291 $IGNORE_LIST{non_pickable}
1292 ],
1293 name => 'Button'
1294 },
1295 'Button Trigger' => {
1296 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.',
1297 ignore => [
1298 $IGNORE_LIST{non_pickable}
1299 ],
1300 import => [
1301 'Button'
1302 ],
1303 name => 'Button Trigger'
1304 },
1305 'Class Changer' => {
1306 attr => [
1307 [
1308 'randomitems',
1309 {
1310 desc => 'This entry determines which initial items the character receives.',
1311 name => 'class items',
1312 type => 'treasurelist'
1313 }
1314 ]
1315 ],
1316 desc => 'Class changer are used while creating a character.',
1317 ignore => [
1318 $IGNORE_LIST{non_pickable}
1319 ],
1320 name => 'Class Changer',
1321 section => [
1322 [
1323 'stats',
1324 [
1325 [
1326 'Str',
1327 {
1328 desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1329 name => 'strength',
1330 type => 'int'
1331 }
1332 ],
1333 [
1334 'Dex',
1335 {
1336 desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1337 name => 'dexterity',
1338 type => 'int'
1339 }
1340 ],
1341 [
1342 'Con',
1343 {
1344 desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1345 name => 'constitution',
1346 type => 'int'
1347 }
1348 ],
1349 [
1350 'Int',
1351 {
1352 desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1353 name => 'intelligence',
1354 type => 'int'
1355 }
1356 ],
1357 [
1358 'Pow',
1359 {
1360 desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1361 name => 'power',
1362 type => 'int'
1363 }
1364 ],
1365 [
1366 'Wis',
1367 {
1368 desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1369 name => 'wisdom',
1370 type => 'int'
1371 }
1372 ],
1373 [
1374 'Cha',
1375 {
1376 desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1377 name => 'charisma',
1378 type => 'int'
1379 }
1380 ]
1381 ]
1382 ]
1383 ]
1384 },
1385 Cloak => {
1386 attr => [
1387 [
1388 'magic',
1389 {
1390 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>.',
1391 name => 'magic bonus',
1392 type => 'int'
1393 }
1394 ]
1395 ],
1396 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.',
1397 import => [
1398 'Amulet'
1399 ],
1400 name => 'Cloak',
1401 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1402 },
1403 Clock => {
1404 attr => [
1405 [
1406 'msg',
1407 {
1408 desc => 'This text may describe the item',
1409 end => 'endmsg',
1410 name => 'description',
1411 type => 'text'
1412 }
1413 ]
1414 ],
1415 desc => 'Applying a clock, the time is displayed to the player.',
1416 name => 'Clock'
1417 },
1418 Container => {
1419 attr => [
1420 [
1421 'race',
1422 {
1423 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.',
1424 name => 'container class',
1425 type => 'string'
1426 }
1427 ],
1428 [
1429 'slaying',
1430 {
1431 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1432 name => 'key string',
1433 type => 'string'
1434 }
1435 ],
1436 [
1437 'container',
1438 {
1439 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.',
1440 name => 'maximum weight',
1441 type => 'int'
1442 }
1443 ],
1444 [
1445 'Str',
1446 {
1447 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.',
1448 name => 'reduce weight %',
1449 type => 'int'
1450 }
1451 ],
1452 [
1453 'is_cauldron',
1454 {
1455 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.',
1456 name => 'alchemy cauldron',
1457 type => 'bool'
1458 }
1459 ],
1460 [
1461 'unique',
1462 {
1463 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.',
1464 name => 'unique item',
1465 type => 'bool'
1466 }
1467 ],
1468 [
1469 'startequip',
1470 {
1471 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1472 name => 'godgiven item',
1473 type => 'bool'
1474 }
1475 ],
1476 [
1477 'other_arch',
1478 {
1479 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.',
1480 name => 'animation arch',
1481 type => 'string'
1482 }
1483 ],
1484 [
1485 'msg',
1486 {
1487 desc => 'This text may contain a description of the container.',
1488 end => 'endmsg',
1489 name => 'description',
1490 type => 'text'
1491 }
1492 ]
1493 ],
1494 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.',
1495 name => 'Container',
1496 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>'
1497 },
1498 Converter => {
1499 attr => [
1500 [
1501 'no_pick',
1502 {
1503 type => 'fixed',
1504 value => 1
1505 }
1506 ],
1507 [
1508 'slaying',
1509 {
1510 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1511 name => 'cost arch',
1512 type => 'string'
1513 }
1514 ],
1515 [
1516 'food',
1517 {
1518 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>.',
1519 name => 'cost number',
1520 type => 'int'
1521 }
1522 ],
1523 [
1524 'other_arch',
1525 {
1526 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.',
1527 name => 'receive arch',
1528 type => 'string'
1529 }
1530 ],
1531 [
1532 'sp',
1533 {
1534 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>.',
1535 name => 'receive number',
1536 type => 'int'
1537 }
1538 ],
1539 [
1540 'msg',
1541 {
1542 desc => 'This text may contain a description of the converter.',
1543 end => 'endmsg',
1544 name => 'description',
1545 type => 'text'
1546 }
1547 ]
1548 ],
1549 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.',
1550 ignore => [
1551 'value',
1552 'nrof',
1553 'name_pl',
1554 'no_pick',
1555 'unpaid',
1556 'title'
1557 ],
1558 name => 'Converter',
1559 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.'
1560 },
1561 Creator => {
1562 attr => [
1563 [
1564 'no_pick',
1565 {
1566 type => 'fixed',
1567 value => 1
1568 }
1569 ],
1570 [
1571 'other_arch',
1572 {
1573 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.',
1574 name => 'create arch',
1575 type => 'string'
1576 }
1577 ],
1578 [
1579 'connected',
1580 {
1581 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1582 name => 'connection',
1583 type => 'int'
1584 }
1585 ],
1586 [
1587 'activate_on_push',
1588 {
1589 desc => 'Whether the teleporter should only be activated on push.',
1590 name => 'Activate on push',
1591 type => 'bool'
1592 }
1593 ],
1594 [
1595 'activate_on_release',
1596 {
1597 desc => 'Whether the teleporter should only be activated on release.',
1598 name => 'Activate on release',
1599 type => 'bool'
1600 }
1601 ],
1602 [
1603 'lifesave',
1604 {
1605 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1606 name => 'infinit uses',
1607 type => 'bool'
1608 }
1609 ],
1610 [
1611 'speed',
1612 {
1613 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.',
1614 name => 'speed',
1615 type => 'float'
1616 }
1617 ],
1618 [
1619 'hp',
1620 {
1621 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).',
1622 name => 'number of uses',
1623 type => 'int'
1624 }
1625 ],
1626 [
1627 'slaying',
1628 {
1629 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.',
1630 name => 'name of creation',
1631 type => 'string'
1632 }
1633 ],
1634 [
1635 'level',
1636 {
1637 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1638 name => 'level of creation',
1639 type => 'int'
1640 }
1641 ]
1642 ],
1643 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.',
1644 ignore => [
1645 $IGNORE_LIST{system_object}
1646 ],
1647 name => 'Creator',
1648 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1649 },
1650 Detector => {
1651 attr => [
1652 [
1653 'no_pick',
1654 {
1655 type => 'fixed',
1656 value => 1
1657 }
1658 ],
1659 [
1660 'slaying',
1661 {
1662 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.',
1663 name => 'match name',
1664 type => 'string'
1665 }
1666 ],
1667 [
1668 'connected',
1669 {
1670 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1671 name => 'connection',
1672 type => 'int'
1673 }
1674 ],
1675 [
1676 'speed',
1677 {
1678 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.',
1679 name => 'detection speed',
1680 type => 'float'
1681 }
1682 ],
1683 [
1684 'speed_left',
1685 {
1686 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.',
1687 name => 'speed left',
1688 type => 'float'
1689 }
1690 ],
1691 [
1692 'speed_left',
1693 {
1694 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.',
1695 name => 'speed left',
1696 type => 'float'
1697 }
1698 ]
1699 ],
1700 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.',
1701 ignore => [
1702 $IGNORE_LIST{system_object}
1703 ],
1704 name => 'Detector',
1705 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.'
1706 },
1707 Director => {
1708 attr => [
1709 [
1710 'sp',
1711 {
1712 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).',
1713 name => 'direction',
1714 type => 'list',
1715 value => $LIST{direction}
1716 }
1717 ],
1718 [
1719 'move_on',
1720 {
1721 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1722 name => 'movement type',
1723 type => 'movement_type'
1724 }
1725 ]
1726 ],
1727 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.',
1728 ignore => [
1729 $IGNORE_LIST{non_pickable}
1730 ],
1731 name => 'Director',
1732 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.'
1733 },
1734 Disease => {
1735 attr => [
1736 [
1737 'invisible',
1738 {
1739 type => 'fixed',
1740 value => 1
1741 }
1742 ],
1743 [
1744 'level',
1745 {
1746 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.',
1747 name => 'plaque level',
1748 type => 'int'
1749 }
1750 ],
1751 [
1752 'race',
1753 {
1754 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1755 name => 'infect race',
1756 type => 'string'
1757 }
1758 ],
1759 [
1760 'ac',
1761 {
1762 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1763 name => 'progressiveness',
1764 type => 'int'
1765 }
1766 ],
1767 [
1768 'msg',
1769 {
1770 desc => 'This text is displayed to the player every time the symptoms strike.',
1771 end => 'endmsg',
1772 name => 'message',
1773 type => 'text'
1774 }
1775 ]
1776 ],
1777 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.',
1778 ignore => [
1779 $IGNORE_LIST{system_object}
1780 ],
1781 name => 'Disease',
1782 section => [
1783 [
1784 'spreading',
1785 [
1786 [
1787 'wc',
1788 {
1789 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.',
1790 name => 'infectiosness',
1791 type => 'int'
1792 }
1793 ],
1794 [
1795 'last_grace',
1796 {
1797 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1798 name => 'attenuation',
1799 type => 'int'
1800 }
1801 ],
1802 [
1803 'magic',
1804 {
1805 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.',
1806 name => 'infection range',
1807 type => 'int'
1808 }
1809 ],
1810 [
1811 'maxhp',
1812 {
1813 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).',
1814 name => 'persistence',
1815 type => 'int'
1816 }
1817 ],
1818 [
1819 'maxgrace',
1820 {
1821 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.',
1822 name => 'curing duration',
1823 type => 'int'
1824 }
1825 ],
1826 [
1827 'speed',
1828 {
1829 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1830 name => 'moving speed',
1831 type => 'float'
1832 }
1833 ],
1834 [
1835 'speed_left',
1836 {
1837 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.',
1838 name => 'speed left',
1839 type => 'float'
1840 }
1841 ]
1842 ]
1843 ],
1844 [
1845 'symptoms',
1846 [
1847 [
1848 'attacktype',
1849 {
1850 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1851 name => 'attacktype',
1852 type => 'bitmask',
1853 value => $BITMASK{attacktype}
1854 }
1855 ],
1856 [
1857 'dam',
1858 {
1859 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.',
1860 name => 'damage',
1861 type => 'int'
1862 }
1863 ],
1864 [
1865 'other_arch',
1866 {
1867 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.',
1868 name => 'create arch',
1869 type => 'string'
1870 }
1871 ],
1872 [
1873 'last_sp',
1874 {
1875 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1876 name => 'slowdown penalty',
1877 type => 'int'
1878 }
1879 ],
1880 [
1881 'exp',
1882 {
1883 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1884 name => 'exp. for curing',
1885 type => 'int'
1886 }
1887 ],
1888 [
1889 'maxsp',
1890 {
1891 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.',
1892 name => 'mana depletion',
1893 type => 'int'
1894 }
1895 ],
1896 [
1897 'last_eat',
1898 {
1899 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.',
1900 name => 'food depletion',
1901 type => 'int'
1902 }
1903 ],
1904 [
1905 'hp',
1906 {
1907 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1908 name => 'health regen.',
1909 type => 'int'
1910 }
1911 ],
1912 [
1913 'sp',
1914 {
1915 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1916 name => 'mana regen.',
1917 type => 'int'
1918 }
1919 ]
1920 ]
1921 ],
1922 [
1923 'disability',
1924 [
1925 [
1926 'Str',
1927 {
1928 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1929 name => 'strength',
1930 type => 'int'
1931 }
1932 ],
1933 [
1934 'Dex',
1935 {
1936 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1937 name => 'dexterity',
1938 type => 'int'
1939 }
1940 ],
1941 [
1942 'Con',
1943 {
1944 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1945 name => 'constitution',
1946 type => 'int'
1947 }
1948 ],
1949 [
1950 'Int',
1951 {
1952 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1953 name => 'intelligence',
1954 type => 'int'
1955 }
1956 ],
1957 [
1958 'Pow',
1959 {
1960 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1961 name => 'power',
1962 type => 'int'
1963 }
1964 ],
1965 [
1966 'Wis',
1967 {
1968 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1969 name => 'wisdom',
1970 type => 'int'
1971 }
1972 ],
1973 [
1974 'Cha',
1975 {
1976 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1977 name => 'charisma',
1978 type => 'int'
1979 }
1980 ]
1981 ]
1982 ]
1983 ],
1984 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.'
1985 },
1986 Door => {
1987 attr => [
1988 [
1989 'no_pick',
1990 {
1991 type => 'fixed',
1992 value => 1
1993 }
1994 ],
1995 [
1996 'alive',
1997 {
1998 type => 'fixed',
1999 value => 1
2000 }
2001 ],
2002 [
2003 'move_block',
2004 {
2005 desc => 'Objects using these movement types cannot move over this space.',
2006 name => 'blocked movement',
2007 type => 'movement_type'
2008 }
2009 ],
2010 [
2011 'move_allow',
2012 {
2013 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2014 name => 'allowed movement',
2015 type => 'movement_type'
2016 }
2017 ],
2018 [
2019 'move_slow',
2020 {
2021 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2022 name => 'slowed movement',
2023 type => 'movement_type'
2024 }
2025 ],
2026 [
2027 'move_slow_penalty',
2028 {
2029 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)',
2030 name => 'slow movement penalty',
2031 type => 'int'
2032 }
2033 ],
2034 [
2035 'hp',
2036 {
2037 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2038 name => 'hitpoints',
2039 type => 'int'
2040 }
2041 ],
2042 [
2043 'ac',
2044 {
2045 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2046 name => 'armour class',
2047 type => 'int'
2048 }
2049 ],
2050 [
2051 'other_arch',
2052 {
2053 desc => 'This string defines the object that will be created when the door was defeated.',
2054 name => 'drop arch',
2055 type => 'string'
2056 }
2057 ],
2058 [
2059 'randomitems',
2060 {
2061 desc => 'This entry determines what kind of traps will appear in the door.',
2062 name => 'treasurelist',
2063 type => 'treasurelist'
2064 }
2065 ],
2066 [
2067 'treasure_env',
2068 {
2069 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2070 name => 'treasure in env',
2071 type => 'bool'
2072 }
2073 ]
2074 ],
2075 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.',
2076 ignore => [
2077 $IGNORE_LIST{non_pickable}
2078 ],
2079 name => 'Door'
2080 },
2081 Duplicator => {
2082 attr => [
2083 [
2084 'other_arch',
2085 {
2086 desc => 'Only objects of matching archtype, lying ontop of the duplicator will be duplicated, multiplied or removed. All other objects will be ignored.',
2087 name => 'target arch',
2088 type => 'string'
2089 }
2090 ],
2091 [
2092 'level',
2093 {
2094 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.',
2095 name => 'multiply factor',
2096 type => 'int'
2097 }
2098 ],
2099 [
2100 'connected',
2101 {
2102 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!',
2103 name => 'connection',
2104 type => 'int'
2105 }
2106 ],
2107 [
2108 'activate_on_push',
2109 {
2110 desc => 'Whether the teleporter should only be activated on push.',
2111 name => 'Activate on push',
2112 type => 'bool'
2113 }
2114 ],
2115 [
2116 'activate_on_release',
2117 {
2118 desc => 'Whether the teleporter should only be activated on release.',
2119 name => 'Activate on release',
2120 type => 'bool'
2121 }
2122 ]
2123 ],
2124 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.',
2125 ignore => [
2126 $IGNORE_LIST{system_object}
2127 ],
2128 name => 'Duplicator',
2129 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%.'
2130 },
2131 'Event Connector' => {
2132 attr => [
2133 [
2134 'subtype',
2135 {
2136 desc => 'The type of event that triggers a notify to the plug-in.',
2137 name => 'event type',
2138 type => 'list',
2139 value => $LIST{event_type}
2140 }
2141 ],
2142 [
2143 'title',
2144 {
2145 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.',
2146 name => 'plug-in',
2147 type => 'string'
2148 }
2149 ],
2150 [
2151 'slaying',
2152 {
2153 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.',
2154 name => 'extension',
2155 type => 'string'
2156 }
2157 ],
2158 [
2159 'name',
2160 {
2161 desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2162 name => 'options',
2163 type => 'string'
2164 }
2165 ]
2166 ],
2167 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2168 name => 'Event Connector'
2169 },
2170 Exit => {
2171 attr => [
2172 [
2173 'slaying',
2174 {
2175 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".',
2176 name => 'exit path',
2177 type => 'string'
2178 }
2179 ],
2180 [
2181 'hp',
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 X',
2185 type => 'int'
2186 }
2187 ],
2188 [
2189 'sp',
2190 {
2191 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.',
2192 name => 'destination Y',
2193 type => 'int'
2194 }
2195 ],
2196 [
2197 'move_on',
2198 {
2199 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2200 name => 'movement type',
2201 type => 'movement_type'
2202 }
2203 ],
2204 [
2205 'msg',
2206 {
2207 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. =)',
2208 end => 'endmsg',
2209 name => 'exit message',
2210 type => 'text'
2211 }
2212 ],
2213 [
2214 'damned',
2215 {
2216 desc => 'If set, then players using this exit will have their savebed position set to the destination of the exit when passing through.',
2217 name => 'set savebed',
2218 type => 'bool'
2219 }
2220 ]
2221 ],
2222 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.',
2223 ignore => [
2224 $IGNORE_LIST{non_pickable}
2225 ],
2226 name => 'Exit',
2227 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.'
2228 },
2229 Flesh => {
2230 attr => [
2231 [
2232 'food',
2233 {
2234 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2235 name => 'foodpoints',
2236 type => 'int'
2237 }
2238 ],
2239 [
2240 'level',
2241 {
2242 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.',
2243 name => 'flesh level',
2244 type => 'int'
2245 }
2246 ],
2247 [
2248 'startequip',
2249 {
2250 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2251 name => 'godgiven item',
2252 type => 'bool'
2253 }
2254 ],
2255 [
2256 'msg',
2257 {
2258 desc => 'This text may describe the item.',
2259 end => 'endmsg',
2260 name => 'description',
2261 type => 'text'
2262 }
2263 ]
2264 ],
2265 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.',
2266 name => 'Flesh',
2267 section => [
2268 [
2269 'resistance',
2270 [
2271 [
2272 'resist_physical',
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 physical %',
2276 type => 'int'
2277 }
2278 ],
2279 [
2280 'resist_magic',
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 magic %',
2284 type => 'int'
2285 }
2286 ],
2287 [
2288 'resist_fire',
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 fire %',
2292 type => 'int'
2293 }
2294 ],
2295 [
2296 'resist_electricity',
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 electricity %',
2300 type => 'int'
2301 }
2302 ],
2303 [
2304 'resist_cold',
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 cold %',
2308 type => 'int'
2309 }
2310 ],
2311 [
2312 'resist_confusion',
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 confusion %',
2316 type => 'int'
2317 }
2318 ],
2319 [
2320 'resist_acid',
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 acid %',
2324 type => 'int'
2325 }
2326 ],
2327 [
2328 'resist_drain',
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 draining %',
2332 type => 'int'
2333 }
2334 ],
2335 [
2336 'resist_weaponmagic',
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 weaponmagic %',
2340 type => 'int'
2341 }
2342 ],
2343 [
2344 'resist_ghosthit',
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 ghosthit %',
2348 type => 'int'
2349 }
2350 ],
2351 [
2352 'resist_poison',
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 poison %',
2356 type => 'int'
2357 }
2358 ],
2359 [
2360 'resist_slow',
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 slow %',
2364 type => 'int'
2365 }
2366 ],
2367 [
2368 'resist_paralyze',
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 paralyze %',
2372 type => 'int'
2373 }
2374 ],
2375 [
2376 'resist_fear',
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 fear %',
2380 type => 'int'
2381 }
2382 ],
2383 [
2384 'resist_deplete',
2385 {
2386 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2387 name => 'resist depletion %',
2388 type => 'int'
2389 }
2390 ],
2391 [
2392 'resist_death',
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 death-attack %',
2396 type => 'int'
2397 }
2398 ],
2399 [
2400 'resist_chaos',
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 chaos %',
2404 type => 'int'
2405 }
2406 ],
2407 [
2408 'resist_blind',
2409 {
2410 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.',
2411 name => 'resist blinding %',
2412 type => 'int'
2413 }
2414 ]
2415 ]
2416 ]
2417 ],
2418 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.'
2419 },
2420 Floor => {
2421 attr => [
2422 [
2423 'is_floor',
2424 {
2425 type => 'fixed',
2426 value => 1
2427 }
2428 ],
2429 [
2430 'no_pick',
2431 {
2432 type => 'fixed',
2433 value => 1
2434 }
2435 ],
2436 [
2437 'no_magic',
2438 {
2439 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2440 name => 'no spells',
2441 type => 'bool'
2442 }
2443 ],
2444 [
2445 'damned',
2446 {
2447 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2448 name => 'no prayers',
2449 type => 'bool'
2450 }
2451 ],
2452 [
2453 'unique',
2454 {
2455 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>.',
2456 name => 'unique map',
2457 type => 'bool'
2458 }
2459 ],
2460 [
2461 'msg',
2462 {
2463 desc => 'This text may describe the object.',
2464 end => 'endmsg',
2465 name => 'description',
2466 type => 'text'
2467 }
2468 ]
2469 ],
2470 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2471 ignore => [
2472 $IGNORE_LIST{non_pickable}
2473 ],
2474 name => 'Floor',
2475 section => [
2476 [
2477 'terrain',
2478 [
2479 [
2480 'move_block',
2481 {
2482 desc => 'Objects using these movement types cannot move over this space.',
2483 name => 'blocked movement',
2484 type => 'movement_type'
2485 }
2486 ],
2487 [
2488 'move_allow',
2489 {
2490 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2491 name => 'allowed movement',
2492 type => 'movement_type'
2493 }
2494 ],
2495 [
2496 'move_slow',
2497 {
2498 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2499 name => 'slowed movement',
2500 type => 'movement_type'
2501 }
2502 ],
2503 [
2504 'move_slow_penalty',
2505 {
2506 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)',
2507 name => 'slow movement penalty',
2508 type => 'int'
2509 }
2510 ],
2511 [
2512 'is_wooded',
2513 {
2514 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2515 name => 'wooded terrain',
2516 type => 'bool'
2517 }
2518 ],
2519 [
2520 'is_hilly',
2521 {
2522 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2523 name => 'hilly terrain',
2524 type => 'bool'
2525 }
2526 ]
2527 ]
2528 ]
2529 ]
2530 },
2531 'Floor (Encounter)' => {
2532 attr => [
2533 [
2534 'is_floor',
2535 {
2536 type => 'fixed',
2537 value => 1
2538 }
2539 ],
2540 [
2541 'no_pick',
2542 {
2543 type => 'fixed',
2544 value => 1
2545 }
2546 ],
2547 [
2548 'no_magic',
2549 {
2550 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2551 name => 'no spells',
2552 type => 'bool'
2553 }
2554 ],
2555 [
2556 'damned',
2557 {
2558 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2559 name => 'no prayers',
2560 type => 'bool'
2561 }
2562 ],
2563 [
2564 'unique',
2565 {
2566 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>.',
2567 name => 'unique map',
2568 type => 'bool'
2569 }
2570 ],
2571 [
2572 'msg',
2573 {
2574 desc => 'This text may describe the object.',
2575 end => 'endmsg',
2576 name => 'description',
2577 type => 'text'
2578 }
2579 ]
2580 ],
2581 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.',
2582 ignore => [
2583 $IGNORE_LIST{non_pickable}
2584 ],
2585 name => 'Floor (Encounter)',
2586 section => [
2587 [
2588 'terrain',
2589 [
2590 [
2591 'move_block',
2592 {
2593 desc => 'Objects using these movement types cannot move over this space.',
2594 name => 'blocked movement',
2595 type => 'movement_type'
2596 }
2597 ],
2598 [
2599 'move_allow',
2600 {
2601 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2602 name => 'allowed movement',
2603 type => 'movement_type'
2604 }
2605 ],
2606 [
2607 'move_slow',
2608 {
2609 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2610 name => 'slowed movement',
2611 type => 'movement_type'
2612 }
2613 ],
2614 [
2615 'move_slow_penalty',
2616 {
2617 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)',
2618 name => 'slow movement penalty',
2619 type => 'int'
2620 }
2621 ],
2622 [
2623 'is_wooded',
2624 {
2625 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2626 name => 'wooded terrain',
2627 type => 'bool'
2628 }
2629 ],
2630 [
2631 'is_hilly',
2632 {
2633 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2634 name => 'hilly terrain',
2635 type => 'bool'
2636 }
2637 ]
2638 ]
2639 ]
2640 ]
2641 },
2642 Food => {
2643 attr => [
2644 [
2645 'food',
2646 {
2647 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2648 name => 'foodpoints',
2649 type => 'int'
2650 }
2651 ],
2652 [
2653 'startequip',
2654 {
2655 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2656 name => 'godgiven item',
2657 type => 'bool'
2658 }
2659 ]
2660 ],
2661 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2662 name => 'Food'
2663 },
2664 Gate => {
2665 attr => [
2666 [
2667 'no_pick',
2668 {
2669 type => 'fixed',
2670 value => 1
2671 }
2672 ],
2673 [
2674 'speed',
2675 {
2676 desc => 'The speed of the gate affects how fast it is closing/opening.',
2677 type => 'float'
2678 }
2679 ],
2680 [
2681 'connected',
2682 {
2683 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2684 name => 'connection',
2685 type => 'int'
2686 }
2687 ],
2688 [
2689 'wc',
2690 {
2691 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.',
2692 name => 'position state',
2693 type => 'int'
2694 }
2695 ],
2696 [
2697 'move_block',
2698 {
2699 desc => 'Objects using these movement types cannot move over this space.',
2700 name => 'blocked movement',
2701 type => 'movement_type'
2702 }
2703 ],
2704 [
2705 'move_allow',
2706 {
2707 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2708 name => 'allowed movement',
2709 type => 'movement_type'
2710 }
2711 ],
2712 [
2713 'move_slow',
2714 {
2715 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2716 name => 'slowed movement',
2717 type => 'movement_type'
2718 }
2719 ],
2720 [
2721 'move_slow_penalty',
2722 {
2723 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)',
2724 name => 'slow movement penalty',
2725 type => 'int'
2726 }
2727 ],
2728 [
2729 'no_magic',
2730 {
2731 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2732 name => 'restrict spells',
2733 type => 'bool'
2734 }
2735 ],
2736 [
2737 'damned',
2738 {
2739 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2740 name => 'restrict prayers',
2741 type => 'bool'
2742 }
2743 ]
2744 ],
2745 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.',
2746 ignore => [
2747 $IGNORE_LIST{non_pickable}
2748 ],
2749 name => 'Gate',
2750 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".'
2751 },
2752 Girdle => {
2753 attr => [
2754 [
2755 'magic',
2756 {
2757 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.',
2758 name => 'magic bonus',
2759 type => 'int'
2760 }
2761 ]
2762 ],
2763 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.',
2764 import => [
2765 'Amulet'
2766 ],
2767 name => 'Girdle',
2768 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2769 },
2770 Gloves => {
2771 attr => [
2772 [
2773 'magic',
2774 {
2775 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.',
2776 name => 'magic bonus',
2777 type => 'int'
2778 }
2779 ]
2780 ],
2781 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2782 import => [
2783 'Amulet'
2784 ],
2785 name => 'Gloves',
2786 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2787 },
2788 Handle => {
2789 attr => [
2790 [
2791 'no_pick',
2792 {
2793 type => 'fixed',
2794 value => 1
2795 }
2796 ],
2797 [
2798 'connected',
2799 {
2800 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2801 name => 'connection',
2802 type => 'int'
2803 }
2804 ],
2805 [
2806 'msg',
2807 {
2808 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2809 end => 'endmsg',
2810 name => 'description',
2811 type => 'text'
2812 }
2813 ]
2814 ],
2815 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2816 ignore => [
2817 $IGNORE_LIST{non_pickable}
2818 ],
2819 name => 'Handle',
2820 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.'
2821 },
2822 'Handle Trigger' => {
2823 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.',
2824 ignore => [
2825 $IGNORE_LIST{non_pickable}
2826 ],
2827 import => [
2828 'Handle'
2829 ],
2830 name => 'Handle Trigger',
2831 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.'
2832 },
2833 'Hazard Floor' => {
2834 attr => [
2835 [
2836 'is_floor',
2837 {
2838 type => 'fixed',
2839 value => 1
2840 }
2841 ],
2842 [
2843 'lifesave',
2844 {
2845 type => 'fixed',
2846 value => 1
2847 }
2848 ],
2849 [
2850 'move_on',
2851 {
2852 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2853 name => 'movement type',
2854 type => 'movement_type'
2855 }
2856 ],
2857 [
2858 'no_pick',
2859 {
2860 type => 'fixed',
2861 value => 1
2862 }
2863 ],
2864 [
2865 'attacktype',
2866 {
2867 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.',
2868 name => 'attacktype',
2869 type => 'bitmask',
2870 value => $BITMASK{attacktype}
2871 }
2872 ],
2873 [
2874 'dam',
2875 {
2876 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.',
2877 name => 'base damage',
2878 type => 'int'
2879 }
2880 ],
2881 [
2882 'wc',
2883 {
2884 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.',
2885 name => 'weaponclass',
2886 type => 'int'
2887 }
2888 ],
2889 [
2890 'level',
2891 {
2892 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.',
2893 name => 'attack level',
2894 type => 'int'
2895 }
2896 ],
2897 [
2898 'no_magic',
2899 {
2900 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2901 name => 'no spells',
2902 type => 'bool'
2903 }
2904 ],
2905 [
2906 'damned',
2907 {
2908 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2909 name => 'no prayers',
2910 type => 'bool'
2911 }
2912 ],
2913 [
2914 'unique',
2915 {
2916 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>.',
2917 name => 'unique map',
2918 type => 'bool'
2919 }
2920 ]
2921 ],
2922 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.',
2923 ignore => [
2924 $IGNORE_LIST{non_pickable}
2925 ],
2926 name => 'Hazard Floor',
2927 section => [
2928 [
2929 'terrain',
2930 [
2931 [
2932 'move_block',
2933 {
2934 desc => 'Objects using these movement types cannot move over this space.',
2935 name => 'blocked movement',
2936 type => 'movement_type'
2937 }
2938 ],
2939 [
2940 'move_allow',
2941 {
2942 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2943 name => 'allowed movement',
2944 type => 'movement_type'
2945 }
2946 ],
2947 [
2948 'move_slow',
2949 {
2950 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2951 name => 'slowed movement',
2952 type => 'movement_type'
2953 }
2954 ],
2955 [
2956 'move_slow_penalty',
2957 {
2958 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)',
2959 name => 'slow movement penalty',
2960 type => 'int'
2961 }
2962 ],
2963 [
2964 'is_wooded',
2965 {
2966 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2967 name => 'wooded terrain',
2968 type => 'bool'
2969 }
2970 ],
2971 [
2972 'is_hilly',
2973 {
2974 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2975 name => 'hilly terrain',
2976 type => 'bool'
2977 }
2978 ]
2979 ]
2980 ]
2981 ],
2982 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.'
2983 },
2984 Helmet => {
2985 attr => [
2986 [
2987 'magic',
2988 {
2989 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>.',
2990 name => 'magic bonus',
2991 type => 'int'
2992 }
2993 ]
2994 ],
2995 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.',
2996 import => [
2997 'Amulet'
2998 ],
2999 name => 'Helmet',
3000 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
3001 },
3002 'Holy Altar' => {
3003 attr => [
3004 [
3005 'no_pick',
3006 {
3007 type => 'fixed',
3008 value => 1
3009 }
3010 ],
3011 [
3012 'other_arch',
3013 {
3014 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.',
3015 name => 'god name',
3016 type => 'string'
3017 }
3018 ],
3019 [
3020 'level',
3021 {
3022 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.',
3023 name => 'reconsecrate level',
3024 type => 'int'
3025 }
3026 ]
3027 ],
3028 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.',
3029 ignore => [
3030 $IGNORE_LIST{non_pickable}
3031 ],
3032 name => 'Holy Altar'
3033 },
3034 Horn => {
3035 attr => [
3036 [
3037 'sp',
3038 {
3039 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!',
3040 name => 'spell',
3041 type => 'spell'
3042 }
3043 ],
3044 [
3045 'level',
3046 {
3047 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3048 name => 'casting level',
3049 type => 'int'
3050 }
3051 ],
3052 [
3053 'hp',
3054 {
3055 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3056 name => 'initial spellpoints',
3057 type => 'int'
3058 }
3059 ],
3060 [
3061 'maxhp',
3062 {
3063 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.',
3064 name => 'max. spellpoints',
3065 type => 'int'
3066 }
3067 ],
3068 [
3069 'startequip',
3070 {
3071 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3072 name => 'godgiven item',
3073 type => 'bool'
3074 }
3075 ],
3076 [
3077 'msg',
3078 {
3079 desc => 'This text may contain a description of the horn.',
3080 end => 'endmsg',
3081 name => 'description',
3082 type => 'text'
3083 }
3084 ]
3085 ],
3086 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.',
3087 ignore => [
3088 'title'
3089 ],
3090 name => 'Horn',
3091 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.'
3092 },
3093 Inorganic => {
3094 attr => [
3095 [
3096 'is_dust',
3097 {
3098 name => 'is dust',
3099 type => 'bool'
3100 }
3101 ]
3102 ],
3103 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3104 name => 'Inorganic',
3105 section => [
3106 [
3107 'resistance',
3108 [
3109 [
3110 'resist_physical',
3111 {
3112 name => 'resist physical %',
3113 type => 'int'
3114 }
3115 ],
3116 [
3117 'resist_magic',
3118 {
3119 name => 'resist magic %',
3120 type => 'int'
3121 }
3122 ],
3123 [
3124 'resist_fire',
3125 {
3126 name => 'resist fire %',
3127 type => 'int'
3128 }
3129 ],
3130 [
3131 'resist_electricity',
3132 {
3133 name => 'resist electricity %',
3134 type => 'int'
3135 }
3136 ],
3137 [
3138 'resist_cold',
3139 {
3140 name => 'resist cold %',
3141 type => 'int'
3142 }
3143 ],
3144 [
3145 'resist_confusion',
3146 {
3147 name => 'resist confusion %',
3148 type => 'int'
3149 }
3150 ],
3151 [
3152 'resist_acid',
3153 {
3154 name => 'resist acid %',
3155 type => 'int'
3156 }
3157 ],
3158 [
3159 'resist_drain',
3160 {
3161 name => 'resist draining %',
3162 type => 'int'
3163 }
3164 ],
3165 [
3166 'resist_weaponmagic',
3167 {
3168 name => 'resist weaponmagic %',
3169 type => 'int'
3170 }
3171 ],
3172 [
3173 'resist_ghosthit',
3174 {
3175 name => 'resist ghosthit %',
3176 type => 'int'
3177 }
3178 ],
3179 [
3180 'resist_poison',
3181 {
3182 name => 'resist poison %',
3183 type => 'int'
3184 }
3185 ],
3186 [
3187 'resist_slow',
3188 {
3189 name => 'resist slow %',
3190 type => 'int'
3191 }
3192 ],
3193 [
3194 'resist_paralyze',
3195 {
3196 name => 'resist paralyze %',
3197 type => 'int'
3198 }
3199 ],
3200 [
3201 'resist_fear',
3202 {
3203 name => 'resist fear %',
3204 type => 'int'
3205 }
3206 ],
3207 [
3208 'resist_deplete',
3209 {
3210 name => 'resist depletion %',
3211 type => 'int'
3212 }
3213 ],
3214 [
3215 'resist_death',
3216 {
3217 name => 'resist death-attack %',
3218 type => 'int'
3219 }
3220 ],
3221 [
3222 'resist_chaos',
3223 {
3224 name => 'resist chaos %',
3225 type => 'int'
3226 }
3227 ],
3228 [
3229 'resist_blind',
3230 {
3231 name => 'resist blinding %',
3232 type => 'int'
3233 }
3234 ],
3235 [
3236 'resist_holyword',
3237 {
3238 name => 'resist holy power %',
3239 type => 'int'
3240 }
3241 ],
3242 [
3243 'resist_godpower',
3244 {
3245 name => 'resist godpower %',
3246 type => 'int'
3247 }
3248 ]
3249 ]
3250 ]
3251 ]
3252 },
3253 'Inventory Checker' => {
3254 attr => [
3255 [
3256 'no_pick',
3257 {
3258 type => 'fixed',
3259 value => 1
3260 }
3261 ],
3262 [
3263 'slaying',
3264 {
3265 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.',
3266 name => 'match key string',
3267 type => 'string'
3268 }
3269 ],
3270 [
3271 'race',
3272 {
3273 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>.',
3274 name => 'match arch name',
3275 type => 'string'
3276 }
3277 ],
3278 [
3279 'hp',
3280 {
3281 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. ;)',
3282 name => 'match type',
3283 type => 'int'
3284 }
3285 ],
3286 [
3287 'last_sp',
3288 {
3289 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3290 name => 'match = having',
3291 type => 'bool'
3292 }
3293 ],
3294 [
3295 'connected',
3296 {
3297 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3298 name => 'connection',
3299 type => 'int'
3300 }
3301 ],
3302 [
3303 'move_block',
3304 {
3305 desc => 'Objects using these movement types cannot move over this space.',
3306 name => 'blocked movement',
3307 type => 'movement_type'
3308 }
3309 ],
3310 [
3311 'move_allow',
3312 {
3313 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3314 name => 'allowed movement',
3315 type => 'movement_type'
3316 }
3317 ],
3318 [
3319 'move_slow',
3320 {
3321 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3322 name => 'slowed movement',
3323 type => 'movement_type'
3324 }
3325 ],
3326 [
3327 'move_slow_penalty',
3328 {
3329 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)',
3330 name => 'slow movement penalty',
3331 type => 'int'
3332 }
3333 ],
3334 [
3335 'last_heal',
3336 {
3337 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!',
3338 name => 'remove match',
3339 type => 'bool'
3340 }
3341 ]
3342 ],
3343 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.',
3344 ignore => [
3345 $IGNORE_LIST{system_object}
3346 ],
3347 name => 'Inventory Checker',
3348 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.'
3349 },
3350 'Item Transformer' => {
3351 attr => [
3352 [
3353 'food',
3354 {
3355 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3356 name => 'number of uses',
3357 type => 'int'
3358 }
3359 ],
3360 [
3361 'slaying',
3362 {
3363 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3364 name => 'verb',
3365 type => 'string'
3366 }
3367 ],
3368 [
3369 'startequip',
3370 {
3371 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3372 name => 'godgiven item',
3373 type => 'bool'
3374 }
3375 ],
3376 [
3377 'msg',
3378 {
3379 desc => 'This text may contain a description of the item transformer.',
3380 end => 'endmsg',
3381 name => 'description',
3382 type => 'text'
3383 }
3384 ]
3385 ],
3386 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.',
3387 name => 'Item Transformer',
3388 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\'.'
3389 },
3390 Jewel => {
3391 attr => [
3392 [
3393 'race',
3394 {
3395 type => 'fixed',
3396 value => 'gold and jewels'
3397 }
3398 ],
3399 [
3400 'msg',
3401 {
3402 desc => 'This text may describe the object.',
3403 end => 'endmsg',
3404 name => 'description',
3405 type => 'text'
3406 }
3407 ]
3408 ],
3409 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.',
3410 name => 'Jewel'
3411 },
3412 Key => {
3413 attr => [
3414 [
3415 'startequip',
3416 {
3417 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3418 name => 'godgiven item',
3419 type => 'bool'
3420 }
3421 ]
3422 ],
3423 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3424 name => 'Key'
3425 },
3426 'Locked Door' => {
3427 attr => [
3428 [
3429 'move_type',
3430 {
3431 type => 'fixed',
3432 value => 0
3433 }
3434 ],
3435 [
3436 'no_pick',
3437 {
3438 type => 'fixed',
3439 value => 1
3440 }
3441 ],
3442 [
3443 'slaying',
3444 {
3445 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".',
3446 name => 'key string',
3447 type => 'string'
3448 }
3449 ],
3450 [
3451 'no_magic',
3452 {
3453 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).',
3454 name => 'restrict spells',
3455 type => 'bool'
3456 }
3457 ],
3458 [
3459 'damned',
3460 {
3461 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3462 name => 'restrict prayers',
3463 type => 'bool'
3464 }
3465 ],
3466 [
3467 'msg',
3468 {
3469 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.',
3470 end => 'endmsg',
3471 name => 'lock message',
3472 type => 'text'
3473 }
3474 ]
3475 ],
3476 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3477 ignore => [
3478 $IGNORE_LIST{non_pickable}
3479 ],
3480 name => 'Locked Door',
3481 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).'
3482 },
3483 'Magic Ear' => {
3484 attr => [
3485 [
3486 'no_pick',
3487 {
3488 type => 'fixed',
3489 value => 1
3490 }
3491 ],
3492 [
3493 'connected',
3494 {
3495 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3496 name => 'connection',
3497 type => 'int'
3498 }
3499 ],
3500 [
3501 'msg',
3502 {
3503 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!',
3504 end => 'endmsg',
3505 name => 'keyword-matching',
3506 type => 'text'
3507 }
3508 ]
3509 ],
3510 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3511 ignore => [
3512 $IGNORE_LIST{system_object}
3513 ],
3514 name => 'Magic Ear',
3515 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.'
3516 },
3517 'Magic Wall' => {
3518 attr => [
3519 [
3520 'dam',
3521 {
3522 desc => 'The magic wall will cast this <spell>.',
3523 name => 'spell',
3524 type => 'spell'
3525 }
3526 ],
3527 [
3528 'level',
3529 {
3530 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.',
3531 name => 'spell level',
3532 type => 'int'
3533 }
3534 ],
3535 [
3536 'connected',
3537 {
3538 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.',
3539 name => 'connection',
3540 type => 'int'
3541 }
3542 ],
3543 [
3544 'activate_on_push',
3545 {
3546 desc => 'Whether the teleporter should only be activated on push.',
3547 name => 'Activate on push',
3548 type => 'bool'
3549 }
3550 ],
3551 [
3552 'activate_on_release',
3553 {
3554 desc => 'Whether the teleporter should only be activated on release.',
3555 name => 'Activate on release',
3556 type => 'bool'
3557 }
3558 ],
3559 [
3560 'speed',
3561 {
3562 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".',
3563 name => 'casting speed',
3564 type => 'float'
3565 }
3566 ],
3567 [
3568 'speed_left',
3569 {
3570 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.',
3571 name => 'speed left',
3572 type => 'float'
3573 }
3574 ],
3575 [
3576 'sp',
3577 {
3578 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.',
3579 name => 'direction',
3580 type => 'list',
3581 value => $LIST{direction}
3582 }
3583 ],
3584 [
3585 'move_block',
3586 {
3587 desc => 'Objects using these movement types cannot move over this space.',
3588 name => 'blocked movement',
3589 type => 'movement_type'
3590 }
3591 ],
3592 [
3593 'move_allow',
3594 {
3595 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3596 name => 'allowed movement',
3597 type => 'movement_type'
3598 }
3599 ],
3600 [
3601 'move_slow',
3602 {
3603 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3604 name => 'slowed movement',
3605 type => 'movement_type'
3606 }
3607 ],
3608 [
3609 'move_slow_penalty',
3610 {
3611 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)',
3612 name => 'slow movement penalty',
3613 type => 'int'
3614 }
3615 ]
3616 ],
3617 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.',
3618 ignore => [
3619 $IGNORE_LIST{non_pickable}
3620 ],
3621 name => 'Magic Wall',
3622 section => [
3623 [
3624 'destroyable',
3625 [
3626 [
3627 'alive',
3628 {
3629 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.',
3630 name => 'is destroyable',
3631 type => 'bool'
3632 }
3633 ],
3634 [
3635 'hp',
3636 {
3637 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3638 name => 'hitpoints',
3639 type => 'int'
3640 }
3641 ],
3642 [
3643 'maxhp',
3644 {
3645 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3646 name => 'max hitpoints',
3647 type => 'int'
3648 }
3649 ],
3650 [
3651 'ac',
3652 {
3653 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>.',
3654 name => 'armour class',
3655 type => 'int'
3656 }
3657 ]
3658 ]
3659 ],
3660 [
3661 'resistance',
3662 [
3663 [
3664 'resist_physical',
3665 {
3666 name => 'resist physical %',
3667 type => 'int'
3668 }
3669 ],
3670 [
3671 'resist_magic',
3672 {
3673 name => 'resist magic %',
3674 type => 'int'
3675 }
3676 ],
3677 [
3678 'resist_fire',
3679 {
3680 name => 'resist fire %',
3681 type => 'int'
3682 }
3683 ],
3684 [
3685 'resist_electricity',
3686 {
3687 name => 'resist electricity %',
3688 type => 'int'
3689 }
3690 ],
3691 [
3692 'resist_cold',
3693 {
3694 name => 'resist cold %',
3695 type => 'int'
3696 }
3697 ],
3698 [
3699 'resist_confusion',
3700 {
3701 name => 'resist confusion %',
3702 type => 'int'
3703 }
3704 ],
3705 [
3706 'resist_acid',
3707 {
3708 name => 'resist acid %',
3709 type => 'int'
3710 }
3711 ],
3712 [
3713 'resist_drain',
3714 {
3715 name => 'resist draining %',
3716 type => 'int'
3717 }
3718 ],
3719 [
3720 'resist_weaponmagic',
3721 {
3722 name => 'resist weaponmagic %',
3723 type => 'int'
3724 }
3725 ],
3726 [
3727 'resist_ghosthit',
3728 {
3729 name => 'resist ghosthit %',
3730 type => 'int'
3731 }
3732 ],
3733 [
3734 'resist_poison',
3735 {
3736 name => 'resist poison %',
3737 type => 'int'
3738 }
3739 ],
3740 [
3741 'resist_slow',
3742 {
3743 name => 'resist slow %',
3744 type => 'int'
3745 }
3746 ],
3747 [
3748 'resist_paralyze',
3749 {
3750 name => 'resist paralyze %',
3751 type => 'int'
3752 }
3753 ],
3754 [
3755 'resist_fear',
3756 {
3757 name => 'resist fear %',
3758 type => 'int'
3759 }
3760 ],
3761 [
3762 'resist_deplete',
3763 {
3764 name => 'resist depletion %',
3765 type => 'int'
3766 }
3767 ],
3768 [
3769 'resist_death',
3770 {
3771 name => 'resist death-attack %',
3772 type => 'int'
3773 }
3774 ],
3775 [
3776 'resist_chaos',
3777 {
3778 name => 'resist chaos %',
3779 type => 'int'
3780 }
3781 ],
3782 [
3783 'resist_blind',
3784 {
3785 name => 'resist blinding %',
3786 type => 'int'
3787 }
3788 ],
3789 [
3790 'resist_holyword',
3791 {
3792 name => 'resist holy power %',
3793 type => 'int'
3794 }
3795 ],
3796 [
3797 'resist_godpower',
3798 {
3799 name => 'resist godpower %',
3800 type => 'int'
3801 }
3802 ]
3803 ]
3804 ]
3805 ],
3806 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".'
3807 },
3808 Marker => {
3809 attr => [
3810 [
3811 'no_pick',
3812 {
3813 type => 'fixed',
3814 value => 1
3815 }
3816 ],
3817 [
3818 'slaying',
3819 {
3820 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.',
3821 name => 'key string',
3822 type => 'string'
3823 }
3824 ],
3825 [
3826 'connected',
3827 {
3828 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3829 name => 'connection',
3830 type => 'int'
3831 }
3832 ],
3833 [
3834 'speed',
3835 {
3836 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.',
3837 name => 'marking speed',
3838 type => 'float'
3839 }
3840 ],
3841 [
3842 'speed_left',
3843 {
3844 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.',
3845 name => 'speed left',
3846 type => 'float'
3847 }
3848 ],
3849 [
3850 'food',
3851 {
3852 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.',
3853 name => 'mark duration',
3854 type => 'int'
3855 }
3856 ],
3857 [
3858 'name',
3859 {
3860 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.',
3861 name => 'delete mark',
3862 type => 'string'
3863 }
3864 ],
3865 [
3866 'msg',
3867 {
3868 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.',
3869 end => 'endmsg',
3870 name => 'marking message',
3871 type => 'text'
3872 }
3873 ]
3874 ],
3875 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.',
3876 ignore => [
3877 $IGNORE_LIST{system_object}
3878 ],
3879 name => 'Marker',
3880 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.'
3881 },
3882 Misc => {
3883 attr => [
3884 [
3885 'move_block',
3886 {
3887 desc => 'Objects using these movement types cannot move over this space.',
3888 name => 'blocked movement',
3889 type => 'movement_type'
3890 }
3891 ],
3892 [
3893 'move_allow',
3894 {
3895 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3896 name => 'allowed movement',
3897 type => 'movement_type'
3898 }
3899 ],
3900 [
3901 'move_slow',
3902 {
3903 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3904 name => 'slowed movement',
3905 type => 'movement_type'
3906 }
3907 ],
3908 [
3909 'move_slow_penalty',
3910 {
3911 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)',
3912 name => 'slow movement penalty',
3913 type => 'int'
3914 }
3915 ],
3916 [
3917 'cursed',
3918 {
3919 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3920 name => 'cursed',
3921 type => 'bool'
3922 }
3923 ],
3924 [
3925 'damned',
3926 {
3927 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.',
3928 name => 'damned',
3929 type => 'bool'
3930 }
3931 ],
3932 [
3933 'unique',
3934 {
3935 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3936 name => 'unique item',
3937 type => 'bool'
3938 }
3939 ],
3940 [
3941 'startequip',
3942 {
3943 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3944 name => 'godgiven item',
3945 type => 'bool'
3946 }
3947 ],
3948 [
3949 'msg',
3950 {
3951 desc => 'This text may describe the object.',
3952 end => 'endmsg',
3953 name => 'description',
3954 type => 'text'
3955 }
3956 ]
3957 ],
3958 name => 'Misc'
3959 },
3960 Money => {
3961 attr => [
3962 [
3963 'race',
3964 {
3965 type => 'fixed',
3966 value => 'gold and jewels'
3967 }
3968 ]
3969 ],
3970 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.',
3971 ignore => [
3972 'unpaid'
3973 ],
3974 name => 'Money'
3975 },
3976 'Monster & NPC' => {
3977 attr => [
3978 [
3979 'alive',
3980 {
3981 type => 'fixed',
3982 value => 1
3983 }
3984 ],
3985 [
3986 'randomitems',
3987 {
3988 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>.',
3989 name => 'treasurelist',
3990 type => 'treasurelist'
3991 }
3992 ],
3993 [
3994 'treasure_env',
3995 {
3996 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
3997 name => 'treasure in env',
3998 type => 'bool'
3999 }
4000 ],
4001 [
4002 'level',
4003 {
4004 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
4005 name => 'level',
4006 type => 'int'
4007 }
4008 ],
4009 [
4010 'race',
4011 {
4012 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.',
4013 name => 'race',
4014 type => 'string'
4015 }
4016 ],
4017 [
4018 'exp',
4019 {
4020 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!',
4021 name => 'experience',
4022 type => 'int'
4023 }
4024 ],
4025 [
4026 'speed',
4027 {
4028 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4029 name => 'speed',
4030 type => 'float'
4031 }
4032 ],
4033 [
4034 'speed_left',
4035 {
4036 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.',
4037 name => 'speed left',
4038 type => 'float'
4039 }
4040 ],
4041 [
4042 'other_arch',
4043 {
4044 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.',
4045 name => 'breed monster',
4046 type => 'string'
4047 }
4048 ],
4049 [
4050 'generator',
4051 {
4052 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.',
4053 name => 'multiply',
4054 type => 'bool'
4055 }
4056 ],
4057 [
4058 'use_content_on_gen',
4059 {
4060 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.',
4061 name => 'template generation',
4062 type => 'bool'
4063 }
4064 ],
4065 [
4066 'move_type',
4067 {
4068 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4069 name => 'movement type',
4070 type => 'movement_type'
4071 }
4072 ],
4073 [
4074 'undead',
4075 {
4076 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4077 name => 'undead',
4078 type => 'bool'
4079 }
4080 ],
4081 [
4082 'carrying',
4083 {
4084 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4085 name => 'carries weight',
4086 type => 'int'
4087 }
4088 ],
4089 [
4090 'precious',
4091 {
4092 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.',
4093 name => 'precious',
4094 type => 'bool'
4095 }
4096 ],
4097 [
4098 'msg',
4099 {
4100 end => 'endmsg',
4101 name => 'npc message',
4102 type => 'text'
4103 }
4104 ]
4105 ],
4106 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.',
4107 ignore => [
4108 'material',
4109 'name_pl',
4110 'nrof',
4111 'value',
4112 'unpaid'
4113 ],
4114 name => 'Monster & NPC',
4115 section => [
4116 [
4117 'melee',
4118 [
4119 [
4120 'attacktype',
4121 {
4122 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.',
4123 name => 'attacktype',
4124 type => 'bitmask',
4125 value => $BITMASK{attacktype}
4126 }
4127 ],
4128 [
4129 'dam',
4130 {
4131 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.',
4132 name => 'damage',
4133 type => 'int'
4134 }
4135 ],
4136 [
4137 'wc',
4138 {
4139 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4140 name => 'weapon class',
4141 type => 'int'
4142 }
4143 ],
4144 [
4145 'hp',
4146 {
4147 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>.',
4148 name => 'health points',
4149 type => 'int'
4150 }
4151 ],
4152 [
4153 'maxhp',
4154 {
4155 desc => '<max health> is the maximum amount of <health points> this monster can have.',
4156 name => 'max health',
4157 type => 'int'
4158 }
4159 ],
4160 [
4161 'ac',
4162 {
4163 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).',
4164 name => 'armour class',
4165 type => 'int'
4166 }
4167 ],
4168 [
4169 'Con',
4170 {
4171 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4172 name => 'healing rate',
4173 type => 'int'
4174 }
4175 ],
4176 [
4177 'reflect_missile',
4178 {
4179 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4180 name => 'reflect missiles',
4181 type => 'bool'
4182 }
4183 ],
4184 [
4185 'hitback',
4186 {
4187 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.',
4188 name => 'hitback',
4189 type => 'bool'
4190 }
4191 ],
4192 [
4193 'one_hit',
4194 {
4195 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4196 name => 'one hit only',
4197 type => 'bool'
4198 }
4199 ]
4200 ]
4201 ],
4202 [
4203 'spellcraft',
4204 [
4205 [
4206 'can_cast_spell',
4207 {
4208 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4209 name => 'can cast spell',
4210 type => 'bool'
4211 }
4212 ],
4213 [
4214 'reflect_spell',
4215 {
4216 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.',
4217 name => 'reflect spells',
4218 type => 'bool'
4219 }
4220 ],
4221 [
4222 'sp',
4223 {
4224 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>.',
4225 name => 'spellpoints',
4226 type => 'int'
4227 }
4228 ],
4229 [
4230 'maxsp',
4231 {
4232 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.',
4233 name => 'max spellpoints',
4234 type => 'int'
4235 }
4236 ],
4237 [
4238 'Pow',
4239 {
4240 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.',
4241 name => 'spellpoint regen.',
4242 type => 'int'
4243 }
4244 ],
4245 [
4246 'path_attuned',
4247 {
4248 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4249 name => 'attuned paths',
4250 type => 'bitmask',
4251 value => $BITMASK{spellpath}
4252 }
4253 ],
4254 [
4255 'path_repelled',
4256 {
4257 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4258 name => 'repelled paths',
4259 type => 'bitmask',
4260 value => $BITMASK{spellpath}
4261 }
4262 ],
4263 [
4264 'path_denied',
4265 {
4266 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4267 name => 'denied paths',
4268 type => 'bitmask',
4269 value => $BITMASK{spellpath}
4270 }
4271 ]
4272 ]
4273 ],
4274 [
4275 'ability',
4276 [
4277 [
4278 'Int',
4279 {
4280 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.',
4281 name => 'detect hidden',
4282 type => 'int'
4283 }
4284 ],
4285 [
4286 'see_invisible',
4287 {
4288 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.',
4289 name => 'see invisible',
4290 type => 'bool'
4291 }
4292 ],
4293 [
4294 'can_see_in_dark',
4295 {
4296 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.',
4297 name => 'see in darkness',
4298 type => 'bool'
4299 }
4300 ],
4301 [
4302 'can_use_weapon',
4303 {
4304 desc => 'Monster is able to wield weapon type objects.',
4305 name => 'can use weapons',
4306 type => 'bool'
4307 }
4308 ],
4309 [
4310 'can_use_bow',
4311 {
4312 desc => 'Monster is able to use missile-weapon type objects.',
4313 name => 'can use bows',
4314 type => 'bool'
4315 }
4316 ],
4317 [
4318 'can_use_armour',
4319 {
4320 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4321 name => 'can use armour',
4322 type => 'bool'
4323 }
4324 ],
4325 [
4326 'can_use_ring',
4327 {
4328 desc => 'Monster is able to wear rings.',
4329 name => 'can use rings',
4330 type => 'bool'
4331 }
4332 ],
4333 [
4334 'can_use_wand',
4335 {
4336 desc => 'Monster is able to use wands and staves.',
4337 name => 'can use wands',
4338 type => 'bool'
4339 }
4340 ],
4341 [
4342 'can_use_rod',
4343 {
4344 desc => 'Monster is able to use rods.',
4345 name => 'can use rods',
4346 type => 'bool'
4347 }
4348 ],
4349 [
4350 'can_use_scroll',
4351 {
4352 desc => 'Monster is able to read scrolls.',
4353 name => 'can use scrolls',
4354 type => 'bool'
4355 }
4356 ],
4357 [
4358 'can_use_skill',
4359 {
4360 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>.',
4361 name => 'can use skills',
4362 type => 'bool'
4363 }
4364 ]
4365 ]
4366 ],
4367 [
4368 'behave',
4369 [
4370 [
4371 'monster',
4372 {
4373 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.',
4374 name => 'monster behaviour',
4375 type => 'bool'
4376 }
4377 ],
4378 [
4379 'unaggressive',
4380 {
4381 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4382 name => 'unaggressive',
4383 type => 'bool'
4384 }
4385 ],
4386 [
4387 'friendly',
4388 {
4389 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4390 name => 'friendly',
4391 type => 'bool'
4392 }
4393 ],
4394 [
4395 'stand_still',
4396 {
4397 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.',
4398 name => 'stand still',
4399 type => 'bool'
4400 }
4401 ],
4402 [
4403 'sleep',
4404 {
4405 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.',
4406 name => 'asleep',
4407 type => 'bool'
4408 }
4409 ],
4410 [
4411 'will_apply',
4412 {
4413 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4414 name => 'misc. actions',
4415 type => 'bitmask',
4416 value => $BITMASK{will_apply}
4417 }
4418 ],
4419 [
4420 'pick_up',
4421 {
4422 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.',
4423 name => 'pick up',
4424 type => 'bitmask',
4425 value => $BITMASK{pick_up}
4426 }
4427 ],
4428 [
4429 'Wis',
4430 {
4431 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.',
4432 name => 'sensing range',
4433 type => 'int'
4434 }
4435 ],
4436 [
4437 'attack_movement_bits_0_3',
4438 {
4439 desc => 'If this is set to default, the standard mode of movement will be used.',
4440 name => 'attack movement',
4441 type => 'list',
4442 value => $LIST{attack_movement_bits_0_3}
4443 }
4444 ],
4445 [
4446 'attack_movement_bits_4_7',
4447 {
4448 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4449 name => 'normal movement',
4450 type => 'list',
4451 value => $LIST{attack_movement_bits_4_7}
4452 }
4453 ],
4454 [
4455 'run_away',
4456 {
4457 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.',
4458 name => 'run at % health',
4459 type => 'int'
4460 }
4461 ]
4462 ]
4463 ],
4464 [
4465 'resistance',
4466 [
4467 [
4468 'resist_physical',
4469 {
4470 name => 'resist physical %',
4471 type => 'int'
4472 }
4473 ],
4474 [
4475 'resist_magic',
4476 {
4477 name => 'resist magic %',
4478 type => 'int'
4479 }
4480 ],
4481 [
4482 'resist_fire',
4483 {
4484 name => 'resist fire %',
4485 type => 'int'
4486 }
4487 ],
4488 [
4489 'resist_electricity',
4490 {
4491 name => 'resist electricity %',
4492 type => 'int'
4493 }
4494 ],
4495 [
4496 'resist_cold',
4497 {
4498 name => 'resist cold %',
4499 type => 'int'
4500 }
4501 ],
4502 [
4503 'resist_confusion',
4504 {
4505 name => 'resist confusion %',
4506 type => 'int'
4507 }
4508 ],
4509 [
4510 'resist_acid',
4511 {
4512 name => 'resist acid %',
4513 type => 'int'
4514 }
4515 ],
4516 [
4517 'resist_drain',
4518 {
4519 name => 'resist draining %',
4520 type => 'int'
4521 }
4522 ],
4523 [
4524 'resist_weaponmagic',
4525 {
4526 name => 'resist weaponmagic %',
4527 type => 'int'
4528 }
4529 ],
4530 [
4531 'resist_ghosthit',
4532 {
4533 name => 'resist ghosthit %',
4534 type => 'int'
4535 }
4536 ],
4537 [
4538 'resist_poison',
4539 {
4540 name => 'resist poison %',
4541 type => 'int'
4542 }
4543 ],
4544 [
4545 'resist_slow',
4546 {
4547 name => 'resist slow %',
4548 type => 'int'
4549 }
4550 ],
4551 [
4552 'resist_paralyze',
4553 {
4554 name => 'resist paralyze %',
4555 type => 'int'
4556 }
4557 ],
4558 [
4559 'resist_fear',
4560 {
4561 name => 'resist fear %',
4562 type => 'int'
4563 }
4564 ],
4565 [
4566 'resist_deplete',
4567 {
4568 name => 'resist depletion %',
4569 type => 'int'
4570 }
4571 ],
4572 [
4573 'resist_death',
4574 {
4575 name => 'resist death-attack %',
4576 type => 'int'
4577 }
4578 ],
4579 [
4580 'resist_chaos',
4581 {
4582 name => 'resist chaos %',
4583 type => 'int'
4584 }
4585 ],
4586 [
4587 'resist_blind',
4588 {
4589 name => 'resist blinding %',
4590 type => 'int'
4591 }
4592 ],
4593 [
4594 'resist_holyword',
4595 {
4596 name => 'resist holy power %',
4597 type => 'int'
4598 }
4599 ],
4600 [
4601 'resist_godpower',
4602 {
4603 name => 'resist godpower %',
4604 type => 'int'
4605 }
4606 ]
4607 ]
4608 ]
4609 ],
4610 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. :-)'
4611 },
4612 'Monster (Grimreaper)' => {
4613 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4614 ignore => [
4615 'material',
4616 'name_pl',
4617 'nrof',
4618 'value',
4619 'unpaid'
4620 ],
4621 import => [
4622 'Monster & NPC'
4623 ],
4624 name => 'Monster (Grimreaper)',
4625 section => [
4626 [
4627 'grimreaper',
4628 [
4629 [
4630 'value',
4631 {
4632 desc => 'The object vanishes after this number of draining attacks.',
4633 name => 'attacks',
4634 type => 'int'
4635 }
4636 ]
4637 ]
4638 ]
4639 ]
4640 },
4641 'Mood Floor' => {
4642 attr => [
4643 [
4644 'no_pick',
4645 {
4646 type => 'fixed',
4647 value => 1
4648 }
4649 ],
4650 [
4651 'last_sp',
4652 {
4653 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!',
4654 name => 'mood',
4655 type => 'list',
4656 value => $LIST{mood}
4657 }
4658 ],
4659 [
4660 'connected',
4661 {
4662 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!',
4663 name => 'connection',
4664 type => 'int'
4665 }
4666 ],
4667 [
4668 'no_magic',
4669 {
4670 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4671 name => 'no spells',
4672 type => 'bool'
4673 }
4674 ],
4675 [
4676 'damned',
4677 {
4678 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4679 name => 'no prayers',
4680 type => 'bool'
4681 }
4682 ]
4683 ],
4684 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.',
4685 ignore => [
4686 $IGNORE_LIST{system_object}
4687 ],
4688 name => 'Mood Floor',
4689 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.)'
4690 },
4691 Mover => {
4692 attr => [
4693 [
4694 'attacktype',
4695 {
4696 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.',
4697 name => 'forced movement',
4698 type => 'bool'
4699 }
4700 ],
4701 [
4702 'maxsp',
4703 {
4704 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.',
4705 name => 'freeze duration',
4706 type => 'int'
4707 }
4708 ],
4709 [
4710 'speed',
4711 {
4712 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4713 name => 'movement speed',
4714 type => 'float'
4715 }
4716 ],
4717 [
4718 'speed_left',
4719 {
4720 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.',
4721 name => 'speed left',
4722 type => 'float'
4723 }
4724 ],
4725 [
4726 'sp',
4727 {
4728 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.',
4729 name => 'direction',
4730 type => 'list',
4731 value => $LIST{direction}
4732 }
4733 ],
4734 [
4735 'lifesave',
4736 {
4737 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.',
4738 name => 'gets used up',
4739 type => 'bool'
4740 }
4741 ],
4742 [
4743 'hp',
4744 {
4745 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).',
4746 name => 'number of uses',
4747 type => 'int'
4748 }
4749 ]
4750 ],
4751 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.',
4752 ignore => [
4753 $IGNORE_LIST{non_pickable}
4754 ],
4755 name => 'Mover',
4756 section => [
4757 [
4758 'targets',
4759 [
4760 [
4761 'level',
4762 {
4763 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.',
4764 name => 'move players',
4765 type => 'bool'
4766 }
4767 ],
4768 [
4769 'move_on',
4770 {
4771 desc => 'Which movement types activate the mover.',
4772 name => 'movement type',
4773 type => 'movement_type'
4774 }
4775 ]
4776 ]
4777 ]
4778 ],
4779 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).'
4780 },
4781 Pedestal => {
4782 attr => [
4783 [
4784 'no_pick',
4785 {
4786 type => 'fixed',
4787 value => 1
4788 }
4789 ],
4790 [
4791 'slaying',
4792 {
4793 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.',
4794 name => 'match race',
4795 type => 'string'
4796 }
4797 ],
4798 [
4799 'connected',
4800 {
4801 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4802 name => 'connection',
4803 type => 'int'
4804 }
4805 ],
4806 [
4807 'move_on',
4808 {
4809 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4810 name => 'movement type',
4811 type => 'movement_type'
4812 }
4813 ]
4814 ],
4815 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.',
4816 ignore => [
4817 $IGNORE_LIST{non_pickable}
4818 ],
4819 name => 'Pedestal',
4820 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.'
4821 },
4822 Pit => {
4823 attr => [
4824 [
4825 'no_pick',
4826 {
4827 type => 'fixed',
4828 value => 1
4829 }
4830 ],
4831 [
4832 'connected',
4833 {
4834 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4835 name => 'connection',
4836 type => 'int'
4837 }
4838 ],
4839 [
4840 'activate_on_push',
4841 {
4842 desc => 'Whether the teleporter should only be activated on push.',
4843 name => 'Activate on push',
4844 type => 'bool'
4845 }
4846 ],
4847 [
4848 'activate_on_release',
4849 {
4850 desc => 'Whether the teleporter should only be activated on release.',
4851 name => 'Activate on release',
4852 type => 'bool'
4853 }
4854 ],
4855 [
4856 'hp',
4857 {
4858 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!',
4859 name => 'destination X',
4860 type => 'int'
4861 }
4862 ],
4863 [
4864 'sp',
4865 {
4866 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!',
4867 name => 'destination Y',
4868 type => 'int'
4869 }
4870 ],
4871 [
4872 'wc',
4873 {
4874 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.',
4875 name => 'position state',
4876 type => 'int'
4877 }
4878 ],
4879 [
4880 'move_on',
4881 {
4882 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4883 name => 'movement type',
4884 type => 'movement_type'
4885 }
4886 ]
4887 ],
4888 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.',
4889 ignore => [
4890 $IGNORE_LIST{non_pickable}
4891 ],
4892 name => 'Pit',
4893 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.'
4894 },
4895 'Poison Food' => {
4896 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.',
4897 name => 'Poison Food'
4898 },
4899 Potion => {
4900 attr => [
4901 [
4902 'level',
4903 {
4904 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.',
4905 name => 'potion level',
4906 type => 'int'
4907 }
4908 ],
4909 [
4910 'sp',
4911 {
4912 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".',
4913 name => 'spell',
4914 type => 'spell'
4915 }
4916 ],
4917 [
4918 'attacktype',
4919 {
4920 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.',
4921 name => 'special effect',
4922 type => 'list',
4923 value => $LIST{potion_effect}
4924 }
4925 ],
4926 [
4927 'cursed',
4928 {
4929 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 >:)',
4930 name => 'cursed',
4931 type => 'bool'
4932 }
4933 ],
4934 [
4935 'startequip',
4936 {
4937 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4938 name => 'godgiven item',
4939 type => 'bool'
4940 }
4941 ]
4942 ],
4943 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4944 name => 'Potion',
4945 section => [
4946 [
4947 'stats',
4948 [
4949 [
4950 'Str',
4951 {
4952 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.',
4953 name => 'strength',
4954 type => 'int'
4955 }
4956 ],
4957 [
4958 'Dex',
4959 {
4960 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.',
4961 name => 'dexterity',
4962 type => 'int'
4963 }
4964 ],
4965 [
4966 'Con',
4967 {
4968 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.',
4969 name => 'constitution',
4970 type => 'int'
4971 }
4972 ],
4973 [
4974 'Int',
4975 {
4976 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.',
4977 name => 'intelligence',
4978 type => 'int'
4979 }
4980 ],
4981 [
4982 'Pow',
4983 {
4984 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.',
4985 name => 'power',
4986 type => 'int'
4987 }
4988 ],
4989 [
4990 'Wis',
4991 {
4992 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.',
4993 name => 'wisdom',
4994 type => 'int'
4995 }
4996 ],
4997 [
4998 'Cha',
4999 {
5000 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.',
5001 name => 'charisma',
5002 type => 'int'
5003 }
5004 ]
5005 ]
5006 ],
5007 [
5008 'resistance',
5009 [
5010 [
5011 'resist_physical',
5012 {
5013 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!',
5014 name => 'resist physical %',
5015 type => 'int'
5016 }
5017 ],
5018 [
5019 'resist_magic',
5020 {
5021 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!',
5022 name => 'resist magic %',
5023 type => 'int'
5024 }
5025 ],
5026 [
5027 'resist_fire',
5028 {
5029 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!',
5030 name => 'resist fire %',
5031 type => 'int'
5032 }
5033 ],
5034 [
5035 'resist_electricity',
5036 {
5037 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!',
5038 name => 'resist electricity %',
5039 type => 'int'
5040 }
5041 ],
5042 [
5043 'resist_cold',
5044 {
5045 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!',
5046 name => 'resist cold %',
5047 type => 'int'
5048 }
5049 ],
5050 [
5051 'resist_acid',
5052 {
5053 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!',
5054 name => 'resist acid %',
5055 type => 'int'
5056 }
5057 ],
5058 [
5059 'resist_confusion',
5060 {
5061 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!',
5062 name => 'resist confusion %',
5063 type => 'int'
5064 }
5065 ],
5066 [
5067 'resist_weaponmagic',
5068 {
5069 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!',
5070 name => 'resist weaponmagic %',
5071 type => 'int'
5072 }
5073 ],
5074 [
5075 'resist_ghosthit',
5076 {
5077 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!',
5078 name => 'resist ghosthit %',
5079 type => 'int'
5080 }
5081 ],
5082 [
5083 'resist_slow',
5084 {
5085 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!',
5086 name => 'resist slow %',
5087 type => 'int'
5088 }
5089 ],
5090 [
5091 'resist_fear',
5092 {
5093 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!',
5094 name => 'resist fear %',
5095 type => 'int'
5096 }
5097 ],
5098 [
5099 'resist_death',
5100 {
5101 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!',
5102 name => 'resist death-attack %',
5103 type => 'int'
5104 }
5105 ],
5106 [
5107 'resist_chaos',
5108 {
5109 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!',
5110 name => 'resist chaos %',
5111 type => 'int'
5112 }
5113 ],
5114 [
5115 'resist_blind',
5116 {
5117 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!',
5118 name => 'resist blinding %',
5119 type => 'int'
5120 }
5121 ],
5122 [
5123 'resist_holyword',
5124 {
5125 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!',
5126 name => 'resist holy power %',
5127 type => 'int'
5128 }
5129 ],
5130 [
5131 'resist_godpower',
5132 {
5133 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!',
5134 name => 'resist godpower %',
5135 type => 'int'
5136 }
5137 ],
5138 [
5139 'resist_paralyze',
5140 {
5141 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!',
5142 name => 'resist paralyze %',
5143 type => 'int'
5144 }
5145 ],
5146 [
5147 'resist_drain',
5148 {
5149 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!',
5150 name => 'resist draining %',
5151 type => 'int'
5152 }
5153 ],
5154 [
5155 'resist_deplete',
5156 {
5157 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!',
5158 name => 'resist depletion %',
5159 type => 'int'
5160 }
5161 ],
5162 [
5163 'resist_poison',
5164 {
5165 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!',
5166 name => 'resist poison %',
5167 type => 'int'
5168 }
5169 ]
5170 ]
5171 ]
5172 ],
5173 use => 'One potion should never give multiple benefits at once.'
5174 },
5175 'Power Crystal' => {
5176 attr => [
5177 [
5178 'sp',
5179 {
5180 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5181 name => 'initial mana',
5182 type => 'int'
5183 }
5184 ],
5185 [
5186 'maxsp',
5187 {
5188 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.',
5189 name => 'mana capacity',
5190 type => 'int'
5191 }
5192 ]
5193 ],
5194 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.',
5195 name => 'Power Crystal'
5196 },
5197 Projectile => {
5198 attr => [
5199 [
5200 'attacktype',
5201 {
5202 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.',
5203 name => 'attacktype',
5204 type => 'bitmask',
5205 value => $BITMASK{attacktype}
5206 }
5207 ],
5208 [
5209 'race',
5210 {
5211 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>.',
5212 name => 'ammunition class',
5213 type => 'string'
5214 }
5215 ],
5216 [
5217 'slaying',
5218 {
5219 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.',
5220 name => 'slaying race',
5221 type => 'string'
5222 }
5223 ],
5224 [
5225 'dam',
5226 {
5227 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5228 name => 'damage',
5229 type => 'int'
5230 }
5231 ],
5232 [
5233 'wc',
5234 {
5235 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.',
5236 name => 'weaponclass',
5237 type => 'int'
5238 }
5239 ],
5240 [
5241 'food',
5242 {
5243 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).',
5244 name => 'chance to break',
5245 type => 'int'
5246 }
5247 ],
5248 [
5249 'magic',
5250 {
5251 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5252 name => 'magic bonus',
5253 type => 'int'
5254 }
5255 ],
5256 [
5257 'unique',
5258 {
5259 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5260 name => 'unique item',
5261 type => 'bool'
5262 }
5263 ],
5264 [
5265 'startequip',
5266 {
5267 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5268 name => 'godgiven item',
5269 type => 'bool'
5270 }
5271 ],
5272 [
5273 'no_drop',
5274 {
5275 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.',
5276 name => 'don\'t drop',
5277 type => 'bool'
5278 }
5279 ],
5280 [
5281 'msg',
5282 {
5283 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5284 end => 'endmsg',
5285 name => 'description',
5286 type => 'text'
5287 }
5288 ]
5289 ],
5290 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.',
5291 name => 'Projectile',
5292 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.'
5293 },
5294 Ring => {
5295 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.',
5296 import => [
5297 'Amulet'
5298 ],
5299 name => 'Ring',
5300 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.'
5301 },
5302 Rod => {
5303 attr => [
5304 [
5305 'sp',
5306 {
5307 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!',
5308 name => 'spell',
5309 type => 'spell'
5310 }
5311 ],
5312 [
5313 'level',
5314 {
5315 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5316 name => 'casting level',
5317 type => 'int'
5318 }
5319 ],
5320 [
5321 'hp',
5322 {
5323 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5324 name => 'initial spellpoints',
5325 type => 'int'
5326 }
5327 ],
5328 [
5329 'maxhp',
5330 {
5331 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.',
5332 name => 'max. spellpoints',
5333 type => 'int'
5334 }
5335 ],
5336 [
5337 'startequip',
5338 {
5339 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5340 name => 'godgiven item',
5341 type => 'bool'
5342 }
5343 ],
5344 [
5345 'msg',
5346 {
5347 desc => 'This text may contain a description of the rod.',
5348 end => 'endmsg',
5349 name => 'description',
5350 type => 'text'
5351 }
5352 ]
5353 ],
5354 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.',
5355 ignore => [
5356 'title'
5357 ],
5358 name => 'Rod',
5359 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>'
5360 },
5361 Rune => {
5362 attr => [
5363 [
5364 'no_pick',
5365 {
5366 type => 'fixed',
5367 value => 1
5368 }
5369 ],
5370 [
5371 'move_on',
5372 {
5373 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5374 name => 'movement type',
5375 type => 'movement_type'
5376 }
5377 ],
5378 [
5379 'level',
5380 {
5381 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.',
5382 name => 'rune level',
5383 type => 'int'
5384 }
5385 ],
5386 [
5387 'Cha',
5388 {
5389 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.',
5390 name => 'visibility',
5391 type => 'int'
5392 }
5393 ],
5394 [
5395 'hp',
5396 {
5397 desc => 'The rune will detonate <number of charges> times before disappearing.',
5398 name => 'number of charges',
5399 type => 'int'
5400 }
5401 ],
5402 [
5403 'dam',
5404 {
5405 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.',
5406 name => 'direct damage',
5407 type => 'int'
5408 }
5409 ],
5410 [
5411 'attacktype',
5412 {
5413 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.',
5414 name => 'attacktype',
5415 type => 'bitmask',
5416 value => $BITMASK{attacktype}
5417 }
5418 ],
5419 [
5420 'msg',
5421 {
5422 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5423 end => 'endmsg',
5424 name => 'detonation text',
5425 type => 'text'
5426 }
5427 ]
5428 ],
5429 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.',
5430 ignore => [
5431 'no_pick',
5432 'title',
5433 'name_pl',
5434 'weight',
5435 'value',
5436 'material',
5437 'unpaid'
5438 ],
5439 name => 'Rune',
5440 section => [
5441 [
5442 'spellcraft',
5443 [
5444 [
5445 'sp',
5446 {
5447 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5448 name => 'spell',
5449 type => 'spell'
5450 }
5451 ],
5452 [
5453 'slaying',
5454 {
5455 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5456 name => 'spell name',
5457 type => 'string'
5458 }
5459 ],
5460 [
5461 'other_arch',
5462 {
5463 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.',
5464 name => 'spell arch',
5465 type => 'string'
5466 }
5467 ],
5468 [
5469 'maxsp',
5470 {
5471 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.',
5472 name => 'direction',
5473 type => 'list',
5474 value => $LIST{direction}
5475 }
5476 ],
5477 [
5478 'race',
5479 {
5480 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.',
5481 name => 'summon monster',
5482 type => 'string'
5483 }
5484 ],
5485 [
5486 'maxhp',
5487 {
5488 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5489 name => 'summon amount',
5490 type => 'int'
5491 }
5492 ]
5493 ]
5494 ]
5495 ],
5496 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5497 },
5498 'Safe ground (CF+)' => {
5499 attr => [
5500 [
5501 'no_pick',
5502 {
5503 type => 'fixed',
5504 value => 1
5505 }
5506 ]
5507 ],
5508 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)',
5509 ignore => [
5510 $IGNORE_LIST{non_pickable}
5511 ],
5512 name => 'Safe ground (CF+)',
5513 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.'
5514 },
5515 Savebed => {
5516 attr => [
5517 [
5518 'no_pick',
5519 {
5520 type => 'fixed',
5521 value => 1
5522 }
5523 ],
5524 [
5525 'no_magic',
5526 {
5527 type => 'fixed',
5528 value => 1
5529 }
5530 ],
5531 [
5532 'damned',
5533 {
5534 type => 'fixed',
5535 value => 1
5536 }
5537 ]
5538 ],
5539 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.',
5540 ignore => [
5541 $IGNORE_LIST{non_pickable}
5542 ],
5543 name => 'Savebed',
5544 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>'
5545 },
5546 Scroll => {
5547 attr => [
5548 [
5549 'level',
5550 {
5551 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5552 name => 'casting level',
5553 type => 'int'
5554 }
5555 ],
5556 [
5557 'sp',
5558 {
5559 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5560 name => 'spell',
5561 type => 'spell'
5562 }
5563 ],
5564 [
5565 'startequip',
5566 {
5567 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5568 name => 'godgiven item',
5569 type => 'bool'
5570 }
5571 ]
5572 ],
5573 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.',
5574 ignore => [
5575 'title'
5576 ],
5577 name => 'Scroll',
5578 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5579 },
5580 Shield => {
5581 attr => [
5582 [
5583 'magic',
5584 {
5585 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.',
5586 name => 'magic bonus',
5587 type => 'int'
5588 }
5589 ]
5590 ],
5591 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.',
5592 import => [
5593 'Amulet'
5594 ],
5595 name => 'Shield',
5596 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5597 },
5598 'Shooting Weapon' => {
5599 attr => [
5600 [
5601 'race',
5602 {
5603 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.',
5604 name => 'ammunition class',
5605 type => 'string'
5606 }
5607 ],
5608 [
5609 'sp',
5610 {
5611 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).',
5612 name => 'shooting speed',
5613 type => 'int'
5614 }
5615 ],
5616 [
5617 'dam',
5618 {
5619 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.',
5620 name => 'base damage',
5621 type => 'int'
5622 }
5623 ],
5624 [
5625 'wc',
5626 {
5627 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.',
5628 name => 'weaponclass',
5629 type => 'int'
5630 }
5631 ],
5632 [
5633 'item_power',
5634 {
5635 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>.',
5636 name => 'item power',
5637 type => 'int'
5638 }
5639 ],
5640 [
5641 'no_strength',
5642 {
5643 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.',
5644 name => 'ignore strength',
5645 type => 'bool'
5646 }
5647 ],
5648 [
5649 'damned',
5650 {
5651 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5652 name => 'damnation',
5653 type => 'bool'
5654 }
5655 ],
5656 [
5657 'cursed',
5658 {
5659 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5660 name => 'curse',
5661 type => 'bool'
5662 }
5663 ],
5664 [
5665 'unique',
5666 {
5667 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5668 name => 'unique item',
5669 type => 'bool'
5670 }
5671 ],
5672 [
5673 'startequip',
5674 {
5675 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5676 name => 'godgiven item',
5677 type => 'bool'
5678 }
5679 ],
5680 [
5681 'msg',
5682 {
5683 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5684 end => 'endmsg',
5685 name => 'description',
5686 type => 'text'
5687 }
5688 ]
5689 ],
5690 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.',
5691 name => 'Shooting Weapon',
5692 section => [
5693 [
5694 'stats',
5695 [
5696 [
5697 'Str',
5698 {
5699 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5700 name => 'strength',
5701 type => 'int'
5702 }
5703 ],
5704 [
5705 'Dex',
5706 {
5707 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5708 name => 'dexterity',
5709 type => 'int'
5710 }
5711 ],
5712 [
5713 'Con',
5714 {
5715 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5716 name => 'constitution',
5717 type => 'int'
5718 }
5719 ],
5720 [
5721 'Int',
5722 {
5723 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5724 name => 'intelligence',
5725 type => 'int'
5726 }
5727 ],
5728 [
5729 'Pow',
5730 {
5731 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5732 name => 'power',
5733 type => 'int'
5734 }
5735 ],
5736 [
5737 'Wis',
5738 {
5739 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5740 name => 'wisdom',
5741 type => 'int'
5742 }
5743 ],
5744 [
5745 'Cha',
5746 {
5747 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5748 name => 'charisma',
5749 type => 'int'
5750 }
5751 ]
5752 ]
5753 ],
5754 [
5755 'bonus',
5756 [
5757 [
5758 'luck',
5759 {
5760 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.',
5761 name => 'luck bonus',
5762 type => 'int'
5763 }
5764 ],
5765 [
5766 'magic',
5767 {
5768 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.',
5769 name => 'magic bonus',
5770 type => 'int'
5771 }
5772 ]
5773 ]
5774 ]
5775 ],
5776 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.'
5777 },
5778 'Shop Floor' => {
5779 attr => [
5780 [
5781 'is_floor',
5782 {
5783 type => 'fixed',
5784 value => 1
5785 }
5786 ],
5787 [
5788 'no_pick',
5789 {
5790 type => 'fixed',
5791 value => 1
5792 }
5793 ],
5794 [
5795 'no_magic',
5796 {
5797 type => 'fixed',
5798 value => 1
5799 }
5800 ],
5801 [
5802 'auto_apply',
5803 {
5804 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.',
5805 name => 'generate goods',
5806 type => 'bool'
5807 }
5808 ],
5809 [
5810 'randomitems',
5811 {
5812 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.',
5813 name => 'treasurelist',
5814 type => 'treasurelist'
5815 }
5816 ],
5817 [
5818 'exp',
5819 {
5820 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.',
5821 name => 'quality level',
5822 type => 'int'
5823 }
5824 ],
5825 [
5826 'damned',
5827 {
5828 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.)',
5829 name => 'no prayers',
5830 type => 'bool'
5831 }
5832 ]
5833 ],
5834 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).',
5835 ignore => [
5836 $IGNORE_LIST{non_pickable}
5837 ],
5838 name => 'Shop Floor',
5839 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.'
5840 },
5841 'Shop Inventory' => {
5842 attr => [
5843 [
5844 'shop_coords',
5845 {
5846 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.',
5847 name => 'shop rectangle',
5848 type => 'string'
5849 }
5850 ]
5851 ],
5852 desc => 'The purpose of a sign is to display the contents of a shop.',
5853 ignore => [
5854 $IGNORE_LIST{non_pickable}
5855 ],
5856 name => 'Shop Inventory',
5857 use => 'Use these signs to present the player a list of the items in the shop'
5858 },
5859 'Shop Mat' => {
5860 attr => [
5861 [
5862 'no_pick',
5863 {
5864 type => 'fixed',
5865 value => 1
5866 }
5867 ],
5868 [
5869 'move_on',
5870 {
5871 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5872 name => 'movement type',
5873 type => 'movement_type'
5874 }
5875 ]
5876 ],
5877 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).',
5878 ignore => [
5879 $IGNORE_LIST{non_pickable}
5880 ],
5881 name => 'Shop Mat',
5882 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5883 },
5884 'Sign & MagicMouth' => {
5885 attr => [
5886 [
5887 'connected',
5888 {
5889 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.',
5890 name => 'connection',
5891 type => 'int'
5892 }
5893 ],
5894 [
5895 'activate_on_push',
5896 {
5897 desc => 'Whether the teleporter should only be activated on push.',
5898 name => 'Activate on push',
5899 type => 'bool'
5900 }
5901 ],
5902 [
5903 'activate_on_release',
5904 {
5905 desc => 'Whether the teleporter should only be activated on release.',
5906 name => 'Activate on release',
5907 type => 'bool'
5908 }
5909 ],
5910 [
5911 'move_on',
5912 {
5913 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5914 name => 'movement type',
5915 type => 'movement_type'
5916 }
5917 ],
5918 [
5919 'food',
5920 {
5921 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).',
5922 name => 'counter',
5923 type => 'int'
5924 }
5925 ],
5926 [
5927 'msg',
5928 {
5929 desc => 'This text will be displayed to the player.',
5930 end => 'endmsg',
5931 name => 'message',
5932 type => 'text'
5933 }
5934 ]
5935 ],
5936 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).',
5937 ignore => [
5938 $IGNORE_LIST{non_pickable}
5939 ],
5940 name => 'Sign & MagicMouth',
5941 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.'
5942 },
5943 Skill => {
5944 attr => [
5945 [
5946 'invisible',
5947 {
5948 type => 'fixed',
5949 value => 1
5950 }
5951 ],
5952 [
5953 'no_drop',
5954 {
5955 type => 'fixed',
5956 value => 1
5957 }
5958 ],
5959 [
5960 'skill',
5961 {
5962 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.',
5963 name => 'skill name',
5964 type => 'string'
5965 }
5966 ],
5967 [
5968 'expmul',
5969 {
5970 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.',
5971 name => 'exp multiplier',
5972 type => 'float'
5973 }
5974 ],
5975 [
5976 'subtype',
5977 {
5978 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.',
5979 name => 'skill type',
5980 type => 'list',
5981 value => $LIST{skill_type}
5982 }
5983 ],
5984 [
5985 'level',
5986 {
5987 name => 'level',
5988 type => 'int'
5989 }
5990 ],
5991 [
5992 'exp',
5993 {
5994 name => 'experience',
5995 type => 'int'
5996 }
5997 ],
5998 [
5999 'can_use_skill',
6000 {
6001 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.',
6002 name => 'is native skill',
6003 type => 'bool'
6004 }
6005 ]
6006 ],
6007 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.',
6008 ignore => [
6009 $IGNORE_LIST{system_object}
6010 ],
6011 name => 'Skill',
6012 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>'
6013 },
6014 'Skill Scroll' => {
6015 attr => [
6016 [
6017 'race',
6018 {
6019 type => 'fixed',
6020 value => 'scrolls'
6021 }
6022 ],
6023 [
6024 'skill',
6025 {
6026 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6027 name => 'skill name',
6028 type => 'string'
6029 }
6030 ]
6031 ],
6032 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6033 name => 'Skill Scroll',
6034 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.'
6035 },
6036 'Skill Tool' => {
6037 attr => [
6038 [
6039 'skill',
6040 {
6041 desc => 'This field describes which skill the player will be able to use wearing this item.',
6042 name => 'skill name',
6043 type => 'string'
6044 }
6045 ]
6046 ],
6047 desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6048 name => 'Skill Tool',
6049 section => [
6050 [
6051 'stats',
6052 [
6053 [
6054 'Str',
6055 {
6056 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.',
6057 name => 'strength',
6058 type => 'int'
6059 }
6060 ],
6061 [
6062 'Dex',
6063 {
6064 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.',
6065 name => 'dexterity',
6066 type => 'int'
6067 }
6068 ],
6069 [
6070 'Con',
6071 {
6072 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.',
6073 name => 'constitution',
6074 type => 'int'
6075 }
6076 ],
6077 [
6078 'Int',
6079 {
6080 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.',
6081 name => 'intelligence',
6082 type => 'int'
6083 }
6084 ],
6085 [
6086 'Pow',
6087 {
6088 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.',
6089 name => 'power',
6090 type => 'int'
6091 }
6092 ],
6093 [
6094 'Wis',
6095 {
6096 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.',
6097 name => 'wisdom',
6098 type => 'int'
6099 }
6100 ],
6101 [
6102 'Cha',
6103 {
6104 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.',
6105 name => 'charisma',
6106 type => 'int'
6107 }
6108 ]
6109 ]
6110 ],
6111 [
6112 'resistance',
6113 [
6114 [
6115 'resist_physical',
6116 {
6117 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!',
6118 name => 'resist physical %',
6119 type => 'int'
6120 }
6121 ],
6122 [
6123 'resist_magic',
6124 {
6125 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!',
6126 name => 'resist magic %',
6127 type => 'int'
6128 }
6129 ],
6130 [
6131 'resist_fire',
6132 {
6133 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!',
6134 name => 'resist fire %',
6135 type => 'int'
6136 }
6137 ],
6138 [
6139 'resist_electricity',
6140 {
6141 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!',
6142 name => 'resist electricity %',
6143 type => 'int'
6144 }
6145 ],
6146 [
6147 'resist_cold',
6148 {
6149 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!',
6150 name => 'resist cold %',
6151 type => 'int'
6152 }
6153 ],
6154 [
6155 'resist_acid',
6156 {
6157 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!',
6158 name => 'resist acid %',
6159 type => 'int'
6160 }
6161 ],
6162 [
6163 'resist_confusion',
6164 {
6165 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!',
6166 name => 'resist confusion %',
6167 type => 'int'
6168 }
6169 ],
6170 [
6171 'resist_weaponmagic',
6172 {
6173 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!',
6174 name => 'resist weaponmagic %',
6175 type => 'int'
6176 }
6177 ],
6178 [
6179 'resist_ghosthit',
6180 {
6181 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!',
6182 name => 'resist ghosthit %',
6183 type => 'int'
6184 }
6185 ],
6186 [
6187 'resist_slow',
6188 {
6189 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!',
6190 name => 'resist slow %',
6191 type => 'int'
6192 }
6193 ],
6194 [
6195 'resist_fear',
6196 {
6197 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!',
6198 name => 'resist fear %',
6199 type => 'int'
6200 }
6201 ],
6202 [
6203 'resist_death',
6204 {
6205 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!',
6206 name => 'resist death-attack %',
6207 type => 'int'
6208 }
6209 ],
6210 [
6211 'resist_chaos',
6212 {
6213 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!',
6214 name => 'resist chaos %',
6215 type => 'int'
6216 }
6217 ],
6218 [
6219 'resist_blind',
6220 {
6221 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!',
6222 name => 'resist blinding %',
6223 type => 'int'
6224 }
6225 ],
6226 [
6227 'resist_holyword',
6228 {
6229 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!',
6230 name => 'resist holy power %',
6231 type => 'int'
6232 }
6233 ],
6234 [
6235 'resist_godpower',
6236 {
6237 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!',
6238 name => 'resist godpower %',
6239 type => 'int'
6240 }
6241 ],
6242 [
6243 'resist_paralyze',
6244 {
6245 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!',
6246 name => 'resist paralyze %',
6247 type => 'int'
6248 }
6249 ],
6250 [
6251 'resist_drain',
6252 {
6253 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!',
6254 name => 'resist draining %',
6255 type => 'int'
6256 }
6257 ],
6258 [
6259 'resist_deplete',
6260 {
6261 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!',
6262 name => 'resist depletion %',
6263 type => 'int'
6264 }
6265 ],
6266 [
6267 'resist_poison',
6268 {
6269 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!',
6270 name => 'resist poison %',
6271 type => 'int'
6272 }
6273 ]
6274 ]
6275 ]
6276 ],
6277 use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6278 },
6279 'Special Key' => {
6280 attr => [
6281 [
6282 'slaying',
6283 {
6284 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.',
6285 name => 'key string',
6286 type => 'string'
6287 }
6288 ],
6289 [
6290 'material',
6291 {
6292 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6293 name => 'material',
6294 type => 'bitmask',
6295 value => $BITMASK{material}
6296 }
6297 ],
6298 [
6299 'unique',
6300 {
6301 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.',
6302 name => 'unique item',
6303 type => 'bool'
6304 }
6305 ],
6306 [
6307 'startequip',
6308 {
6309 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6310 name => 'godgiven item',
6311 type => 'bool'
6312 }
6313 ],
6314 [
6315 'msg',
6316 {
6317 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.',
6318 end => 'endmsg',
6319 name => 'description',
6320 type => 'text'
6321 }
6322 ]
6323 ],
6324 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.',
6325 ignore => [
6326 'material'
6327 ],
6328 name => 'Special Key',
6329 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".'
6330 },
6331 Spell => {
6332 attr => [
6333 [
6334 'no_drop',
6335 {
6336 type => 'fixed',
6337 value => 1
6338 }
6339 ],
6340 [
6341 'invisible',
6342 {
6343 type => 'fixed',
6344 value => 1
6345 }
6346 ],
6347 [
6348 'skill',
6349 {
6350 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.',
6351 name => 'skill name',
6352 type => 'string'
6353 }
6354 ],
6355 [
6356 'subtype',
6357 {
6358 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6359 name => 'spell type',
6360 type => 'list',
6361 value => $LIST{spell_type}
6362 }
6363 ],
6364 [
6365 'level',
6366 {
6367 name => 'spell level',
6368 type => 'int'
6369 }
6370 ],
6371 [
6372 'casting_time',
6373 {
6374 name => 'casting time',
6375 type => 'int'
6376 }
6377 ],
6378 [
6379 'duration',
6380 {
6381 name => 'duration',
6382 type => 'int'
6383 }
6384 ],
6385 [
6386 'other_arch',
6387 {
6388 name => 'create object',
6389 type => 'string'
6390 }
6391 ],
6392 [
6393 'sp',
6394 {
6395 name => 'cost spellpoints',
6396 type => 'int'
6397 }
6398 ],
6399 [
6400 'grace',
6401 {
6402 name => 'cost grace',
6403 type => 'int'
6404 }
6405 ],
6406 [
6407 'maxsp',
6408 {
6409 name => 'double cost per level',
6410 type => 'int'
6411 }
6412 ]
6413 ],
6414 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.',
6415 ignore => [
6416 $IGNORE_LIST{system_object}
6417 ],
6418 name => 'Spell',
6419 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.'
6420 },
6421 Spellbook => {
6422 attr => [
6423 [
6424 'skill',
6425 {
6426 type => 'fixed',
6427 value => 'literacy'
6428 }
6429 ],
6430 [
6431 'randomitems',
6432 {
6433 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.',
6434 name => 'treasurelist',
6435 type => 'treasurelist'
6436 }
6437 ],
6438 [
6439 'startequip',
6440 {
6441 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6442 name => 'godgiven item',
6443 type => 'bool'
6444 }
6445 ],
6446 [
6447 'msg',
6448 {
6449 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6450 end => 'endmsg',
6451 name => 'description',
6452 type => 'text'
6453 }
6454 ]
6455 ],
6456 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.',
6457 name => 'Spellbook',
6458 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.'
6459 },
6460 Spinner => {
6461 attr => [
6462 [
6463 'sp',
6464 {
6465 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.',
6466 name => 'direction number',
6467 type => 'int'
6468 }
6469 ],
6470 [
6471 'move_on',
6472 {
6473 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6474 name => 'movement type',
6475 type => 'movement_type'
6476 }
6477 ]
6478 ],
6479 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.',
6480 ignore => [
6481 $IGNORE_LIST{non_pickable}
6482 ],
6483 name => 'Spinner',
6484 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.'
6485 },
6486 Swamp => {
6487 attr => [
6488 [
6489 'is_floor',
6490 {
6491 type => 'fixed',
6492 value => 1
6493 }
6494 ],
6495 [
6496 'is_wooded',
6497 {
6498 type => 'fixed',
6499 value => 1
6500 }
6501 ],
6502 [
6503 'speed',
6504 {
6505 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.',
6506 name => 'drowning speed',
6507 type => 'float'
6508 }
6509 ],
6510 [
6511 'speed_left',
6512 {
6513 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.',
6514 name => 'speed left',
6515 type => 'float'
6516 }
6517 ],
6518 [
6519 'move_on',
6520 {
6521 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6522 name => 'movement type',
6523 type => 'movement_type'
6524 }
6525 ],
6526 [
6527 'move_block',
6528 {
6529 desc => 'Objects using these movement types cannot move over this space.',
6530 name => 'blocked movement',
6531 type => 'movement_type'
6532 }
6533 ],
6534 [
6535 'move_allow',
6536 {
6537 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6538 name => 'allowed movement',
6539 type => 'movement_type'
6540 }
6541 ],
6542 [
6543 'move_slow',
6544 {
6545 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6546 name => 'slowed movement',
6547 type => 'movement_type'
6548 }
6549 ],
6550 [
6551 'move_slow_penalty',
6552 {
6553 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)',
6554 name => 'slow movement penalty',
6555 type => 'int'
6556 }
6557 ],
6558 [
6559 'no_magic',
6560 {
6561 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6562 name => 'no spells',
6563 type => 'bool'
6564 }
6565 ],
6566 [
6567 'damned',
6568 {
6569 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6570 name => 'no prayers',
6571 type => 'bool'
6572 }
6573 ]
6574 ],
6575 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.',
6576 ignore => [
6577 $IGNORE_LIST{non_pickable}
6578 ],
6579 name => 'Swamp'
6580 },
6581 Teleporter => {
6582 attr => [
6583 [
6584 'slaying',
6585 {
6586 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.',
6587 name => 'exit path',
6588 type => 'string'
6589 }
6590 ],
6591 [
6592 'hp',
6593 {
6594 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.',
6595 name => 'destination X',
6596 type => 'int'
6597 }
6598 ],
6599 [
6600 'sp',
6601 {
6602 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.',
6603 name => 'destination Y',
6604 type => 'int'
6605 }
6606 ],
6607 [
6608 'connected',
6609 {
6610 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.',
6611 name => 'connection',
6612 type => 'int'
6613 }
6614 ],
6615 [
6616 'activate_on_push',
6617 {
6618 desc => 'Whether the teleporter should only be activated on push.',
6619 name => 'Activate on push',
6620 type => 'bool'
6621 }
6622 ],
6623 [
6624 'activate_on_release',
6625 {
6626 desc => 'Whether the teleporter should only be activated on release.',
6627 name => 'Activate on release',
6628 type => 'bool'
6629 }
6630 ],
6631 [
6632 'speed',
6633 {
6634 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!',
6635 name => 'activation speed',
6636 type => 'float'
6637 }
6638 ],
6639 [
6640 'speed_left',
6641 {
6642 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.',
6643 name => 'speed left',
6644 type => 'float'
6645 }
6646 ]
6647 ],
6648 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.',
6649 ignore => [
6650 $IGNORE_LIST{non_pickable}
6651 ],
6652 name => 'Teleporter',
6653 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.'
6654 },
6655 'Timed Gate' => {
6656 attr => [
6657 [
6658 'no_pick',
6659 {
6660 type => 'fixed',
6661 value => 1
6662 }
6663 ],
6664 [
6665 'connected',
6666 {
6667 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.',
6668 name => 'connection',
6669 type => 'int'
6670 }
6671 ],
6672 [
6673 'activate_on_push',
6674 {
6675 desc => 'Whether the teleporter should only be activated on push.',
6676 name => 'Activate on push',
6677 type => 'bool'
6678 }
6679 ],
6680 [
6681 'activate_on_release',
6682 {
6683 desc => 'Whether the teleporter should only be activated on release.',
6684 name => 'Activate on release',
6685 type => 'bool'
6686 }
6687 ],
6688 [
6689 'wc',
6690 {
6691 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.',
6692 name => 'position state',
6693 type => 'int'
6694 }
6695 ],
6696 [
6697 'move_block',
6698 {
6699 desc => 'Objects using these movement types cannot move over this space.',
6700 name => 'blocked movement',
6701 type => 'movement_type'
6702 }
6703 ],
6704 [
6705 'move_allow',
6706 {
6707 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6708 name => 'allowed movement',
6709 type => 'movement_type'
6710 }
6711 ],
6712 [
6713 'move_slow',
6714 {
6715 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6716 name => 'slowed movement',
6717 type => 'movement_type'
6718 }
6719 ],
6720 [
6721 'move_slow_penalty',
6722 {
6723 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)',
6724 name => 'slow movement penalty',
6725 type => 'int'
6726 }
6727 ],
6728 [
6729 'no_magic',
6730 {
6731 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6732 name => 'restrict spells',
6733 type => 'bool'
6734 }
6735 ],
6736 [
6737 'damned',
6738 {
6739 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6740 name => 'restrict prayers',
6741 type => 'bool'
6742 }
6743 ],
6744 [
6745 'hp',
6746 {
6747 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6748 name => 'open duration',
6749 type => 'int'
6750 }
6751 ]
6752 ],
6753 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.',
6754 ignore => [
6755 $IGNORE_LIST{non_pickable}
6756 ],
6757 name => 'Timed Gate',
6758 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".'
6759 },
6760 Trap => {
6761 attr => [
6762 [
6763 'no_pick',
6764 {
6765 type => 'fixed',
6766 value => 1
6767 }
6768 ],
6769 [
6770 'move_on',
6771 {
6772 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6773 name => 'movement type',
6774 type => 'movement_type'
6775 }
6776 ],
6777 [
6778 'level',
6779 {
6780 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.',
6781 name => 'trap level',
6782 type => 'int'
6783 }
6784 ],
6785 [
6786 'Cha',
6787 {
6788 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.',
6789 name => 'visibility',
6790 type => 'int'
6791 }
6792 ],
6793 [
6794 'hp',
6795 {
6796 desc => 'The trap will detonate <number of charges> times before disappearing.',
6797 name => 'number of charges',
6798 type => 'int'
6799 }
6800 ],
6801 [
6802 'dam',
6803 {
6804 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6805 name => 'direct damage',
6806 type => 'int'
6807 }
6808 ],
6809 [
6810 'attacktype',
6811 {
6812 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6813 name => 'attacktype',
6814 type => 'bitmask',
6815 value => $BITMASK{attacktype}
6816 }
6817 ],
6818 [
6819 'connected',
6820 {
6821 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6822 name => 'connection',
6823 type => 'int'
6824 }
6825 ],
6826 [
6827 'msg',
6828 {
6829 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6830 end => 'endmsg',
6831 name => 'detonation text',
6832 type => 'text'
6833 }
6834 ]
6835 ],
6836 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.',
6837 ignore => [
6838 'no_pick',
6839 'title',
6840 'name_pl',
6841 'weight',
6842 'value',
6843 'material',
6844 'unpaid'
6845 ],
6846 name => 'Trap',
6847 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.'
6848 },
6849 Trapdoor => {
6850 attr => [
6851 [
6852 'no_pick',
6853 {
6854 type => 'fixed',
6855 value => 1
6856 }
6857 ],
6858 [
6859 'move_on',
6860 {
6861 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6862 name => 'movement type',
6863 type => 'movement_type'
6864 }
6865 ],
6866 [
6867 'weight',
6868 {
6869 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.',
6870 name => 'hold weight',
6871 type => 'int'
6872 }
6873 ],
6874 [
6875 'hp',
6876 {
6877 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!',
6878 name => 'destination X',
6879 type => 'int'
6880 }
6881 ],
6882 [
6883 'sp',
6884 {
6885 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!',
6886 name => 'destination Y',
6887 type => 'int'
6888 }
6889 ]
6890 ],
6891 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.',
6892 ignore => [
6893 $IGNORE_LIST{non_pickable}
6894 ],
6895 name => 'Trapdoor',
6896 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.'
6897 },
6898 Treasure => {
6899 attr => [
6900 [
6901 'randomitems',
6902 {
6903 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6904 name => 'treasurelist',
6905 type => 'treasurelist'
6906 }
6907 ],
6908 [
6909 'auto_apply',
6910 {
6911 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.',
6912 name => 'auto-generate',
6913 type => 'bool'
6914 }
6915 ],
6916 [
6917 'hp',
6918 {
6919 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.',
6920 name => 'create number',
6921 type => 'int'
6922 }
6923 ],
6924 [
6925 'exp',
6926 {
6927 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).',
6928 name => 'quality level',
6929 type => 'int'
6930 }
6931 ]
6932 ],
6933 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6934 ignore => [
6935 'nrof',
6936 'title',
6937 'name_pl',
6938 'weight',
6939 'value',
6940 'material'
6941 ],
6942 name => 'Treasure',
6943 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.'
6944 },
6945 'Trigger Marker' => {
6946 attr => [
6947 [
6948 'no_pick',
6949 {
6950 type => 'fixed',
6951 value => 1
6952 }
6953 ],
6954 [
6955 'slaying',
6956 {
6957 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.',
6958 name => 'key string',
6959 type => 'string'
6960 }
6961 ],
6962 [
6963 'connected',
6964 {
6965 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6966 name => 'connection',
6967 type => 'int'
6968 }
6969 ],
6970 [
6971 'food',
6972 {
6973 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.',
6974 name => 'mark duration',
6975 type => 'int'
6976 }
6977 ],
6978 [
6979 'name',
6980 {
6981 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.',
6982 name => 'delete mark',
6983 type => 'string'
6984 }
6985 ],
6986 [
6987 'msg',
6988 {
6989 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.',
6990 end => 'endmsg',
6991 name => 'marking message',
6992 type => 'text'
6993 }
6994 ]
6995 ],
6996 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.',
6997 ignore => [
6998 $IGNORE_LIST{system_object}
6999 ],
7000 name => 'Trigger Marker',
7001 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.'
7002 },
7003 Wall => {
7004 attr => [
7005 [
7006 'move_block',
7007 {
7008 desc => 'Objects using these movement types cannot move over this space.',
7009 name => 'blocked movement',
7010 type => 'movement_type'
7011 }
7012 ],
7013 [
7014 'move_allow',
7015 {
7016 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7017 name => 'allowed movement',
7018 type => 'movement_type'
7019 }
7020 ],
7021 [
7022 'move_slow',
7023 {
7024 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7025 name => 'slowed movement',
7026 type => 'movement_type'
7027 }
7028 ],
7029 [
7030 'move_slow_penalty',
7031 {
7032 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)',
7033 name => 'slow movement penalty',
7034 type => 'int'
7035 }
7036 ],
7037 [
7038 'can_roll',
7039 {
7040 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7041 name => 'moveable',
7042 type => 'bool'
7043 }
7044 ],
7045 [
7046 'no_magic',
7047 {
7048 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7049 name => 'restrict spells',
7050 type => 'bool'
7051 }
7052 ],
7053 [
7054 'damned',
7055 {
7056 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7057 name => 'restrict prayers',
7058 type => 'bool'
7059 }
7060 ]
7061 ],
7062 desc => 'Walls usually block passage and sight.',
7063 ignore => [
7064 'nrof',
7065 'title',
7066 'name_pl',
7067 'value',
7068 'unpaid'
7069 ],
7070 name => 'Wall'
7071 },
7072 'Wand & Staff' => {
7073 attr => [
7074 [
7075 'sp',
7076 {
7077 desc => 'The <spell> specifies the contained spell.',
7078 name => 'spell',
7079 type => 'spell'
7080 }
7081 ],
7082 [
7083 'level',
7084 {
7085 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7086 name => 'casting level',
7087 type => 'int'
7088 }
7089 ],
7090 [
7091 'food',
7092 {
7093 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7094 name => 'number of charges',
7095 type => 'int'
7096 }
7097 ],
7098 [
7099 'startequip',
7100 {
7101 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7102 name => 'godgiven item',
7103 type => 'bool'
7104 }
7105 ],
7106 [
7107 'msg',
7108 {
7109 desc => 'This text may contain a description of the wand.',
7110 end => 'endmsg',
7111 name => 'description',
7112 type => 'text'
7113 }
7114 ]
7115 ],
7116 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.',
7117 name => 'Wand & Staff',
7118 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.'
7119 },
7120 'Weak Wall' => {
7121 attr => [
7122 [
7123 'alive',
7124 {
7125 type => 'fixed',
7126 value => 1
7127 }
7128 ],
7129 [
7130 'no_pick',
7131 {
7132 type => 'fixed',
7133 value => 1
7134 }
7135 ],
7136 [
7137 'tear_down',
7138 {
7139 type => 'fixed',
7140 value => 1
7141 }
7142 ],
7143 [
7144 'race',
7145 {
7146 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.',
7147 name => 'race',
7148 type => 'string'
7149 }
7150 ],
7151 [
7152 'level',
7153 {
7154 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.',
7155 name => 'level',
7156 type => 'int'
7157 }
7158 ],
7159 [
7160 'hp',
7161 {
7162 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.',
7163 name => 'health points',
7164 type => 'int'
7165 }
7166 ],
7167 [
7168 'maxhp',
7169 {
7170 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.',
7171 name => 'max health',
7172 type => 'int'
7173 }
7174 ],
7175 [
7176 'ac',
7177 {
7178 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7179 name => 'armour class',
7180 type => 'int'
7181 }
7182 ]
7183 ],
7184 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.',
7185 ignore => [
7186 $IGNORE_LIST{non_pickable}
7187 ],
7188 name => 'Weak Wall',
7189 section => [
7190 [
7191 'resistance',
7192 [
7193 [
7194 'resist_physical',
7195 {
7196 name => 'resist physical %',
7197 type => 'int'
7198 }
7199 ],
7200 [
7201 'resist_magic',
7202 {
7203 name => 'resist magic %',
7204 type => 'int'
7205 }
7206 ],
7207 [
7208 'resist_fire',
7209 {
7210 name => 'resist fire %',
7211 type => 'int'
7212 }
7213 ],
7214 [
7215 'resist_electricity',
7216 {
7217 name => 'resist electricity %',
7218 type => 'int'
7219 }
7220 ],
7221 [
7222 'resist_cold',
7223 {
7224 name => 'resist cold %',
7225 type => 'int'
7226 }
7227 ],
7228 [
7229 'resist_confusion',
7230 {
7231 name => 'resist confusion %',
7232 type => 'int'
7233 }
7234 ],
7235 [
7236 'resist_acid',
7237 {
7238 name => 'resist acid %',
7239 type => 'int'
7240 }
7241 ],
7242 [
7243 'resist_drain',
7244 {
7245 name => 'resist draining %',
7246 type => 'int'
7247 }
7248 ],
7249 [
7250 'resist_weaponmagic',
7251 {
7252 name => 'resist weaponmagic %',
7253 type => 'int'
7254 }
7255 ],
7256 [
7257 'resist_ghosthit',
7258 {
7259 name => 'resist ghosthit %',
7260 type => 'int'
7261 }
7262 ],
7263 [
7264 'resist_poison',
7265 {
7266 name => 'resist poison %',
7267 type => 'int'
7268 }
7269 ],
7270 [
7271 'resist_slow',
7272 {
7273 name => 'resist slow %',
7274 type => 'int'
7275 }
7276 ],
7277 [
7278 'resist_paralyze',
7279 {
7280 name => 'resist paralyze %',
7281 type => 'int'
7282 }
7283 ],
7284 [
7285 'resist_fear',
7286 {
7287 name => 'resist fear %',
7288 type => 'int'
7289 }
7290 ],
7291 [
7292 'resist_deplete',
7293 {
7294 name => 'resist depletion %',
7295 type => 'int'
7296 }
7297 ],
7298 [
7299 'resist_death',
7300 {
7301 name => 'resist death-attack %',
7302 type => 'int'
7303 }
7304 ],
7305 [
7306 'resist_chaos',
7307 {
7308 name => 'resist chaos %',
7309 type => 'int'
7310 }
7311 ],
7312 [
7313 'resist_blind',
7314 {
7315 name => 'resist blinding %',
7316 type => 'int'
7317 }
7318 ],
7319 [
7320 'resist_holyword',
7321 {
7322 name => 'resist holy power %',
7323 type => 'int'
7324 }
7325 ],
7326 [
7327 'resist_godpower',
7328 {
7329 name => 'resist godpower %',
7330 type => 'int'
7331 }
7332 ]
7333 ]
7334 ]
7335 ],
7336 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.'
7337 },
7338 Weapon => {
7339 attr => [
7340 [
7341 'attacktype',
7342 {
7343 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.',
7344 name => 'attacktype',
7345 type => 'bitmask',
7346 value => $BITMASK{attacktype}
7347 }
7348 ],
7349 [
7350 'weapontype',
7351 {
7352 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.',
7353 name => 'weapontype',
7354 type => 'list',
7355 value => $LIST{weapon_type}
7356 }
7357 ],
7358 [
7359 'skill',
7360 {
7361 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7362 name => 'skill name',
7363 type => 'string'
7364 }
7365 ],
7366 [
7367 'dam',
7368 {
7369 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.',
7370 name => 'damage',
7371 type => 'int'
7372 }
7373 ],
7374 [
7375 'slaying',
7376 {
7377 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.',
7378 name => 'slaying race',
7379 type => 'string'
7380 }
7381 ],
7382 [
7383 'last_sp',
7384 {
7385 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.',
7386 name => 'weapon speed',
7387 type => 'int'
7388 }
7389 ],
7390 [
7391 'wc',
7392 {
7393 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.',
7394 name => 'weapon class',
7395 type => 'int'
7396 }
7397 ],
7398 [
7399 'magic',
7400 {
7401 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.',
7402 name => 'magic bonus',
7403 type => 'int'
7404 }
7405 ],
7406 [
7407 'item_power',
7408 {
7409 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>.',
7410 name => 'item power',
7411 type => 'int'
7412 }
7413 ],
7414 [
7415 'damned',
7416 {
7417 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7418 name => 'damnation',
7419 type => 'bool'
7420 }
7421 ],
7422 [
7423 'cursed',
7424 {
7425 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7426 name => 'curse',
7427 type => 'bool'
7428 }
7429 ],
7430 [
7431 'lifesave',
7432 {
7433 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!',
7434 name => 'save life',
7435 type => 'bool'
7436 }
7437 ],
7438 [
7439 'unique',
7440 {
7441 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7442 name => 'unique item',
7443 type => 'bool'
7444 }
7445 ],
7446 [
7447 'startequip',
7448 {
7449 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7450 name => 'godgiven item',
7451 type => 'bool'
7452 }
7453 ],
7454 [
7455 'msg',
7456 {
7457 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7458 end => 'endmsg',
7459 name => 'description',
7460 type => 'text'
7461 }
7462 ]
7463 ],
7464 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.',
7465 name => 'Weapon',
7466 section => [
7467 [
7468 'stats',
7469 [
7470 [
7471 'Str',
7472 {
7473 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.',
7474 name => 'strength',
7475 type => 'int'
7476 }
7477 ],
7478 [
7479 'Dex',
7480 {
7481 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.',
7482 name => 'dexterity',
7483 type => 'int'
7484 }
7485 ],
7486 [
7487 'Con',
7488 {
7489 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.',
7490 name => 'constitution',
7491 type => 'int'
7492 }
7493 ],
7494 [
7495 'Int',
7496 {
7497 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.',
7498 name => 'intelligence',
7499 type => 'int'
7500 }
7501 ],
7502 [
7503 'Pow',
7504 {
7505 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.',
7506 name => 'power',
7507 type => 'int'
7508 }
7509 ],
7510 [
7511 'Wis',
7512 {
7513 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.',
7514 name => 'wisdom',
7515 type => 'int'
7516 }
7517 ],
7518 [
7519 'Cha',
7520 {
7521 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.',
7522 name => 'charisma',
7523 type => 'int'
7524 }
7525 ]
7526 ]
7527 ],
7528 [
7529 'resistance',
7530 [
7531 [
7532 'resist_physical',
7533 {
7534 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!',
7535 name => 'resist physical %',
7536 type => 'int'
7537 }
7538 ],
7539 [
7540 'resist_magic',
7541 {
7542 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!',
7543 name => 'resist magic %',
7544 type => 'int'
7545 }
7546 ],
7547 [
7548 'resist_fire',
7549 {
7550 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!',
7551 name => 'resist fire %',
7552 type => 'int'
7553 }
7554 ],
7555 [
7556 'resist_electricity',
7557 {
7558 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!',
7559 name => 'resist electricity %',
7560 type => 'int'
7561 }
7562 ],
7563 [
7564 'resist_cold',
7565 {
7566 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!',
7567 name => 'resist cold %',
7568 type => 'int'
7569 }
7570 ],
7571 [
7572 'resist_acid',
7573 {
7574 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!',
7575 name => 'resist acid %',
7576 type => 'int'
7577 }
7578 ],
7579 [
7580 'resist_confusion',
7581 {
7582 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!',
7583 name => 'resist confusion %',
7584 type => 'int'
7585 }
7586 ],
7587 [
7588 'resist_weaponmagic',
7589 {
7590 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!',
7591 name => 'resist weaponmagic %',
7592 type => 'int'
7593 }
7594 ],
7595 [
7596 'resist_ghosthit',
7597 {
7598 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!',
7599 name => 'resist ghosthit %',
7600 type => 'int'
7601 }
7602 ],
7603 [
7604 'resist_slow',
7605 {
7606 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!',
7607 name => 'resist slow %',
7608 type => 'int'
7609 }
7610 ],
7611 [
7612 'resist_fear',
7613 {
7614 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!',
7615 name => 'resist fear %',
7616 type => 'int'
7617 }
7618 ],
7619 [
7620 'resist_death',
7621 {
7622 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!',
7623 name => 'resist death-attack %',
7624 type => 'int'
7625 }
7626 ],
7627 [
7628 'resist_chaos',
7629 {
7630 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!',
7631 name => 'resist chaos %',
7632 type => 'int'
7633 }
7634 ],
7635 [
7636 'resist_blind',
7637 {
7638 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!',
7639 name => 'resist blinding %',
7640 type => 'int'
7641 }
7642 ],
7643 [
7644 'resist_holyword',
7645 {
7646 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!',
7647 name => 'resist holy power %',
7648 type => 'int'
7649 }
7650 ],
7651 [
7652 'resist_godpower',
7653 {
7654 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!',
7655 name => 'resist godpower %',
7656 type => 'int'
7657 }
7658 ],
7659 [
7660 'resist_paralyze',
7661 {
7662 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!',
7663 name => 'resist paralyze %',
7664 type => 'int'
7665 }
7666 ],
7667 [
7668 'resist_drain',
7669 {
7670 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!',
7671 name => 'resist draining %',
7672 type => 'int'
7673 }
7674 ],
7675 [
7676 'resist_deplete',
7677 {
7678 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!',
7679 name => 'resist depletion %',
7680 type => 'int'
7681 }
7682 ],
7683 [
7684 'resist_poison',
7685 {
7686 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!',
7687 name => 'resist poison %',
7688 type => 'int'
7689 }
7690 ]
7691 ]
7692 ],
7693 [
7694 'misc',
7695 [
7696 [
7697 'luck',
7698 {
7699 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.',
7700 name => 'luck bonus',
7701 type => 'int'
7702 }
7703 ],
7704 [
7705 'hp',
7706 {
7707 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7708 name => 'health regen.',
7709 type => 'int'
7710 }
7711 ],
7712 [
7713 'sp',
7714 {
7715 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7716 name => 'mana regen.',
7717 type => 'int'
7718 }
7719 ],
7720 [
7721 'grace',
7722 {
7723 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!!',
7724 name => 'grace regen.',
7725 type => 'int'
7726 }
7727 ],
7728 [
7729 'food',
7730 {
7731 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.',
7732 name => 'food bonus',
7733 type => 'int'
7734 }
7735 ],
7736 [
7737 'xrays',
7738 {
7739 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.',
7740 name => 'xray vision',
7741 type => 'bool'
7742 }
7743 ],
7744 [
7745 'stealth',
7746 {
7747 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)',
7748 name => 'stealth',
7749 type => 'bool'
7750 }
7751 ],
7752 [
7753 'reflect_spell',
7754 {
7755 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!',
7756 name => 'reflect spells',
7757 type => 'bool'
7758 }
7759 ],
7760 [
7761 'reflect_missile',
7762 {
7763 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.',
7764 name => 'reflect missiles',
7765 type => 'bool'
7766 }
7767 ],
7768 [
7769 'path_attuned',
7770 {
7771 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7772 name => 'attuned paths',
7773 type => 'bitmask',
7774 value => $BITMASK{spellpath}
7775 }
7776 ],
7777 [
7778 'path_repelled',
7779 {
7780 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7781 name => 'repelled paths',
7782 type => 'bitmask',
7783 value => $BITMASK{spellpath}
7784 }
7785 ],
7786 [
7787 'path_denied',
7788 {
7789 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7790 name => 'denied paths',
7791 type => 'bitmask',
7792 value => $BITMASK{spellpath}
7793 }
7794 ]
7795 ]
7796 ]
7797 ],
7798 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.'
7799 }
7800 );
7801
7802 our %ATTR = (
7803 3 => $TYPE{Rod},
7804 4 => $TYPE{Treasure},
7805 5 => $TYPE{Potion},
7806 6 => $TYPE{Food},
7807 7 => $TYPE{'Poison Food'},
7808 8 => $TYPE{Book},
7809 9 => $TYPE{Clock},
7810 13 => $TYPE{Projectile},
7811 14 => $TYPE{'Shooting Weapon'},
7812 15 => $TYPE{Weapon},
7813 16 => $TYPE{'Brestplate Armour'},
7814 17 => $TYPE{Pedestal},
7815 18 => $TYPE{Altar},
7816 20 => $TYPE{'Locked Door'},
7817 21 => $TYPE{'Special Key'},
7818 23 => $TYPE{Door},
7819 24 => $TYPE{Key},
7820 26 => $TYPE{'Timed Gate'},
7821 27 => $TYPE{'Handle Trigger'},
7822 28 => $TYPE{'Monster (Grimreaper)'},
7823 29 => $TYPE{'Magic Ear'},
7824 30 => $TYPE{'Button Trigger'},
7825 31 => $TYPE{'Altar Trigger'},
7826 33 => $TYPE{Shield},
7827 34 => $TYPE{Helmet},
7828 35 => $TYPE{Horn},
7829 36 => $TYPE{Money},
7830 37 => $TYPE{'Class Changer'},
7831 39 => $TYPE{Amulet},
7832 40 => $TYPE{Mover},
7833 41 => $TYPE{Teleporter},
7834 42 => $TYPE{Creator},
7835 43 => $TYPE{Skill},
7836 51 => $TYPE{Detector},
7837 52 => $TYPE{'Trigger Marker'},
7838 55 => $TYPE{Marker},
7839 56 => $TYPE{'Holy Altar'},
7840 58 => $TYPE{Battleground},
7841 60 => $TYPE{Jewel},
7842 62 => $TYPE{'Magic Wall'},
7843 64 => $TYPE{'Inventory Checker'},
7844 65 => $TYPE{'Mood Floor'},
7845 66 => $TYPE{Exit},
7846 67 => $TYPE{'Floor (Encounter)'},
7847 68 => $TYPE{'Shop Floor'},
7848 69 => $TYPE{'Shop Mat'},
7849 70 => $TYPE{Ring},
7850 72 => $TYPE{Flesh},
7851 73 => $TYPE{Inorganic},
7852 74 => $TYPE{'Skill Tool'},
7853 83 => $TYPE{Duplicator},
7854 85 => $TYPE{Spellbook},
7855 87 => $TYPE{Cloak},
7856 88 => $TYPE{'Hazard Floor'},
7857 90 => $TYPE{Spinner},
7858 91 => $TYPE{Gate},
7859 92 => $TYPE{Button},
7860 93 => $TYPE{Handle},
7861 94 => $TYPE{Pit},
7862 95 => $TYPE{Trapdoor},
7863 98 => $TYPE{'Sign & MagicMouth'},
7864 99 => $TYPE{Boots},
7865 100 => $TYPE{Gloves},
7866 101 => $TYPE{Spell},
7867 103 => $TYPE{Converter},
7868 104 => $TYPE{Bracers},
7869 106 => $TYPE{Savebed},
7870 109 => $TYPE{'Wand & Staff'},
7871 110 => $TYPE{Ability},
7872 111 => $TYPE{Scroll},
7873 112 => $TYPE{Director},
7874 113 => $TYPE{Girdle},
7875 116 => $TYPE{'Event Connector'},
7876 122 => $TYPE{Container},
7877 130 => $TYPE{'Skill Scroll'},
7878 138 => $TYPE{Swamp},
7879 150 => $TYPE{'Shop Inventory'},
7880 154 => $TYPE{Rune},
7881 155 => $TYPE{Trap},
7882 156 => $TYPE{'Power Crystal'},
7883 158 => $TYPE{Disease},
7884 163 => $TYPE{'Item Transformer'},
7885 165 => $TYPE{'Safe ground (CF+)'}
7886 );
7887
7888 our %TYPENAME = (
7889 0 => '*NONE*',
7890 1 => 'PLAYER',
7891 2 => 'TRANSPORT',
7892 3 => 'ROD',
7893 4 => 'TREASURE',
7894 5 => 'POTION',
7895 6 => 'FOOD',
7896 7 => 'POISON',
7897 8 => 'BOOK',
7898 9 => 'CLOCK',
7899 12 => 'LIGHTNING',
7900 13 => 'ARROW',
7901 14 => 'BOW',
7902 15 => 'WEAPON',
7903 16 => 'ARMOUR',
7904 17 => 'PEDESTAL',
7905 18 => 'ALTAR',
7906 20 => 'LOCKED_DOOR',
7907 21 => 'SPECIAL_KEY',
7908 22 => 'MAP',
7909 23 => 'DOOR',
7910 24 => 'KEY',
7911 26 => 'TIMED_GATE',
7912 27 => 'TRIGGER',
7913 28 => 'GRIMREAPER',
7914 29 => 'MAGIC_EAR',
7915 30 => 'TRIGGER_BUTTON',
7916 31 => 'TRIGGER_ALTAR',
7917 32 => 'TRIGGER_PEDESTAL',
7918 33 => 'SHIELD',
7919 34 => 'HELMET',
7920 35 => 'HORN',
7921 36 => 'MONEY',
7922 37 => 'CLASS',
7923 38 => 'GRAVESTONE',
7924 39 => 'AMULET',
7925 40 => 'PLAYERMOVER',
7926 41 => 'TELEPORTER',
7927 42 => 'CREATOR',
7928 43 => 'SKILL',
7929 44 => 'EXPERIENCE',
7930 45 => 'EARTHWALL',
7931 46 => 'GOLEM',
7932 48 => 'THROWN_OBJ',
7933 49 => 'BLINDNESS',
7934 50 => 'GOD',
7935 51 => 'DETECTOR',
7936 52 => 'TRIGGER_MARKER',
7937 53 => 'DEAD_OBJECT',
7938 54 => 'DRINK',
7939 55 => 'MARKER',
7940 56 => 'HOLY_ALTAR',
7941 57 => 'PLAYER_CHANGER',
7942 58 => 'BATTLEGROUND',
7943 59 => 'PEACEMAKER',
7944 60 => 'GEM',
7945 62 => 'FIREWALL',
7946 63 => 'ANVIL',
7947 64 => 'CHECK_INV',
7948 65 => 'MOOD_FLOOR',
7949 66 => 'EXIT',
7950 67 => 'ENCOUNTER',
7951 68 => 'SHOP_FLOOR',
7952 69 => 'SHOP_MAT',
7953 70 => 'RING',
7954 71 => 'FLOOR',
7955 72 => 'FLESH',
7956 73 => 'INORGANIC',
7957 74 => 'SKILL_TOOL',
7958 75 => 'LIGHTER',
7959 76 => 'TRAP_PART',
7960 77 => 'WALL',
7961 78 => 'LIGHT_SOURCE',
7962 79 => 'MISC_OBJECT',
7963 80 => 'MONSTER',
7964 81 => 'SPAWN_GENERATOR',
7965 82 => 'LAMP',
7966 83 => 'DUPLICATOR',
7967 84 => 'TOOL',
7968 85 => 'SPELLBOOK',
7969 86 => 'BUILDFAC',
7970 87 => 'CLOAK',
7971 90 => 'SPINNER',
7972 91 => 'GATE',
7973 92 => 'BUTTON',
7974 93 => 'CF_HANDLE',
7975 94 => 'HOLE',
7976 95 => 'TRAPDOOR',
7977 98 => 'SIGN',
7978 99 => 'BOOTS',
7979 100 => 'GLOVES',
7980 101 => 'SPELL',
7981 102 => 'SPELL_EFFECT',
7982 103 => 'CONVERTER',
7983 104 => 'BRACERS',
7984 105 => 'POISONING',
7985 106 => 'SAVEBED',
7986 107 => 'POISONCLOUD',
7987 108 => 'FIREHOLES',
7988 109 => 'WAND',
7989 111 => 'SCROLL',
7990 112 => 'DIRECTOR',
7991 113 => 'GIRDLE',
7992 114 => 'FORCE',
7993 115 => 'POTION_EFFECT',
7994 116 => 'EVENT_CONNECTOR',
7995 121 => 'CLOSE_CON',
7996 122 => 'CONTAINER',
7997 123 => 'ARMOUR_IMPROVER',
7998 124 => 'WEAPON_IMPROVER',
7999 130 => 'SKILLSCROLL',
8000 138 => 'DEEP_SWAMP',
8001 139 => 'IDENTIFY_ALTAR',
8002 150 => 'MENU',
8003 154 => 'RUNE',
8004 155 => 'TRAP',
8005 156 => 'POWER_CRYSTAL',
8006 157 => 'CORPSE',
8007 158 => 'DISEASE',
8008 159 => 'SYMPTOM',
8009 160 => 'BUILDER',
8010 161 => 'MATERIAL',
8011 162 => 'GPS',
8012 163 => 'ITEM_TRANSFORMER',
8013 164 => 'QUEST'
8014 );
8015
8016 our %SPELL = (
8017 0 => 'magic bullet',
8018 1 => 'small fireball',
8019 2 => 'medium fireball',
8020 3 => 'large fireball',
8021 4 => 'burning hands',
8022 5 => 'small lightning',
8023 6 => 'large lightning',
8024 7 => 'magic missile',
8025 8 => 'create bomb',
8026 9 => 'summon golem',
8027 10 => 'summon fire elemental',
8028 11 => 'summon earth elemental',
8029 12 => 'summon water elemental',
8030 13 => 'summon air elemental',
8031 14 => 'dimension door',
8032 15 => 'create earth wall',
8033 16 => 'paralyze',
8034 17 => 'icestorm',
8035 18 => 'magic mapping',
8036 19 => 'turn undead',
8037 20 => 'fear',
8038 21 => 'poison cloud',
8039 22 => 'wonder',
8040 23 => 'destruction',
8041 24 => 'perceive self',
8042 25 => 'word of recall',
8043 26 => 'invisible',
8044 27 => 'invisible to undead',
8045 28 => 'probe',
8046 29 => 'large bullet',
8047 30 => 'improved invisibility',
8048 31 => 'holy word',
8049 32 => 'minor healing',
8050 33 => 'medium healing',
8051 34 => 'major healing',
8052 35 => 'heal',
8053 36 => 'create food',
8054 37 => 'earth to dust',
8055 38 => 'armour',
8056 39 => 'strength',
8057 40 => 'dexterity',
8058 41 => 'constitution',
8059 42 => 'charisma',
8060 43 => 'create fire wall',
8061 44 => 'create frost wall',
8062 45 => 'protection from cold',
8063 46 => 'protection from electricity',
8064 47 => 'protection from fire',
8065 48 => 'protection from poison',
8066 49 => 'protection from slow',
8067 50 => 'protection from paralysis',
8068 51 => 'protection from draining',
8069 52 => 'protection from magic',
8070 53 => 'protection from attack',
8071 54 => 'levitate',
8072 55 => 'small speedball',
8073 56 => 'large speedball',
8074 57 => 'hellfire',
8075 58 => 'dragonbreath',
8076 59 => 'large icestorm',
8077 60 => 'charging',
8078 61 => 'polymorph',
8079 62 => 'cancellation',
8080 63 => 'confusion',
8081 64 => 'mass confusion',
8082 65 => 'summon pet monster',
8083 66 => 'slow',
8084 67 => 'regenerate spellpoints',
8085 68 => 'cure poison',
8086 69 => 'protection from confusion',
8087 70 => 'protection from cancellation',
8088 71 => 'protection from depletion',
8089 72 => 'alchemy',
8090 73 => 'remove curse',
8091 74 => 'remove damnation',
8092 75 => 'identify',
8093 76 => 'detect magic',
8094 77 => 'detect monster',
8095 78 => 'detect evil',
8096 79 => 'detect curse',
8097 80 => 'heroism',
8098 81 => 'aggravation',
8099 82 => 'firebolt',
8100 83 => 'frostbolt',
8101 84 => 'shockwave',
8102 85 => 'color spray',
8103 86 => 'haste',
8104 87 => 'face of death',
8105 88 => 'ball lightning',
8106 89 => 'meteor swarm',
8107 90 => 'comet',
8108 91 => 'mystic fist',
8109 92 => 'raise dead',
8110 93 => 'resurrection',
8111 94 => 'reincarnation',
8112 95 => 'immunity to cold',
8113 96 => 'immunity to electricity',
8114 97 => 'immunity to fire',
8115 98 => 'immunity to poison',
8116 99 => 'immunity to slow',
8117 100 => 'immunity to paralysis',
8118 101 => 'immunity to draining',
8119 102 => 'immunity to magic',
8120 103 => 'immunity to attack',
8121 104 => 'invulnerability',
8122 105 => 'defense',
8123 106 => 'rune of fire',
8124 107 => 'rune of frost',
8125 108 => 'rune of shocking',
8126 109 => 'rune of blasting',
8127 110 => 'rune of death',
8128 111 => 'marking rune',
8129 112 => 'build director',
8130 113 => 'create pool of chaos',
8131 114 => 'build bullet wall',
8132 115 => 'build lightning wall',
8133 116 => 'build fireball wall',
8134 117 => 'magic rune',
8135 118 => 'rune of magic drain',
8136 119 => 'antimagic rune',
8137 120 => 'rune of transferrence',
8138 121 => 'transferrence',
8139 122 => 'magic drain',
8140 123 => 'counterspell',
8141 124 => 'disarm',
8142 125 => 'cure confusion',
8143 126 => 'restoration',
8144 127 => 'summon evil monster',
8145 128 => 'counterwall',
8146 129 => 'cause light wounds',
8147 130 => 'cause medium wounds',
8148 131 => 'cause serious wounds',
8149 132 => 'charm monsters',
8150 133 => 'banishment',
8151 134 => 'create missile',
8152 135 => 'show invisible',
8153 136 => 'xray',
8154 137 => 'pacify',
8155 138 => 'summon fog',
8156 139 => 'steambolt',
8157 140 => 'command undead',
8158 141 => 'holy orb',
8159 142 => 'summon avatar',
8160 143 => 'holy possession',
8161 144 => 'bless',
8162 145 => 'curse',
8163 146 => 'regeneration',
8164 147 => 'consecrate',
8165 148 => 'summon cult monsters',
8166 149 => 'cause critical wounds',
8167 150 => 'holy wrath',
8168 151 => 'retributive strike',
8169 152 => 'finger of death',
8170 153 => 'insect plague',
8171 154 => 'call holy servant',
8172 155 => 'wall of thorns',
8173 156 => 'staff to snake',
8174 157 => 'light',
8175 158 => 'darkness',
8176 159 => 'nightfall',
8177 160 => 'daylight',
8178 161 => 'sunspear',
8179 162 => 'faery fire',
8180 163 => 'cure blindness',
8181 164 => 'dark vision',
8182 165 => 'bullet swarm',
8183 166 => 'bullet storm',
8184 167 => 'cause many wounds',
8185 168 => 'small snowstorm',
8186 169 => 'medium snowstorm',
8187 170 => 'large snowstorm',
8188 171 => 'cure disease',
8189 172 => 'cause red death',
8190 173 => 'cause flu',
8191 174 => 'cause black death',
8192 175 => 'cause leprosy',
8193 176 => 'cause smallpox',
8194 177 => 'cause white death',
8195 178 => 'cause anthrax',
8196 179 => 'cause typhoid',
8197 180 => 'mana blast',
8198 181 => 'small manaball',
8199 182 => 'medium manaball',
8200 183 => 'large manaball',
8201 184 => 'mana bolt',
8202 185 => 'dancing sword',
8203 186 => 'animate weapon',
8204 187 => 'cause cold',
8205 188 => 'divine shock',
8206 189 => 'windstorm',
8207 190 => 'sanctuary',
8208 191 => 'peace',
8209 192 => 'spiderweb',
8210 193 => 'conflict',
8211 194 => 'rage',
8212 195 => 'forked lightning',
8213 196 => 'poison fog',
8214 197 => 'flaming aura',
8215 198 => 'vitriol',
8216 199 => 'vitriol splash',
8217 200 => 'ironwood skin',
8218 201 => 'wrathful eye',
8219 202 => 'town portal',
8220 203 => 'missile swarm',
8221 204 => 'cause rabies',
8222 205 => 'glyph'
8223 );
8224
8225
8226 =head1 AUTHOR
8227
8228 Marc Lehmann <schmorp.de>
8229 http://home.schmorp.de/
8230
8231 The source files are part of the CFJavaEditor.
8232
8233 =cut
8234
8235 1