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Revision: 1.36
Committed: Wed Dec 26 18:05:00 2007 UTC (16 years, 5 months ago) by root
Branch: MAIN
Changes since 1.35: +9 -9 lines
Log Message:
initial deliantra check-in

File Contents

# Content
1 =head1 NAME
2
3 Deliantra::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 Deliantra::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 'tag',
339 {
340 desc => 'You can tag objects with an identifier. Tagged objects can be found quickly from their tag, which makes them useful to tag exits and refer to those by their name.',
341 name => 'tag',
342 type => 'string'
343 }
344 ],
345 [
346 'nrof',
347 {
348 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.',
349 name => 'number',
350 type => 'int'
351 }
352 ],
353 [
354 'weight',
355 {
356 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 ;) ).',
357 name => 'weight',
358 type => 'int'
359 }
360 ],
361 [
362 'value',
363 {
364 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.',
365 name => 'value',
366 type => 'int'
367 }
368 ],
369 [
370 'glow_radius',
371 {
372 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.',
373 name => 'glow radius',
374 type => 'int'
375 }
376 ],
377 [
378 'material',
379 {
380 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.',
381 name => 'material',
382 type => 'bitmask',
383 value => $BITMASK{material}
384 }
385 ],
386 [
387 'no_pick',
388 {
389 desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
390 name => 'non-pickable',
391 type => 'bool'
392 }
393 ],
394 [
395 'invisible',
396 {
397 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.',
398 name => 'invisible',
399 type => 'bool'
400 }
401 ],
402 [
403 'blocksview',
404 {
405 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.',
406 name => 'block view',
407 type => 'bool'
408 }
409 ],
410 [
411 'identified',
412 {
413 desc => 'If an item is identified, the player has full knowledge about it.',
414 name => 'identified',
415 type => 'bool'
416 }
417 ],
418 [
419 'unpaid',
420 {
421 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.',
422 name => 'unpaid',
423 type => 'bool'
424 }
425 ],
426 [
427 'sound',
428 {
429 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',
430 name => 'sound',
431 type => 'string'
432 }
433 ],
434 [
435 'sound_destroy',
436 {
437 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',
438 name => 'destroy sound',
439 type => 'string'
440 }
441 ]
442 ]
443 );
444
445 our %TYPE = (
446 Ability => {
447 attr => [
448 [
449 'invisible',
450 {
451 type => 'fixed',
452 value => 1
453 }
454 ],
455 [
456 'no_drop',
457 {
458 type => 'fixed',
459 value => 1
460 }
461 ],
462 [
463 'sp',
464 {
465 desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
466 name => 'short range spell',
467 type => 'spell'
468 }
469 ],
470 [
471 'hp',
472 {
473 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.',
474 name => 'long range spell',
475 type => 'nz_spell'
476 }
477 ],
478 [
479 'maxsp',
480 {
481 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".',
482 name => 'importance',
483 type => 'int'
484 }
485 ],
486 [
487 'attacktype',
488 {
489 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.',
490 name => 'is magical',
491 type => 'bool',
492 value => [
493 0,
494 2
495 ]
496 }
497 ]
498 ],
499 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;.',
500 ignore => [
501 $IGNORE_LIST{system_object}
502 ],
503 name => 'Ability',
504 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?'
505 },
506 Altar => {
507 attr => [
508 [
509 'no_pick',
510 {
511 type => 'fixed',
512 value => 1
513 }
514 ],
515 [
516 'move_on',
517 {
518 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
519 name => 'movement type',
520 type => 'movement_type'
521 }
522 ],
523 [
524 'slaying',
525 {
526 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")',
527 name => 'match item name',
528 type => 'string'
529 }
530 ],
531 [
532 'food',
533 {
534 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.',
535 name => 'drop amount',
536 type => 'int'
537 }
538 ],
539 [
540 'connected',
541 {
542 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
543 name => 'connection',
544 type => 'int'
545 }
546 ],
547 [
548 'sp',
549 {
550 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.',
551 name => 'spell',
552 type => 'spell'
553 }
554 ],
555 [
556 'msg',
557 {
558 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
559 end => 'endmsg',
560 name => 'message',
561 type => 'text'
562 }
563 ]
564 ],
565 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.',
566 ignore => [
567 $IGNORE_LIST{non_pickable}
568 ],
569 name => 'Altar'
570 },
571 'Altar Trigger' => {
572 attr => [
573 [
574 'no_pick',
575 {
576 type => 'fixed',
577 value => 1
578 }
579 ],
580 [
581 'slaying',
582 {
583 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")',
584 name => 'match item name',
585 type => 'string'
586 }
587 ],
588 [
589 'food',
590 {
591 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.',
592 name => 'drop amount',
593 type => 'int'
594 }
595 ],
596 [
597 'connected',
598 {
599 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
600 name => 'connection',
601 type => 'int'
602 }
603 ],
604 [
605 'sp',
606 {
607 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.',
608 name => 'spell',
609 type => 'spell'
610 }
611 ],
612 [
613 'exp',
614 {
615 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.',
616 name => 'reset time',
617 type => 'int'
618 }
619 ],
620 [
621 'last_sp',
622 {
623 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.',
624 name => 'ignore reset',
625 type => 'bool'
626 }
627 ],
628 [
629 'move_on',
630 {
631 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
632 name => 'movement type',
633 type => 'movement_type'
634 }
635 ],
636 [
637 'msg',
638 {
639 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
640 end => 'endmsg',
641 name => 'message',
642 type => 'text'
643 }
644 ]
645 ],
646 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.',
647 ignore => [
648 $IGNORE_LIST{non_pickable}
649 ],
650 name => 'Altar Trigger',
651 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. =)'
652 },
653 Amulet => {
654 attr => [
655 [
656 'ac',
657 {
658 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.',
659 name => 'armour class',
660 type => 'int'
661 }
662 ],
663 [
664 'wc',
665 {
666 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.',
667 name => 'weapon class',
668 type => 'int'
669 }
670 ],
671 [
672 'item_power',
673 {
674 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>.',
675 name => 'item power',
676 type => 'int'
677 }
678 ],
679 [
680 'damned',
681 {
682 desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
683 name => 'damnation',
684 type => 'bool'
685 }
686 ],
687 [
688 'cursed',
689 {
690 desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
691 name => 'curse',
692 type => 'bool'
693 }
694 ],
695 [
696 'lifesave',
697 {
698 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!',
699 name => 'save life',
700 type => 'bool'
701 }
702 ],
703 [
704 'unique',
705 {
706 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
707 name => 'unique item',
708 type => 'bool'
709 }
710 ],
711 [
712 'startequip',
713 {
714 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
715 name => 'godgiven item',
716 type => 'bool'
717 }
718 ],
719 [
720 'applied',
721 {
722 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.',
723 name => 'is applied',
724 type => 'bool'
725 }
726 ],
727 [
728 'msg',
729 {
730 desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
731 end => 'endmsg',
732 name => 'description',
733 type => 'text'
734 }
735 ]
736 ],
737 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
738 name => 'Amulet',
739 section => [
740 [
741 'stats',
742 [
743 [
744 'Str',
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 => 'strength',
748 type => 'int'
749 }
750 ],
751 [
752 'Dex',
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 => 'dexterity',
756 type => 'int'
757 }
758 ],
759 [
760 'Con',
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 => 'constitution',
764 type => 'int'
765 }
766 ],
767 [
768 'Int',
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 => 'intelligence',
772 type => 'int'
773 }
774 ],
775 [
776 'Pow',
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 => 'power',
780 type => 'int'
781 }
782 ],
783 [
784 'Wis',
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 => 'wisdom',
788 type => 'int'
789 }
790 ],
791 [
792 'Cha',
793 {
794 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.',
795 name => 'charisma',
796 type => 'int'
797 }
798 ]
799 ]
800 ],
801 [
802 'resistance',
803 [
804 [
805 'resist_physical',
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 physical %',
809 type => 'int'
810 }
811 ],
812 [
813 'resist_magic',
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 magic %',
817 type => 'int'
818 }
819 ],
820 [
821 'resist_fire',
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 fire %',
825 type => 'int'
826 }
827 ],
828 [
829 'resist_electricity',
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 electricity %',
833 type => 'int'
834 }
835 ],
836 [
837 'resist_cold',
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 cold %',
841 type => 'int'
842 }
843 ],
844 [
845 'resist_acid',
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 acid %',
849 type => 'int'
850 }
851 ],
852 [
853 'resist_confusion',
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 confusion %',
857 type => 'int'
858 }
859 ],
860 [
861 'resist_weaponmagic',
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 weaponmagic %',
865 type => 'int'
866 }
867 ],
868 [
869 'resist_ghosthit',
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 ghosthit %',
873 type => 'int'
874 }
875 ],
876 [
877 'resist_slow',
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 slow %',
881 type => 'int'
882 }
883 ],
884 [
885 'resist_fear',
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 fear %',
889 type => 'int'
890 }
891 ],
892 [
893 'resist_death',
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 death-attack %',
897 type => 'int'
898 }
899 ],
900 [
901 'resist_chaos',
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 chaos %',
905 type => 'int'
906 }
907 ],
908 [
909 'resist_blind',
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 blinding %',
913 type => 'int'
914 }
915 ],
916 [
917 'resist_holyword',
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 holy power %',
921 type => 'int'
922 }
923 ],
924 [
925 'resist_godpower',
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 godpower %',
929 type => 'int'
930 }
931 ],
932 [
933 'resist_paralyze',
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 paralyze %',
937 type => 'int'
938 }
939 ],
940 [
941 'resist_drain',
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 draining %',
945 type => 'int'
946 }
947 ],
948 [
949 'resist_deplete',
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 depletion %',
953 type => 'int'
954 }
955 ],
956 [
957 'resist_poison',
958 {
959 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!',
960 name => 'resist poison %',
961 type => 'int'
962 }
963 ]
964 ]
965 ],
966 [
967 'misc',
968 [
969 [
970 'luck',
971 {
972 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.',
973 name => 'luck bonus',
974 type => 'int'
975 }
976 ],
977 [
978 'hp',
979 {
980 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
981 name => 'health regen.',
982 type => 'int'
983 }
984 ],
985 [
986 'sp',
987 {
988 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
989 name => 'mana regen.',
990 type => 'int'
991 }
992 ],
993 [
994 'grace',
995 {
996 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!!',
997 name => 'grace regen.',
998 type => 'int'
999 }
1000 ],
1001 [
1002 'food',
1003 {
1004 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.',
1005 name => 'food bonus',
1006 type => 'int'
1007 }
1008 ],
1009 [
1010 'xrays',
1011 {
1012 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.',
1013 name => 'xray vision',
1014 type => 'bool'
1015 }
1016 ],
1017 [
1018 'stealth',
1019 {
1020 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)',
1021 name => 'stealth',
1022 type => 'bool'
1023 }
1024 ],
1025 [
1026 'reflect_spell',
1027 {
1028 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!',
1029 name => 'reflect spells',
1030 type => 'bool'
1031 }
1032 ],
1033 [
1034 'reflect_missile',
1035 {
1036 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.',
1037 name => 'reflect missiles',
1038 type => 'bool'
1039 }
1040 ],
1041 [
1042 'move_type',
1043 {
1044 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1045 name => 'movement type',
1046 type => 'movement_type'
1047 }
1048 ],
1049 [
1050 'path_attuned',
1051 {
1052 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1053 name => 'attuned paths',
1054 type => 'bitmask',
1055 value => $BITMASK{spellpath}
1056 }
1057 ],
1058 [
1059 'path_repelled',
1060 {
1061 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1062 name => 'repelled paths',
1063 type => 'bitmask',
1064 value => $BITMASK{spellpath}
1065 }
1066 ],
1067 [
1068 'path_denied',
1069 {
1070 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1071 name => 'denied paths',
1072 type => 'bitmask',
1073 value => $BITMASK{spellpath}
1074 }
1075 ]
1076 ]
1077 ]
1078 ],
1079 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1080 },
1081 Battleground => {
1082 attr => [
1083 [
1084 'no_pick',
1085 {
1086 type => 'fixed',
1087 value => 1
1088 }
1089 ],
1090 [
1091 'is_floor',
1092 {
1093 type => 'fixed',
1094 value => 1
1095 }
1096 ],
1097 [
1098 'hp',
1099 {
1100 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1101 name => 'destination X',
1102 type => 'int'
1103 }
1104 ],
1105 [
1106 'sp',
1107 {
1108 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1109 name => 'destination Y',
1110 type => 'int'
1111 }
1112 ]
1113 ],
1114 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.',
1115 ignore => [
1116 $IGNORE_LIST{non_pickable}
1117 ],
1118 name => 'Battleground',
1119 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.)'
1120 },
1121 Book => {
1122 attr => [
1123 [
1124 'level',
1125 {
1126 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.',
1127 name => 'literacy level',
1128 type => 'int'
1129 }
1130 ],
1131 [
1132 'startequip',
1133 {
1134 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1135 name => 'godgiven item',
1136 type => 'bool'
1137 }
1138 ],
1139 [
1140 'unique',
1141 {
1142 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1143 name => 'unique item',
1144 type => 'bool'
1145 }
1146 ],
1147 [
1148 'msg',
1149 {
1150 desc => 'This is the text that appears "written" in the book.',
1151 end => 'endmsg',
1152 name => 'book content',
1153 type => 'text'
1154 }
1155 ],
1156 [
1157 'slaying',
1158 {
1159 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)',
1160 name => 'key string',
1161 type => 'string'
1162 }
1163 ]
1164 ],
1165 desc => 'Applying a book, the containing message is displayed to the player.',
1166 name => 'Book'
1167 },
1168 Boots => {
1169 attr => [
1170 [
1171 'exp',
1172 {
1173 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.',
1174 name => 'speed bonus',
1175 type => 'int'
1176 }
1177 ],
1178 [
1179 'magic',
1180 {
1181 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>.',
1182 name => 'magic bonus',
1183 type => 'int'
1184 }
1185 ]
1186 ],
1187 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1188 import => [
1189 'Amulet'
1190 ],
1191 name => 'Boots',
1192 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1193 },
1194 Bracers => {
1195 attr => [
1196 [
1197 'magic',
1198 {
1199 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.',
1200 name => 'magic bonus',
1201 type => 'int'
1202 }
1203 ]
1204 ],
1205 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.',
1206 import => [
1207 'Amulet'
1208 ],
1209 name => 'Bracers',
1210 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1211 },
1212 'Brestplate Armour' => {
1213 attr => [
1214 [
1215 'last_heal',
1216 {
1217 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1218 name => 'spellpoint penalty',
1219 type => 'int'
1220 }
1221 ],
1222 [
1223 'last_sp',
1224 {
1225 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1226 name => 'slowdown penalty',
1227 type => 'int'
1228 }
1229 ],
1230 [
1231 'magic',
1232 {
1233 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.',
1234 name => 'magic bonus',
1235 type => 'int'
1236 }
1237 ]
1238 ],
1239 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1240 import => [
1241 'Amulet'
1242 ],
1243 name => 'Brestplate Armour',
1244 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1245 },
1246 Button => {
1247 attr => [
1248 [
1249 'move_on',
1250 {
1251 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1252 name => 'movement type',
1253 type => 'movement_type'
1254 }
1255 ],
1256 [
1257 'move_off',
1258 {
1259 desc => 'Which movement types deactivate this object (e.g. button).',
1260 name => 'movement type',
1261 type => 'movement_type'
1262 }
1263 ],
1264 [
1265 'no_pick',
1266 {
1267 type => 'fixed',
1268 value => 1
1269 }
1270 ],
1271 [
1272 'weight',
1273 {
1274 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1275 name => 'press weight',
1276 type => 'int'
1277 }
1278 ],
1279 [
1280 'connected',
1281 {
1282 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1283 name => 'connection',
1284 type => 'int'
1285 }
1286 ],
1287 [
1288 'msg',
1289 {
1290 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1291 end => 'endmsg',
1292 name => 'description',
1293 type => 'text'
1294 }
1295 ]
1296 ],
1297 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.',
1298 ignore => [
1299 $IGNORE_LIST{non_pickable}
1300 ],
1301 name => 'Button'
1302 },
1303 'Button Trigger' => {
1304 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.',
1305 ignore => [
1306 $IGNORE_LIST{non_pickable}
1307 ],
1308 import => [
1309 'Button'
1310 ],
1311 name => 'Button Trigger'
1312 },
1313 'Class Changer' => {
1314 attr => [
1315 [
1316 'randomitems',
1317 {
1318 desc => 'This entry determines which initial items the character receives.',
1319 name => 'class items',
1320 type => 'treasurelist'
1321 }
1322 ]
1323 ],
1324 desc => 'Class changer are used while creating a character.',
1325 ignore => [
1326 $IGNORE_LIST{non_pickable}
1327 ],
1328 name => 'Class Changer',
1329 section => [
1330 [
1331 'stats',
1332 [
1333 [
1334 'Str',
1335 {
1336 desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1337 name => 'strength',
1338 type => 'int'
1339 }
1340 ],
1341 [
1342 'Dex',
1343 {
1344 desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1345 name => 'dexterity',
1346 type => 'int'
1347 }
1348 ],
1349 [
1350 'Con',
1351 {
1352 desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1353 name => 'constitution',
1354 type => 'int'
1355 }
1356 ],
1357 [
1358 'Int',
1359 {
1360 desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1361 name => 'intelligence',
1362 type => 'int'
1363 }
1364 ],
1365 [
1366 'Pow',
1367 {
1368 desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1369 name => 'power',
1370 type => 'int'
1371 }
1372 ],
1373 [
1374 'Wis',
1375 {
1376 desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1377 name => 'wisdom',
1378 type => 'int'
1379 }
1380 ],
1381 [
1382 'Cha',
1383 {
1384 desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1385 name => 'charisma',
1386 type => 'int'
1387 }
1388 ]
1389 ]
1390 ]
1391 ]
1392 },
1393 Cloak => {
1394 attr => [
1395 [
1396 'magic',
1397 {
1398 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>.',
1399 name => 'magic bonus',
1400 type => 'int'
1401 }
1402 ]
1403 ],
1404 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.',
1405 import => [
1406 'Amulet'
1407 ],
1408 name => 'Cloak',
1409 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1410 },
1411 Clock => {
1412 attr => [
1413 [
1414 'msg',
1415 {
1416 desc => 'This text may describe the item',
1417 end => 'endmsg',
1418 name => 'description',
1419 type => 'text'
1420 }
1421 ]
1422 ],
1423 desc => 'Applying a clock, the time is displayed to the player.',
1424 name => 'Clock'
1425 },
1426 Container => {
1427 attr => [
1428 [
1429 'race',
1430 {
1431 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.',
1432 name => 'container class',
1433 type => 'string'
1434 }
1435 ],
1436 [
1437 'slaying',
1438 {
1439 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1440 name => 'key string',
1441 type => 'string'
1442 }
1443 ],
1444 [
1445 'container',
1446 {
1447 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.',
1448 name => 'maximum weight',
1449 type => 'int'
1450 }
1451 ],
1452 [
1453 'Str',
1454 {
1455 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.',
1456 name => 'reduce weight %',
1457 type => 'int'
1458 }
1459 ],
1460 [
1461 'is_cauldron',
1462 {
1463 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.',
1464 name => 'alchemy cauldron',
1465 type => 'bool'
1466 }
1467 ],
1468 [
1469 'unique',
1470 {
1471 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.',
1472 name => 'unique item',
1473 type => 'bool'
1474 }
1475 ],
1476 [
1477 'startequip',
1478 {
1479 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1480 name => 'godgiven item',
1481 type => 'bool'
1482 }
1483 ],
1484 [
1485 'other_arch',
1486 {
1487 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.',
1488 name => 'animation arch',
1489 type => 'string'
1490 }
1491 ],
1492 [
1493 'msg',
1494 {
1495 desc => 'This text may contain a description of the container.',
1496 end => 'endmsg',
1497 name => 'description',
1498 type => 'text'
1499 }
1500 ]
1501 ],
1502 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.',
1503 name => 'Container',
1504 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>'
1505 },
1506 Converter => {
1507 attr => [
1508 [
1509 'no_pick',
1510 {
1511 type => 'fixed',
1512 value => 1
1513 }
1514 ],
1515 [
1516 'slaying',
1517 {
1518 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1519 name => 'cost arch',
1520 type => 'string'
1521 }
1522 ],
1523 [
1524 'food',
1525 {
1526 desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1527 name => 'cost number',
1528 type => 'int'
1529 }
1530 ],
1531 [
1532 'other_arch',
1533 {
1534 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.',
1535 name => 'receive arch',
1536 type => 'string'
1537 }
1538 ],
1539 [
1540 'sp',
1541 {
1542 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>.',
1543 name => 'receive number',
1544 type => 'int'
1545 }
1546 ],
1547 [
1548 'msg',
1549 {
1550 desc => 'This text may contain a description of the converter.',
1551 end => 'endmsg',
1552 name => 'description',
1553 type => 'text'
1554 }
1555 ]
1556 ],
1557 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.',
1558 ignore => [
1559 'value',
1560 'nrof',
1561 'name_pl',
1562 'no_pick',
1563 'unpaid',
1564 'title'
1565 ],
1566 name => 'Converter',
1567 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.'
1568 },
1569 Creator => {
1570 attr => [
1571 [
1572 'no_pick',
1573 {
1574 type => 'fixed',
1575 value => 1
1576 }
1577 ],
1578 [
1579 'other_arch',
1580 {
1581 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.',
1582 name => 'create arch',
1583 type => 'string'
1584 }
1585 ],
1586 [
1587 'connected',
1588 {
1589 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1590 name => 'connection',
1591 type => 'int'
1592 }
1593 ],
1594 [
1595 'activate_on_push',
1596 {
1597 desc => 'Whether the teleporter should only be activated on push.',
1598 name => 'Activate on push',
1599 type => 'bool'
1600 }
1601 ],
1602 [
1603 'activate_on_release',
1604 {
1605 desc => 'Whether the teleporter should only be activated on release.',
1606 name => 'Activate on release',
1607 type => 'bool'
1608 }
1609 ],
1610 [
1611 'lifesave',
1612 {
1613 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1614 name => 'infinit uses',
1615 type => 'bool'
1616 }
1617 ],
1618 [
1619 'speed',
1620 {
1621 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.',
1622 name => 'speed',
1623 type => 'float'
1624 }
1625 ],
1626 [
1627 'hp',
1628 {
1629 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).',
1630 name => 'number of uses',
1631 type => 'int'
1632 }
1633 ],
1634 [
1635 'slaying',
1636 {
1637 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.',
1638 name => 'name of creation',
1639 type => 'string'
1640 }
1641 ],
1642 [
1643 'level',
1644 {
1645 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1646 name => 'level of creation',
1647 type => 'int'
1648 }
1649 ]
1650 ],
1651 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.',
1652 ignore => [
1653 $IGNORE_LIST{system_object}
1654 ],
1655 name => 'Creator',
1656 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1657 },
1658 Detector => {
1659 attr => [
1660 [
1661 'no_pick',
1662 {
1663 type => 'fixed',
1664 value => 1
1665 }
1666 ],
1667 [
1668 'slaying',
1669 {
1670 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.',
1671 name => 'match name',
1672 type => 'string'
1673 }
1674 ],
1675 [
1676 'connected',
1677 {
1678 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1679 name => 'connection',
1680 type => 'int'
1681 }
1682 ],
1683 [
1684 'speed',
1685 {
1686 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.',
1687 name => 'detection speed',
1688 type => 'float'
1689 }
1690 ],
1691 [
1692 'speed_left',
1693 {
1694 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.',
1695 name => 'speed left',
1696 type => 'float'
1697 }
1698 ],
1699 [
1700 'speed_left',
1701 {
1702 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.',
1703 name => 'speed left',
1704 type => 'float'
1705 }
1706 ]
1707 ],
1708 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.',
1709 ignore => [
1710 $IGNORE_LIST{system_object}
1711 ],
1712 name => 'Detector',
1713 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.'
1714 },
1715 Director => {
1716 attr => [
1717 [
1718 'sp',
1719 {
1720 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).',
1721 name => 'direction',
1722 type => 'list',
1723 value => $LIST{direction}
1724 }
1725 ],
1726 [
1727 'move_on',
1728 {
1729 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1730 name => 'movement type',
1731 type => 'movement_type'
1732 }
1733 ]
1734 ],
1735 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.',
1736 ignore => [
1737 $IGNORE_LIST{non_pickable}
1738 ],
1739 name => 'Director',
1740 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.'
1741 },
1742 Disease => {
1743 attr => [
1744 [
1745 'invisible',
1746 {
1747 type => 'fixed',
1748 value => 1
1749 }
1750 ],
1751 [
1752 'level',
1753 {
1754 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.',
1755 name => 'plaque level',
1756 type => 'int'
1757 }
1758 ],
1759 [
1760 'race',
1761 {
1762 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1763 name => 'infect race',
1764 type => 'string'
1765 }
1766 ],
1767 [
1768 'ac',
1769 {
1770 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1771 name => 'progressiveness',
1772 type => 'int'
1773 }
1774 ],
1775 [
1776 'msg',
1777 {
1778 desc => 'This text is displayed to the player every time the symptoms strike.',
1779 end => 'endmsg',
1780 name => 'message',
1781 type => 'text'
1782 }
1783 ]
1784 ],
1785 desc => 'Diseases are an intersting form of spellcraft in Deliantra. 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.',
1786 ignore => [
1787 $IGNORE_LIST{system_object}
1788 ],
1789 name => 'Disease',
1790 section => [
1791 [
1792 'spreading',
1793 [
1794 [
1795 'wc',
1796 {
1797 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.',
1798 name => 'infectiosness',
1799 type => 'int'
1800 }
1801 ],
1802 [
1803 'last_grace',
1804 {
1805 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1806 name => 'attenuation',
1807 type => 'int'
1808 }
1809 ],
1810 [
1811 'magic',
1812 {
1813 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.',
1814 name => 'infection range',
1815 type => 'int'
1816 }
1817 ],
1818 [
1819 'maxhp',
1820 {
1821 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).',
1822 name => 'persistence',
1823 type => 'int'
1824 }
1825 ],
1826 [
1827 'maxgrace',
1828 {
1829 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.',
1830 name => 'curing duration',
1831 type => 'int'
1832 }
1833 ],
1834 [
1835 'speed',
1836 {
1837 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1838 name => 'moving speed',
1839 type => 'float'
1840 }
1841 ],
1842 [
1843 'speed_left',
1844 {
1845 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.',
1846 name => 'speed left',
1847 type => 'float'
1848 }
1849 ]
1850 ]
1851 ],
1852 [
1853 'symptoms',
1854 [
1855 [
1856 'attacktype',
1857 {
1858 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1859 name => 'attacktype',
1860 type => 'bitmask',
1861 value => $BITMASK{attacktype}
1862 }
1863 ],
1864 [
1865 'dam',
1866 {
1867 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.',
1868 name => 'damage',
1869 type => 'int'
1870 }
1871 ],
1872 [
1873 'other_arch',
1874 {
1875 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.',
1876 name => 'create arch',
1877 type => 'string'
1878 }
1879 ],
1880 [
1881 'last_sp',
1882 {
1883 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1884 name => 'slowdown penalty',
1885 type => 'int'
1886 }
1887 ],
1888 [
1889 'exp',
1890 {
1891 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1892 name => 'exp. for curing',
1893 type => 'int'
1894 }
1895 ],
1896 [
1897 'maxsp',
1898 {
1899 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.',
1900 name => 'mana depletion',
1901 type => 'int'
1902 }
1903 ],
1904 [
1905 'last_eat',
1906 {
1907 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.',
1908 name => 'food depletion',
1909 type => 'int'
1910 }
1911 ],
1912 [
1913 'hp',
1914 {
1915 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1916 name => 'health regen.',
1917 type => 'int'
1918 }
1919 ],
1920 [
1921 'sp',
1922 {
1923 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1924 name => 'mana regen.',
1925 type => 'int'
1926 }
1927 ]
1928 ]
1929 ],
1930 [
1931 'disability',
1932 [
1933 [
1934 'Str',
1935 {
1936 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1937 name => 'strength',
1938 type => 'int'
1939 }
1940 ],
1941 [
1942 'Dex',
1943 {
1944 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1945 name => 'dexterity',
1946 type => 'int'
1947 }
1948 ],
1949 [
1950 'Con',
1951 {
1952 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1953 name => 'constitution',
1954 type => 'int'
1955 }
1956 ],
1957 [
1958 'Int',
1959 {
1960 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1961 name => 'intelligence',
1962 type => 'int'
1963 }
1964 ],
1965 [
1966 'Pow',
1967 {
1968 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1969 name => 'power',
1970 type => 'int'
1971 }
1972 ],
1973 [
1974 'Wis',
1975 {
1976 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1977 name => 'wisdom',
1978 type => 'int'
1979 }
1980 ],
1981 [
1982 'Cha',
1983 {
1984 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1985 name => 'charisma',
1986 type => 'int'
1987 }
1988 ]
1989 ]
1990 ]
1991 ],
1992 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.'
1993 },
1994 Door => {
1995 attr => [
1996 [
1997 'no_pick',
1998 {
1999 type => 'fixed',
2000 value => 1
2001 }
2002 ],
2003 [
2004 'alive',
2005 {
2006 type => 'fixed',
2007 value => 1
2008 }
2009 ],
2010 [
2011 'move_block',
2012 {
2013 desc => 'Objects using these movement types cannot move over this space.',
2014 name => 'blocked movement',
2015 type => 'movement_type'
2016 }
2017 ],
2018 [
2019 'move_allow',
2020 {
2021 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2022 name => 'allowed movement',
2023 type => 'movement_type'
2024 }
2025 ],
2026 [
2027 'move_slow',
2028 {
2029 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2030 name => 'slowed movement',
2031 type => 'movement_type'
2032 }
2033 ],
2034 [
2035 'move_slow_penalty',
2036 {
2037 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)',
2038 name => 'slow movement penalty',
2039 type => 'int'
2040 }
2041 ],
2042 [
2043 'hp',
2044 {
2045 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2046 name => 'hitpoints',
2047 type => 'int'
2048 }
2049 ],
2050 [
2051 'ac',
2052 {
2053 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2054 name => 'armour class',
2055 type => 'int'
2056 }
2057 ],
2058 [
2059 'other_arch',
2060 {
2061 desc => 'This string defines the object that will be created when the door was defeated.',
2062 name => 'drop arch',
2063 type => 'string'
2064 }
2065 ],
2066 [
2067 'randomitems',
2068 {
2069 desc => 'This entry determines what kind of traps will appear in the door.',
2070 name => 'treasurelist',
2071 type => 'treasurelist'
2072 }
2073 ],
2074 [
2075 'treasure_env',
2076 {
2077 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2078 name => 'treasure in env',
2079 type => 'bool'
2080 }
2081 ]
2082 ],
2083 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.',
2084 ignore => [
2085 $IGNORE_LIST{non_pickable}
2086 ],
2087 name => 'Door'
2088 },
2089 Duplicator => {
2090 attr => [
2091 [
2092 'other_arch',
2093 {
2094 desc => 'Only objects of matching archtype, lying ontop of the duplicator will be duplicated, multiplied or removed. All other objects will be ignored.',
2095 name => 'target arch',
2096 type => 'string'
2097 }
2098 ],
2099 [
2100 'level',
2101 {
2102 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.',
2103 name => 'multiply factor',
2104 type => 'int'
2105 }
2106 ],
2107 [
2108 'connected',
2109 {
2110 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!',
2111 name => 'connection',
2112 type => 'int'
2113 }
2114 ],
2115 [
2116 'activate_on_push',
2117 {
2118 desc => 'Whether the teleporter should only be activated on push.',
2119 name => 'Activate on push',
2120 type => 'bool'
2121 }
2122 ],
2123 [
2124 'activate_on_release',
2125 {
2126 desc => 'Whether the teleporter should only be activated on release.',
2127 name => 'Activate on release',
2128 type => 'bool'
2129 }
2130 ]
2131 ],
2132 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.',
2133 ignore => [
2134 $IGNORE_LIST{system_object}
2135 ],
2136 name => 'Duplicator',
2137 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%.'
2138 },
2139 'Event Connector' => {
2140 attr => [
2141 [
2142 'subtype',
2143 {
2144 desc => 'The type of event that triggers a notify to the plug-in.',
2145 name => 'event type',
2146 type => 'list',
2147 value => $LIST{event_type}
2148 }
2149 ],
2150 [
2151 'title',
2152 {
2153 desc => 'The name of the plug-in that should be notified of the event, e.g. "cfpython" for python and "perl" for the Deliantra-Perl plug-in.',
2154 name => 'plug-in',
2155 type => 'string'
2156 }
2157 ],
2158 [
2159 'slaying',
2160 {
2161 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.',
2162 name => 'extension',
2163 type => 'string'
2164 }
2165 ],
2166 [
2167 'name',
2168 {
2169 desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2170 name => 'options',
2171 type => 'string'
2172 }
2173 ]
2174 ],
2175 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2176 name => 'Event Connector'
2177 },
2178 Exit => {
2179 attr => [
2180 [
2181 'slaying',
2182 {
2183 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".',
2184 name => 'exit path',
2185 type => 'string'
2186 }
2187 ],
2188 [
2189 'hp',
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 X',
2193 type => 'int'
2194 }
2195 ],
2196 [
2197 'sp',
2198 {
2199 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.',
2200 name => 'destination Y',
2201 type => 'int'
2202 }
2203 ],
2204 [
2205 'move_on',
2206 {
2207 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2208 name => 'movement type',
2209 type => 'movement_type'
2210 }
2211 ],
2212 [
2213 'msg',
2214 {
2215 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. =)',
2216 end => 'endmsg',
2217 name => 'exit message',
2218 type => 'text'
2219 }
2220 ],
2221 [
2222 'damned',
2223 {
2224 desc => 'If set, then players using this exit will have their savebed position set to the destination of the exit when passing through.',
2225 name => 'set savebed',
2226 type => 'bool'
2227 }
2228 ]
2229 ],
2230 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.',
2231 ignore => [
2232 $IGNORE_LIST{non_pickable}
2233 ],
2234 name => 'Exit',
2235 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.'
2236 },
2237 Flesh => {
2238 attr => [
2239 [
2240 'food',
2241 {
2242 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2243 name => 'foodpoints',
2244 type => 'int'
2245 }
2246 ],
2247 [
2248 'level',
2249 {
2250 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.',
2251 name => 'flesh level',
2252 type => 'int'
2253 }
2254 ],
2255 [
2256 'startequip',
2257 {
2258 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2259 name => 'godgiven item',
2260 type => 'bool'
2261 }
2262 ],
2263 [
2264 'msg',
2265 {
2266 desc => 'This text may describe the item.',
2267 end => 'endmsg',
2268 name => 'description',
2269 type => 'text'
2270 }
2271 ]
2272 ],
2273 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.',
2274 name => 'Flesh',
2275 section => [
2276 [
2277 'resistance',
2278 [
2279 [
2280 'resist_physical',
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 physical %',
2284 type => 'int'
2285 }
2286 ],
2287 [
2288 'resist_magic',
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 magic %',
2292 type => 'int'
2293 }
2294 ],
2295 [
2296 'resist_fire',
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 fire %',
2300 type => 'int'
2301 }
2302 ],
2303 [
2304 'resist_electricity',
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 electricity %',
2308 type => 'int'
2309 }
2310 ],
2311 [
2312 'resist_cold',
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 cold %',
2316 type => 'int'
2317 }
2318 ],
2319 [
2320 'resist_confusion',
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 confusion %',
2324 type => 'int'
2325 }
2326 ],
2327 [
2328 'resist_acid',
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 acid %',
2332 type => 'int'
2333 }
2334 ],
2335 [
2336 'resist_drain',
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 draining %',
2340 type => 'int'
2341 }
2342 ],
2343 [
2344 'resist_weaponmagic',
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 weaponmagic %',
2348 type => 'int'
2349 }
2350 ],
2351 [
2352 'resist_ghosthit',
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 ghosthit %',
2356 type => 'int'
2357 }
2358 ],
2359 [
2360 'resist_poison',
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 poison %',
2364 type => 'int'
2365 }
2366 ],
2367 [
2368 'resist_slow',
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 slow %',
2372 type => 'int'
2373 }
2374 ],
2375 [
2376 'resist_paralyze',
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 paralyze %',
2380 type => 'int'
2381 }
2382 ],
2383 [
2384 'resist_fear',
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 fear %',
2388 type => 'int'
2389 }
2390 ],
2391 [
2392 'resist_deplete',
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 depletion %',
2396 type => 'int'
2397 }
2398 ],
2399 [
2400 'resist_death',
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 death-attack %',
2404 type => 'int'
2405 }
2406 ],
2407 [
2408 'resist_chaos',
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 chaos %',
2412 type => 'int'
2413 }
2414 ],
2415 [
2416 'resist_blind',
2417 {
2418 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.',
2419 name => 'resist blinding %',
2420 type => 'int'
2421 }
2422 ]
2423 ]
2424 ]
2425 ],
2426 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.'
2427 },
2428 Floor => {
2429 attr => [
2430 [
2431 'is_floor',
2432 {
2433 type => 'fixed',
2434 value => 1
2435 }
2436 ],
2437 [
2438 'no_pick',
2439 {
2440 type => 'fixed',
2441 value => 1
2442 }
2443 ],
2444 [
2445 'no_magic',
2446 {
2447 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2448 name => 'no spells',
2449 type => 'bool'
2450 }
2451 ],
2452 [
2453 'damned',
2454 {
2455 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2456 name => 'no prayers',
2457 type => 'bool'
2458 }
2459 ],
2460 [
2461 'unique',
2462 {
2463 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>.',
2464 name => 'unique map',
2465 type => 'bool'
2466 }
2467 ],
2468 [
2469 'msg',
2470 {
2471 desc => 'This text may describe the object.',
2472 end => 'endmsg',
2473 name => 'description',
2474 type => 'text'
2475 }
2476 ]
2477 ],
2478 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2479 ignore => [
2480 $IGNORE_LIST{non_pickable}
2481 ],
2482 name => 'Floor',
2483 section => [
2484 [
2485 'terrain',
2486 [
2487 [
2488 'move_block',
2489 {
2490 desc => 'Objects using these movement types cannot move over this space.',
2491 name => 'blocked movement',
2492 type => 'movement_type'
2493 }
2494 ],
2495 [
2496 'move_allow',
2497 {
2498 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2499 name => 'allowed movement',
2500 type => 'movement_type'
2501 }
2502 ],
2503 [
2504 'move_slow',
2505 {
2506 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2507 name => 'slowed movement',
2508 type => 'movement_type'
2509 }
2510 ],
2511 [
2512 'move_slow_penalty',
2513 {
2514 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)',
2515 name => 'slow movement penalty',
2516 type => 'int'
2517 }
2518 ],
2519 [
2520 'is_wooded',
2521 {
2522 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2523 name => 'wooded terrain',
2524 type => 'bool'
2525 }
2526 ],
2527 [
2528 'is_hilly',
2529 {
2530 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2531 name => 'hilly terrain',
2532 type => 'bool'
2533 }
2534 ]
2535 ]
2536 ]
2537 ]
2538 },
2539 'Floor (Encounter)' => {
2540 attr => [
2541 [
2542 'is_floor',
2543 {
2544 type => 'fixed',
2545 value => 1
2546 }
2547 ],
2548 [
2549 'no_pick',
2550 {
2551 type => 'fixed',
2552 value => 1
2553 }
2554 ],
2555 [
2556 'no_magic',
2557 {
2558 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2559 name => 'no spells',
2560 type => 'bool'
2561 }
2562 ],
2563 [
2564 'damned',
2565 {
2566 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2567 name => 'no prayers',
2568 type => 'bool'
2569 }
2570 ],
2571 [
2572 'unique',
2573 {
2574 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>.',
2575 name => 'unique map',
2576 type => 'bool'
2577 }
2578 ],
2579 [
2580 'msg',
2581 {
2582 desc => 'This text may describe the object.',
2583 end => 'endmsg',
2584 name => 'description',
2585 type => 'text'
2586 }
2587 ]
2588 ],
2589 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.',
2590 ignore => [
2591 $IGNORE_LIST{non_pickable}
2592 ],
2593 name => 'Floor (Encounter)',
2594 section => [
2595 [
2596 'terrain',
2597 [
2598 [
2599 'move_block',
2600 {
2601 desc => 'Objects using these movement types cannot move over this space.',
2602 name => 'blocked movement',
2603 type => 'movement_type'
2604 }
2605 ],
2606 [
2607 'move_allow',
2608 {
2609 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2610 name => 'allowed movement',
2611 type => 'movement_type'
2612 }
2613 ],
2614 [
2615 'move_slow',
2616 {
2617 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2618 name => 'slowed movement',
2619 type => 'movement_type'
2620 }
2621 ],
2622 [
2623 'move_slow_penalty',
2624 {
2625 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)',
2626 name => 'slow movement penalty',
2627 type => 'int'
2628 }
2629 ],
2630 [
2631 'is_wooded',
2632 {
2633 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2634 name => 'wooded terrain',
2635 type => 'bool'
2636 }
2637 ],
2638 [
2639 'is_hilly',
2640 {
2641 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2642 name => 'hilly terrain',
2643 type => 'bool'
2644 }
2645 ]
2646 ]
2647 ]
2648 ]
2649 },
2650 Food => {
2651 attr => [
2652 [
2653 'food',
2654 {
2655 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2656 name => 'foodpoints',
2657 type => 'int'
2658 }
2659 ],
2660 [
2661 'startequip',
2662 {
2663 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2664 name => 'godgiven item',
2665 type => 'bool'
2666 }
2667 ]
2668 ],
2669 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2670 name => 'Food'
2671 },
2672 Gate => {
2673 attr => [
2674 [
2675 'no_pick',
2676 {
2677 type => 'fixed',
2678 value => 1
2679 }
2680 ],
2681 [
2682 'speed',
2683 {
2684 desc => 'The speed of the gate affects how fast it is closing/opening.',
2685 type => 'float'
2686 }
2687 ],
2688 [
2689 'connected',
2690 {
2691 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2692 name => 'connection',
2693 type => 'int'
2694 }
2695 ],
2696 [
2697 'wc',
2698 {
2699 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.',
2700 name => 'position state',
2701 type => 'int'
2702 }
2703 ],
2704 [
2705 'move_block',
2706 {
2707 desc => 'Objects using these movement types cannot move over this space.',
2708 name => 'blocked movement',
2709 type => 'movement_type'
2710 }
2711 ],
2712 [
2713 'move_allow',
2714 {
2715 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2716 name => 'allowed movement',
2717 type => 'movement_type'
2718 }
2719 ],
2720 [
2721 'move_slow',
2722 {
2723 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2724 name => 'slowed movement',
2725 type => 'movement_type'
2726 }
2727 ],
2728 [
2729 'move_slow_penalty',
2730 {
2731 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)',
2732 name => 'slow movement penalty',
2733 type => 'int'
2734 }
2735 ],
2736 [
2737 'no_magic',
2738 {
2739 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2740 name => 'restrict spells',
2741 type => 'bool'
2742 }
2743 ],
2744 [
2745 'damned',
2746 {
2747 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2748 name => 'restrict prayers',
2749 type => 'bool'
2750 }
2751 ]
2752 ],
2753 desc => 'Gates play an important role in Deliantra. 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.',
2754 ignore => [
2755 $IGNORE_LIST{non_pickable}
2756 ],
2757 name => 'Gate',
2758 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".'
2759 },
2760 Girdle => {
2761 attr => [
2762 [
2763 'magic',
2764 {
2765 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.',
2766 name => 'magic bonus',
2767 type => 'int'
2768 }
2769 ]
2770 ],
2771 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.',
2772 import => [
2773 'Amulet'
2774 ],
2775 name => 'Girdle',
2776 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2777 },
2778 Gloves => {
2779 attr => [
2780 [
2781 'magic',
2782 {
2783 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.',
2784 name => 'magic bonus',
2785 type => 'int'
2786 }
2787 ]
2788 ],
2789 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2790 import => [
2791 'Amulet'
2792 ],
2793 name => 'Gloves',
2794 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2795 },
2796 Handle => {
2797 attr => [
2798 [
2799 'no_pick',
2800 {
2801 type => 'fixed',
2802 value => 1
2803 }
2804 ],
2805 [
2806 'connected',
2807 {
2808 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2809 name => 'connection',
2810 type => 'int'
2811 }
2812 ],
2813 [
2814 'msg',
2815 {
2816 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2817 end => 'endmsg',
2818 name => 'description',
2819 type => 'text'
2820 }
2821 ]
2822 ],
2823 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2824 ignore => [
2825 $IGNORE_LIST{non_pickable}
2826 ],
2827 name => 'Handle',
2828 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.'
2829 },
2830 'Handle Trigger' => {
2831 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.',
2832 ignore => [
2833 $IGNORE_LIST{non_pickable}
2834 ],
2835 import => [
2836 'Handle'
2837 ],
2838 name => 'Handle Trigger',
2839 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.'
2840 },
2841 'Hazard Floor' => {
2842 attr => [
2843 [
2844 'is_floor',
2845 {
2846 type => 'fixed',
2847 value => 1
2848 }
2849 ],
2850 [
2851 'lifesave',
2852 {
2853 type => 'fixed',
2854 value => 1
2855 }
2856 ],
2857 [
2858 'move_on',
2859 {
2860 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2861 name => 'movement type',
2862 type => 'movement_type'
2863 }
2864 ],
2865 [
2866 'no_pick',
2867 {
2868 type => 'fixed',
2869 value => 1
2870 }
2871 ],
2872 [
2873 'attacktype',
2874 {
2875 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.',
2876 name => 'attacktype',
2877 type => 'bitmask',
2878 value => $BITMASK{attacktype}
2879 }
2880 ],
2881 [
2882 'dam',
2883 {
2884 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.',
2885 name => 'base damage',
2886 type => 'int'
2887 }
2888 ],
2889 [
2890 'wc',
2891 {
2892 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.',
2893 name => 'weaponclass',
2894 type => 'int'
2895 }
2896 ],
2897 [
2898 'level',
2899 {
2900 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.',
2901 name => 'attack level',
2902 type => 'int'
2903 }
2904 ],
2905 [
2906 'no_magic',
2907 {
2908 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2909 name => 'no spells',
2910 type => 'bool'
2911 }
2912 ],
2913 [
2914 'damned',
2915 {
2916 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2917 name => 'no prayers',
2918 type => 'bool'
2919 }
2920 ],
2921 [
2922 'unique',
2923 {
2924 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>.',
2925 name => 'unique map',
2926 type => 'bool'
2927 }
2928 ]
2929 ],
2930 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.',
2931 ignore => [
2932 $IGNORE_LIST{non_pickable}
2933 ],
2934 name => 'Hazard Floor',
2935 section => [
2936 [
2937 'terrain',
2938 [
2939 [
2940 'move_block',
2941 {
2942 desc => 'Objects using these movement types cannot move over this space.',
2943 name => 'blocked movement',
2944 type => 'movement_type'
2945 }
2946 ],
2947 [
2948 'move_allow',
2949 {
2950 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2951 name => 'allowed movement',
2952 type => 'movement_type'
2953 }
2954 ],
2955 [
2956 'move_slow',
2957 {
2958 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2959 name => 'slowed movement',
2960 type => 'movement_type'
2961 }
2962 ],
2963 [
2964 'move_slow_penalty',
2965 {
2966 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)',
2967 name => 'slow movement penalty',
2968 type => 'int'
2969 }
2970 ],
2971 [
2972 'is_wooded',
2973 {
2974 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2975 name => 'wooded terrain',
2976 type => 'bool'
2977 }
2978 ],
2979 [
2980 'is_hilly',
2981 {
2982 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2983 name => 'hilly terrain',
2984 type => 'bool'
2985 }
2986 ]
2987 ]
2988 ]
2989 ],
2990 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.'
2991 },
2992 Helmet => {
2993 attr => [
2994 [
2995 'magic',
2996 {
2997 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>.',
2998 name => 'magic bonus',
2999 type => 'int'
3000 }
3001 ]
3002 ],
3003 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.',
3004 import => [
3005 'Amulet'
3006 ],
3007 name => 'Helmet',
3008 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
3009 },
3010 'Holy Altar' => {
3011 attr => [
3012 [
3013 'no_pick',
3014 {
3015 type => 'fixed',
3016 value => 1
3017 }
3018 ],
3019 [
3020 'other_arch',
3021 {
3022 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.',
3023 name => 'god name',
3024 type => 'string'
3025 }
3026 ],
3027 [
3028 'level',
3029 {
3030 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.',
3031 name => 'reconsecrate level',
3032 type => 'int'
3033 }
3034 ]
3035 ],
3036 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.',
3037 ignore => [
3038 $IGNORE_LIST{non_pickable}
3039 ],
3040 name => 'Holy Altar'
3041 },
3042 Horn => {
3043 attr => [
3044 [
3045 'sp',
3046 {
3047 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!',
3048 name => 'spell',
3049 type => 'spell'
3050 }
3051 ],
3052 [
3053 'level',
3054 {
3055 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3056 name => 'casting level',
3057 type => 'int'
3058 }
3059 ],
3060 [
3061 'hp',
3062 {
3063 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3064 name => 'initial spellpoints',
3065 type => 'int'
3066 }
3067 ],
3068 [
3069 'maxhp',
3070 {
3071 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.',
3072 name => 'max. spellpoints',
3073 type => 'int'
3074 }
3075 ],
3076 [
3077 'startequip',
3078 {
3079 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3080 name => 'godgiven item',
3081 type => 'bool'
3082 }
3083 ],
3084 [
3085 'msg',
3086 {
3087 desc => 'This text may contain a description of the horn.',
3088 end => 'endmsg',
3089 name => 'description',
3090 type => 'text'
3091 }
3092 ]
3093 ],
3094 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.',
3095 ignore => [
3096 'title'
3097 ],
3098 name => 'Horn',
3099 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.'
3100 },
3101 Inorganic => {
3102 attr => [
3103 [
3104 'is_dust',
3105 {
3106 name => 'is dust',
3107 type => 'bool'
3108 }
3109 ]
3110 ],
3111 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3112 name => 'Inorganic',
3113 section => [
3114 [
3115 'resistance',
3116 [
3117 [
3118 'resist_physical',
3119 {
3120 name => 'resist physical %',
3121 type => 'int'
3122 }
3123 ],
3124 [
3125 'resist_magic',
3126 {
3127 name => 'resist magic %',
3128 type => 'int'
3129 }
3130 ],
3131 [
3132 'resist_fire',
3133 {
3134 name => 'resist fire %',
3135 type => 'int'
3136 }
3137 ],
3138 [
3139 'resist_electricity',
3140 {
3141 name => 'resist electricity %',
3142 type => 'int'
3143 }
3144 ],
3145 [
3146 'resist_cold',
3147 {
3148 name => 'resist cold %',
3149 type => 'int'
3150 }
3151 ],
3152 [
3153 'resist_confusion',
3154 {
3155 name => 'resist confusion %',
3156 type => 'int'
3157 }
3158 ],
3159 [
3160 'resist_acid',
3161 {
3162 name => 'resist acid %',
3163 type => 'int'
3164 }
3165 ],
3166 [
3167 'resist_drain',
3168 {
3169 name => 'resist draining %',
3170 type => 'int'
3171 }
3172 ],
3173 [
3174 'resist_weaponmagic',
3175 {
3176 name => 'resist weaponmagic %',
3177 type => 'int'
3178 }
3179 ],
3180 [
3181 'resist_ghosthit',
3182 {
3183 name => 'resist ghosthit %',
3184 type => 'int'
3185 }
3186 ],
3187 [
3188 'resist_poison',
3189 {
3190 name => 'resist poison %',
3191 type => 'int'
3192 }
3193 ],
3194 [
3195 'resist_slow',
3196 {
3197 name => 'resist slow %',
3198 type => 'int'
3199 }
3200 ],
3201 [
3202 'resist_paralyze',
3203 {
3204 name => 'resist paralyze %',
3205 type => 'int'
3206 }
3207 ],
3208 [
3209 'resist_fear',
3210 {
3211 name => 'resist fear %',
3212 type => 'int'
3213 }
3214 ],
3215 [
3216 'resist_deplete',
3217 {
3218 name => 'resist depletion %',
3219 type => 'int'
3220 }
3221 ],
3222 [
3223 'resist_death',
3224 {
3225 name => 'resist death-attack %',
3226 type => 'int'
3227 }
3228 ],
3229 [
3230 'resist_chaos',
3231 {
3232 name => 'resist chaos %',
3233 type => 'int'
3234 }
3235 ],
3236 [
3237 'resist_blind',
3238 {
3239 name => 'resist blinding %',
3240 type => 'int'
3241 }
3242 ],
3243 [
3244 'resist_holyword',
3245 {
3246 name => 'resist holy power %',
3247 type => 'int'
3248 }
3249 ],
3250 [
3251 'resist_godpower',
3252 {
3253 name => 'resist godpower %',
3254 type => 'int'
3255 }
3256 ]
3257 ]
3258 ]
3259 ]
3260 },
3261 'Inventory Checker' => {
3262 attr => [
3263 [
3264 'no_pick',
3265 {
3266 type => 'fixed',
3267 value => 1
3268 }
3269 ],
3270 [
3271 'slaying',
3272 {
3273 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.',
3274 name => 'match key string',
3275 type => 'string'
3276 }
3277 ],
3278 [
3279 'race',
3280 {
3281 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>.',
3282 name => 'match arch name',
3283 type => 'string'
3284 }
3285 ],
3286 [
3287 'hp',
3288 {
3289 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. ;)',
3290 name => 'match type',
3291 type => 'int'
3292 }
3293 ],
3294 [
3295 'last_sp',
3296 {
3297 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3298 name => 'match = having',
3299 type => 'bool'
3300 }
3301 ],
3302 [
3303 'connected',
3304 {
3305 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3306 name => 'connection',
3307 type => 'int'
3308 }
3309 ],
3310 [
3311 'move_block',
3312 {
3313 desc => 'Objects using these movement types cannot move over this space.',
3314 name => 'blocked movement',
3315 type => 'movement_type'
3316 }
3317 ],
3318 [
3319 'move_allow',
3320 {
3321 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3322 name => 'allowed movement',
3323 type => 'movement_type'
3324 }
3325 ],
3326 [
3327 'move_slow',
3328 {
3329 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3330 name => 'slowed movement',
3331 type => 'movement_type'
3332 }
3333 ],
3334 [
3335 'move_slow_penalty',
3336 {
3337 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)',
3338 name => 'slow movement penalty',
3339 type => 'int'
3340 }
3341 ],
3342 [
3343 'last_heal',
3344 {
3345 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!',
3346 name => 'remove match',
3347 type => 'bool'
3348 }
3349 ]
3350 ],
3351 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.',
3352 ignore => [
3353 $IGNORE_LIST{system_object}
3354 ],
3355 name => 'Inventory Checker',
3356 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.'
3357 },
3358 'Item Transformer' => {
3359 attr => [
3360 [
3361 'food',
3362 {
3363 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3364 name => 'number of uses',
3365 type => 'int'
3366 }
3367 ],
3368 [
3369 'slaying',
3370 {
3371 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3372 name => 'verb',
3373 type => 'string'
3374 }
3375 ],
3376 [
3377 'startequip',
3378 {
3379 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3380 name => 'godgiven item',
3381 type => 'bool'
3382 }
3383 ],
3384 [
3385 'msg',
3386 {
3387 desc => 'This text may contain a description of the item transformer.',
3388 end => 'endmsg',
3389 name => 'description',
3390 type => 'text'
3391 }
3392 ]
3393 ],
3394 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.',
3395 name => 'Item Transformer',
3396 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\'.'
3397 },
3398 Jewel => {
3399 attr => [
3400 [
3401 'race',
3402 {
3403 type => 'fixed',
3404 value => 'gold and jewels'
3405 }
3406 ],
3407 [
3408 'msg',
3409 {
3410 desc => 'This text may describe the object.',
3411 end => 'endmsg',
3412 name => 'description',
3413 type => 'text'
3414 }
3415 ]
3416 ],
3417 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.',
3418 name => 'Jewel'
3419 },
3420 Key => {
3421 attr => [
3422 [
3423 'startequip',
3424 {
3425 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3426 name => 'godgiven item',
3427 type => 'bool'
3428 }
3429 ]
3430 ],
3431 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3432 name => 'Key'
3433 },
3434 'Locked Door' => {
3435 attr => [
3436 [
3437 'move_type',
3438 {
3439 type => 'fixed',
3440 value => 0
3441 }
3442 ],
3443 [
3444 'no_pick',
3445 {
3446 type => 'fixed',
3447 value => 1
3448 }
3449 ],
3450 [
3451 'slaying',
3452 {
3453 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".',
3454 name => 'key string',
3455 type => 'string'
3456 }
3457 ],
3458 [
3459 'no_magic',
3460 {
3461 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).',
3462 name => 'restrict spells',
3463 type => 'bool'
3464 }
3465 ],
3466 [
3467 'damned',
3468 {
3469 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3470 name => 'restrict prayers',
3471 type => 'bool'
3472 }
3473 ],
3474 [
3475 'msg',
3476 {
3477 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.',
3478 end => 'endmsg',
3479 name => 'lock message',
3480 type => 'text'
3481 }
3482 ]
3483 ],
3484 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3485 ignore => [
3486 $IGNORE_LIST{non_pickable}
3487 ],
3488 name => 'Locked Door',
3489 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).'
3490 },
3491 'Magic Ear' => {
3492 attr => [
3493 [
3494 'no_pick',
3495 {
3496 type => 'fixed',
3497 value => 1
3498 }
3499 ],
3500 [
3501 'connected',
3502 {
3503 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3504 name => 'connection',
3505 type => 'int'
3506 }
3507 ],
3508 [
3509 'msg',
3510 {
3511 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!',
3512 end => 'endmsg',
3513 name => 'keyword-matching',
3514 type => 'text'
3515 }
3516 ]
3517 ],
3518 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3519 ignore => [
3520 $IGNORE_LIST{system_object}
3521 ],
3522 name => 'Magic Ear',
3523 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.'
3524 },
3525 'Magic Wall' => {
3526 attr => [
3527 [
3528 'dam',
3529 {
3530 desc => 'The magic wall will cast this <spell>.',
3531 name => 'spell',
3532 type => 'spell'
3533 }
3534 ],
3535 [
3536 'level',
3537 {
3538 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.',
3539 name => 'spell level',
3540 type => 'int'
3541 }
3542 ],
3543 [
3544 'connected',
3545 {
3546 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.',
3547 name => 'connection',
3548 type => 'int'
3549 }
3550 ],
3551 [
3552 'activate_on_push',
3553 {
3554 desc => 'Whether the teleporter should only be activated on push.',
3555 name => 'Activate on push',
3556 type => 'bool'
3557 }
3558 ],
3559 [
3560 'activate_on_release',
3561 {
3562 desc => 'Whether the teleporter should only be activated on release.',
3563 name => 'Activate on release',
3564 type => 'bool'
3565 }
3566 ],
3567 [
3568 'speed',
3569 {
3570 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".',
3571 name => 'casting speed',
3572 type => 'float'
3573 }
3574 ],
3575 [
3576 'speed_left',
3577 {
3578 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.',
3579 name => 'speed left',
3580 type => 'float'
3581 }
3582 ],
3583 [
3584 'sp',
3585 {
3586 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.',
3587 name => 'direction',
3588 type => 'list',
3589 value => $LIST{direction}
3590 }
3591 ],
3592 [
3593 'move_block',
3594 {
3595 desc => 'Objects using these movement types cannot move over this space.',
3596 name => 'blocked movement',
3597 type => 'movement_type'
3598 }
3599 ],
3600 [
3601 'move_allow',
3602 {
3603 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3604 name => 'allowed movement',
3605 type => 'movement_type'
3606 }
3607 ],
3608 [
3609 'move_slow',
3610 {
3611 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3612 name => 'slowed movement',
3613 type => 'movement_type'
3614 }
3615 ],
3616 [
3617 'move_slow_penalty',
3618 {
3619 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)',
3620 name => 'slow movement penalty',
3621 type => 'int'
3622 }
3623 ]
3624 ],
3625 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.',
3626 ignore => [
3627 $IGNORE_LIST{non_pickable}
3628 ],
3629 name => 'Magic Wall',
3630 section => [
3631 [
3632 'destroyable',
3633 [
3634 [
3635 'alive',
3636 {
3637 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.',
3638 name => 'is destroyable',
3639 type => 'bool'
3640 }
3641 ],
3642 [
3643 'hp',
3644 {
3645 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3646 name => 'hitpoints',
3647 type => 'int'
3648 }
3649 ],
3650 [
3651 'maxhp',
3652 {
3653 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3654 name => 'max hitpoints',
3655 type => 'int'
3656 }
3657 ],
3658 [
3659 'ac',
3660 {
3661 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>.',
3662 name => 'armour class',
3663 type => 'int'
3664 }
3665 ]
3666 ]
3667 ],
3668 [
3669 'resistance',
3670 [
3671 [
3672 'resist_physical',
3673 {
3674 name => 'resist physical %',
3675 type => 'int'
3676 }
3677 ],
3678 [
3679 'resist_magic',
3680 {
3681 name => 'resist magic %',
3682 type => 'int'
3683 }
3684 ],
3685 [
3686 'resist_fire',
3687 {
3688 name => 'resist fire %',
3689 type => 'int'
3690 }
3691 ],
3692 [
3693 'resist_electricity',
3694 {
3695 name => 'resist electricity %',
3696 type => 'int'
3697 }
3698 ],
3699 [
3700 'resist_cold',
3701 {
3702 name => 'resist cold %',
3703 type => 'int'
3704 }
3705 ],
3706 [
3707 'resist_confusion',
3708 {
3709 name => 'resist confusion %',
3710 type => 'int'
3711 }
3712 ],
3713 [
3714 'resist_acid',
3715 {
3716 name => 'resist acid %',
3717 type => 'int'
3718 }
3719 ],
3720 [
3721 'resist_drain',
3722 {
3723 name => 'resist draining %',
3724 type => 'int'
3725 }
3726 ],
3727 [
3728 'resist_weaponmagic',
3729 {
3730 name => 'resist weaponmagic %',
3731 type => 'int'
3732 }
3733 ],
3734 [
3735 'resist_ghosthit',
3736 {
3737 name => 'resist ghosthit %',
3738 type => 'int'
3739 }
3740 ],
3741 [
3742 'resist_poison',
3743 {
3744 name => 'resist poison %',
3745 type => 'int'
3746 }
3747 ],
3748 [
3749 'resist_slow',
3750 {
3751 name => 'resist slow %',
3752 type => 'int'
3753 }
3754 ],
3755 [
3756 'resist_paralyze',
3757 {
3758 name => 'resist paralyze %',
3759 type => 'int'
3760 }
3761 ],
3762 [
3763 'resist_fear',
3764 {
3765 name => 'resist fear %',
3766 type => 'int'
3767 }
3768 ],
3769 [
3770 'resist_deplete',
3771 {
3772 name => 'resist depletion %',
3773 type => 'int'
3774 }
3775 ],
3776 [
3777 'resist_death',
3778 {
3779 name => 'resist death-attack %',
3780 type => 'int'
3781 }
3782 ],
3783 [
3784 'resist_chaos',
3785 {
3786 name => 'resist chaos %',
3787 type => 'int'
3788 }
3789 ],
3790 [
3791 'resist_blind',
3792 {
3793 name => 'resist blinding %',
3794 type => 'int'
3795 }
3796 ],
3797 [
3798 'resist_holyword',
3799 {
3800 name => 'resist holy power %',
3801 type => 'int'
3802 }
3803 ],
3804 [
3805 'resist_godpower',
3806 {
3807 name => 'resist godpower %',
3808 type => 'int'
3809 }
3810 ]
3811 ]
3812 ]
3813 ],
3814 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".'
3815 },
3816 Marker => {
3817 attr => [
3818 [
3819 'no_pick',
3820 {
3821 type => 'fixed',
3822 value => 1
3823 }
3824 ],
3825 [
3826 'slaying',
3827 {
3828 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.',
3829 name => 'key string',
3830 type => 'string'
3831 }
3832 ],
3833 [
3834 'connected',
3835 {
3836 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3837 name => 'connection',
3838 type => 'int'
3839 }
3840 ],
3841 [
3842 'speed',
3843 {
3844 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.',
3845 name => 'marking speed',
3846 type => 'float'
3847 }
3848 ],
3849 [
3850 'speed_left',
3851 {
3852 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.',
3853 name => 'speed left',
3854 type => 'float'
3855 }
3856 ],
3857 [
3858 'food',
3859 {
3860 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.',
3861 name => 'mark duration',
3862 type => 'int'
3863 }
3864 ],
3865 [
3866 'name',
3867 {
3868 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.',
3869 name => 'delete mark',
3870 type => 'string'
3871 }
3872 ],
3873 [
3874 'msg',
3875 {
3876 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.',
3877 end => 'endmsg',
3878 name => 'marking message',
3879 type => 'text'
3880 }
3881 ]
3882 ],
3883 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.',
3884 ignore => [
3885 $IGNORE_LIST{system_object}
3886 ],
3887 name => 'Marker',
3888 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.'
3889 },
3890 Misc => {
3891 attr => [
3892 [
3893 'move_block',
3894 {
3895 desc => 'Objects using these movement types cannot move over this space.',
3896 name => 'blocked movement',
3897 type => 'movement_type'
3898 }
3899 ],
3900 [
3901 'move_allow',
3902 {
3903 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3904 name => 'allowed movement',
3905 type => 'movement_type'
3906 }
3907 ],
3908 [
3909 'move_slow',
3910 {
3911 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3912 name => 'slowed movement',
3913 type => 'movement_type'
3914 }
3915 ],
3916 [
3917 'move_slow_penalty',
3918 {
3919 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)',
3920 name => 'slow movement penalty',
3921 type => 'int'
3922 }
3923 ],
3924 [
3925 'cursed',
3926 {
3927 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3928 name => 'cursed',
3929 type => 'bool'
3930 }
3931 ],
3932 [
3933 'damned',
3934 {
3935 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.',
3936 name => 'damned',
3937 type => 'bool'
3938 }
3939 ],
3940 [
3941 'unique',
3942 {
3943 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3944 name => 'unique item',
3945 type => 'bool'
3946 }
3947 ],
3948 [
3949 'startequip',
3950 {
3951 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3952 name => 'godgiven item',
3953 type => 'bool'
3954 }
3955 ],
3956 [
3957 'msg',
3958 {
3959 desc => 'This text may describe the object.',
3960 end => 'endmsg',
3961 name => 'description',
3962 type => 'text'
3963 }
3964 ]
3965 ],
3966 name => 'Misc'
3967 },
3968 Money => {
3969 attr => [
3970 [
3971 'race',
3972 {
3973 type => 'fixed',
3974 value => 'gold and jewels'
3975 }
3976 ]
3977 ],
3978 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.',
3979 ignore => [
3980 'unpaid'
3981 ],
3982 name => 'Money'
3983 },
3984 'Monster & NPC' => {
3985 attr => [
3986 [
3987 'alive',
3988 {
3989 type => 'fixed',
3990 value => 1
3991 }
3992 ],
3993 [
3994 'randomitems',
3995 {
3996 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>.',
3997 name => 'treasurelist',
3998 type => 'treasurelist'
3999 }
4000 ],
4001 [
4002 'treasure_env',
4003 {
4004 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
4005 name => 'treasure in env',
4006 type => 'bool'
4007 }
4008 ],
4009 [
4010 'level',
4011 {
4012 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
4013 name => 'level',
4014 type => 'int'
4015 }
4016 ],
4017 [
4018 'race',
4019 {
4020 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.',
4021 name => 'race',
4022 type => 'string'
4023 }
4024 ],
4025 [
4026 'exp',
4027 {
4028 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!',
4029 name => 'experience',
4030 type => 'int'
4031 }
4032 ],
4033 [
4034 'speed',
4035 {
4036 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4037 name => 'speed',
4038 type => 'float'
4039 }
4040 ],
4041 [
4042 'speed_left',
4043 {
4044 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.',
4045 name => 'speed left',
4046 type => 'float'
4047 }
4048 ],
4049 [
4050 'other_arch',
4051 {
4052 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.',
4053 name => 'breed monster',
4054 type => 'string'
4055 }
4056 ],
4057 [
4058 'generator',
4059 {
4060 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.',
4061 name => 'multiply',
4062 type => 'bool'
4063 }
4064 ],
4065 [
4066 'use_content_on_gen',
4067 {
4068 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.',
4069 name => 'template generation',
4070 type => 'bool'
4071 }
4072 ],
4073 [
4074 'move_type',
4075 {
4076 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4077 name => 'movement type',
4078 type => 'movement_type'
4079 }
4080 ],
4081 [
4082 'undead',
4083 {
4084 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4085 name => 'undead',
4086 type => 'bool'
4087 }
4088 ],
4089 [
4090 'carrying',
4091 {
4092 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4093 name => 'carries weight',
4094 type => 'int'
4095 }
4096 ],
4097 [
4098 'precious',
4099 {
4100 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.',
4101 name => 'precious',
4102 type => 'bool'
4103 }
4104 ],
4105 [
4106 'msg',
4107 {
4108 end => 'endmsg',
4109 name => 'npc message',
4110 type => 'text'
4111 }
4112 ]
4113 ],
4114 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.',
4115 ignore => [
4116 'material',
4117 'name_pl',
4118 'nrof',
4119 'value',
4120 'unpaid'
4121 ],
4122 name => 'Monster & NPC',
4123 section => [
4124 [
4125 'melee',
4126 [
4127 [
4128 'attacktype',
4129 {
4130 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.',
4131 name => 'attacktype',
4132 type => 'bitmask',
4133 value => $BITMASK{attacktype}
4134 }
4135 ],
4136 [
4137 'dam',
4138 {
4139 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.',
4140 name => 'damage',
4141 type => 'int'
4142 }
4143 ],
4144 [
4145 'wc',
4146 {
4147 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4148 name => 'weapon class',
4149 type => 'int'
4150 }
4151 ],
4152 [
4153 'hp',
4154 {
4155 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>.',
4156 name => 'health points',
4157 type => 'int'
4158 }
4159 ],
4160 [
4161 'maxhp',
4162 {
4163 desc => '<max health> is the maximum amount of <health points> this monster can have.',
4164 name => 'max health',
4165 type => 'int'
4166 }
4167 ],
4168 [
4169 'ac',
4170 {
4171 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).',
4172 name => 'armour class',
4173 type => 'int'
4174 }
4175 ],
4176 [
4177 'Con',
4178 {
4179 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4180 name => 'healing rate',
4181 type => 'int'
4182 }
4183 ],
4184 [
4185 'reflect_missile',
4186 {
4187 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4188 name => 'reflect missiles',
4189 type => 'bool'
4190 }
4191 ],
4192 [
4193 'hitback',
4194 {
4195 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.',
4196 name => 'hitback',
4197 type => 'bool'
4198 }
4199 ],
4200 [
4201 'one_hit',
4202 {
4203 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4204 name => 'one hit only',
4205 type => 'bool'
4206 }
4207 ]
4208 ]
4209 ],
4210 [
4211 'spellcraft',
4212 [
4213 [
4214 'can_cast_spell',
4215 {
4216 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4217 name => 'can cast spell',
4218 type => 'bool'
4219 }
4220 ],
4221 [
4222 'reflect_spell',
4223 {
4224 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.',
4225 name => 'reflect spells',
4226 type => 'bool'
4227 }
4228 ],
4229 [
4230 'sp',
4231 {
4232 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>.',
4233 name => 'spellpoints',
4234 type => 'int'
4235 }
4236 ],
4237 [
4238 'maxsp',
4239 {
4240 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.',
4241 name => 'max spellpoints',
4242 type => 'int'
4243 }
4244 ],
4245 [
4246 'Pow',
4247 {
4248 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.',
4249 name => 'spellpoint regen.',
4250 type => 'int'
4251 }
4252 ],
4253 [
4254 'path_attuned',
4255 {
4256 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4257 name => 'attuned paths',
4258 type => 'bitmask',
4259 value => $BITMASK{spellpath}
4260 }
4261 ],
4262 [
4263 'path_repelled',
4264 {
4265 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4266 name => 'repelled paths',
4267 type => 'bitmask',
4268 value => $BITMASK{spellpath}
4269 }
4270 ],
4271 [
4272 'path_denied',
4273 {
4274 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4275 name => 'denied paths',
4276 type => 'bitmask',
4277 value => $BITMASK{spellpath}
4278 }
4279 ]
4280 ]
4281 ],
4282 [
4283 'ability',
4284 [
4285 [
4286 'Int',
4287 {
4288 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.',
4289 name => 'detect hidden',
4290 type => 'int'
4291 }
4292 ],
4293 [
4294 'see_invisible',
4295 {
4296 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.',
4297 name => 'see invisible',
4298 type => 'bool'
4299 }
4300 ],
4301 [
4302 'can_see_in_dark',
4303 {
4304 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.',
4305 name => 'see in darkness',
4306 type => 'bool'
4307 }
4308 ],
4309 [
4310 'can_use_weapon',
4311 {
4312 desc => 'Monster is able to wield weapon type objects.',
4313 name => 'can use weapons',
4314 type => 'bool'
4315 }
4316 ],
4317 [
4318 'can_use_bow',
4319 {
4320 desc => 'Monster is able to use missile-weapon type objects.',
4321 name => 'can use bows',
4322 type => 'bool'
4323 }
4324 ],
4325 [
4326 'can_use_armour',
4327 {
4328 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4329 name => 'can use armour',
4330 type => 'bool'
4331 }
4332 ],
4333 [
4334 'can_use_ring',
4335 {
4336 desc => 'Monster is able to wear rings.',
4337 name => 'can use rings',
4338 type => 'bool'
4339 }
4340 ],
4341 [
4342 'can_use_wand',
4343 {
4344 desc => 'Monster is able to use wands and staves.',
4345 name => 'can use wands',
4346 type => 'bool'
4347 }
4348 ],
4349 [
4350 'can_use_rod',
4351 {
4352 desc => 'Monster is able to use rods.',
4353 name => 'can use rods',
4354 type => 'bool'
4355 }
4356 ],
4357 [
4358 'can_use_scroll',
4359 {
4360 desc => 'Monster is able to read scrolls.',
4361 name => 'can use scrolls',
4362 type => 'bool'
4363 }
4364 ],
4365 [
4366 'can_use_skill',
4367 {
4368 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>.',
4369 name => 'can use skills',
4370 type => 'bool'
4371 }
4372 ]
4373 ]
4374 ],
4375 [
4376 'behave',
4377 [
4378 [
4379 'monster',
4380 {
4381 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.',
4382 name => 'monster behaviour',
4383 type => 'bool'
4384 }
4385 ],
4386 [
4387 'unaggressive',
4388 {
4389 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4390 name => 'unaggressive',
4391 type => 'bool'
4392 }
4393 ],
4394 [
4395 'friendly',
4396 {
4397 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4398 name => 'friendly',
4399 type => 'bool'
4400 }
4401 ],
4402 [
4403 'stand_still',
4404 {
4405 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 Deliantra 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.',
4406 name => 'stand still',
4407 type => 'bool'
4408 }
4409 ],
4410 [
4411 'sleep',
4412 {
4413 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.',
4414 name => 'asleep',
4415 type => 'bool'
4416 }
4417 ],
4418 [
4419 'will_apply',
4420 {
4421 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4422 name => 'misc. actions',
4423 type => 'bitmask',
4424 value => $BITMASK{will_apply}
4425 }
4426 ],
4427 [
4428 'pick_up',
4429 {
4430 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.',
4431 name => 'pick up',
4432 type => 'bitmask',
4433 value => $BITMASK{pick_up}
4434 }
4435 ],
4436 [
4437 'Wis',
4438 {
4439 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.',
4440 name => 'sensing range',
4441 type => 'int'
4442 }
4443 ],
4444 [
4445 'attack_movement_bits_0_3',
4446 {
4447 desc => 'If this is set to default, the standard mode of movement will be used.',
4448 name => 'attack movement',
4449 type => 'list',
4450 value => $LIST{attack_movement_bits_0_3}
4451 }
4452 ],
4453 [
4454 'attack_movement_bits_4_7',
4455 {
4456 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4457 name => 'normal movement',
4458 type => 'list',
4459 value => $LIST{attack_movement_bits_4_7}
4460 }
4461 ],
4462 [
4463 'run_away',
4464 {
4465 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.',
4466 name => 'run at % health',
4467 type => 'int'
4468 }
4469 ]
4470 ]
4471 ],
4472 [
4473 'resistance',
4474 [
4475 [
4476 'resist_physical',
4477 {
4478 name => 'resist physical %',
4479 type => 'int'
4480 }
4481 ],
4482 [
4483 'resist_magic',
4484 {
4485 name => 'resist magic %',
4486 type => 'int'
4487 }
4488 ],
4489 [
4490 'resist_fire',
4491 {
4492 name => 'resist fire %',
4493 type => 'int'
4494 }
4495 ],
4496 [
4497 'resist_electricity',
4498 {
4499 name => 'resist electricity %',
4500 type => 'int'
4501 }
4502 ],
4503 [
4504 'resist_cold',
4505 {
4506 name => 'resist cold %',
4507 type => 'int'
4508 }
4509 ],
4510 [
4511 'resist_confusion',
4512 {
4513 name => 'resist confusion %',
4514 type => 'int'
4515 }
4516 ],
4517 [
4518 'resist_acid',
4519 {
4520 name => 'resist acid %',
4521 type => 'int'
4522 }
4523 ],
4524 [
4525 'resist_drain',
4526 {
4527 name => 'resist draining %',
4528 type => 'int'
4529 }
4530 ],
4531 [
4532 'resist_weaponmagic',
4533 {
4534 name => 'resist weaponmagic %',
4535 type => 'int'
4536 }
4537 ],
4538 [
4539 'resist_ghosthit',
4540 {
4541 name => 'resist ghosthit %',
4542 type => 'int'
4543 }
4544 ],
4545 [
4546 'resist_poison',
4547 {
4548 name => 'resist poison %',
4549 type => 'int'
4550 }
4551 ],
4552 [
4553 'resist_slow',
4554 {
4555 name => 'resist slow %',
4556 type => 'int'
4557 }
4558 ],
4559 [
4560 'resist_paralyze',
4561 {
4562 name => 'resist paralyze %',
4563 type => 'int'
4564 }
4565 ],
4566 [
4567 'resist_fear',
4568 {
4569 name => 'resist fear %',
4570 type => 'int'
4571 }
4572 ],
4573 [
4574 'resist_deplete',
4575 {
4576 name => 'resist depletion %',
4577 type => 'int'
4578 }
4579 ],
4580 [
4581 'resist_death',
4582 {
4583 name => 'resist death-attack %',
4584 type => 'int'
4585 }
4586 ],
4587 [
4588 'resist_chaos',
4589 {
4590 name => 'resist chaos %',
4591 type => 'int'
4592 }
4593 ],
4594 [
4595 'resist_blind',
4596 {
4597 name => 'resist blinding %',
4598 type => 'int'
4599 }
4600 ],
4601 [
4602 'resist_holyword',
4603 {
4604 name => 'resist holy power %',
4605 type => 'int'
4606 }
4607 ],
4608 [
4609 'resist_godpower',
4610 {
4611 name => 'resist godpower %',
4612 type => 'int'
4613 }
4614 ]
4615 ]
4616 ]
4617 ],
4618 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. :-)'
4619 },
4620 'Monster (Grimreaper)' => {
4621 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4622 ignore => [
4623 'material',
4624 'name_pl',
4625 'nrof',
4626 'value',
4627 'unpaid'
4628 ],
4629 import => [
4630 'Monster & NPC'
4631 ],
4632 name => 'Monster (Grimreaper)',
4633 section => [
4634 [
4635 'grimreaper',
4636 [
4637 [
4638 'value',
4639 {
4640 desc => 'The object vanishes after this number of draining attacks.',
4641 name => 'attacks',
4642 type => 'int'
4643 }
4644 ]
4645 ]
4646 ]
4647 ]
4648 },
4649 'Mood Floor' => {
4650 attr => [
4651 [
4652 'no_pick',
4653 {
4654 type => 'fixed',
4655 value => 1
4656 }
4657 ],
4658 [
4659 'last_sp',
4660 {
4661 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!',
4662 name => 'mood',
4663 type => 'list',
4664 value => $LIST{mood}
4665 }
4666 ],
4667 [
4668 'connected',
4669 {
4670 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!',
4671 name => 'connection',
4672 type => 'int'
4673 }
4674 ],
4675 [
4676 'no_magic',
4677 {
4678 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4679 name => 'no spells',
4680 type => 'bool'
4681 }
4682 ],
4683 [
4684 'damned',
4685 {
4686 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4687 name => 'no prayers',
4688 type => 'bool'
4689 }
4690 ]
4691 ],
4692 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.',
4693 ignore => [
4694 $IGNORE_LIST{system_object}
4695 ],
4696 name => 'Mood Floor',
4697 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.)'
4698 },
4699 Mover => {
4700 attr => [
4701 [
4702 'attacktype',
4703 {
4704 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.',
4705 name => 'forced movement',
4706 type => 'bool'
4707 }
4708 ],
4709 [
4710 'maxsp',
4711 {
4712 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.',
4713 name => 'freeze duration',
4714 type => 'int'
4715 }
4716 ],
4717 [
4718 'speed',
4719 {
4720 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4721 name => 'movement speed',
4722 type => 'float'
4723 }
4724 ],
4725 [
4726 'speed_left',
4727 {
4728 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.',
4729 name => 'speed left',
4730 type => 'float'
4731 }
4732 ],
4733 [
4734 'sp',
4735 {
4736 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.',
4737 name => 'direction',
4738 type => 'list',
4739 value => $LIST{direction}
4740 }
4741 ],
4742 [
4743 'lifesave',
4744 {
4745 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.',
4746 name => 'gets used up',
4747 type => 'bool'
4748 }
4749 ],
4750 [
4751 'hp',
4752 {
4753 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).',
4754 name => 'number of uses',
4755 type => 'int'
4756 }
4757 ]
4758 ],
4759 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.',
4760 ignore => [
4761 $IGNORE_LIST{non_pickable}
4762 ],
4763 name => 'Mover',
4764 section => [
4765 [
4766 'targets',
4767 [
4768 [
4769 'level',
4770 {
4771 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.',
4772 name => 'move players',
4773 type => 'bool'
4774 }
4775 ],
4776 [
4777 'move_on',
4778 {
4779 desc => 'Which movement types activate the mover.',
4780 name => 'movement type',
4781 type => 'movement_type'
4782 }
4783 ]
4784 ]
4785 ]
4786 ],
4787 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).'
4788 },
4789 Pedestal => {
4790 attr => [
4791 [
4792 'no_pick',
4793 {
4794 type => 'fixed',
4795 value => 1
4796 }
4797 ],
4798 [
4799 'slaying',
4800 {
4801 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.',
4802 name => 'match race',
4803 type => 'string'
4804 }
4805 ],
4806 [
4807 'connected',
4808 {
4809 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4810 name => 'connection',
4811 type => 'int'
4812 }
4813 ],
4814 [
4815 'move_on',
4816 {
4817 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4818 name => 'movement type',
4819 type => 'movement_type'
4820 }
4821 ]
4822 ],
4823 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.',
4824 ignore => [
4825 $IGNORE_LIST{non_pickable}
4826 ],
4827 name => 'Pedestal',
4828 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.'
4829 },
4830 Pit => {
4831 attr => [
4832 [
4833 'no_pick',
4834 {
4835 type => 'fixed',
4836 value => 1
4837 }
4838 ],
4839 [
4840 'connected',
4841 {
4842 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4843 name => 'connection',
4844 type => 'int'
4845 }
4846 ],
4847 [
4848 'activate_on_push',
4849 {
4850 desc => 'Whether the teleporter should only be activated on push.',
4851 name => 'Activate on push',
4852 type => 'bool'
4853 }
4854 ],
4855 [
4856 'activate_on_release',
4857 {
4858 desc => 'Whether the teleporter should only be activated on release.',
4859 name => 'Activate on release',
4860 type => 'bool'
4861 }
4862 ],
4863 [
4864 'hp',
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 X',
4868 type => 'int'
4869 }
4870 ],
4871 [
4872 'sp',
4873 {
4874 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!',
4875 name => 'destination Y',
4876 type => 'int'
4877 }
4878 ],
4879 [
4880 'wc',
4881 {
4882 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.',
4883 name => 'position state',
4884 type => 'int'
4885 }
4886 ],
4887 [
4888 'move_on',
4889 {
4890 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4891 name => 'movement type',
4892 type => 'movement_type'
4893 }
4894 ]
4895 ],
4896 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.',
4897 ignore => [
4898 $IGNORE_LIST{non_pickable}
4899 ],
4900 name => 'Pit',
4901 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.'
4902 },
4903 'Poison Food' => {
4904 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.',
4905 name => 'Poison Food'
4906 },
4907 Potion => {
4908 attr => [
4909 [
4910 'level',
4911 {
4912 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.',
4913 name => 'potion level',
4914 type => 'int'
4915 }
4916 ],
4917 [
4918 'sp',
4919 {
4920 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".',
4921 name => 'spell',
4922 type => 'spell'
4923 }
4924 ],
4925 [
4926 'attacktype',
4927 {
4928 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.',
4929 name => 'special effect',
4930 type => 'list',
4931 value => $LIST{potion_effect}
4932 }
4933 ],
4934 [
4935 'cursed',
4936 {
4937 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 >:)',
4938 name => 'cursed',
4939 type => 'bool'
4940 }
4941 ],
4942 [
4943 'startequip',
4944 {
4945 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4946 name => 'godgiven item',
4947 type => 'bool'
4948 }
4949 ]
4950 ],
4951 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4952 name => 'Potion',
4953 section => [
4954 [
4955 'stats',
4956 [
4957 [
4958 'Str',
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 => 'strength',
4962 type => 'int'
4963 }
4964 ],
4965 [
4966 'Dex',
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 => 'dexterity',
4970 type => 'int'
4971 }
4972 ],
4973 [
4974 'Con',
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 => 'constitution',
4978 type => 'int'
4979 }
4980 ],
4981 [
4982 'Int',
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 => 'intelligence',
4986 type => 'int'
4987 }
4988 ],
4989 [
4990 'Pow',
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 => 'power',
4994 type => 'int'
4995 }
4996 ],
4997 [
4998 'Wis',
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 => 'wisdom',
5002 type => 'int'
5003 }
5004 ],
5005 [
5006 'Cha',
5007 {
5008 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.',
5009 name => 'charisma',
5010 type => 'int'
5011 }
5012 ]
5013 ]
5014 ],
5015 [
5016 'resistance',
5017 [
5018 [
5019 'resist_physical',
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 physical %',
5023 type => 'int'
5024 }
5025 ],
5026 [
5027 'resist_magic',
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 magic %',
5031 type => 'int'
5032 }
5033 ],
5034 [
5035 'resist_fire',
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 fire %',
5039 type => 'int'
5040 }
5041 ],
5042 [
5043 'resist_electricity',
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 electricity %',
5047 type => 'int'
5048 }
5049 ],
5050 [
5051 'resist_cold',
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 cold %',
5055 type => 'int'
5056 }
5057 ],
5058 [
5059 'resist_acid',
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 acid %',
5063 type => 'int'
5064 }
5065 ],
5066 [
5067 'resist_confusion',
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 confusion %',
5071 type => 'int'
5072 }
5073 ],
5074 [
5075 'resist_weaponmagic',
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 weaponmagic %',
5079 type => 'int'
5080 }
5081 ],
5082 [
5083 'resist_ghosthit',
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 ghosthit %',
5087 type => 'int'
5088 }
5089 ],
5090 [
5091 'resist_slow',
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 slow %',
5095 type => 'int'
5096 }
5097 ],
5098 [
5099 'resist_fear',
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 fear %',
5103 type => 'int'
5104 }
5105 ],
5106 [
5107 'resist_death',
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 death-attack %',
5111 type => 'int'
5112 }
5113 ],
5114 [
5115 'resist_chaos',
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 chaos %',
5119 type => 'int'
5120 }
5121 ],
5122 [
5123 'resist_blind',
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 blinding %',
5127 type => 'int'
5128 }
5129 ],
5130 [
5131 'resist_holyword',
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 holy power %',
5135 type => 'int'
5136 }
5137 ],
5138 [
5139 'resist_godpower',
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 godpower %',
5143 type => 'int'
5144 }
5145 ],
5146 [
5147 'resist_paralyze',
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 paralyze %',
5151 type => 'int'
5152 }
5153 ],
5154 [
5155 'resist_drain',
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 draining %',
5159 type => 'int'
5160 }
5161 ],
5162 [
5163 'resist_deplete',
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 depletion %',
5167 type => 'int'
5168 }
5169 ],
5170 [
5171 'resist_poison',
5172 {
5173 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!',
5174 name => 'resist poison %',
5175 type => 'int'
5176 }
5177 ]
5178 ]
5179 ]
5180 ],
5181 use => 'One potion should never give multiple benefits at once.'
5182 },
5183 'Power Crystal' => {
5184 attr => [
5185 [
5186 'sp',
5187 {
5188 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5189 name => 'initial mana',
5190 type => 'int'
5191 }
5192 ],
5193 [
5194 'maxsp',
5195 {
5196 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.',
5197 name => 'mana capacity',
5198 type => 'int'
5199 }
5200 ]
5201 ],
5202 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.',
5203 name => 'Power Crystal'
5204 },
5205 Projectile => {
5206 attr => [
5207 [
5208 'attacktype',
5209 {
5210 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.',
5211 name => 'attacktype',
5212 type => 'bitmask',
5213 value => $BITMASK{attacktype}
5214 }
5215 ],
5216 [
5217 'race',
5218 {
5219 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>.',
5220 name => 'ammunition class',
5221 type => 'string'
5222 }
5223 ],
5224 [
5225 'slaying',
5226 {
5227 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.',
5228 name => 'slaying race',
5229 type => 'string'
5230 }
5231 ],
5232 [
5233 'dam',
5234 {
5235 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5236 name => 'damage',
5237 type => 'int'
5238 }
5239 ],
5240 [
5241 'wc',
5242 {
5243 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.',
5244 name => 'weaponclass',
5245 type => 'int'
5246 }
5247 ],
5248 [
5249 'food',
5250 {
5251 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).',
5252 name => 'chance to break',
5253 type => 'int'
5254 }
5255 ],
5256 [
5257 'magic',
5258 {
5259 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5260 name => 'magic bonus',
5261 type => 'int'
5262 }
5263 ],
5264 [
5265 'unique',
5266 {
5267 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5268 name => 'unique item',
5269 type => 'bool'
5270 }
5271 ],
5272 [
5273 'startequip',
5274 {
5275 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5276 name => 'godgiven item',
5277 type => 'bool'
5278 }
5279 ],
5280 [
5281 'no_drop',
5282 {
5283 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.',
5284 name => 'don\'t drop',
5285 type => 'bool'
5286 }
5287 ],
5288 [
5289 'msg',
5290 {
5291 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5292 end => 'endmsg',
5293 name => 'description',
5294 type => 'text'
5295 }
5296 ]
5297 ],
5298 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.',
5299 name => 'Projectile',
5300 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.'
5301 },
5302 Ring => {
5303 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.',
5304 import => [
5305 'Amulet'
5306 ],
5307 name => 'Ring',
5308 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.'
5309 },
5310 Rod => {
5311 attr => [
5312 [
5313 'sp',
5314 {
5315 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!',
5316 name => 'spell',
5317 type => 'spell'
5318 }
5319 ],
5320 [
5321 'level',
5322 {
5323 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5324 name => 'casting level',
5325 type => 'int'
5326 }
5327 ],
5328 [
5329 'hp',
5330 {
5331 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5332 name => 'initial spellpoints',
5333 type => 'int'
5334 }
5335 ],
5336 [
5337 'maxhp',
5338 {
5339 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.',
5340 name => 'max. spellpoints',
5341 type => 'int'
5342 }
5343 ],
5344 [
5345 'startequip',
5346 {
5347 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5348 name => 'godgiven item',
5349 type => 'bool'
5350 }
5351 ],
5352 [
5353 'msg',
5354 {
5355 desc => 'This text may contain a description of the rod.',
5356 end => 'endmsg',
5357 name => 'description',
5358 type => 'text'
5359 }
5360 ]
5361 ],
5362 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.',
5363 ignore => [
5364 'title'
5365 ],
5366 name => 'Rod',
5367 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>'
5368 },
5369 Rune => {
5370 attr => [
5371 [
5372 'no_pick',
5373 {
5374 type => 'fixed',
5375 value => 1
5376 }
5377 ],
5378 [
5379 'move_on',
5380 {
5381 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5382 name => 'movement type',
5383 type => 'movement_type'
5384 }
5385 ],
5386 [
5387 'level',
5388 {
5389 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.',
5390 name => 'rune level',
5391 type => 'int'
5392 }
5393 ],
5394 [
5395 'Cha',
5396 {
5397 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.',
5398 name => 'visibility',
5399 type => 'int'
5400 }
5401 ],
5402 [
5403 'hp',
5404 {
5405 desc => 'The rune will detonate <number of charges> times before disappearing.',
5406 name => 'number of charges',
5407 type => 'int'
5408 }
5409 ],
5410 [
5411 'dam',
5412 {
5413 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.',
5414 name => 'direct damage',
5415 type => 'int'
5416 }
5417 ],
5418 [
5419 'attacktype',
5420 {
5421 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.',
5422 name => 'attacktype',
5423 type => 'bitmask',
5424 value => $BITMASK{attacktype}
5425 }
5426 ],
5427 [
5428 'msg',
5429 {
5430 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5431 end => 'endmsg',
5432 name => 'detonation text',
5433 type => 'text'
5434 }
5435 ]
5436 ],
5437 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.',
5438 ignore => [
5439 'no_pick',
5440 'title',
5441 'name_pl',
5442 'weight',
5443 'value',
5444 'material',
5445 'unpaid'
5446 ],
5447 name => 'Rune',
5448 section => [
5449 [
5450 'spellcraft',
5451 [
5452 [
5453 'sp',
5454 {
5455 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5456 name => 'spell',
5457 type => 'spell'
5458 }
5459 ],
5460 [
5461 'slaying',
5462 {
5463 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5464 name => 'spell name',
5465 type => 'string'
5466 }
5467 ],
5468 [
5469 'other_arch',
5470 {
5471 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.',
5472 name => 'spell arch',
5473 type => 'string'
5474 }
5475 ],
5476 [
5477 'maxsp',
5478 {
5479 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.',
5480 name => 'direction',
5481 type => 'list',
5482 value => $LIST{direction}
5483 }
5484 ],
5485 [
5486 'race',
5487 {
5488 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.',
5489 name => 'summon monster',
5490 type => 'string'
5491 }
5492 ],
5493 [
5494 'maxhp',
5495 {
5496 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5497 name => 'summon amount',
5498 type => 'int'
5499 }
5500 ]
5501 ]
5502 ]
5503 ],
5504 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5505 },
5506 'Safe ground (CF+)' => {
5507 attr => [
5508 [
5509 'move_block',
5510 {
5511 desc => 'Objects using these movement types cannot move over this space.',
5512 name => 'blocked movement',
5513 type => 'movement_type'
5514 }
5515 ],
5516 [
5517 'move_allow',
5518 {
5519 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5520 name => 'allowed movement',
5521 type => 'movement_type'
5522 }
5523 ],
5524 [
5525 'move_slow',
5526 {
5527 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5528 name => 'slowed movement',
5529 type => 'movement_type'
5530 }
5531 ],
5532 [
5533 'move_slow_penalty',
5534 {
5535 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)',
5536 name => 'slow movement penalty',
5537 type => 'int'
5538 }
5539 ],
5540 [
5541 'no_pick',
5542 {
5543 type => 'fixed',
5544 value => 1
5545 }
5546 ]
5547 ],
5548 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 Deliantra+ feature, and might not work elsewhere)',
5549 ignore => [
5550 $IGNORE_LIST{non_pickable}
5551 ],
5552 name => 'Safe ground (CF+)',
5553 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.'
5554 },
5555 Savebed => {
5556 attr => [
5557 [
5558 'no_pick',
5559 {
5560 type => 'fixed',
5561 value => 1
5562 }
5563 ],
5564 [
5565 'no_magic',
5566 {
5567 type => 'fixed',
5568 value => 1
5569 }
5570 ],
5571 [
5572 'damned',
5573 {
5574 type => 'fixed',
5575 value => 1
5576 }
5577 ]
5578 ],
5579 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.',
5580 ignore => [
5581 $IGNORE_LIST{non_pickable}
5582 ],
5583 name => 'Savebed',
5584 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 reliable 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>'
5585 },
5586 Scroll => {
5587 attr => [
5588 [
5589 'level',
5590 {
5591 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5592 name => 'casting level',
5593 type => 'int'
5594 }
5595 ],
5596 [
5597 'sp',
5598 {
5599 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5600 name => 'spell',
5601 type => 'spell'
5602 }
5603 ],
5604 [
5605 'startequip',
5606 {
5607 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5608 name => 'godgiven item',
5609 type => 'bool'
5610 }
5611 ]
5612 ],
5613 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.',
5614 ignore => [
5615 'title'
5616 ],
5617 name => 'Scroll',
5618 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5619 },
5620 Shield => {
5621 attr => [
5622 [
5623 'magic',
5624 {
5625 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.',
5626 name => 'magic bonus',
5627 type => 'int'
5628 }
5629 ]
5630 ],
5631 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.',
5632 import => [
5633 'Amulet'
5634 ],
5635 name => 'Shield',
5636 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5637 },
5638 'Shooting Weapon' => {
5639 attr => [
5640 [
5641 'race',
5642 {
5643 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.',
5644 name => 'ammunition class',
5645 type => 'string'
5646 }
5647 ],
5648 [
5649 'sp',
5650 {
5651 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).',
5652 name => 'shooting speed',
5653 type => 'int'
5654 }
5655 ],
5656 [
5657 'dam',
5658 {
5659 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.',
5660 name => 'base damage',
5661 type => 'int'
5662 }
5663 ],
5664 [
5665 'wc',
5666 {
5667 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.',
5668 name => 'weaponclass',
5669 type => 'int'
5670 }
5671 ],
5672 [
5673 'item_power',
5674 {
5675 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>.',
5676 name => 'item power',
5677 type => 'int'
5678 }
5679 ],
5680 [
5681 'no_strength',
5682 {
5683 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.',
5684 name => 'ignore strength',
5685 type => 'bool'
5686 }
5687 ],
5688 [
5689 'damned',
5690 {
5691 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5692 name => 'damnation',
5693 type => 'bool'
5694 }
5695 ],
5696 [
5697 'cursed',
5698 {
5699 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5700 name => 'curse',
5701 type => 'bool'
5702 }
5703 ],
5704 [
5705 'unique',
5706 {
5707 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5708 name => 'unique item',
5709 type => 'bool'
5710 }
5711 ],
5712 [
5713 'startequip',
5714 {
5715 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5716 name => 'godgiven item',
5717 type => 'bool'
5718 }
5719 ],
5720 [
5721 'msg',
5722 {
5723 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5724 end => 'endmsg',
5725 name => 'description',
5726 type => 'text'
5727 }
5728 ]
5729 ],
5730 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.',
5731 name => 'Shooting Weapon',
5732 section => [
5733 [
5734 'stats',
5735 [
5736 [
5737 'Str',
5738 {
5739 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5740 name => 'strength',
5741 type => 'int'
5742 }
5743 ],
5744 [
5745 'Dex',
5746 {
5747 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5748 name => 'dexterity',
5749 type => 'int'
5750 }
5751 ],
5752 [
5753 'Con',
5754 {
5755 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5756 name => 'constitution',
5757 type => 'int'
5758 }
5759 ],
5760 [
5761 'Int',
5762 {
5763 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5764 name => 'intelligence',
5765 type => 'int'
5766 }
5767 ],
5768 [
5769 'Pow',
5770 {
5771 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5772 name => 'power',
5773 type => 'int'
5774 }
5775 ],
5776 [
5777 'Wis',
5778 {
5779 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5780 name => 'wisdom',
5781 type => 'int'
5782 }
5783 ],
5784 [
5785 'Cha',
5786 {
5787 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5788 name => 'charisma',
5789 type => 'int'
5790 }
5791 ]
5792 ]
5793 ],
5794 [
5795 'bonus',
5796 [
5797 [
5798 'luck',
5799 {
5800 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.',
5801 name => 'luck bonus',
5802 type => 'int'
5803 }
5804 ],
5805 [
5806 'magic',
5807 {
5808 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.',
5809 name => 'magic bonus',
5810 type => 'int'
5811 }
5812 ]
5813 ]
5814 ]
5815 ],
5816 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.'
5817 },
5818 'Shop Floor' => {
5819 attr => [
5820 [
5821 'is_floor',
5822 {
5823 type => 'fixed',
5824 value => 1
5825 }
5826 ],
5827 [
5828 'no_pick',
5829 {
5830 type => 'fixed',
5831 value => 1
5832 }
5833 ],
5834 [
5835 'no_magic',
5836 {
5837 type => 'fixed',
5838 value => 1
5839 }
5840 ],
5841 [
5842 'auto_apply',
5843 {
5844 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.',
5845 name => 'generate goods',
5846 type => 'bool'
5847 }
5848 ],
5849 [
5850 'randomitems',
5851 {
5852 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.',
5853 name => 'treasurelist',
5854 type => 'treasurelist'
5855 }
5856 ],
5857 [
5858 'exp',
5859 {
5860 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.',
5861 name => 'quality level',
5862 type => 'int'
5863 }
5864 ],
5865 [
5866 'damned',
5867 {
5868 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.)',
5869 name => 'no prayers',
5870 type => 'bool'
5871 }
5872 ]
5873 ],
5874 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).',
5875 ignore => [
5876 $IGNORE_LIST{non_pickable}
5877 ],
5878 name => 'Shop Floor',
5879 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.'
5880 },
5881 'Shop Inventory' => {
5882 attr => [
5883 [
5884 'shop_coords',
5885 {
5886 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.',
5887 name => 'shop rectangle',
5888 type => 'string'
5889 }
5890 ]
5891 ],
5892 desc => 'The purpose of a sign is to display the contents of a shop.',
5893 ignore => [
5894 $IGNORE_LIST{non_pickable}
5895 ],
5896 name => 'Shop Inventory',
5897 use => 'Use these signs to present the player a list of the items in the shop'
5898 },
5899 'Shop Mat' => {
5900 attr => [
5901 [
5902 'no_pick',
5903 {
5904 type => 'fixed',
5905 value => 1
5906 }
5907 ],
5908 [
5909 'move_on',
5910 {
5911 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5912 name => 'movement type',
5913 type => 'movement_type'
5914 }
5915 ]
5916 ],
5917 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).',
5918 ignore => [
5919 $IGNORE_LIST{non_pickable}
5920 ],
5921 name => 'Shop Mat',
5922 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5923 },
5924 'Sign & MagicMouth' => {
5925 attr => [
5926 [
5927 'connected',
5928 {
5929 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.',
5930 name => 'connection',
5931 type => 'int'
5932 }
5933 ],
5934 [
5935 'activate_on_push',
5936 {
5937 desc => 'Whether the teleporter should only be activated on push.',
5938 name => 'Activate on push',
5939 type => 'bool'
5940 }
5941 ],
5942 [
5943 'activate_on_release',
5944 {
5945 desc => 'Whether the teleporter should only be activated on release.',
5946 name => 'Activate on release',
5947 type => 'bool'
5948 }
5949 ],
5950 [
5951 'move_on',
5952 {
5953 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5954 name => 'movement type',
5955 type => 'movement_type'
5956 }
5957 ],
5958 [
5959 'food',
5960 {
5961 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).',
5962 name => 'counter',
5963 type => 'int'
5964 }
5965 ],
5966 [
5967 'msg',
5968 {
5969 desc => 'This text will be displayed to the player.',
5970 end => 'endmsg',
5971 name => 'message',
5972 type => 'text'
5973 }
5974 ]
5975 ],
5976 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).',
5977 ignore => [
5978 $IGNORE_LIST{non_pickable}
5979 ],
5980 name => 'Sign & MagicMouth',
5981 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.'
5982 },
5983 Skill => {
5984 attr => [
5985 [
5986 'invisible',
5987 {
5988 type => 'fixed',
5989 value => 1
5990 }
5991 ],
5992 [
5993 'no_drop',
5994 {
5995 type => 'fixed',
5996 value => 1
5997 }
5998 ],
5999 [
6000 'skill',
6001 {
6002 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.',
6003 name => 'skill name',
6004 type => 'string'
6005 }
6006 ],
6007 [
6008 'expmul',
6009 {
6010 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.',
6011 name => 'exp multiplier',
6012 type => 'float'
6013 }
6014 ],
6015 [
6016 'subtype',
6017 {
6018 desc => 'The <skill type> defines the base functionality of the skill. Skill types are hardcoded in the Deliantra server. It isn\'t hard to create new skill types, but it requires a bit of server-coding.',
6019 name => 'skill type',
6020 type => 'list',
6021 value => $LIST{skill_type}
6022 }
6023 ],
6024 [
6025 'level',
6026 {
6027 name => 'level',
6028 type => 'int'
6029 }
6030 ],
6031 [
6032 'exp',
6033 {
6034 name => 'experience',
6035 type => 'int'
6036 }
6037 ],
6038 [
6039 'can_use_skill',
6040 {
6041 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.',
6042 name => 'is native skill',
6043 type => 'bool'
6044 }
6045 ]
6046 ],
6047 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.',
6048 ignore => [
6049 $IGNORE_LIST{system_object}
6050 ],
6051 name => 'Skill',
6052 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>'
6053 },
6054 'Skill Scroll' => {
6055 attr => [
6056 [
6057 'race',
6058 {
6059 type => 'fixed',
6060 value => 'scrolls'
6061 }
6062 ],
6063 [
6064 'skill',
6065 {
6066 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6067 name => 'skill name',
6068 type => 'string'
6069 }
6070 ]
6071 ],
6072 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6073 name => 'Skill Scroll',
6074 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.'
6075 },
6076 'Skill Tool' => {
6077 attr => [
6078 [
6079 'skill',
6080 {
6081 desc => 'This field describes which skill the player will be able to use wearing this item.',
6082 name => 'skill name',
6083 type => 'string'
6084 }
6085 ]
6086 ],
6087 desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6088 name => 'Skill Tool',
6089 section => [
6090 [
6091 'stats',
6092 [
6093 [
6094 'Str',
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 => 'strength',
6098 type => 'int'
6099 }
6100 ],
6101 [
6102 'Dex',
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 => 'dexterity',
6106 type => 'int'
6107 }
6108 ],
6109 [
6110 'Con',
6111 {
6112 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.',
6113 name => 'constitution',
6114 type => 'int'
6115 }
6116 ],
6117 [
6118 'Int',
6119 {
6120 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.',
6121 name => 'intelligence',
6122 type => 'int'
6123 }
6124 ],
6125 [
6126 'Pow',
6127 {
6128 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.',
6129 name => 'power',
6130 type => 'int'
6131 }
6132 ],
6133 [
6134 'Wis',
6135 {
6136 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.',
6137 name => 'wisdom',
6138 type => 'int'
6139 }
6140 ],
6141 [
6142 'Cha',
6143 {
6144 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.',
6145 name => 'charisma',
6146 type => 'int'
6147 }
6148 ]
6149 ]
6150 ],
6151 [
6152 'resistance',
6153 [
6154 [
6155 'resist_physical',
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 physical %',
6159 type => 'int'
6160 }
6161 ],
6162 [
6163 'resist_magic',
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 magic %',
6167 type => 'int'
6168 }
6169 ],
6170 [
6171 'resist_fire',
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 fire %',
6175 type => 'int'
6176 }
6177 ],
6178 [
6179 'resist_electricity',
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 electricity %',
6183 type => 'int'
6184 }
6185 ],
6186 [
6187 'resist_cold',
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 cold %',
6191 type => 'int'
6192 }
6193 ],
6194 [
6195 'resist_acid',
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 acid %',
6199 type => 'int'
6200 }
6201 ],
6202 [
6203 'resist_confusion',
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 confusion %',
6207 type => 'int'
6208 }
6209 ],
6210 [
6211 'resist_weaponmagic',
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 weaponmagic %',
6215 type => 'int'
6216 }
6217 ],
6218 [
6219 'resist_ghosthit',
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 ghosthit %',
6223 type => 'int'
6224 }
6225 ],
6226 [
6227 'resist_slow',
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 slow %',
6231 type => 'int'
6232 }
6233 ],
6234 [
6235 'resist_fear',
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 fear %',
6239 type => 'int'
6240 }
6241 ],
6242 [
6243 'resist_death',
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 death-attack %',
6247 type => 'int'
6248 }
6249 ],
6250 [
6251 'resist_chaos',
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 chaos %',
6255 type => 'int'
6256 }
6257 ],
6258 [
6259 'resist_blind',
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 blinding %',
6263 type => 'int'
6264 }
6265 ],
6266 [
6267 'resist_holyword',
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 holy power %',
6271 type => 'int'
6272 }
6273 ],
6274 [
6275 'resist_godpower',
6276 {
6277 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!',
6278 name => 'resist godpower %',
6279 type => 'int'
6280 }
6281 ],
6282 [
6283 'resist_paralyze',
6284 {
6285 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!',
6286 name => 'resist paralyze %',
6287 type => 'int'
6288 }
6289 ],
6290 [
6291 'resist_drain',
6292 {
6293 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!',
6294 name => 'resist draining %',
6295 type => 'int'
6296 }
6297 ],
6298 [
6299 'resist_deplete',
6300 {
6301 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!',
6302 name => 'resist depletion %',
6303 type => 'int'
6304 }
6305 ],
6306 [
6307 'resist_poison',
6308 {
6309 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!',
6310 name => 'resist poison %',
6311 type => 'int'
6312 }
6313 ]
6314 ]
6315 ]
6316 ],
6317 use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6318 },
6319 'Special Key' => {
6320 attr => [
6321 [
6322 'slaying',
6323 {
6324 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.',
6325 name => 'key string',
6326 type => 'string'
6327 }
6328 ],
6329 [
6330 'material',
6331 {
6332 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6333 name => 'material',
6334 type => 'bitmask',
6335 value => $BITMASK{material}
6336 }
6337 ],
6338 [
6339 'unique',
6340 {
6341 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.',
6342 name => 'unique item',
6343 type => 'bool'
6344 }
6345 ],
6346 [
6347 'startequip',
6348 {
6349 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6350 name => 'godgiven item',
6351 type => 'bool'
6352 }
6353 ],
6354 [
6355 'msg',
6356 {
6357 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.',
6358 end => 'endmsg',
6359 name => 'description',
6360 type => 'text'
6361 }
6362 ]
6363 ],
6364 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.',
6365 ignore => [
6366 'material'
6367 ],
6368 name => 'Special Key',
6369 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".'
6370 },
6371 Spell => {
6372 attr => [
6373 [
6374 'no_drop',
6375 {
6376 type => 'fixed',
6377 value => 1
6378 }
6379 ],
6380 [
6381 'invisible',
6382 {
6383 type => 'fixed',
6384 value => 1
6385 }
6386 ],
6387 [
6388 'skill',
6389 {
6390 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.',
6391 name => 'skill name',
6392 type => 'string'
6393 }
6394 ],
6395 [
6396 'subtype',
6397 {
6398 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6399 name => 'spell type',
6400 type => 'list',
6401 value => $LIST{spell_type}
6402 }
6403 ],
6404 [
6405 'level',
6406 {
6407 name => 'spell level',
6408 type => 'int'
6409 }
6410 ],
6411 [
6412 'casting_time',
6413 {
6414 name => 'casting time',
6415 type => 'int'
6416 }
6417 ],
6418 [
6419 'duration',
6420 {
6421 name => 'duration',
6422 type => 'int'
6423 }
6424 ],
6425 [
6426 'other_arch',
6427 {
6428 name => 'create object',
6429 type => 'string'
6430 }
6431 ],
6432 [
6433 'sp',
6434 {
6435 name => 'cost spellpoints',
6436 type => 'int'
6437 }
6438 ],
6439 [
6440 'grace',
6441 {
6442 name => 'cost grace',
6443 type => 'int'
6444 }
6445 ],
6446 [
6447 'maxsp',
6448 {
6449 name => 'double cost per level',
6450 type => 'int'
6451 }
6452 ]
6453 ],
6454 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.',
6455 ignore => [
6456 $IGNORE_LIST{system_object}
6457 ],
6458 name => 'Spell',
6459 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.'
6460 },
6461 Spellbook => {
6462 attr => [
6463 [
6464 'skill',
6465 {
6466 type => 'fixed',
6467 value => 'literacy'
6468 }
6469 ],
6470 [
6471 'randomitems',
6472 {
6473 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.',
6474 name => 'treasurelist',
6475 type => 'treasurelist'
6476 }
6477 ],
6478 [
6479 'startequip',
6480 {
6481 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6482 name => 'godgiven item',
6483 type => 'bool'
6484 }
6485 ],
6486 [
6487 'msg',
6488 {
6489 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6490 end => 'endmsg',
6491 name => 'description',
6492 type => 'text'
6493 }
6494 ]
6495 ],
6496 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.',
6497 name => 'Spellbook',
6498 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.'
6499 },
6500 Spinner => {
6501 attr => [
6502 [
6503 'sp',
6504 {
6505 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.',
6506 name => 'direction number',
6507 type => 'int'
6508 }
6509 ],
6510 [
6511 'move_on',
6512 {
6513 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6514 name => 'movement type',
6515 type => 'movement_type'
6516 }
6517 ]
6518 ],
6519 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.',
6520 ignore => [
6521 $IGNORE_LIST{non_pickable}
6522 ],
6523 name => 'Spinner',
6524 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.'
6525 },
6526 Swamp => {
6527 attr => [
6528 [
6529 'is_floor',
6530 {
6531 type => 'fixed',
6532 value => 1
6533 }
6534 ],
6535 [
6536 'is_wooded',
6537 {
6538 type => 'fixed',
6539 value => 1
6540 }
6541 ],
6542 [
6543 'speed',
6544 {
6545 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.',
6546 name => 'drowning speed',
6547 type => 'float'
6548 }
6549 ],
6550 [
6551 'speed_left',
6552 {
6553 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.',
6554 name => 'speed left',
6555 type => 'float'
6556 }
6557 ],
6558 [
6559 'move_on',
6560 {
6561 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6562 name => 'movement type',
6563 type => 'movement_type'
6564 }
6565 ],
6566 [
6567 'move_block',
6568 {
6569 desc => 'Objects using these movement types cannot move over this space.',
6570 name => 'blocked movement',
6571 type => 'movement_type'
6572 }
6573 ],
6574 [
6575 'move_allow',
6576 {
6577 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6578 name => 'allowed movement',
6579 type => 'movement_type'
6580 }
6581 ],
6582 [
6583 'move_slow',
6584 {
6585 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6586 name => 'slowed movement',
6587 type => 'movement_type'
6588 }
6589 ],
6590 [
6591 'move_slow_penalty',
6592 {
6593 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)',
6594 name => 'slow movement penalty',
6595 type => 'int'
6596 }
6597 ],
6598 [
6599 'no_magic',
6600 {
6601 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6602 name => 'no spells',
6603 type => 'bool'
6604 }
6605 ],
6606 [
6607 'damned',
6608 {
6609 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6610 name => 'no prayers',
6611 type => 'bool'
6612 }
6613 ]
6614 ],
6615 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.',
6616 ignore => [
6617 $IGNORE_LIST{non_pickable}
6618 ],
6619 name => 'Swamp'
6620 },
6621 Teleporter => {
6622 attr => [
6623 [
6624 'slaying',
6625 {
6626 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.',
6627 name => 'exit path',
6628 type => 'string'
6629 }
6630 ],
6631 [
6632 'hp',
6633 {
6634 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.',
6635 name => 'destination X',
6636 type => 'int'
6637 }
6638 ],
6639 [
6640 'sp',
6641 {
6642 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.',
6643 name => 'destination Y',
6644 type => 'int'
6645 }
6646 ],
6647 [
6648 'connected',
6649 {
6650 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.',
6651 name => 'connection',
6652 type => 'int'
6653 }
6654 ],
6655 [
6656 'activate_on_push',
6657 {
6658 desc => 'Whether the teleporter should only be activated on push.',
6659 name => 'Activate on push',
6660 type => 'bool'
6661 }
6662 ],
6663 [
6664 'activate_on_release',
6665 {
6666 desc => 'Whether the teleporter should only be activated on release.',
6667 name => 'Activate on release',
6668 type => 'bool'
6669 }
6670 ],
6671 [
6672 'speed',
6673 {
6674 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!',
6675 name => 'activation speed',
6676 type => 'float'
6677 }
6678 ],
6679 [
6680 'speed_left',
6681 {
6682 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.',
6683 name => 'speed left',
6684 type => 'float'
6685 }
6686 ]
6687 ],
6688 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.',
6689 ignore => [
6690 $IGNORE_LIST{non_pickable}
6691 ],
6692 name => 'Teleporter',
6693 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.'
6694 },
6695 'Timed Gate' => {
6696 attr => [
6697 [
6698 'no_pick',
6699 {
6700 type => 'fixed',
6701 value => 1
6702 }
6703 ],
6704 [
6705 'connected',
6706 {
6707 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.',
6708 name => 'connection',
6709 type => 'int'
6710 }
6711 ],
6712 [
6713 'activate_on_push',
6714 {
6715 desc => 'Whether the teleporter should only be activated on push.',
6716 name => 'Activate on push',
6717 type => 'bool'
6718 }
6719 ],
6720 [
6721 'activate_on_release',
6722 {
6723 desc => 'Whether the teleporter should only be activated on release.',
6724 name => 'Activate on release',
6725 type => 'bool'
6726 }
6727 ],
6728 [
6729 'wc',
6730 {
6731 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.',
6732 name => 'position state',
6733 type => 'int'
6734 }
6735 ],
6736 [
6737 'move_block',
6738 {
6739 desc => 'Objects using these movement types cannot move over this space.',
6740 name => 'blocked movement',
6741 type => 'movement_type'
6742 }
6743 ],
6744 [
6745 'move_allow',
6746 {
6747 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6748 name => 'allowed movement',
6749 type => 'movement_type'
6750 }
6751 ],
6752 [
6753 'move_slow',
6754 {
6755 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6756 name => 'slowed movement',
6757 type => 'movement_type'
6758 }
6759 ],
6760 [
6761 'move_slow_penalty',
6762 {
6763 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)',
6764 name => 'slow movement penalty',
6765 type => 'int'
6766 }
6767 ],
6768 [
6769 'no_magic',
6770 {
6771 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6772 name => 'restrict spells',
6773 type => 'bool'
6774 }
6775 ],
6776 [
6777 'damned',
6778 {
6779 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6780 name => 'restrict prayers',
6781 type => 'bool'
6782 }
6783 ],
6784 [
6785 'hp',
6786 {
6787 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6788 name => 'open duration',
6789 type => 'int'
6790 }
6791 ]
6792 ],
6793 desc => 'Gates play an important role in Deliantra. 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.',
6794 ignore => [
6795 $IGNORE_LIST{non_pickable}
6796 ],
6797 name => 'Timed Gate',
6798 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".'
6799 },
6800 Trap => {
6801 attr => [
6802 [
6803 'no_pick',
6804 {
6805 type => 'fixed',
6806 value => 1
6807 }
6808 ],
6809 [
6810 'move_on',
6811 {
6812 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6813 name => 'movement type',
6814 type => 'movement_type'
6815 }
6816 ],
6817 [
6818 'level',
6819 {
6820 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.',
6821 name => 'trap level',
6822 type => 'int'
6823 }
6824 ],
6825 [
6826 'Cha',
6827 {
6828 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.',
6829 name => 'visibility',
6830 type => 'int'
6831 }
6832 ],
6833 [
6834 'hp',
6835 {
6836 desc => 'The trap will detonate <number of charges> times before disappearing.',
6837 name => 'number of charges',
6838 type => 'int'
6839 }
6840 ],
6841 [
6842 'dam',
6843 {
6844 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6845 name => 'direct damage',
6846 type => 'int'
6847 }
6848 ],
6849 [
6850 'attacktype',
6851 {
6852 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6853 name => 'attacktype',
6854 type => 'bitmask',
6855 value => $BITMASK{attacktype}
6856 }
6857 ],
6858 [
6859 'connected',
6860 {
6861 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6862 name => 'connection',
6863 type => 'int'
6864 }
6865 ],
6866 [
6867 'msg',
6868 {
6869 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6870 end => 'endmsg',
6871 name => 'detonation text',
6872 type => 'text'
6873 }
6874 ]
6875 ],
6876 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.',
6877 ignore => [
6878 'no_pick',
6879 'title',
6880 'name_pl',
6881 'weight',
6882 'value',
6883 'material',
6884 'unpaid'
6885 ],
6886 name => 'Trap',
6887 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.'
6888 },
6889 Trapdoor => {
6890 attr => [
6891 [
6892 'no_pick',
6893 {
6894 type => 'fixed',
6895 value => 1
6896 }
6897 ],
6898 [
6899 'move_on',
6900 {
6901 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6902 name => 'movement type',
6903 type => 'movement_type'
6904 }
6905 ],
6906 [
6907 'weight',
6908 {
6909 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.',
6910 name => 'hold weight',
6911 type => 'int'
6912 }
6913 ],
6914 [
6915 'hp',
6916 {
6917 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!',
6918 name => 'destination X',
6919 type => 'int'
6920 }
6921 ],
6922 [
6923 'sp',
6924 {
6925 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!',
6926 name => 'destination Y',
6927 type => 'int'
6928 }
6929 ]
6930 ],
6931 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.',
6932 ignore => [
6933 $IGNORE_LIST{non_pickable}
6934 ],
6935 name => 'Trapdoor',
6936 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.'
6937 },
6938 Treasure => {
6939 attr => [
6940 [
6941 'randomitems',
6942 {
6943 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6944 name => 'treasurelist',
6945 type => 'treasurelist'
6946 }
6947 ],
6948 [
6949 'auto_apply',
6950 {
6951 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.',
6952 name => 'auto-generate',
6953 type => 'bool'
6954 }
6955 ],
6956 [
6957 'hp',
6958 {
6959 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.',
6960 name => 'create number',
6961 type => 'int'
6962 }
6963 ],
6964 [
6965 'exp',
6966 {
6967 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).',
6968 name => 'quality level',
6969 type => 'int'
6970 }
6971 ]
6972 ],
6973 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6974 ignore => [
6975 'nrof',
6976 'title',
6977 'name_pl',
6978 'weight',
6979 'value',
6980 'material'
6981 ],
6982 name => 'Treasure',
6983 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.'
6984 },
6985 'Trigger Marker' => {
6986 attr => [
6987 [
6988 'no_pick',
6989 {
6990 type => 'fixed',
6991 value => 1
6992 }
6993 ],
6994 [
6995 'slaying',
6996 {
6997 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.',
6998 name => 'key string',
6999 type => 'string'
7000 }
7001 ],
7002 [
7003 'connected',
7004 {
7005 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
7006 name => 'connection',
7007 type => 'int'
7008 }
7009 ],
7010 [
7011 'food',
7012 {
7013 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.',
7014 name => 'mark duration',
7015 type => 'int'
7016 }
7017 ],
7018 [
7019 'name',
7020 {
7021 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.',
7022 name => 'delete mark',
7023 type => 'string'
7024 }
7025 ],
7026 [
7027 'msg',
7028 {
7029 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.',
7030 end => 'endmsg',
7031 name => 'marking message',
7032 type => 'text'
7033 }
7034 ]
7035 ],
7036 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.',
7037 ignore => [
7038 $IGNORE_LIST{system_object}
7039 ],
7040 name => 'Trigger Marker',
7041 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.'
7042 },
7043 Wall => {
7044 attr => [
7045 [
7046 'move_block',
7047 {
7048 desc => 'Objects using these movement types cannot move over this space.',
7049 name => 'blocked movement',
7050 type => 'movement_type'
7051 }
7052 ],
7053 [
7054 'move_allow',
7055 {
7056 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7057 name => 'allowed movement',
7058 type => 'movement_type'
7059 }
7060 ],
7061 [
7062 'move_slow',
7063 {
7064 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7065 name => 'slowed movement',
7066 type => 'movement_type'
7067 }
7068 ],
7069 [
7070 'move_slow_penalty',
7071 {
7072 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)',
7073 name => 'slow movement penalty',
7074 type => 'int'
7075 }
7076 ],
7077 [
7078 'can_roll',
7079 {
7080 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7081 name => 'moveable',
7082 type => 'bool'
7083 }
7084 ],
7085 [
7086 'no_magic',
7087 {
7088 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7089 name => 'restrict spells',
7090 type => 'bool'
7091 }
7092 ],
7093 [
7094 'damned',
7095 {
7096 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7097 name => 'restrict prayers',
7098 type => 'bool'
7099 }
7100 ]
7101 ],
7102 desc => 'Walls usually block passage and sight.',
7103 ignore => [
7104 'nrof',
7105 'title',
7106 'name_pl',
7107 'value',
7108 'unpaid'
7109 ],
7110 name => 'Wall'
7111 },
7112 'Wand & Staff' => {
7113 attr => [
7114 [
7115 'sp',
7116 {
7117 desc => 'The <spell> specifies the contained spell.',
7118 name => 'spell',
7119 type => 'spell'
7120 }
7121 ],
7122 [
7123 'level',
7124 {
7125 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7126 name => 'casting level',
7127 type => 'int'
7128 }
7129 ],
7130 [
7131 'food',
7132 {
7133 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7134 name => 'number of charges',
7135 type => 'int'
7136 }
7137 ],
7138 [
7139 'startequip',
7140 {
7141 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7142 name => 'godgiven item',
7143 type => 'bool'
7144 }
7145 ],
7146 [
7147 'msg',
7148 {
7149 desc => 'This text may contain a description of the wand.',
7150 end => 'endmsg',
7151 name => 'description',
7152 type => 'text'
7153 }
7154 ]
7155 ],
7156 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.',
7157 name => 'Wand & Staff',
7158 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.'
7159 },
7160 'Weak Wall' => {
7161 attr => [
7162 [
7163 'alive',
7164 {
7165 type => 'fixed',
7166 value => 1
7167 }
7168 ],
7169 [
7170 'no_pick',
7171 {
7172 type => 'fixed',
7173 value => 1
7174 }
7175 ],
7176 [
7177 'tear_down',
7178 {
7179 type => 'fixed',
7180 value => 1
7181 }
7182 ],
7183 [
7184 'race',
7185 {
7186 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.',
7187 name => 'race',
7188 type => 'string'
7189 }
7190 ],
7191 [
7192 'level',
7193 {
7194 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.',
7195 name => 'level',
7196 type => 'int'
7197 }
7198 ],
7199 [
7200 'hp',
7201 {
7202 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.',
7203 name => 'health points',
7204 type => 'int'
7205 }
7206 ],
7207 [
7208 'maxhp',
7209 {
7210 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.',
7211 name => 'max health',
7212 type => 'int'
7213 }
7214 ],
7215 [
7216 'ac',
7217 {
7218 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7219 name => 'armour class',
7220 type => 'int'
7221 }
7222 ]
7223 ],
7224 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.',
7225 ignore => [
7226 $IGNORE_LIST{non_pickable}
7227 ],
7228 name => 'Weak Wall',
7229 section => [
7230 [
7231 'resistance',
7232 [
7233 [
7234 'resist_physical',
7235 {
7236 name => 'resist physical %',
7237 type => 'int'
7238 }
7239 ],
7240 [
7241 'resist_magic',
7242 {
7243 name => 'resist magic %',
7244 type => 'int'
7245 }
7246 ],
7247 [
7248 'resist_fire',
7249 {
7250 name => 'resist fire %',
7251 type => 'int'
7252 }
7253 ],
7254 [
7255 'resist_electricity',
7256 {
7257 name => 'resist electricity %',
7258 type => 'int'
7259 }
7260 ],
7261 [
7262 'resist_cold',
7263 {
7264 name => 'resist cold %',
7265 type => 'int'
7266 }
7267 ],
7268 [
7269 'resist_confusion',
7270 {
7271 name => 'resist confusion %',
7272 type => 'int'
7273 }
7274 ],
7275 [
7276 'resist_acid',
7277 {
7278 name => 'resist acid %',
7279 type => 'int'
7280 }
7281 ],
7282 [
7283 'resist_drain',
7284 {
7285 name => 'resist draining %',
7286 type => 'int'
7287 }
7288 ],
7289 [
7290 'resist_weaponmagic',
7291 {
7292 name => 'resist weaponmagic %',
7293 type => 'int'
7294 }
7295 ],
7296 [
7297 'resist_ghosthit',
7298 {
7299 name => 'resist ghosthit %',
7300 type => 'int'
7301 }
7302 ],
7303 [
7304 'resist_poison',
7305 {
7306 name => 'resist poison %',
7307 type => 'int'
7308 }
7309 ],
7310 [
7311 'resist_slow',
7312 {
7313 name => 'resist slow %',
7314 type => 'int'
7315 }
7316 ],
7317 [
7318 'resist_paralyze',
7319 {
7320 name => 'resist paralyze %',
7321 type => 'int'
7322 }
7323 ],
7324 [
7325 'resist_fear',
7326 {
7327 name => 'resist fear %',
7328 type => 'int'
7329 }
7330 ],
7331 [
7332 'resist_deplete',
7333 {
7334 name => 'resist depletion %',
7335 type => 'int'
7336 }
7337 ],
7338 [
7339 'resist_death',
7340 {
7341 name => 'resist death-attack %',
7342 type => 'int'
7343 }
7344 ],
7345 [
7346 'resist_chaos',
7347 {
7348 name => 'resist chaos %',
7349 type => 'int'
7350 }
7351 ],
7352 [
7353 'resist_blind',
7354 {
7355 name => 'resist blinding %',
7356 type => 'int'
7357 }
7358 ],
7359 [
7360 'resist_holyword',
7361 {
7362 name => 'resist holy power %',
7363 type => 'int'
7364 }
7365 ],
7366 [
7367 'resist_godpower',
7368 {
7369 name => 'resist godpower %',
7370 type => 'int'
7371 }
7372 ]
7373 ]
7374 ]
7375 ],
7376 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.'
7377 },
7378 Weapon => {
7379 attr => [
7380 [
7381 'attacktype',
7382 {
7383 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.',
7384 name => 'attacktype',
7385 type => 'bitmask',
7386 value => $BITMASK{attacktype}
7387 }
7388 ],
7389 [
7390 'weapontype',
7391 {
7392 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.',
7393 name => 'weapontype',
7394 type => 'list',
7395 value => $LIST{weapon_type}
7396 }
7397 ],
7398 [
7399 'skill',
7400 {
7401 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7402 name => 'skill name',
7403 type => 'string'
7404 }
7405 ],
7406 [
7407 'dam',
7408 {
7409 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.',
7410 name => 'damage',
7411 type => 'int'
7412 }
7413 ],
7414 [
7415 'slaying',
7416 {
7417 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.',
7418 name => 'slaying race',
7419 type => 'string'
7420 }
7421 ],
7422 [
7423 'last_sp',
7424 {
7425 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.',
7426 name => 'weapon speed',
7427 type => 'int'
7428 }
7429 ],
7430 [
7431 'wc',
7432 {
7433 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.',
7434 name => 'weapon class',
7435 type => 'int'
7436 }
7437 ],
7438 [
7439 'magic',
7440 {
7441 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.',
7442 name => 'magic bonus',
7443 type => 'int'
7444 }
7445 ],
7446 [
7447 'item_power',
7448 {
7449 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>.',
7450 name => 'item power',
7451 type => 'int'
7452 }
7453 ],
7454 [
7455 'damned',
7456 {
7457 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7458 name => 'damnation',
7459 type => 'bool'
7460 }
7461 ],
7462 [
7463 'cursed',
7464 {
7465 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7466 name => 'curse',
7467 type => 'bool'
7468 }
7469 ],
7470 [
7471 'lifesave',
7472 {
7473 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!',
7474 name => 'save life',
7475 type => 'bool'
7476 }
7477 ],
7478 [
7479 'unique',
7480 {
7481 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7482 name => 'unique item',
7483 type => 'bool'
7484 }
7485 ],
7486 [
7487 'startequip',
7488 {
7489 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7490 name => 'godgiven item',
7491 type => 'bool'
7492 }
7493 ],
7494 [
7495 'msg',
7496 {
7497 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7498 end => 'endmsg',
7499 name => 'description',
7500 type => 'text'
7501 }
7502 ]
7503 ],
7504 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.',
7505 name => 'Weapon',
7506 section => [
7507 [
7508 'stats',
7509 [
7510 [
7511 'Str',
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 => 'strength',
7515 type => 'int'
7516 }
7517 ],
7518 [
7519 'Dex',
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 => 'dexterity',
7523 type => 'int'
7524 }
7525 ],
7526 [
7527 'Con',
7528 {
7529 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.',
7530 name => 'constitution',
7531 type => 'int'
7532 }
7533 ],
7534 [
7535 'Int',
7536 {
7537 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.',
7538 name => 'intelligence',
7539 type => 'int'
7540 }
7541 ],
7542 [
7543 'Pow',
7544 {
7545 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.',
7546 name => 'power',
7547 type => 'int'
7548 }
7549 ],
7550 [
7551 'Wis',
7552 {
7553 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.',
7554 name => 'wisdom',
7555 type => 'int'
7556 }
7557 ],
7558 [
7559 'Cha',
7560 {
7561 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.',
7562 name => 'charisma',
7563 type => 'int'
7564 }
7565 ]
7566 ]
7567 ],
7568 [
7569 'resistance',
7570 [
7571 [
7572 'resist_physical',
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 physical %',
7576 type => 'int'
7577 }
7578 ],
7579 [
7580 'resist_magic',
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 magic %',
7584 type => 'int'
7585 }
7586 ],
7587 [
7588 'resist_fire',
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 fire %',
7592 type => 'int'
7593 }
7594 ],
7595 [
7596 'resist_electricity',
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 electricity %',
7600 type => 'int'
7601 }
7602 ],
7603 [
7604 'resist_cold',
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 cold %',
7608 type => 'int'
7609 }
7610 ],
7611 [
7612 'resist_acid',
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 acid %',
7616 type => 'int'
7617 }
7618 ],
7619 [
7620 'resist_confusion',
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 confusion %',
7624 type => 'int'
7625 }
7626 ],
7627 [
7628 'resist_weaponmagic',
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 weaponmagic %',
7632 type => 'int'
7633 }
7634 ],
7635 [
7636 'resist_ghosthit',
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 ghosthit %',
7640 type => 'int'
7641 }
7642 ],
7643 [
7644 'resist_slow',
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 slow %',
7648 type => 'int'
7649 }
7650 ],
7651 [
7652 'resist_fear',
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 fear %',
7656 type => 'int'
7657 }
7658 ],
7659 [
7660 'resist_death',
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 death-attack %',
7664 type => 'int'
7665 }
7666 ],
7667 [
7668 'resist_chaos',
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 chaos %',
7672 type => 'int'
7673 }
7674 ],
7675 [
7676 'resist_blind',
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 blinding %',
7680 type => 'int'
7681 }
7682 ],
7683 [
7684 'resist_holyword',
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 holy power %',
7688 type => 'int'
7689 }
7690 ],
7691 [
7692 'resist_godpower',
7693 {
7694 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!',
7695 name => 'resist godpower %',
7696 type => 'int'
7697 }
7698 ],
7699 [
7700 'resist_paralyze',
7701 {
7702 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!',
7703 name => 'resist paralyze %',
7704 type => 'int'
7705 }
7706 ],
7707 [
7708 'resist_drain',
7709 {
7710 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!',
7711 name => 'resist draining %',
7712 type => 'int'
7713 }
7714 ],
7715 [
7716 'resist_deplete',
7717 {
7718 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!',
7719 name => 'resist depletion %',
7720 type => 'int'
7721 }
7722 ],
7723 [
7724 'resist_poison',
7725 {
7726 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!',
7727 name => 'resist poison %',
7728 type => 'int'
7729 }
7730 ]
7731 ]
7732 ],
7733 [
7734 'misc',
7735 [
7736 [
7737 'luck',
7738 {
7739 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.',
7740 name => 'luck bonus',
7741 type => 'int'
7742 }
7743 ],
7744 [
7745 'hp',
7746 {
7747 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7748 name => 'health regen.',
7749 type => 'int'
7750 }
7751 ],
7752 [
7753 'sp',
7754 {
7755 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7756 name => 'mana regen.',
7757 type => 'int'
7758 }
7759 ],
7760 [
7761 'grace',
7762 {
7763 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!!',
7764 name => 'grace regen.',
7765 type => 'int'
7766 }
7767 ],
7768 [
7769 'food',
7770 {
7771 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.',
7772 name => 'food bonus',
7773 type => 'int'
7774 }
7775 ],
7776 [
7777 'xrays',
7778 {
7779 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.',
7780 name => 'xray vision',
7781 type => 'bool'
7782 }
7783 ],
7784 [
7785 'stealth',
7786 {
7787 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)',
7788 name => 'stealth',
7789 type => 'bool'
7790 }
7791 ],
7792 [
7793 'reflect_spell',
7794 {
7795 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!',
7796 name => 'reflect spells',
7797 type => 'bool'
7798 }
7799 ],
7800 [
7801 'reflect_missile',
7802 {
7803 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.',
7804 name => 'reflect missiles',
7805 type => 'bool'
7806 }
7807 ],
7808 [
7809 'path_attuned',
7810 {
7811 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7812 name => 'attuned paths',
7813 type => 'bitmask',
7814 value => $BITMASK{spellpath}
7815 }
7816 ],
7817 [
7818 'path_repelled',
7819 {
7820 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7821 name => 'repelled paths',
7822 type => 'bitmask',
7823 value => $BITMASK{spellpath}
7824 }
7825 ],
7826 [
7827 'path_denied',
7828 {
7829 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7830 name => 'denied paths',
7831 type => 'bitmask',
7832 value => $BITMASK{spellpath}
7833 }
7834 ]
7835 ]
7836 ]
7837 ],
7838 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.'
7839 }
7840 );
7841
7842 our %ATTR = (
7843 3 => $TYPE{Rod},
7844 4 => $TYPE{Treasure},
7845 5 => $TYPE{Potion},
7846 6 => $TYPE{Food},
7847 7 => $TYPE{'Poison Food'},
7848 8 => $TYPE{Book},
7849 9 => $TYPE{Clock},
7850 13 => $TYPE{Projectile},
7851 14 => $TYPE{'Shooting Weapon'},
7852 15 => $TYPE{Weapon},
7853 16 => $TYPE{'Brestplate Armour'},
7854 17 => $TYPE{Pedestal},
7855 18 => $TYPE{Altar},
7856 20 => $TYPE{'Locked Door'},
7857 21 => $TYPE{'Special Key'},
7858 23 => $TYPE{Door},
7859 24 => $TYPE{Key},
7860 26 => $TYPE{'Timed Gate'},
7861 27 => $TYPE{'Handle Trigger'},
7862 28 => $TYPE{'Monster (Grimreaper)'},
7863 29 => $TYPE{'Magic Ear'},
7864 30 => $TYPE{'Button Trigger'},
7865 31 => $TYPE{'Altar Trigger'},
7866 33 => $TYPE{Shield},
7867 34 => $TYPE{Helmet},
7868 35 => $TYPE{Horn},
7869 36 => $TYPE{Money},
7870 37 => $TYPE{'Class Changer'},
7871 39 => $TYPE{Amulet},
7872 40 => $TYPE{Mover},
7873 41 => $TYPE{Teleporter},
7874 42 => $TYPE{Creator},
7875 43 => $TYPE{Skill},
7876 51 => $TYPE{Detector},
7877 52 => $TYPE{'Trigger Marker'},
7878 55 => $TYPE{Marker},
7879 56 => $TYPE{'Holy Altar'},
7880 58 => $TYPE{Battleground},
7881 60 => $TYPE{Jewel},
7882 62 => $TYPE{'Magic Wall'},
7883 64 => $TYPE{'Inventory Checker'},
7884 65 => $TYPE{'Mood Floor'},
7885 66 => $TYPE{Exit},
7886 67 => $TYPE{'Floor (Encounter)'},
7887 68 => $TYPE{'Shop Floor'},
7888 69 => $TYPE{'Shop Mat'},
7889 70 => $TYPE{Ring},
7890 72 => $TYPE{Flesh},
7891 73 => $TYPE{Inorganic},
7892 74 => $TYPE{'Skill Tool'},
7893 83 => $TYPE{Duplicator},
7894 85 => $TYPE{Spellbook},
7895 87 => $TYPE{Cloak},
7896 88 => $TYPE{'Hazard Floor'},
7897 90 => $TYPE{Spinner},
7898 91 => $TYPE{Gate},
7899 92 => $TYPE{Button},
7900 93 => $TYPE{Handle},
7901 94 => $TYPE{Pit},
7902 95 => $TYPE{Trapdoor},
7903 98 => $TYPE{'Sign & MagicMouth'},
7904 99 => $TYPE{Boots},
7905 100 => $TYPE{Gloves},
7906 101 => $TYPE{Spell},
7907 103 => $TYPE{Converter},
7908 104 => $TYPE{Bracers},
7909 106 => $TYPE{Savebed},
7910 109 => $TYPE{'Wand & Staff'},
7911 110 => $TYPE{Ability},
7912 111 => $TYPE{Scroll},
7913 112 => $TYPE{Director},
7914 113 => $TYPE{Girdle},
7915 116 => $TYPE{'Event Connector'},
7916 122 => $TYPE{Container},
7917 130 => $TYPE{'Skill Scroll'},
7918 138 => $TYPE{Swamp},
7919 150 => $TYPE{'Shop Inventory'},
7920 154 => $TYPE{Rune},
7921 155 => $TYPE{Trap},
7922 156 => $TYPE{'Power Crystal'},
7923 158 => $TYPE{Disease},
7924 163 => $TYPE{'Item Transformer'},
7925 165 => $TYPE{'Safe ground (CF+)'}
7926 );
7927
7928 our %TYPENAME = (
7929 0 => '*NONE*',
7930 1 => 'PLAYER',
7931 2 => 'TRANSPORT',
7932 3 => 'ROD',
7933 4 => 'TREASURE',
7934 5 => 'POTION',
7935 6 => 'FOOD',
7936 7 => 'POISON',
7937 8 => 'BOOK',
7938 9 => 'CLOCK',
7939 12 => 'LIGHTNING',
7940 13 => 'ARROW',
7941 14 => 'BOW',
7942 15 => 'WEAPON',
7943 16 => 'ARMOUR',
7944 17 => 'PEDESTAL',
7945 18 => 'ALTAR',
7946 20 => 'LOCKED_DOOR',
7947 21 => 'SPECIAL_KEY',
7948 22 => 'MAP',
7949 23 => 'DOOR',
7950 24 => 'KEY',
7951 26 => 'TIMED_GATE',
7952 27 => 'TRIGGER',
7953 28 => 'GRIMREAPER',
7954 29 => 'MAGIC_EAR',
7955 30 => 'TRIGGER_BUTTON',
7956 31 => 'TRIGGER_ALTAR',
7957 32 => 'TRIGGER_PEDESTAL',
7958 33 => 'SHIELD',
7959 34 => 'HELMET',
7960 35 => 'HORN',
7961 36 => 'MONEY',
7962 37 => 'CLASS',
7963 38 => 'GRAVESTONE',
7964 39 => 'AMULET',
7965 40 => 'PLAYERMOVER',
7966 41 => 'TELEPORTER',
7967 42 => 'CREATOR',
7968 43 => 'SKILL',
7969 44 => 'EXPERIENCE',
7970 45 => 'EARTHWALL',
7971 46 => 'GOLEM',
7972 48 => 'THROWN_OBJ',
7973 49 => 'BLINDNESS',
7974 50 => 'GOD',
7975 51 => 'DETECTOR',
7976 52 => 'TRIGGER_MARKER',
7977 53 => 'DEAD_OBJECT',
7978 54 => 'DRINK',
7979 55 => 'MARKER',
7980 56 => 'HOLY_ALTAR',
7981 57 => 'PLAYER_CHANGER',
7982 58 => 'BATTLEGROUND',
7983 59 => 'PEACEMAKER',
7984 60 => 'GEM',
7985 62 => 'FIREWALL',
7986 63 => 'ANVIL',
7987 64 => 'CHECK_INV',
7988 65 => 'MOOD_FLOOR',
7989 66 => 'EXIT',
7990 67 => 'ENCOUNTER',
7991 68 => 'SHOP_FLOOR',
7992 69 => 'SHOP_MAT',
7993 70 => 'RING',
7994 71 => 'FLOOR',
7995 72 => 'FLESH',
7996 73 => 'INORGANIC',
7997 74 => 'SKILL_TOOL',
7998 75 => 'LIGHTER',
7999 76 => 'TRAP_PART',
8000 77 => 'WALL',
8001 78 => 'LIGHT_SOURCE',
8002 79 => 'MISC_OBJECT',
8003 80 => 'MONSTER',
8004 81 => 'SPAWN_GENERATOR',
8005 82 => 'LAMP',
8006 83 => 'DUPLICATOR',
8007 84 => 'TOOL',
8008 85 => 'SPELLBOOK',
8009 86 => 'BUILDFAC',
8010 87 => 'CLOAK',
8011 90 => 'SPINNER',
8012 91 => 'GATE',
8013 92 => 'BUTTON',
8014 93 => 'CF_HANDLE',
8015 94 => 'HOLE',
8016 95 => 'TRAPDOOR',
8017 98 => 'SIGN',
8018 99 => 'BOOTS',
8019 100 => 'GLOVES',
8020 101 => 'SPELL',
8021 102 => 'SPELL_EFFECT',
8022 103 => 'CONVERTER',
8023 104 => 'BRACERS',
8024 105 => 'POISONING',
8025 106 => 'SAVEBED',
8026 107 => 'POISONCLOUD',
8027 108 => 'FIREHOLES',
8028 109 => 'WAND',
8029 111 => 'SCROLL',
8030 112 => 'DIRECTOR',
8031 113 => 'GIRDLE',
8032 114 => 'FORCE',
8033 115 => 'POTION_EFFECT',
8034 116 => 'EVENT_CONNECTOR',
8035 121 => 'CLOSE_CON',
8036 122 => 'CONTAINER',
8037 123 => 'ARMOUR_IMPROVER',
8038 124 => 'WEAPON_IMPROVER',
8039 130 => 'SKILLSCROLL',
8040 138 => 'DEEP_SWAMP',
8041 139 => 'IDENTIFY_ALTAR',
8042 150 => 'MENU',
8043 154 => 'RUNE',
8044 155 => 'TRAP',
8045 156 => 'POWER_CRYSTAL',
8046 157 => 'CORPSE',
8047 158 => 'DISEASE',
8048 159 => 'SYMPTOM',
8049 160 => 'BUILDER',
8050 161 => 'MATERIAL',
8051 162 => 'GPS',
8052 163 => 'ITEM_TRANSFORMER',
8053 164 => 'QUEST'
8054 );
8055
8056 our %SPELL = (
8057 0 => 'magic bullet',
8058 1 => 'small fireball',
8059 2 => 'medium fireball',
8060 3 => 'large fireball',
8061 4 => 'burning hands',
8062 5 => 'small lightning',
8063 6 => 'large lightning',
8064 7 => 'magic missile',
8065 8 => 'create bomb',
8066 9 => 'summon golem',
8067 10 => 'summon fire elemental',
8068 11 => 'summon earth elemental',
8069 12 => 'summon water elemental',
8070 13 => 'summon air elemental',
8071 14 => 'dimension door',
8072 15 => 'create earth wall',
8073 16 => 'paralyze',
8074 17 => 'icestorm',
8075 18 => 'magic mapping',
8076 19 => 'turn undead',
8077 20 => 'fear',
8078 21 => 'poison cloud',
8079 22 => 'wonder',
8080 23 => 'destruction',
8081 24 => 'perceive self',
8082 25 => 'word of recall',
8083 26 => 'invisible',
8084 27 => 'invisible to undead',
8085 28 => 'probe',
8086 29 => 'large bullet',
8087 30 => 'improved invisibility',
8088 31 => 'holy word',
8089 32 => 'minor healing',
8090 33 => 'medium healing',
8091 34 => 'major healing',
8092 35 => 'heal',
8093 36 => 'create food',
8094 37 => 'earth to dust',
8095 38 => 'armour',
8096 39 => 'strength',
8097 40 => 'dexterity',
8098 41 => 'constitution',
8099 42 => 'charisma',
8100 43 => 'create fire wall',
8101 44 => 'create frost wall',
8102 45 => 'protection from cold',
8103 46 => 'protection from electricity',
8104 47 => 'protection from fire',
8105 48 => 'protection from poison',
8106 49 => 'protection from slow',
8107 50 => 'protection from paralysis',
8108 51 => 'protection from draining',
8109 52 => 'protection from magic',
8110 53 => 'protection from attack',
8111 54 => 'levitate',
8112 55 => 'small speedball',
8113 56 => 'large speedball',
8114 57 => 'hellfire',
8115 58 => 'dragonbreath',
8116 59 => 'large icestorm',
8117 60 => 'charging',
8118 61 => 'polymorph',
8119 62 => 'cancellation',
8120 63 => 'confusion',
8121 64 => 'mass confusion',
8122 65 => 'summon pet monster',
8123 66 => 'slow',
8124 67 => 'regenerate spellpoints',
8125 68 => 'cure poison',
8126 69 => 'protection from confusion',
8127 70 => 'protection from cancellation',
8128 71 => 'protection from depletion',
8129 72 => 'alchemy',
8130 73 => 'remove curse',
8131 74 => 'remove damnation',
8132 75 => 'identify',
8133 76 => 'detect magic',
8134 77 => 'detect monster',
8135 78 => 'detect evil',
8136 79 => 'detect curse',
8137 80 => 'heroism',
8138 81 => 'aggravation',
8139 82 => 'firebolt',
8140 83 => 'frostbolt',
8141 84 => 'shockwave',
8142 85 => 'color spray',
8143 86 => 'haste',
8144 87 => 'face of death',
8145 88 => 'ball lightning',
8146 89 => 'meteor swarm',
8147 90 => 'comet',
8148 91 => 'mystic fist',
8149 92 => 'raise dead',
8150 93 => 'resurrection',
8151 94 => 'reincarnation',
8152 95 => 'immunity to cold',
8153 96 => 'immunity to electricity',
8154 97 => 'immunity to fire',
8155 98 => 'immunity to poison',
8156 99 => 'immunity to slow',
8157 100 => 'immunity to paralysis',
8158 101 => 'immunity to draining',
8159 102 => 'immunity to magic',
8160 103 => 'immunity to attack',
8161 104 => 'invulnerability',
8162 105 => 'defense',
8163 106 => 'rune of fire',
8164 107 => 'rune of frost',
8165 108 => 'rune of shocking',
8166 109 => 'rune of blasting',
8167 110 => 'rune of death',
8168 111 => 'marking rune',
8169 112 => 'build director',
8170 113 => 'create pool of chaos',
8171 114 => 'build bullet wall',
8172 115 => 'build lightning wall',
8173 116 => 'build fireball wall',
8174 117 => 'magic rune',
8175 118 => 'rune of magic drain',
8176 119 => 'antimagic rune',
8177 120 => 'rune of transferrence',
8178 121 => 'transferrence',
8179 122 => 'magic drain',
8180 123 => 'counterspell',
8181 124 => 'disarm',
8182 125 => 'cure confusion',
8183 126 => 'restoration',
8184 127 => 'summon evil monster',
8185 128 => 'counterwall',
8186 129 => 'cause light wounds',
8187 130 => 'cause medium wounds',
8188 131 => 'cause serious wounds',
8189 132 => 'charm monsters',
8190 133 => 'banishment',
8191 134 => 'create missile',
8192 135 => 'show invisible',
8193 136 => 'xray',
8194 137 => 'pacify',
8195 138 => 'summon fog',
8196 139 => 'steambolt',
8197 140 => 'command undead',
8198 141 => 'holy orb',
8199 142 => 'summon avatar',
8200 143 => 'holy possession',
8201 144 => 'bless',
8202 145 => 'curse',
8203 146 => 'regeneration',
8204 147 => 'consecrate',
8205 148 => 'summon cult monsters',
8206 149 => 'cause critical wounds',
8207 150 => 'holy wrath',
8208 151 => 'retributive strike',
8209 152 => 'finger of death',
8210 153 => 'insect plague',
8211 154 => 'call holy servant',
8212 155 => 'wall of thorns',
8213 156 => 'staff to snake',
8214 157 => 'light',
8215 158 => 'darkness',
8216 159 => 'nightfall',
8217 160 => 'daylight',
8218 161 => 'sunspear',
8219 162 => 'faery fire',
8220 163 => 'cure blindness',
8221 164 => 'dark vision',
8222 165 => 'bullet swarm',
8223 166 => 'bullet storm',
8224 167 => 'cause many wounds',
8225 168 => 'small snowstorm',
8226 169 => 'medium snowstorm',
8227 170 => 'large snowstorm',
8228 171 => 'cure disease',
8229 172 => 'cause red death',
8230 173 => 'cause flu',
8231 174 => 'cause black death',
8232 175 => 'cause leprosy',
8233 176 => 'cause smallpox',
8234 177 => 'cause white death',
8235 178 => 'cause anthrax',
8236 179 => 'cause typhoid',
8237 180 => 'mana blast',
8238 181 => 'small manaball',
8239 182 => 'medium manaball',
8240 183 => 'large manaball',
8241 184 => 'mana bolt',
8242 185 => 'dancing sword',
8243 186 => 'animate weapon',
8244 187 => 'cause cold',
8245 188 => 'divine shock',
8246 189 => 'windstorm',
8247 190 => 'sanctuary',
8248 191 => 'peace',
8249 192 => 'spiderweb',
8250 193 => 'conflict',
8251 194 => 'rage',
8252 195 => 'forked lightning',
8253 196 => 'poison fog',
8254 197 => 'flaming aura',
8255 198 => 'vitriol',
8256 199 => 'vitriol splash',
8257 200 => 'ironwood skin',
8258 201 => 'wrathful eye',
8259 202 => 'town portal',
8260 203 => 'missile swarm',
8261 204 => 'cause rabies',
8262 205 => 'glyph'
8263 );
8264
8265
8266 =head1 AUTHOR
8267
8268 Marc Lehmann <schmorp.de>
8269 http://home.schmorp.de/
8270
8271 The source files are part of the CFJavaEditor.
8272
8273 =cut
8274
8275 1