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Revision: 1.37
Committed: Wed Dec 26 18:26:15 2007 UTC (18 years, 7 months ago) by root
Branch: MAIN
Changes since 1.36: +9 -44 lines
Log Message:
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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 Deliantra 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 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in. They are not used at all in Deliantra',
2141 name => 'Event Connector'
2142 },
2143 Exit => {
2144 attr => [
2145 [
2146 'slaying',
2147 {
2148 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".',
2149 name => 'exit path',
2150 type => 'string'
2151 }
2152 ],
2153 [
2154 'hp',
2155 {
2156 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.',
2157 name => 'destination X',
2158 type => 'int'
2159 }
2160 ],
2161 [
2162 'sp',
2163 {
2164 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.',
2165 name => 'destination Y',
2166 type => 'int'
2167 }
2168 ],
2169 [
2170 'move_on',
2171 {
2172 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2173 name => 'movement type',
2174 type => 'movement_type'
2175 }
2176 ],
2177 [
2178 'msg',
2179 {
2180 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. =)',
2181 end => 'endmsg',
2182 name => 'exit message',
2183 type => 'text'
2184 }
2185 ],
2186 [
2187 'damned',
2188 {
2189 desc => 'If set, then players using this exit will have their savebed position set to the destination of the exit when passing through.',
2190 name => 'set savebed',
2191 type => 'bool'
2192 }
2193 ]
2194 ],
2195 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.',
2196 ignore => [
2197 $IGNORE_LIST{non_pickable}
2198 ],
2199 name => 'Exit',
2200 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.'
2201 },
2202 Flesh => {
2203 attr => [
2204 [
2205 'food',
2206 {
2207 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2208 name => 'foodpoints',
2209 type => 'int'
2210 }
2211 ],
2212 [
2213 'level',
2214 {
2215 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.',
2216 name => 'flesh level',
2217 type => 'int'
2218 }
2219 ],
2220 [
2221 'startequip',
2222 {
2223 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2224 name => 'godgiven item',
2225 type => 'bool'
2226 }
2227 ],
2228 [
2229 'msg',
2230 {
2231 desc => 'This text may describe the item.',
2232 end => 'endmsg',
2233 name => 'description',
2234 type => 'text'
2235 }
2236 ]
2237 ],
2238 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.',
2239 name => 'Flesh',
2240 section => [
2241 [
2242 'resistance',
2243 [
2244 [
2245 'resist_physical',
2246 {
2247 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.',
2248 name => 'resist physical %',
2249 type => 'int'
2250 }
2251 ],
2252 [
2253 'resist_magic',
2254 {
2255 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.',
2256 name => 'resist magic %',
2257 type => 'int'
2258 }
2259 ],
2260 [
2261 'resist_fire',
2262 {
2263 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.',
2264 name => 'resist fire %',
2265 type => 'int'
2266 }
2267 ],
2268 [
2269 'resist_electricity',
2270 {
2271 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.',
2272 name => 'resist electricity %',
2273 type => 'int'
2274 }
2275 ],
2276 [
2277 'resist_cold',
2278 {
2279 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.',
2280 name => 'resist cold %',
2281 type => 'int'
2282 }
2283 ],
2284 [
2285 'resist_confusion',
2286 {
2287 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.',
2288 name => 'resist confusion %',
2289 type => 'int'
2290 }
2291 ],
2292 [
2293 'resist_acid',
2294 {
2295 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.',
2296 name => 'resist acid %',
2297 type => 'int'
2298 }
2299 ],
2300 [
2301 'resist_drain',
2302 {
2303 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.',
2304 name => 'resist draining %',
2305 type => 'int'
2306 }
2307 ],
2308 [
2309 'resist_weaponmagic',
2310 {
2311 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.',
2312 name => 'resist weaponmagic %',
2313 type => 'int'
2314 }
2315 ],
2316 [
2317 'resist_ghosthit',
2318 {
2319 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.',
2320 name => 'resist ghosthit %',
2321 type => 'int'
2322 }
2323 ],
2324 [
2325 'resist_poison',
2326 {
2327 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.',
2328 name => 'resist poison %',
2329 type => 'int'
2330 }
2331 ],
2332 [
2333 'resist_slow',
2334 {
2335 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.',
2336 name => 'resist slow %',
2337 type => 'int'
2338 }
2339 ],
2340 [
2341 'resist_paralyze',
2342 {
2343 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.',
2344 name => 'resist paralyze %',
2345 type => 'int'
2346 }
2347 ],
2348 [
2349 'resist_fear',
2350 {
2351 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.',
2352 name => 'resist fear %',
2353 type => 'int'
2354 }
2355 ],
2356 [
2357 'resist_deplete',
2358 {
2359 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.',
2360 name => 'resist depletion %',
2361 type => 'int'
2362 }
2363 ],
2364 [
2365 'resist_death',
2366 {
2367 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.',
2368 name => 'resist death-attack %',
2369 type => 'int'
2370 }
2371 ],
2372 [
2373 'resist_chaos',
2374 {
2375 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.',
2376 name => 'resist chaos %',
2377 type => 'int'
2378 }
2379 ],
2380 [
2381 'resist_blind',
2382 {
2383 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.',
2384 name => 'resist blinding %',
2385 type => 'int'
2386 }
2387 ]
2388 ]
2389 ]
2390 ],
2391 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.'
2392 },
2393 Floor => {
2394 attr => [
2395 [
2396 'is_floor',
2397 {
2398 type => 'fixed',
2399 value => 1
2400 }
2401 ],
2402 [
2403 'no_pick',
2404 {
2405 type => 'fixed',
2406 value => 1
2407 }
2408 ],
2409 [
2410 'no_magic',
2411 {
2412 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2413 name => 'no spells',
2414 type => 'bool'
2415 }
2416 ],
2417 [
2418 'damned',
2419 {
2420 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2421 name => 'no prayers',
2422 type => 'bool'
2423 }
2424 ],
2425 [
2426 'unique',
2427 {
2428 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>.',
2429 name => 'unique map',
2430 type => 'bool'
2431 }
2432 ],
2433 [
2434 'msg',
2435 {
2436 desc => 'This text may describe the object.',
2437 end => 'endmsg',
2438 name => 'description',
2439 type => 'text'
2440 }
2441 ]
2442 ],
2443 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2444 ignore => [
2445 $IGNORE_LIST{non_pickable}
2446 ],
2447 name => 'Floor',
2448 section => [
2449 [
2450 'terrain',
2451 [
2452 [
2453 'move_block',
2454 {
2455 desc => 'Objects using these movement types cannot move over this space.',
2456 name => 'blocked movement',
2457 type => 'movement_type'
2458 }
2459 ],
2460 [
2461 'move_allow',
2462 {
2463 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2464 name => 'allowed movement',
2465 type => 'movement_type'
2466 }
2467 ],
2468 [
2469 'move_slow',
2470 {
2471 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2472 name => 'slowed movement',
2473 type => 'movement_type'
2474 }
2475 ],
2476 [
2477 'move_slow_penalty',
2478 {
2479 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)',
2480 name => 'slow movement penalty',
2481 type => 'int'
2482 }
2483 ],
2484 [
2485 'is_wooded',
2486 {
2487 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2488 name => 'wooded terrain',
2489 type => 'bool'
2490 }
2491 ],
2492 [
2493 'is_hilly',
2494 {
2495 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2496 name => 'hilly terrain',
2497 type => 'bool'
2498 }
2499 ]
2500 ]
2501 ]
2502 ]
2503 },
2504 'Floor (Encounter)' => {
2505 attr => [
2506 [
2507 'is_floor',
2508 {
2509 type => 'fixed',
2510 value => 1
2511 }
2512 ],
2513 [
2514 'no_pick',
2515 {
2516 type => 'fixed',
2517 value => 1
2518 }
2519 ],
2520 [
2521 'no_magic',
2522 {
2523 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2524 name => 'no spells',
2525 type => 'bool'
2526 }
2527 ],
2528 [
2529 'damned',
2530 {
2531 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2532 name => 'no prayers',
2533 type => 'bool'
2534 }
2535 ],
2536 [
2537 'unique',
2538 {
2539 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>.',
2540 name => 'unique map',
2541 type => 'bool'
2542 }
2543 ],
2544 [
2545 'msg',
2546 {
2547 desc => 'This text may describe the object.',
2548 end => 'endmsg',
2549 name => 'description',
2550 type => 'text'
2551 }
2552 ]
2553 ],
2554 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.',
2555 ignore => [
2556 $IGNORE_LIST{non_pickable}
2557 ],
2558 name => 'Floor (Encounter)',
2559 section => [
2560 [
2561 'terrain',
2562 [
2563 [
2564 'move_block',
2565 {
2566 desc => 'Objects using these movement types cannot move over this space.',
2567 name => 'blocked movement',
2568 type => 'movement_type'
2569 }
2570 ],
2571 [
2572 'move_allow',
2573 {
2574 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2575 name => 'allowed movement',
2576 type => 'movement_type'
2577 }
2578 ],
2579 [
2580 'move_slow',
2581 {
2582 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2583 name => 'slowed movement',
2584 type => 'movement_type'
2585 }
2586 ],
2587 [
2588 'move_slow_penalty',
2589 {
2590 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)',
2591 name => 'slow movement penalty',
2592 type => 'int'
2593 }
2594 ],
2595 [
2596 'is_wooded',
2597 {
2598 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2599 name => 'wooded terrain',
2600 type => 'bool'
2601 }
2602 ],
2603 [
2604 'is_hilly',
2605 {
2606 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2607 name => 'hilly terrain',
2608 type => 'bool'
2609 }
2610 ]
2611 ]
2612 ]
2613 ]
2614 },
2615 Food => {
2616 attr => [
2617 [
2618 'food',
2619 {
2620 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2621 name => 'foodpoints',
2622 type => 'int'
2623 }
2624 ],
2625 [
2626 'startequip',
2627 {
2628 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2629 name => 'godgiven item',
2630 type => 'bool'
2631 }
2632 ]
2633 ],
2634 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2635 name => 'Food'
2636 },
2637 Gate => {
2638 attr => [
2639 [
2640 'no_pick',
2641 {
2642 type => 'fixed',
2643 value => 1
2644 }
2645 ],
2646 [
2647 'speed',
2648 {
2649 desc => 'The speed of the gate affects how fast it is closing/opening.',
2650 type => 'float'
2651 }
2652 ],
2653 [
2654 'connected',
2655 {
2656 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2657 name => 'connection',
2658 type => 'int'
2659 }
2660 ],
2661 [
2662 'wc',
2663 {
2664 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.',
2665 name => 'position state',
2666 type => 'int'
2667 }
2668 ],
2669 [
2670 'move_block',
2671 {
2672 desc => 'Objects using these movement types cannot move over this space.',
2673 name => 'blocked movement',
2674 type => 'movement_type'
2675 }
2676 ],
2677 [
2678 'move_allow',
2679 {
2680 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2681 name => 'allowed movement',
2682 type => 'movement_type'
2683 }
2684 ],
2685 [
2686 'move_slow',
2687 {
2688 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2689 name => 'slowed movement',
2690 type => 'movement_type'
2691 }
2692 ],
2693 [
2694 'move_slow_penalty',
2695 {
2696 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)',
2697 name => 'slow movement penalty',
2698 type => 'int'
2699 }
2700 ],
2701 [
2702 'no_magic',
2703 {
2704 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2705 name => 'restrict spells',
2706 type => 'bool'
2707 }
2708 ],
2709 [
2710 'damned',
2711 {
2712 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2713 name => 'restrict prayers',
2714 type => 'bool'
2715 }
2716 ]
2717 ],
2718 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.',
2719 ignore => [
2720 $IGNORE_LIST{non_pickable}
2721 ],
2722 name => 'Gate',
2723 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".'
2724 },
2725 Girdle => {
2726 attr => [
2727 [
2728 'magic',
2729 {
2730 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.',
2731 name => 'magic bonus',
2732 type => 'int'
2733 }
2734 ]
2735 ],
2736 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.',
2737 import => [
2738 'Amulet'
2739 ],
2740 name => 'Girdle',
2741 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2742 },
2743 Gloves => {
2744 attr => [
2745 [
2746 'magic',
2747 {
2748 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.',
2749 name => 'magic bonus',
2750 type => 'int'
2751 }
2752 ]
2753 ],
2754 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2755 import => [
2756 'Amulet'
2757 ],
2758 name => 'Gloves',
2759 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2760 },
2761 Handle => {
2762 attr => [
2763 [
2764 'no_pick',
2765 {
2766 type => 'fixed',
2767 value => 1
2768 }
2769 ],
2770 [
2771 'connected',
2772 {
2773 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2774 name => 'connection',
2775 type => 'int'
2776 }
2777 ],
2778 [
2779 'msg',
2780 {
2781 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2782 end => 'endmsg',
2783 name => 'description',
2784 type => 'text'
2785 }
2786 ]
2787 ],
2788 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2789 ignore => [
2790 $IGNORE_LIST{non_pickable}
2791 ],
2792 name => 'Handle',
2793 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.'
2794 },
2795 'Handle Trigger' => {
2796 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.',
2797 ignore => [
2798 $IGNORE_LIST{non_pickable}
2799 ],
2800 import => [
2801 'Handle'
2802 ],
2803 name => 'Handle Trigger',
2804 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.'
2805 },
2806 'Hazard Floor' => {
2807 attr => [
2808 [
2809 'is_floor',
2810 {
2811 type => 'fixed',
2812 value => 1
2813 }
2814 ],
2815 [
2816 'lifesave',
2817 {
2818 type => 'fixed',
2819 value => 1
2820 }
2821 ],
2822 [
2823 'move_on',
2824 {
2825 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2826 name => 'movement type',
2827 type => 'movement_type'
2828 }
2829 ],
2830 [
2831 'no_pick',
2832 {
2833 type => 'fixed',
2834 value => 1
2835 }
2836 ],
2837 [
2838 'attacktype',
2839 {
2840 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.',
2841 name => 'attacktype',
2842 type => 'bitmask',
2843 value => $BITMASK{attacktype}
2844 }
2845 ],
2846 [
2847 'dam',
2848 {
2849 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.',
2850 name => 'base damage',
2851 type => 'int'
2852 }
2853 ],
2854 [
2855 'wc',
2856 {
2857 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.',
2858 name => 'weaponclass',
2859 type => 'int'
2860 }
2861 ],
2862 [
2863 'level',
2864 {
2865 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.',
2866 name => 'attack level',
2867 type => 'int'
2868 }
2869 ],
2870 [
2871 'no_magic',
2872 {
2873 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2874 name => 'no spells',
2875 type => 'bool'
2876 }
2877 ],
2878 [
2879 'damned',
2880 {
2881 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2882 name => 'no prayers',
2883 type => 'bool'
2884 }
2885 ],
2886 [
2887 'unique',
2888 {
2889 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>.',
2890 name => 'unique map',
2891 type => 'bool'
2892 }
2893 ]
2894 ],
2895 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.',
2896 ignore => [
2897 $IGNORE_LIST{non_pickable}
2898 ],
2899 name => 'Hazard Floor',
2900 section => [
2901 [
2902 'terrain',
2903 [
2904 [
2905 'move_block',
2906 {
2907 desc => 'Objects using these movement types cannot move over this space.',
2908 name => 'blocked movement',
2909 type => 'movement_type'
2910 }
2911 ],
2912 [
2913 'move_allow',
2914 {
2915 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2916 name => 'allowed movement',
2917 type => 'movement_type'
2918 }
2919 ],
2920 [
2921 'move_slow',
2922 {
2923 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2924 name => 'slowed movement',
2925 type => 'movement_type'
2926 }
2927 ],
2928 [
2929 'move_slow_penalty',
2930 {
2931 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)',
2932 name => 'slow movement penalty',
2933 type => 'int'
2934 }
2935 ],
2936 [
2937 'is_wooded',
2938 {
2939 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2940 name => 'wooded terrain',
2941 type => 'bool'
2942 }
2943 ],
2944 [
2945 'is_hilly',
2946 {
2947 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2948 name => 'hilly terrain',
2949 type => 'bool'
2950 }
2951 ]
2952 ]
2953 ]
2954 ],
2955 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.'
2956 },
2957 Helmet => {
2958 attr => [
2959 [
2960 'magic',
2961 {
2962 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>.',
2963 name => 'magic bonus',
2964 type => 'int'
2965 }
2966 ]
2967 ],
2968 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.',
2969 import => [
2970 'Amulet'
2971 ],
2972 name => 'Helmet',
2973 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2974 },
2975 'Holy Altar' => {
2976 attr => [
2977 [
2978 'no_pick',
2979 {
2980 type => 'fixed',
2981 value => 1
2982 }
2983 ],
2984 [
2985 'other_arch',
2986 {
2987 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.',
2988 name => 'god name',
2989 type => 'string'
2990 }
2991 ],
2992 [
2993 'level',
2994 {
2995 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.',
2996 name => 'reconsecrate level',
2997 type => 'int'
2998 }
2999 ]
3000 ],
3001 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.',
3002 ignore => [
3003 $IGNORE_LIST{non_pickable}
3004 ],
3005 name => 'Holy Altar'
3006 },
3007 Horn => {
3008 attr => [
3009 [
3010 'sp',
3011 {
3012 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!',
3013 name => 'spell',
3014 type => 'spell'
3015 }
3016 ],
3017 [
3018 'level',
3019 {
3020 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3021 name => 'casting level',
3022 type => 'int'
3023 }
3024 ],
3025 [
3026 'hp',
3027 {
3028 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3029 name => 'initial spellpoints',
3030 type => 'int'
3031 }
3032 ],
3033 [
3034 'maxhp',
3035 {
3036 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.',
3037 name => 'max. spellpoints',
3038 type => 'int'
3039 }
3040 ],
3041 [
3042 'startequip',
3043 {
3044 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3045 name => 'godgiven item',
3046 type => 'bool'
3047 }
3048 ],
3049 [
3050 'msg',
3051 {
3052 desc => 'This text may contain a description of the horn.',
3053 end => 'endmsg',
3054 name => 'description',
3055 type => 'text'
3056 }
3057 ]
3058 ],
3059 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.',
3060 ignore => [
3061 'title'
3062 ],
3063 name => 'Horn',
3064 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.'
3065 },
3066 Inorganic => {
3067 attr => [
3068 [
3069 'is_dust',
3070 {
3071 name => 'is dust',
3072 type => 'bool'
3073 }
3074 ]
3075 ],
3076 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3077 name => 'Inorganic',
3078 section => [
3079 [
3080 'resistance',
3081 [
3082 [
3083 'resist_physical',
3084 {
3085 name => 'resist physical %',
3086 type => 'int'
3087 }
3088 ],
3089 [
3090 'resist_magic',
3091 {
3092 name => 'resist magic %',
3093 type => 'int'
3094 }
3095 ],
3096 [
3097 'resist_fire',
3098 {
3099 name => 'resist fire %',
3100 type => 'int'
3101 }
3102 ],
3103 [
3104 'resist_electricity',
3105 {
3106 name => 'resist electricity %',
3107 type => 'int'
3108 }
3109 ],
3110 [
3111 'resist_cold',
3112 {
3113 name => 'resist cold %',
3114 type => 'int'
3115 }
3116 ],
3117 [
3118 'resist_confusion',
3119 {
3120 name => 'resist confusion %',
3121 type => 'int'
3122 }
3123 ],
3124 [
3125 'resist_acid',
3126 {
3127 name => 'resist acid %',
3128 type => 'int'
3129 }
3130 ],
3131 [
3132 'resist_drain',
3133 {
3134 name => 'resist draining %',
3135 type => 'int'
3136 }
3137 ],
3138 [
3139 'resist_weaponmagic',
3140 {
3141 name => 'resist weaponmagic %',
3142 type => 'int'
3143 }
3144 ],
3145 [
3146 'resist_ghosthit',
3147 {
3148 name => 'resist ghosthit %',
3149 type => 'int'
3150 }
3151 ],
3152 [
3153 'resist_poison',
3154 {
3155 name => 'resist poison %',
3156 type => 'int'
3157 }
3158 ],
3159 [
3160 'resist_slow',
3161 {
3162 name => 'resist slow %',
3163 type => 'int'
3164 }
3165 ],
3166 [
3167 'resist_paralyze',
3168 {
3169 name => 'resist paralyze %',
3170 type => 'int'
3171 }
3172 ],
3173 [
3174 'resist_fear',
3175 {
3176 name => 'resist fear %',
3177 type => 'int'
3178 }
3179 ],
3180 [
3181 'resist_deplete',
3182 {
3183 name => 'resist depletion %',
3184 type => 'int'
3185 }
3186 ],
3187 [
3188 'resist_death',
3189 {
3190 name => 'resist death-attack %',
3191 type => 'int'
3192 }
3193 ],
3194 [
3195 'resist_chaos',
3196 {
3197 name => 'resist chaos %',
3198 type => 'int'
3199 }
3200 ],
3201 [
3202 'resist_blind',
3203 {
3204 name => 'resist blinding %',
3205 type => 'int'
3206 }
3207 ],
3208 [
3209 'resist_holyword',
3210 {
3211 name => 'resist holy power %',
3212 type => 'int'
3213 }
3214 ],
3215 [
3216 'resist_godpower',
3217 {
3218 name => 'resist godpower %',
3219 type => 'int'
3220 }
3221 ]
3222 ]
3223 ]
3224 ]
3225 },
3226 'Inventory Checker' => {
3227 attr => [
3228 [
3229 'no_pick',
3230 {
3231 type => 'fixed',
3232 value => 1
3233 }
3234 ],
3235 [
3236 'slaying',
3237 {
3238 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.',
3239 name => 'match key string',
3240 type => 'string'
3241 }
3242 ],
3243 [
3244 'race',
3245 {
3246 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>.',
3247 name => 'match arch name',
3248 type => 'string'
3249 }
3250 ],
3251 [
3252 'hp',
3253 {
3254 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. ;)',
3255 name => 'match type',
3256 type => 'int'
3257 }
3258 ],
3259 [
3260 'last_sp',
3261 {
3262 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3263 name => 'match = having',
3264 type => 'bool'
3265 }
3266 ],
3267 [
3268 'connected',
3269 {
3270 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3271 name => 'connection',
3272 type => 'int'
3273 }
3274 ],
3275 [
3276 'move_block',
3277 {
3278 desc => 'Objects using these movement types cannot move over this space.',
3279 name => 'blocked movement',
3280 type => 'movement_type'
3281 }
3282 ],
3283 [
3284 'move_allow',
3285 {
3286 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3287 name => 'allowed movement',
3288 type => 'movement_type'
3289 }
3290 ],
3291 [
3292 'move_slow',
3293 {
3294 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3295 name => 'slowed movement',
3296 type => 'movement_type'
3297 }
3298 ],
3299 [
3300 'move_slow_penalty',
3301 {
3302 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)',
3303 name => 'slow movement penalty',
3304 type => 'int'
3305 }
3306 ],
3307 [
3308 'last_heal',
3309 {
3310 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!',
3311 name => 'remove match',
3312 type => 'bool'
3313 }
3314 ]
3315 ],
3316 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.',
3317 ignore => [
3318 $IGNORE_LIST{system_object}
3319 ],
3320 name => 'Inventory Checker',
3321 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.'
3322 },
3323 'Item Transformer' => {
3324 attr => [
3325 [
3326 'food',
3327 {
3328 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3329 name => 'number of uses',
3330 type => 'int'
3331 }
3332 ],
3333 [
3334 'slaying',
3335 {
3336 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3337 name => 'verb',
3338 type => 'string'
3339 }
3340 ],
3341 [
3342 'startequip',
3343 {
3344 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3345 name => 'godgiven item',
3346 type => 'bool'
3347 }
3348 ],
3349 [
3350 'msg',
3351 {
3352 desc => 'This text may contain a description of the item transformer.',
3353 end => 'endmsg',
3354 name => 'description',
3355 type => 'text'
3356 }
3357 ]
3358 ],
3359 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.',
3360 name => 'Item Transformer',
3361 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\'.'
3362 },
3363 Jewel => {
3364 attr => [
3365 [
3366 'race',
3367 {
3368 type => 'fixed',
3369 value => 'gold and jewels'
3370 }
3371 ],
3372 [
3373 'msg',
3374 {
3375 desc => 'This text may describe the object.',
3376 end => 'endmsg',
3377 name => 'description',
3378 type => 'text'
3379 }
3380 ]
3381 ],
3382 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.',
3383 name => 'Jewel'
3384 },
3385 Key => {
3386 attr => [
3387 [
3388 'startequip',
3389 {
3390 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3391 name => 'godgiven item',
3392 type => 'bool'
3393 }
3394 ]
3395 ],
3396 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3397 name => 'Key'
3398 },
3399 'Locked Door' => {
3400 attr => [
3401 [
3402 'move_type',
3403 {
3404 type => 'fixed',
3405 value => 0
3406 }
3407 ],
3408 [
3409 'no_pick',
3410 {
3411 type => 'fixed',
3412 value => 1
3413 }
3414 ],
3415 [
3416 'slaying',
3417 {
3418 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 Deliantra mapset. DONT EVER USE the default string "set_individual_value".',
3419 name => 'key string',
3420 type => 'string'
3421 }
3422 ],
3423 [
3424 'no_magic',
3425 {
3426 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).',
3427 name => 'restrict spells',
3428 type => 'bool'
3429 }
3430 ],
3431 [
3432 'damned',
3433 {
3434 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3435 name => 'restrict prayers',
3436 type => 'bool'
3437 }
3438 ],
3439 [
3440 'msg',
3441 {
3442 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.',
3443 end => 'endmsg',
3444 name => 'lock message',
3445 type => 'text'
3446 }
3447 ]
3448 ],
3449 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3450 ignore => [
3451 $IGNORE_LIST{non_pickable}
3452 ],
3453 name => 'Locked Door',
3454 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).'
3455 },
3456 'Magic Ear' => {
3457 attr => [
3458 [
3459 'no_pick',
3460 {
3461 type => 'fixed',
3462 value => 1
3463 }
3464 ],
3465 [
3466 'connected',
3467 {
3468 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3469 name => 'connection',
3470 type => 'int'
3471 }
3472 ],
3473 [
3474 'msg',
3475 {
3476 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!',
3477 end => 'endmsg',
3478 name => 'keyword-matching',
3479 type => 'text'
3480 }
3481 ]
3482 ],
3483 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3484 ignore => [
3485 $IGNORE_LIST{system_object}
3486 ],
3487 name => 'Magic Ear',
3488 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.'
3489 },
3490 'Magic Wall' => {
3491 attr => [
3492 [
3493 'dam',
3494 {
3495 desc => 'The magic wall will cast this <spell>.',
3496 name => 'spell',
3497 type => 'spell'
3498 }
3499 ],
3500 [
3501 'level',
3502 {
3503 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.',
3504 name => 'spell level',
3505 type => 'int'
3506 }
3507 ],
3508 [
3509 'connected',
3510 {
3511 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.',
3512 name => 'connection',
3513 type => 'int'
3514 }
3515 ],
3516 [
3517 'activate_on_push',
3518 {
3519 desc => 'Whether the teleporter should only be activated on push.',
3520 name => 'Activate on push',
3521 type => 'bool'
3522 }
3523 ],
3524 [
3525 'activate_on_release',
3526 {
3527 desc => 'Whether the teleporter should only be activated on release.',
3528 name => 'Activate on release',
3529 type => 'bool'
3530 }
3531 ],
3532 [
3533 'speed',
3534 {
3535 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".',
3536 name => 'casting speed',
3537 type => 'float'
3538 }
3539 ],
3540 [
3541 'speed_left',
3542 {
3543 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.',
3544 name => 'speed left',
3545 type => 'float'
3546 }
3547 ],
3548 [
3549 'sp',
3550 {
3551 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.',
3552 name => 'direction',
3553 type => 'list',
3554 value => $LIST{direction}
3555 }
3556 ],
3557 [
3558 'move_block',
3559 {
3560 desc => 'Objects using these movement types cannot move over this space.',
3561 name => 'blocked movement',
3562 type => 'movement_type'
3563 }
3564 ],
3565 [
3566 'move_allow',
3567 {
3568 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3569 name => 'allowed movement',
3570 type => 'movement_type'
3571 }
3572 ],
3573 [
3574 'move_slow',
3575 {
3576 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3577 name => 'slowed movement',
3578 type => 'movement_type'
3579 }
3580 ],
3581 [
3582 'move_slow_penalty',
3583 {
3584 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)',
3585 name => 'slow movement penalty',
3586 type => 'int'
3587 }
3588 ]
3589 ],
3590 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.',
3591 ignore => [
3592 $IGNORE_LIST{non_pickable}
3593 ],
3594 name => 'Magic Wall',
3595 section => [
3596 [
3597 'destroyable',
3598 [
3599 [
3600 'alive',
3601 {
3602 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.',
3603 name => 'is destroyable',
3604 type => 'bool'
3605 }
3606 ],
3607 [
3608 'hp',
3609 {
3610 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3611 name => 'hitpoints',
3612 type => 'int'
3613 }
3614 ],
3615 [
3616 'maxhp',
3617 {
3618 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3619 name => 'max hitpoints',
3620 type => 'int'
3621 }
3622 ],
3623 [
3624 'ac',
3625 {
3626 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>.',
3627 name => 'armour class',
3628 type => 'int'
3629 }
3630 ]
3631 ]
3632 ],
3633 [
3634 'resistance',
3635 [
3636 [
3637 'resist_physical',
3638 {
3639 name => 'resist physical %',
3640 type => 'int'
3641 }
3642 ],
3643 [
3644 'resist_magic',
3645 {
3646 name => 'resist magic %',
3647 type => 'int'
3648 }
3649 ],
3650 [
3651 'resist_fire',
3652 {
3653 name => 'resist fire %',
3654 type => 'int'
3655 }
3656 ],
3657 [
3658 'resist_electricity',
3659 {
3660 name => 'resist electricity %',
3661 type => 'int'
3662 }
3663 ],
3664 [
3665 'resist_cold',
3666 {
3667 name => 'resist cold %',
3668 type => 'int'
3669 }
3670 ],
3671 [
3672 'resist_confusion',
3673 {
3674 name => 'resist confusion %',
3675 type => 'int'
3676 }
3677 ],
3678 [
3679 'resist_acid',
3680 {
3681 name => 'resist acid %',
3682 type => 'int'
3683 }
3684 ],
3685 [
3686 'resist_drain',
3687 {
3688 name => 'resist draining %',
3689 type => 'int'
3690 }
3691 ],
3692 [
3693 'resist_weaponmagic',
3694 {
3695 name => 'resist weaponmagic %',
3696 type => 'int'
3697 }
3698 ],
3699 [
3700 'resist_ghosthit',
3701 {
3702 name => 'resist ghosthit %',
3703 type => 'int'
3704 }
3705 ],
3706 [
3707 'resist_poison',
3708 {
3709 name => 'resist poison %',
3710 type => 'int'
3711 }
3712 ],
3713 [
3714 'resist_slow',
3715 {
3716 name => 'resist slow %',
3717 type => 'int'
3718 }
3719 ],
3720 [
3721 'resist_paralyze',
3722 {
3723 name => 'resist paralyze %',
3724 type => 'int'
3725 }
3726 ],
3727 [
3728 'resist_fear',
3729 {
3730 name => 'resist fear %',
3731 type => 'int'
3732 }
3733 ],
3734 [
3735 'resist_deplete',
3736 {
3737 name => 'resist depletion %',
3738 type => 'int'
3739 }
3740 ],
3741 [
3742 'resist_death',
3743 {
3744 name => 'resist death-attack %',
3745 type => 'int'
3746 }
3747 ],
3748 [
3749 'resist_chaos',
3750 {
3751 name => 'resist chaos %',
3752 type => 'int'
3753 }
3754 ],
3755 [
3756 'resist_blind',
3757 {
3758 name => 'resist blinding %',
3759 type => 'int'
3760 }
3761 ],
3762 [
3763 'resist_holyword',
3764 {
3765 name => 'resist holy power %',
3766 type => 'int'
3767 }
3768 ],
3769 [
3770 'resist_godpower',
3771 {
3772 name => 'resist godpower %',
3773 type => 'int'
3774 }
3775 ]
3776 ]
3777 ]
3778 ],
3779 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".'
3780 },
3781 Marker => {
3782 attr => [
3783 [
3784 'no_pick',
3785 {
3786 type => 'fixed',
3787 value => 1
3788 }
3789 ],
3790 [
3791 'slaying',
3792 {
3793 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.',
3794 name => 'key string',
3795 type => 'string'
3796 }
3797 ],
3798 [
3799 'connected',
3800 {
3801 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3802 name => 'connection',
3803 type => 'int'
3804 }
3805 ],
3806 [
3807 'speed',
3808 {
3809 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.',
3810 name => 'marking speed',
3811 type => 'float'
3812 }
3813 ],
3814 [
3815 'speed_left',
3816 {
3817 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.',
3818 name => 'speed left',
3819 type => 'float'
3820 }
3821 ],
3822 [
3823 'food',
3824 {
3825 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.',
3826 name => 'mark duration',
3827 type => 'int'
3828 }
3829 ],
3830 [
3831 'name',
3832 {
3833 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.',
3834 name => 'delete mark',
3835 type => 'string'
3836 }
3837 ],
3838 [
3839 'msg',
3840 {
3841 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.',
3842 end => 'endmsg',
3843 name => 'marking message',
3844 type => 'text'
3845 }
3846 ]
3847 ],
3848 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.',
3849 ignore => [
3850 $IGNORE_LIST{system_object}
3851 ],
3852 name => 'Marker',
3853 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.'
3854 },
3855 Misc => {
3856 attr => [
3857 [
3858 'move_block',
3859 {
3860 desc => 'Objects using these movement types cannot move over this space.',
3861 name => 'blocked movement',
3862 type => 'movement_type'
3863 }
3864 ],
3865 [
3866 'move_allow',
3867 {
3868 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3869 name => 'allowed movement',
3870 type => 'movement_type'
3871 }
3872 ],
3873 [
3874 'move_slow',
3875 {
3876 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3877 name => 'slowed movement',
3878 type => 'movement_type'
3879 }
3880 ],
3881 [
3882 'move_slow_penalty',
3883 {
3884 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)',
3885 name => 'slow movement penalty',
3886 type => 'int'
3887 }
3888 ],
3889 [
3890 'cursed',
3891 {
3892 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3893 name => 'cursed',
3894 type => 'bool'
3895 }
3896 ],
3897 [
3898 'damned',
3899 {
3900 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.',
3901 name => 'damned',
3902 type => 'bool'
3903 }
3904 ],
3905 [
3906 'unique',
3907 {
3908 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3909 name => 'unique item',
3910 type => 'bool'
3911 }
3912 ],
3913 [
3914 'startequip',
3915 {
3916 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3917 name => 'godgiven item',
3918 type => 'bool'
3919 }
3920 ],
3921 [
3922 'msg',
3923 {
3924 desc => 'This text may describe the object.',
3925 end => 'endmsg',
3926 name => 'description',
3927 type => 'text'
3928 }
3929 ]
3930 ],
3931 name => 'Misc'
3932 },
3933 Money => {
3934 attr => [
3935 [
3936 'race',
3937 {
3938 type => 'fixed',
3939 value => 'gold and jewels'
3940 }
3941 ]
3942 ],
3943 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.',
3944 ignore => [
3945 'unpaid'
3946 ],
3947 name => 'Money'
3948 },
3949 'Monster & NPC' => {
3950 attr => [
3951 [
3952 'alive',
3953 {
3954 type => 'fixed',
3955 value => 1
3956 }
3957 ],
3958 [
3959 'randomitems',
3960 {
3961 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>.',
3962 name => 'treasurelist',
3963 type => 'treasurelist'
3964 }
3965 ],
3966 [
3967 'treasure_env',
3968 {
3969 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
3970 name => 'treasure in env',
3971 type => 'bool'
3972 }
3973 ],
3974 [
3975 'level',
3976 {
3977 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3978 name => 'level',
3979 type => 'int'
3980 }
3981 ],
3982 [
3983 'race',
3984 {
3985 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.',
3986 name => 'race',
3987 type => 'string'
3988 }
3989 ],
3990 [
3991 'exp',
3992 {
3993 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!',
3994 name => 'experience',
3995 type => 'int'
3996 }
3997 ],
3998 [
3999 'speed',
4000 {
4001 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4002 name => 'speed',
4003 type => 'float'
4004 }
4005 ],
4006 [
4007 'speed_left',
4008 {
4009 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.',
4010 name => 'speed left',
4011 type => 'float'
4012 }
4013 ],
4014 [
4015 'other_arch',
4016 {
4017 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.',
4018 name => 'breed monster',
4019 type => 'string'
4020 }
4021 ],
4022 [
4023 'generator',
4024 {
4025 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.',
4026 name => 'multiply',
4027 type => 'bool'
4028 }
4029 ],
4030 [
4031 'use_content_on_gen',
4032 {
4033 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.',
4034 name => 'template generation',
4035 type => 'bool'
4036 }
4037 ],
4038 [
4039 'move_type',
4040 {
4041 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4042 name => 'movement type',
4043 type => 'movement_type'
4044 }
4045 ],
4046 [
4047 'undead',
4048 {
4049 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4050 name => 'undead',
4051 type => 'bool'
4052 }
4053 ],
4054 [
4055 'carrying',
4056 {
4057 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4058 name => 'carries weight',
4059 type => 'int'
4060 }
4061 ],
4062 [
4063 'precious',
4064 {
4065 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.',
4066 name => 'precious',
4067 type => 'bool'
4068 }
4069 ],
4070 [
4071 'msg',
4072 {
4073 end => 'endmsg',
4074 name => 'npc message',
4075 type => 'text'
4076 }
4077 ]
4078 ],
4079 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.',
4080 ignore => [
4081 'material',
4082 'name_pl',
4083 'nrof',
4084 'value',
4085 'unpaid'
4086 ],
4087 name => 'Monster & NPC',
4088 section => [
4089 [
4090 'melee',
4091 [
4092 [
4093 'attacktype',
4094 {
4095 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.',
4096 name => 'attacktype',
4097 type => 'bitmask',
4098 value => $BITMASK{attacktype}
4099 }
4100 ],
4101 [
4102 'dam',
4103 {
4104 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.',
4105 name => 'damage',
4106 type => 'int'
4107 }
4108 ],
4109 [
4110 'wc',
4111 {
4112 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4113 name => 'weapon class',
4114 type => 'int'
4115 }
4116 ],
4117 [
4118 'hp',
4119 {
4120 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>.',
4121 name => 'health points',
4122 type => 'int'
4123 }
4124 ],
4125 [
4126 'maxhp',
4127 {
4128 desc => '<max health> is the maximum amount of <health points> this monster can have.',
4129 name => 'max health',
4130 type => 'int'
4131 }
4132 ],
4133 [
4134 'ac',
4135 {
4136 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).',
4137 name => 'armour class',
4138 type => 'int'
4139 }
4140 ],
4141 [
4142 'Con',
4143 {
4144 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4145 name => 'healing rate',
4146 type => 'int'
4147 }
4148 ],
4149 [
4150 'reflect_missile',
4151 {
4152 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4153 name => 'reflect missiles',
4154 type => 'bool'
4155 }
4156 ],
4157 [
4158 'hitback',
4159 {
4160 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.',
4161 name => 'hitback',
4162 type => 'bool'
4163 }
4164 ],
4165 [
4166 'one_hit',
4167 {
4168 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4169 name => 'one hit only',
4170 type => 'bool'
4171 }
4172 ]
4173 ]
4174 ],
4175 [
4176 'spellcraft',
4177 [
4178 [
4179 'can_cast_spell',
4180 {
4181 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4182 name => 'can cast spell',
4183 type => 'bool'
4184 }
4185 ],
4186 [
4187 'reflect_spell',
4188 {
4189 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.',
4190 name => 'reflect spells',
4191 type => 'bool'
4192 }
4193 ],
4194 [
4195 'sp',
4196 {
4197 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>.',
4198 name => 'spellpoints',
4199 type => 'int'
4200 }
4201 ],
4202 [
4203 'maxsp',
4204 {
4205 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.',
4206 name => 'max spellpoints',
4207 type => 'int'
4208 }
4209 ],
4210 [
4211 'Pow',
4212 {
4213 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.',
4214 name => 'spellpoint regen.',
4215 type => 'int'
4216 }
4217 ],
4218 [
4219 'path_attuned',
4220 {
4221 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4222 name => 'attuned paths',
4223 type => 'bitmask',
4224 value => $BITMASK{spellpath}
4225 }
4226 ],
4227 [
4228 'path_repelled',
4229 {
4230 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4231 name => 'repelled paths',
4232 type => 'bitmask',
4233 value => $BITMASK{spellpath}
4234 }
4235 ],
4236 [
4237 'path_denied',
4238 {
4239 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4240 name => 'denied paths',
4241 type => 'bitmask',
4242 value => $BITMASK{spellpath}
4243 }
4244 ]
4245 ]
4246 ],
4247 [
4248 'ability',
4249 [
4250 [
4251 'Int',
4252 {
4253 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.',
4254 name => 'detect hidden',
4255 type => 'int'
4256 }
4257 ],
4258 [
4259 'see_invisible',
4260 {
4261 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.',
4262 name => 'see invisible',
4263 type => 'bool'
4264 }
4265 ],
4266 [
4267 'can_see_in_dark',
4268 {
4269 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.',
4270 name => 'see in darkness',
4271 type => 'bool'
4272 }
4273 ],
4274 [
4275 'can_use_weapon',
4276 {
4277 desc => 'Monster is able to wield weapon type objects.',
4278 name => 'can use weapons',
4279 type => 'bool'
4280 }
4281 ],
4282 [
4283 'can_use_bow',
4284 {
4285 desc => 'Monster is able to use missile-weapon type objects.',
4286 name => 'can use bows',
4287 type => 'bool'
4288 }
4289 ],
4290 [
4291 'can_use_armour',
4292 {
4293 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4294 name => 'can use armour',
4295 type => 'bool'
4296 }
4297 ],
4298 [
4299 'can_use_ring',
4300 {
4301 desc => 'Monster is able to wear rings.',
4302 name => 'can use rings',
4303 type => 'bool'
4304 }
4305 ],
4306 [
4307 'can_use_wand',
4308 {
4309 desc => 'Monster is able to use wands and staves.',
4310 name => 'can use wands',
4311 type => 'bool'
4312 }
4313 ],
4314 [
4315 'can_use_rod',
4316 {
4317 desc => 'Monster is able to use rods.',
4318 name => 'can use rods',
4319 type => 'bool'
4320 }
4321 ],
4322 [
4323 'can_use_scroll',
4324 {
4325 desc => 'Monster is able to read scrolls.',
4326 name => 'can use scrolls',
4327 type => 'bool'
4328 }
4329 ],
4330 [
4331 'can_use_skill',
4332 {
4333 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>.',
4334 name => 'can use skills',
4335 type => 'bool'
4336 }
4337 ]
4338 ]
4339 ],
4340 [
4341 'behave',
4342 [
4343 [
4344 'monster',
4345 {
4346 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.',
4347 name => 'monster behaviour',
4348 type => 'bool'
4349 }
4350 ],
4351 [
4352 'unaggressive',
4353 {
4354 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4355 name => 'unaggressive',
4356 type => 'bool'
4357 }
4358 ],
4359 [
4360 'friendly',
4361 {
4362 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4363 name => 'friendly',
4364 type => 'bool'
4365 }
4366 ],
4367 [
4368 'stand_still',
4369 {
4370 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.',
4371 name => 'stand still',
4372 type => 'bool'
4373 }
4374 ],
4375 [
4376 'sleep',
4377 {
4378 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.',
4379 name => 'asleep',
4380 type => 'bool'
4381 }
4382 ],
4383 [
4384 'will_apply',
4385 {
4386 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4387 name => 'misc. actions',
4388 type => 'bitmask',
4389 value => $BITMASK{will_apply}
4390 }
4391 ],
4392 [
4393 'pick_up',
4394 {
4395 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.',
4396 name => 'pick up',
4397 type => 'bitmask',
4398 value => $BITMASK{pick_up}
4399 }
4400 ],
4401 [
4402 'Wis',
4403 {
4404 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.',
4405 name => 'sensing range',
4406 type => 'int'
4407 }
4408 ],
4409 [
4410 'attack_movement_bits_0_3',
4411 {
4412 desc => 'If this is set to default, the standard mode of movement will be used.',
4413 name => 'attack movement',
4414 type => 'list',
4415 value => $LIST{attack_movement_bits_0_3}
4416 }
4417 ],
4418 [
4419 'attack_movement_bits_4_7',
4420 {
4421 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4422 name => 'normal movement',
4423 type => 'list',
4424 value => $LIST{attack_movement_bits_4_7}
4425 }
4426 ],
4427 [
4428 'run_away',
4429 {
4430 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.',
4431 name => 'run at % health',
4432 type => 'int'
4433 }
4434 ]
4435 ]
4436 ],
4437 [
4438 'resistance',
4439 [
4440 [
4441 'resist_physical',
4442 {
4443 name => 'resist physical %',
4444 type => 'int'
4445 }
4446 ],
4447 [
4448 'resist_magic',
4449 {
4450 name => 'resist magic %',
4451 type => 'int'
4452 }
4453 ],
4454 [
4455 'resist_fire',
4456 {
4457 name => 'resist fire %',
4458 type => 'int'
4459 }
4460 ],
4461 [
4462 'resist_electricity',
4463 {
4464 name => 'resist electricity %',
4465 type => 'int'
4466 }
4467 ],
4468 [
4469 'resist_cold',
4470 {
4471 name => 'resist cold %',
4472 type => 'int'
4473 }
4474 ],
4475 [
4476 'resist_confusion',
4477 {
4478 name => 'resist confusion %',
4479 type => 'int'
4480 }
4481 ],
4482 [
4483 'resist_acid',
4484 {
4485 name => 'resist acid %',
4486 type => 'int'
4487 }
4488 ],
4489 [
4490 'resist_drain',
4491 {
4492 name => 'resist draining %',
4493 type => 'int'
4494 }
4495 ],
4496 [
4497 'resist_weaponmagic',
4498 {
4499 name => 'resist weaponmagic %',
4500 type => 'int'
4501 }
4502 ],
4503 [
4504 'resist_ghosthit',
4505 {
4506 name => 'resist ghosthit %',
4507 type => 'int'
4508 }
4509 ],
4510 [
4511 'resist_poison',
4512 {
4513 name => 'resist poison %',
4514 type => 'int'
4515 }
4516 ],
4517 [
4518 'resist_slow',
4519 {
4520 name => 'resist slow %',
4521 type => 'int'
4522 }
4523 ],
4524 [
4525 'resist_paralyze',
4526 {
4527 name => 'resist paralyze %',
4528 type => 'int'
4529 }
4530 ],
4531 [
4532 'resist_fear',
4533 {
4534 name => 'resist fear %',
4535 type => 'int'
4536 }
4537 ],
4538 [
4539 'resist_deplete',
4540 {
4541 name => 'resist depletion %',
4542 type => 'int'
4543 }
4544 ],
4545 [
4546 'resist_death',
4547 {
4548 name => 'resist death-attack %',
4549 type => 'int'
4550 }
4551 ],
4552 [
4553 'resist_chaos',
4554 {
4555 name => 'resist chaos %',
4556 type => 'int'
4557 }
4558 ],
4559 [
4560 'resist_blind',
4561 {
4562 name => 'resist blinding %',
4563 type => 'int'
4564 }
4565 ],
4566 [
4567 'resist_holyword',
4568 {
4569 name => 'resist holy power %',
4570 type => 'int'
4571 }
4572 ],
4573 [
4574 'resist_godpower',
4575 {
4576 name => 'resist godpower %',
4577 type => 'int'
4578 }
4579 ]
4580 ]
4581 ]
4582 ],
4583 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. :-)'
4584 },
4585 'Monster (Grimreaper)' => {
4586 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4587 ignore => [
4588 'material',
4589 'name_pl',
4590 'nrof',
4591 'value',
4592 'unpaid'
4593 ],
4594 import => [
4595 'Monster & NPC'
4596 ],
4597 name => 'Monster (Grimreaper)',
4598 section => [
4599 [
4600 'grimreaper',
4601 [
4602 [
4603 'value',
4604 {
4605 desc => 'The object vanishes after this number of draining attacks.',
4606 name => 'attacks',
4607 type => 'int'
4608 }
4609 ]
4610 ]
4611 ]
4612 ]
4613 },
4614 'Mood Floor' => {
4615 attr => [
4616 [
4617 'no_pick',
4618 {
4619 type => 'fixed',
4620 value => 1
4621 }
4622 ],
4623 [
4624 'last_sp',
4625 {
4626 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!',
4627 name => 'mood',
4628 type => 'list',
4629 value => $LIST{mood}
4630 }
4631 ],
4632 [
4633 'connected',
4634 {
4635 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!',
4636 name => 'connection',
4637 type => 'int'
4638 }
4639 ],
4640 [
4641 'no_magic',
4642 {
4643 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4644 name => 'no spells',
4645 type => 'bool'
4646 }
4647 ],
4648 [
4649 'damned',
4650 {
4651 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4652 name => 'no prayers',
4653 type => 'bool'
4654 }
4655 ]
4656 ],
4657 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.',
4658 ignore => [
4659 $IGNORE_LIST{system_object}
4660 ],
4661 name => 'Mood Floor',
4662 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.)'
4663 },
4664 Mover => {
4665 attr => [
4666 [
4667 'attacktype',
4668 {
4669 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.',
4670 name => 'forced movement',
4671 type => 'bool'
4672 }
4673 ],
4674 [
4675 'maxsp',
4676 {
4677 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.',
4678 name => 'freeze duration',
4679 type => 'int'
4680 }
4681 ],
4682 [
4683 'speed',
4684 {
4685 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4686 name => 'movement speed',
4687 type => 'float'
4688 }
4689 ],
4690 [
4691 'speed_left',
4692 {
4693 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.',
4694 name => 'speed left',
4695 type => 'float'
4696 }
4697 ],
4698 [
4699 'sp',
4700 {
4701 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.',
4702 name => 'direction',
4703 type => 'list',
4704 value => $LIST{direction}
4705 }
4706 ],
4707 [
4708 'lifesave',
4709 {
4710 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.',
4711 name => 'gets used up',
4712 type => 'bool'
4713 }
4714 ],
4715 [
4716 'hp',
4717 {
4718 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).',
4719 name => 'number of uses',
4720 type => 'int'
4721 }
4722 ]
4723 ],
4724 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.',
4725 ignore => [
4726 $IGNORE_LIST{non_pickable}
4727 ],
4728 name => 'Mover',
4729 section => [
4730 [
4731 'targets',
4732 [
4733 [
4734 'level',
4735 {
4736 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.',
4737 name => 'move players',
4738 type => 'bool'
4739 }
4740 ],
4741 [
4742 'move_on',
4743 {
4744 desc => 'Which movement types activate the mover.',
4745 name => 'movement type',
4746 type => 'movement_type'
4747 }
4748 ]
4749 ]
4750 ]
4751 ],
4752 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).'
4753 },
4754 Pedestal => {
4755 attr => [
4756 [
4757 'no_pick',
4758 {
4759 type => 'fixed',
4760 value => 1
4761 }
4762 ],
4763 [
4764 'slaying',
4765 {
4766 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.',
4767 name => 'match race',
4768 type => 'string'
4769 }
4770 ],
4771 [
4772 'connected',
4773 {
4774 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4775 name => 'connection',
4776 type => 'int'
4777 }
4778 ],
4779 [
4780 'move_on',
4781 {
4782 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4783 name => 'movement type',
4784 type => 'movement_type'
4785 }
4786 ]
4787 ],
4788 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.',
4789 ignore => [
4790 $IGNORE_LIST{non_pickable}
4791 ],
4792 name => 'Pedestal',
4793 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.'
4794 },
4795 Pit => {
4796 attr => [
4797 [
4798 'no_pick',
4799 {
4800 type => 'fixed',
4801 value => 1
4802 }
4803 ],
4804 [
4805 'connected',
4806 {
4807 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4808 name => 'connection',
4809 type => 'int'
4810 }
4811 ],
4812 [
4813 'activate_on_push',
4814 {
4815 desc => 'Whether the teleporter should only be activated on push.',
4816 name => 'Activate on push',
4817 type => 'bool'
4818 }
4819 ],
4820 [
4821 'activate_on_release',
4822 {
4823 desc => 'Whether the teleporter should only be activated on release.',
4824 name => 'Activate on release',
4825 type => 'bool'
4826 }
4827 ],
4828 [
4829 'hp',
4830 {
4831 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!',
4832 name => 'destination X',
4833 type => 'int'
4834 }
4835 ],
4836 [
4837 'sp',
4838 {
4839 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!',
4840 name => 'destination Y',
4841 type => 'int'
4842 }
4843 ],
4844 [
4845 'wc',
4846 {
4847 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.',
4848 name => 'position state',
4849 type => 'int'
4850 }
4851 ],
4852 [
4853 'move_on',
4854 {
4855 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4856 name => 'movement type',
4857 type => 'movement_type'
4858 }
4859 ]
4860 ],
4861 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.',
4862 ignore => [
4863 $IGNORE_LIST{non_pickable}
4864 ],
4865 name => 'Pit',
4866 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.'
4867 },
4868 'Poison Food' => {
4869 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.',
4870 name => 'Poison Food'
4871 },
4872 Potion => {
4873 attr => [
4874 [
4875 'level',
4876 {
4877 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.',
4878 name => 'potion level',
4879 type => 'int'
4880 }
4881 ],
4882 [
4883 'sp',
4884 {
4885 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".',
4886 name => 'spell',
4887 type => 'spell'
4888 }
4889 ],
4890 [
4891 'attacktype',
4892 {
4893 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.',
4894 name => 'special effect',
4895 type => 'list',
4896 value => $LIST{potion_effect}
4897 }
4898 ],
4899 [
4900 'cursed',
4901 {
4902 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 >:)',
4903 name => 'cursed',
4904 type => 'bool'
4905 }
4906 ],
4907 [
4908 'startequip',
4909 {
4910 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4911 name => 'godgiven item',
4912 type => 'bool'
4913 }
4914 ]
4915 ],
4916 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4917 name => 'Potion',
4918 section => [
4919 [
4920 'stats',
4921 [
4922 [
4923 'Str',
4924 {
4925 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.',
4926 name => 'strength',
4927 type => 'int'
4928 }
4929 ],
4930 [
4931 'Dex',
4932 {
4933 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.',
4934 name => 'dexterity',
4935 type => 'int'
4936 }
4937 ],
4938 [
4939 'Con',
4940 {
4941 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.',
4942 name => 'constitution',
4943 type => 'int'
4944 }
4945 ],
4946 [
4947 'Int',
4948 {
4949 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.',
4950 name => 'intelligence',
4951 type => 'int'
4952 }
4953 ],
4954 [
4955 'Pow',
4956 {
4957 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.',
4958 name => 'power',
4959 type => 'int'
4960 }
4961 ],
4962 [
4963 'Wis',
4964 {
4965 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.',
4966 name => 'wisdom',
4967 type => 'int'
4968 }
4969 ],
4970 [
4971 'Cha',
4972 {
4973 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.',
4974 name => 'charisma',
4975 type => 'int'
4976 }
4977 ]
4978 ]
4979 ],
4980 [
4981 'resistance',
4982 [
4983 [
4984 'resist_physical',
4985 {
4986 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!',
4987 name => 'resist physical %',
4988 type => 'int'
4989 }
4990 ],
4991 [
4992 'resist_magic',
4993 {
4994 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!',
4995 name => 'resist magic %',
4996 type => 'int'
4997 }
4998 ],
4999 [
5000 'resist_fire',
5001 {
5002 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!',
5003 name => 'resist fire %',
5004 type => 'int'
5005 }
5006 ],
5007 [
5008 'resist_electricity',
5009 {
5010 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!',
5011 name => 'resist electricity %',
5012 type => 'int'
5013 }
5014 ],
5015 [
5016 'resist_cold',
5017 {
5018 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!',
5019 name => 'resist cold %',
5020 type => 'int'
5021 }
5022 ],
5023 [
5024 'resist_acid',
5025 {
5026 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!',
5027 name => 'resist acid %',
5028 type => 'int'
5029 }
5030 ],
5031 [
5032 'resist_confusion',
5033 {
5034 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!',
5035 name => 'resist confusion %',
5036 type => 'int'
5037 }
5038 ],
5039 [
5040 'resist_weaponmagic',
5041 {
5042 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!',
5043 name => 'resist weaponmagic %',
5044 type => 'int'
5045 }
5046 ],
5047 [
5048 'resist_ghosthit',
5049 {
5050 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!',
5051 name => 'resist ghosthit %',
5052 type => 'int'
5053 }
5054 ],
5055 [
5056 'resist_slow',
5057 {
5058 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!',
5059 name => 'resist slow %',
5060 type => 'int'
5061 }
5062 ],
5063 [
5064 'resist_fear',
5065 {
5066 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!',
5067 name => 'resist fear %',
5068 type => 'int'
5069 }
5070 ],
5071 [
5072 'resist_death',
5073 {
5074 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!',
5075 name => 'resist death-attack %',
5076 type => 'int'
5077 }
5078 ],
5079 [
5080 'resist_chaos',
5081 {
5082 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!',
5083 name => 'resist chaos %',
5084 type => 'int'
5085 }
5086 ],
5087 [
5088 'resist_blind',
5089 {
5090 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!',
5091 name => 'resist blinding %',
5092 type => 'int'
5093 }
5094 ],
5095 [
5096 'resist_holyword',
5097 {
5098 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!',
5099 name => 'resist holy power %',
5100 type => 'int'
5101 }
5102 ],
5103 [
5104 'resist_godpower',
5105 {
5106 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!',
5107 name => 'resist godpower %',
5108 type => 'int'
5109 }
5110 ],
5111 [
5112 'resist_paralyze',
5113 {
5114 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!',
5115 name => 'resist paralyze %',
5116 type => 'int'
5117 }
5118 ],
5119 [
5120 'resist_drain',
5121 {
5122 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!',
5123 name => 'resist draining %',
5124 type => 'int'
5125 }
5126 ],
5127 [
5128 'resist_deplete',
5129 {
5130 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!',
5131 name => 'resist depletion %',
5132 type => 'int'
5133 }
5134 ],
5135 [
5136 'resist_poison',
5137 {
5138 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!',
5139 name => 'resist poison %',
5140 type => 'int'
5141 }
5142 ]
5143 ]
5144 ]
5145 ],
5146 use => 'One potion should never give multiple benefits at once.'
5147 },
5148 'Power Crystal' => {
5149 attr => [
5150 [
5151 'sp',
5152 {
5153 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5154 name => 'initial mana',
5155 type => 'int'
5156 }
5157 ],
5158 [
5159 'maxsp',
5160 {
5161 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.',
5162 name => 'mana capacity',
5163 type => 'int'
5164 }
5165 ]
5166 ],
5167 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.',
5168 name => 'Power Crystal'
5169 },
5170 Projectile => {
5171 attr => [
5172 [
5173 'attacktype',
5174 {
5175 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.',
5176 name => 'attacktype',
5177 type => 'bitmask',
5178 value => $BITMASK{attacktype}
5179 }
5180 ],
5181 [
5182 'race',
5183 {
5184 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>.',
5185 name => 'ammunition class',
5186 type => 'string'
5187 }
5188 ],
5189 [
5190 'slaying',
5191 {
5192 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.',
5193 name => 'slaying race',
5194 type => 'string'
5195 }
5196 ],
5197 [
5198 'dam',
5199 {
5200 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5201 name => 'damage',
5202 type => 'int'
5203 }
5204 ],
5205 [
5206 'wc',
5207 {
5208 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.',
5209 name => 'weaponclass',
5210 type => 'int'
5211 }
5212 ],
5213 [
5214 'food',
5215 {
5216 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).',
5217 name => 'chance to break',
5218 type => 'int'
5219 }
5220 ],
5221 [
5222 'magic',
5223 {
5224 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5225 name => 'magic bonus',
5226 type => 'int'
5227 }
5228 ],
5229 [
5230 'unique',
5231 {
5232 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5233 name => 'unique item',
5234 type => 'bool'
5235 }
5236 ],
5237 [
5238 'startequip',
5239 {
5240 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5241 name => 'godgiven item',
5242 type => 'bool'
5243 }
5244 ],
5245 [
5246 'no_drop',
5247 {
5248 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.',
5249 name => 'don\'t drop',
5250 type => 'bool'
5251 }
5252 ],
5253 [
5254 'msg',
5255 {
5256 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5257 end => 'endmsg',
5258 name => 'description',
5259 type => 'text'
5260 }
5261 ]
5262 ],
5263 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.',
5264 name => 'Projectile',
5265 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.'
5266 },
5267 Ring => {
5268 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.',
5269 import => [
5270 'Amulet'
5271 ],
5272 name => 'Ring',
5273 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.'
5274 },
5275 Rod => {
5276 attr => [
5277 [
5278 'sp',
5279 {
5280 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!',
5281 name => 'spell',
5282 type => 'spell'
5283 }
5284 ],
5285 [
5286 'level',
5287 {
5288 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5289 name => 'casting level',
5290 type => 'int'
5291 }
5292 ],
5293 [
5294 'hp',
5295 {
5296 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5297 name => 'initial spellpoints',
5298 type => 'int'
5299 }
5300 ],
5301 [
5302 'maxhp',
5303 {
5304 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.',
5305 name => 'max. spellpoints',
5306 type => 'int'
5307 }
5308 ],
5309 [
5310 'startequip',
5311 {
5312 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5313 name => 'godgiven item',
5314 type => 'bool'
5315 }
5316 ],
5317 [
5318 'msg',
5319 {
5320 desc => 'This text may contain a description of the rod.',
5321 end => 'endmsg',
5322 name => 'description',
5323 type => 'text'
5324 }
5325 ]
5326 ],
5327 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.',
5328 ignore => [
5329 'title'
5330 ],
5331 name => 'Rod',
5332 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>'
5333 },
5334 Rune => {
5335 attr => [
5336 [
5337 'no_pick',
5338 {
5339 type => 'fixed',
5340 value => 1
5341 }
5342 ],
5343 [
5344 'move_on',
5345 {
5346 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5347 name => 'movement type',
5348 type => 'movement_type'
5349 }
5350 ],
5351 [
5352 'level',
5353 {
5354 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.',
5355 name => 'rune level',
5356 type => 'int'
5357 }
5358 ],
5359 [
5360 'Cha',
5361 {
5362 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.',
5363 name => 'visibility',
5364 type => 'int'
5365 }
5366 ],
5367 [
5368 'hp',
5369 {
5370 desc => 'The rune will detonate <number of charges> times before disappearing.',
5371 name => 'number of charges',
5372 type => 'int'
5373 }
5374 ],
5375 [
5376 'dam',
5377 {
5378 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.',
5379 name => 'direct damage',
5380 type => 'int'
5381 }
5382 ],
5383 [
5384 'attacktype',
5385 {
5386 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.',
5387 name => 'attacktype',
5388 type => 'bitmask',
5389 value => $BITMASK{attacktype}
5390 }
5391 ],
5392 [
5393 'msg',
5394 {
5395 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5396 end => 'endmsg',
5397 name => 'detonation text',
5398 type => 'text'
5399 }
5400 ]
5401 ],
5402 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.',
5403 ignore => [
5404 'no_pick',
5405 'title',
5406 'name_pl',
5407 'weight',
5408 'value',
5409 'material',
5410 'unpaid'
5411 ],
5412 name => 'Rune',
5413 section => [
5414 [
5415 'spellcraft',
5416 [
5417 [
5418 'sp',
5419 {
5420 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5421 name => 'spell',
5422 type => 'spell'
5423 }
5424 ],
5425 [
5426 'slaying',
5427 {
5428 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5429 name => 'spell name',
5430 type => 'string'
5431 }
5432 ],
5433 [
5434 'other_arch',
5435 {
5436 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.',
5437 name => 'spell arch',
5438 type => 'string'
5439 }
5440 ],
5441 [
5442 'maxsp',
5443 {
5444 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.',
5445 name => 'direction',
5446 type => 'list',
5447 value => $LIST{direction}
5448 }
5449 ],
5450 [
5451 'race',
5452 {
5453 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.',
5454 name => 'summon monster',
5455 type => 'string'
5456 }
5457 ],
5458 [
5459 'maxhp',
5460 {
5461 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5462 name => 'summon amount',
5463 type => 'int'
5464 }
5465 ]
5466 ]
5467 ]
5468 ],
5469 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5470 },
5471 'Safe ground' => {
5472 attr => [
5473 [
5474 'move_block',
5475 {
5476 desc => 'Objects using these movement types cannot move over this space.',
5477 name => 'blocked movement',
5478 type => 'movement_type'
5479 }
5480 ],
5481 [
5482 'move_allow',
5483 {
5484 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5485 name => 'allowed movement',
5486 type => 'movement_type'
5487 }
5488 ],
5489 [
5490 'move_slow',
5491 {
5492 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5493 name => 'slowed movement',
5494 type => 'movement_type'
5495 }
5496 ],
5497 [
5498 'move_slow_penalty',
5499 {
5500 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)',
5501 name => 'slow movement penalty',
5502 type => 'int'
5503 }
5504 ],
5505 [
5506 'no_pick',
5507 {
5508 type => 'fixed',
5509 value => 1
5510 }
5511 ]
5512 ],
5513 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.',
5514 ignore => [
5515 $IGNORE_LIST{non_pickable}
5516 ],
5517 name => 'Safe ground',
5518 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.'
5519 },
5520 Savebed => {
5521 attr => [
5522 [
5523 'no_pick',
5524 {
5525 type => 'fixed',
5526 value => 1
5527 }
5528 ],
5529 [
5530 'no_magic',
5531 {
5532 type => 'fixed',
5533 value => 1
5534 }
5535 ],
5536 [
5537 'damned',
5538 {
5539 type => 'fixed',
5540 value => 1
5541 }
5542 ]
5543 ],
5544 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.',
5545 ignore => [
5546 $IGNORE_LIST{non_pickable}
5547 ],
5548 name => 'Savebed',
5549 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>'
5550 },
5551 Scroll => {
5552 attr => [
5553 [
5554 'level',
5555 {
5556 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5557 name => 'casting level',
5558 type => 'int'
5559 }
5560 ],
5561 [
5562 'sp',
5563 {
5564 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5565 name => 'spell',
5566 type => 'spell'
5567 }
5568 ],
5569 [
5570 'startequip',
5571 {
5572 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5573 name => 'godgiven item',
5574 type => 'bool'
5575 }
5576 ]
5577 ],
5578 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.',
5579 ignore => [
5580 'title'
5581 ],
5582 name => 'Scroll',
5583 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5584 },
5585 Shield => {
5586 attr => [
5587 [
5588 'magic',
5589 {
5590 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.',
5591 name => 'magic bonus',
5592 type => 'int'
5593 }
5594 ]
5595 ],
5596 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.',
5597 import => [
5598 'Amulet'
5599 ],
5600 name => 'Shield',
5601 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5602 },
5603 'Shooting Weapon' => {
5604 attr => [
5605 [
5606 'race',
5607 {
5608 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.',
5609 name => 'ammunition class',
5610 type => 'string'
5611 }
5612 ],
5613 [
5614 'sp',
5615 {
5616 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).',
5617 name => 'shooting speed',
5618 type => 'int'
5619 }
5620 ],
5621 [
5622 'dam',
5623 {
5624 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.',
5625 name => 'base damage',
5626 type => 'int'
5627 }
5628 ],
5629 [
5630 'wc',
5631 {
5632 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.',
5633 name => 'weaponclass',
5634 type => 'int'
5635 }
5636 ],
5637 [
5638 'item_power',
5639 {
5640 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 Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
5641 name => 'item power',
5642 type => 'int'
5643 }
5644 ],
5645 [
5646 'no_strength',
5647 {
5648 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.',
5649 name => 'ignore strength',
5650 type => 'bool'
5651 }
5652 ],
5653 [
5654 'damned',
5655 {
5656 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5657 name => 'damnation',
5658 type => 'bool'
5659 }
5660 ],
5661 [
5662 'cursed',
5663 {
5664 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5665 name => 'curse',
5666 type => 'bool'
5667 }
5668 ],
5669 [
5670 'unique',
5671 {
5672 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5673 name => 'unique item',
5674 type => 'bool'
5675 }
5676 ],
5677 [
5678 'startequip',
5679 {
5680 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5681 name => 'godgiven item',
5682 type => 'bool'
5683 }
5684 ],
5685 [
5686 'msg',
5687 {
5688 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5689 end => 'endmsg',
5690 name => 'description',
5691 type => 'text'
5692 }
5693 ]
5694 ],
5695 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.',
5696 name => 'Shooting Weapon',
5697 section => [
5698 [
5699 'stats',
5700 [
5701 [
5702 'Str',
5703 {
5704 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5705 name => 'strength',
5706 type => 'int'
5707 }
5708 ],
5709 [
5710 'Dex',
5711 {
5712 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5713 name => 'dexterity',
5714 type => 'int'
5715 }
5716 ],
5717 [
5718 'Con',
5719 {
5720 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5721 name => 'constitution',
5722 type => 'int'
5723 }
5724 ],
5725 [
5726 'Int',
5727 {
5728 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5729 name => 'intelligence',
5730 type => 'int'
5731 }
5732 ],
5733 [
5734 'Pow',
5735 {
5736 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5737 name => 'power',
5738 type => 'int'
5739 }
5740 ],
5741 [
5742 'Wis',
5743 {
5744 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5745 name => 'wisdom',
5746 type => 'int'
5747 }
5748 ],
5749 [
5750 'Cha',
5751 {
5752 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5753 name => 'charisma',
5754 type => 'int'
5755 }
5756 ]
5757 ]
5758 ],
5759 [
5760 'bonus',
5761 [
5762 [
5763 'luck',
5764 {
5765 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.',
5766 name => 'luck bonus',
5767 type => 'int'
5768 }
5769 ],
5770 [
5771 'magic',
5772 {
5773 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.',
5774 name => 'magic bonus',
5775 type => 'int'
5776 }
5777 ]
5778 ]
5779 ]
5780 ],
5781 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.'
5782 },
5783 'Shop Floor' => {
5784 attr => [
5785 [
5786 'is_floor',
5787 {
5788 type => 'fixed',
5789 value => 1
5790 }
5791 ],
5792 [
5793 'no_pick',
5794 {
5795 type => 'fixed',
5796 value => 1
5797 }
5798 ],
5799 [
5800 'no_magic',
5801 {
5802 type => 'fixed',
5803 value => 1
5804 }
5805 ],
5806 [
5807 'auto_apply',
5808 {
5809 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.',
5810 name => 'generate goods',
5811 type => 'bool'
5812 }
5813 ],
5814 [
5815 'randomitems',
5816 {
5817 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.',
5818 name => 'treasurelist',
5819 type => 'treasurelist'
5820 }
5821 ],
5822 [
5823 'exp',
5824 {
5825 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.',
5826 name => 'quality level',
5827 type => 'int'
5828 }
5829 ],
5830 [
5831 'damned',
5832 {
5833 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.)',
5834 name => 'no prayers',
5835 type => 'bool'
5836 }
5837 ]
5838 ],
5839 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).',
5840 ignore => [
5841 $IGNORE_LIST{non_pickable}
5842 ],
5843 name => 'Shop Floor',
5844 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.'
5845 },
5846 'Shop Inventory' => {
5847 attr => [
5848 [
5849 'shop_coords',
5850 {
5851 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.',
5852 name => 'shop rectangle',
5853 type => 'string'
5854 }
5855 ]
5856 ],
5857 desc => 'The purpose of a sign is to display the contents of a shop.',
5858 ignore => [
5859 $IGNORE_LIST{non_pickable}
5860 ],
5861 name => 'Shop Inventory',
5862 use => 'Use these signs to present the player a list of the items in the shop'
5863 },
5864 'Shop Mat' => {
5865 attr => [
5866 [
5867 'no_pick',
5868 {
5869 type => 'fixed',
5870 value => 1
5871 }
5872 ],
5873 [
5874 'move_on',
5875 {
5876 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5877 name => 'movement type',
5878 type => 'movement_type'
5879 }
5880 ]
5881 ],
5882 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).',
5883 ignore => [
5884 $IGNORE_LIST{non_pickable}
5885 ],
5886 name => 'Shop Mat',
5887 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5888 },
5889 'Sign & MagicMouth' => {
5890 attr => [
5891 [
5892 'connected',
5893 {
5894 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.',
5895 name => 'connection',
5896 type => 'int'
5897 }
5898 ],
5899 [
5900 'activate_on_push',
5901 {
5902 desc => 'Whether the teleporter should only be activated on push.',
5903 name => 'Activate on push',
5904 type => 'bool'
5905 }
5906 ],
5907 [
5908 'activate_on_release',
5909 {
5910 desc => 'Whether the teleporter should only be activated on release.',
5911 name => 'Activate on release',
5912 type => 'bool'
5913 }
5914 ],
5915 [
5916 'move_on',
5917 {
5918 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5919 name => 'movement type',
5920 type => 'movement_type'
5921 }
5922 ],
5923 [
5924 'food',
5925 {
5926 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).',
5927 name => 'counter',
5928 type => 'int'
5929 }
5930 ],
5931 [
5932 'msg',
5933 {
5934 desc => 'This text will be displayed to the player.',
5935 end => 'endmsg',
5936 name => 'message',
5937 type => 'text'
5938 }
5939 ]
5940 ],
5941 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).',
5942 ignore => [
5943 $IGNORE_LIST{non_pickable}
5944 ],
5945 name => 'Sign & MagicMouth',
5946 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.'
5947 },
5948 Skill => {
5949 attr => [
5950 [
5951 'invisible',
5952 {
5953 type => 'fixed',
5954 value => 1
5955 }
5956 ],
5957 [
5958 'no_drop',
5959 {
5960 type => 'fixed',
5961 value => 1
5962 }
5963 ],
5964 [
5965 'skill',
5966 {
5967 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.',
5968 name => 'skill name',
5969 type => 'string'
5970 }
5971 ],
5972 [
5973 'expmul',
5974 {
5975 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.',
5976 name => 'exp multiplier',
5977 type => 'float'
5978 }
5979 ],
5980 [
5981 'subtype',
5982 {
5983 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.',
5984 name => 'skill type',
5985 type => 'list',
5986 value => $LIST{skill_type}
5987 }
5988 ],
5989 [
5990 'level',
5991 {
5992 name => 'level',
5993 type => 'int'
5994 }
5995 ],
5996 [
5997 'exp',
5998 {
5999 name => 'experience',
6000 type => 'int'
6001 }
6002 ],
6003 [
6004 'can_use_skill',
6005 {
6006 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.',
6007 name => 'is native skill',
6008 type => 'bool'
6009 }
6010 ]
6011 ],
6012 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.',
6013 ignore => [
6014 $IGNORE_LIST{system_object}
6015 ],
6016 name => 'Skill',
6017 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>'
6018 },
6019 'Skill Scroll' => {
6020 attr => [
6021 [
6022 'race',
6023 {
6024 type => 'fixed',
6025 value => 'scrolls'
6026 }
6027 ],
6028 [
6029 'skill',
6030 {
6031 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6032 name => 'skill name',
6033 type => 'string'
6034 }
6035 ]
6036 ],
6037 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6038 name => 'Skill Scroll',
6039 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.'
6040 },
6041 'Skill Tool' => {
6042 attr => [
6043 [
6044 'skill',
6045 {
6046 desc => 'This field describes which skill the player will be able to use wearing this item.',
6047 name => 'skill name',
6048 type => 'string'
6049 }
6050 ]
6051 ],
6052 desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6053 name => 'Skill Tool',
6054 section => [
6055 [
6056 'stats',
6057 [
6058 [
6059 'Str',
6060 {
6061 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.',
6062 name => 'strength',
6063 type => 'int'
6064 }
6065 ],
6066 [
6067 'Dex',
6068 {
6069 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.',
6070 name => 'dexterity',
6071 type => 'int'
6072 }
6073 ],
6074 [
6075 'Con',
6076 {
6077 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.',
6078 name => 'constitution',
6079 type => 'int'
6080 }
6081 ],
6082 [
6083 'Int',
6084 {
6085 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.',
6086 name => 'intelligence',
6087 type => 'int'
6088 }
6089 ],
6090 [
6091 'Pow',
6092 {
6093 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.',
6094 name => 'power',
6095 type => 'int'
6096 }
6097 ],
6098 [
6099 'Wis',
6100 {
6101 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.',
6102 name => 'wisdom',
6103 type => 'int'
6104 }
6105 ],
6106 [
6107 'Cha',
6108 {
6109 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.',
6110 name => 'charisma',
6111 type => 'int'
6112 }
6113 ]
6114 ]
6115 ],
6116 [
6117 'resistance',
6118 [
6119 [
6120 'resist_physical',
6121 {
6122 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!',
6123 name => 'resist physical %',
6124 type => 'int'
6125 }
6126 ],
6127 [
6128 'resist_magic',
6129 {
6130 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!',
6131 name => 'resist magic %',
6132 type => 'int'
6133 }
6134 ],
6135 [
6136 'resist_fire',
6137 {
6138 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!',
6139 name => 'resist fire %',
6140 type => 'int'
6141 }
6142 ],
6143 [
6144 'resist_electricity',
6145 {
6146 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!',
6147 name => 'resist electricity %',
6148 type => 'int'
6149 }
6150 ],
6151 [
6152 'resist_cold',
6153 {
6154 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!',
6155 name => 'resist cold %',
6156 type => 'int'
6157 }
6158 ],
6159 [
6160 'resist_acid',
6161 {
6162 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!',
6163 name => 'resist acid %',
6164 type => 'int'
6165 }
6166 ],
6167 [
6168 'resist_confusion',
6169 {
6170 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!',
6171 name => 'resist confusion %',
6172 type => 'int'
6173 }
6174 ],
6175 [
6176 'resist_weaponmagic',
6177 {
6178 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!',
6179 name => 'resist weaponmagic %',
6180 type => 'int'
6181 }
6182 ],
6183 [
6184 'resist_ghosthit',
6185 {
6186 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!',
6187 name => 'resist ghosthit %',
6188 type => 'int'
6189 }
6190 ],
6191 [
6192 'resist_slow',
6193 {
6194 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!',
6195 name => 'resist slow %',
6196 type => 'int'
6197 }
6198 ],
6199 [
6200 'resist_fear',
6201 {
6202 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!',
6203 name => 'resist fear %',
6204 type => 'int'
6205 }
6206 ],
6207 [
6208 'resist_death',
6209 {
6210 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!',
6211 name => 'resist death-attack %',
6212 type => 'int'
6213 }
6214 ],
6215 [
6216 'resist_chaos',
6217 {
6218 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!',
6219 name => 'resist chaos %',
6220 type => 'int'
6221 }
6222 ],
6223 [
6224 'resist_blind',
6225 {
6226 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!',
6227 name => 'resist blinding %',
6228 type => 'int'
6229 }
6230 ],
6231 [
6232 'resist_holyword',
6233 {
6234 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!',
6235 name => 'resist holy power %',
6236 type => 'int'
6237 }
6238 ],
6239 [
6240 'resist_godpower',
6241 {
6242 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!',
6243 name => 'resist godpower %',
6244 type => 'int'
6245 }
6246 ],
6247 [
6248 'resist_paralyze',
6249 {
6250 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!',
6251 name => 'resist paralyze %',
6252 type => 'int'
6253 }
6254 ],
6255 [
6256 'resist_drain',
6257 {
6258 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!',
6259 name => 'resist draining %',
6260 type => 'int'
6261 }
6262 ],
6263 [
6264 'resist_deplete',
6265 {
6266 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!',
6267 name => 'resist depletion %',
6268 type => 'int'
6269 }
6270 ],
6271 [
6272 'resist_poison',
6273 {
6274 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!',
6275 name => 'resist poison %',
6276 type => 'int'
6277 }
6278 ]
6279 ]
6280 ]
6281 ],
6282 use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6283 },
6284 'Special Key' => {
6285 attr => [
6286 [
6287 'slaying',
6288 {
6289 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.',
6290 name => 'key string',
6291 type => 'string'
6292 }
6293 ],
6294 [
6295 'material',
6296 {
6297 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6298 name => 'material',
6299 type => 'bitmask',
6300 value => $BITMASK{material}
6301 }
6302 ],
6303 [
6304 'unique',
6305 {
6306 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.',
6307 name => 'unique item',
6308 type => 'bool'
6309 }
6310 ],
6311 [
6312 'startequip',
6313 {
6314 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6315 name => 'godgiven item',
6316 type => 'bool'
6317 }
6318 ],
6319 [
6320 'msg',
6321 {
6322 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.',
6323 end => 'endmsg',
6324 name => 'description',
6325 type => 'text'
6326 }
6327 ]
6328 ],
6329 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.',
6330 ignore => [
6331 'material'
6332 ],
6333 name => 'Special Key',
6334 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".'
6335 },
6336 Spell => {
6337 attr => [
6338 [
6339 'no_drop',
6340 {
6341 type => 'fixed',
6342 value => 1
6343 }
6344 ],
6345 [
6346 'invisible',
6347 {
6348 type => 'fixed',
6349 value => 1
6350 }
6351 ],
6352 [
6353 'skill',
6354 {
6355 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.',
6356 name => 'skill name',
6357 type => 'string'
6358 }
6359 ],
6360 [
6361 'subtype',
6362 {
6363 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6364 name => 'spell type',
6365 type => 'list',
6366 value => $LIST{spell_type}
6367 }
6368 ],
6369 [
6370 'level',
6371 {
6372 name => 'spell level',
6373 type => 'int'
6374 }
6375 ],
6376 [
6377 'casting_time',
6378 {
6379 name => 'casting time',
6380 type => 'int'
6381 }
6382 ],
6383 [
6384 'duration',
6385 {
6386 name => 'duration',
6387 type => 'int'
6388 }
6389 ],
6390 [
6391 'other_arch',
6392 {
6393 name => 'create object',
6394 type => 'string'
6395 }
6396 ],
6397 [
6398 'sp',
6399 {
6400 name => 'cost spellpoints',
6401 type => 'int'
6402 }
6403 ],
6404 [
6405 'grace',
6406 {
6407 name => 'cost grace',
6408 type => 'int'
6409 }
6410 ],
6411 [
6412 'maxsp',
6413 {
6414 name => 'double cost per level',
6415 type => 'int'
6416 }
6417 ]
6418 ],
6419 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.',
6420 ignore => [
6421 $IGNORE_LIST{system_object}
6422 ],
6423 name => 'Spell',
6424 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.'
6425 },
6426 Spellbook => {
6427 attr => [
6428 [
6429 'skill',
6430 {
6431 type => 'fixed',
6432 value => 'literacy'
6433 }
6434 ],
6435 [
6436 'randomitems',
6437 {
6438 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.',
6439 name => 'treasurelist',
6440 type => 'treasurelist'
6441 }
6442 ],
6443 [
6444 'startequip',
6445 {
6446 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6447 name => 'godgiven item',
6448 type => 'bool'
6449 }
6450 ],
6451 [
6452 'msg',
6453 {
6454 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6455 end => 'endmsg',
6456 name => 'description',
6457 type => 'text'
6458 }
6459 ]
6460 ],
6461 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.',
6462 name => 'Spellbook',
6463 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.'
6464 },
6465 Spinner => {
6466 attr => [
6467 [
6468 'sp',
6469 {
6470 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.',
6471 name => 'direction number',
6472 type => 'int'
6473 }
6474 ],
6475 [
6476 'move_on',
6477 {
6478 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6479 name => 'movement type',
6480 type => 'movement_type'
6481 }
6482 ]
6483 ],
6484 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.',
6485 ignore => [
6486 $IGNORE_LIST{non_pickable}
6487 ],
6488 name => 'Spinner',
6489 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.'
6490 },
6491 Swamp => {
6492 attr => [
6493 [
6494 'is_floor',
6495 {
6496 type => 'fixed',
6497 value => 1
6498 }
6499 ],
6500 [
6501 'is_wooded',
6502 {
6503 type => 'fixed',
6504 value => 1
6505 }
6506 ],
6507 [
6508 'speed',
6509 {
6510 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.',
6511 name => 'drowning speed',
6512 type => 'float'
6513 }
6514 ],
6515 [
6516 'speed_left',
6517 {
6518 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.',
6519 name => 'speed left',
6520 type => 'float'
6521 }
6522 ],
6523 [
6524 'move_on',
6525 {
6526 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6527 name => 'movement type',
6528 type => 'movement_type'
6529 }
6530 ],
6531 [
6532 'move_block',
6533 {
6534 desc => 'Objects using these movement types cannot move over this space.',
6535 name => 'blocked movement',
6536 type => 'movement_type'
6537 }
6538 ],
6539 [
6540 'move_allow',
6541 {
6542 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6543 name => 'allowed movement',
6544 type => 'movement_type'
6545 }
6546 ],
6547 [
6548 'move_slow',
6549 {
6550 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6551 name => 'slowed movement',
6552 type => 'movement_type'
6553 }
6554 ],
6555 [
6556 'move_slow_penalty',
6557 {
6558 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)',
6559 name => 'slow movement penalty',
6560 type => 'int'
6561 }
6562 ],
6563 [
6564 'no_magic',
6565 {
6566 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6567 name => 'no spells',
6568 type => 'bool'
6569 }
6570 ],
6571 [
6572 'damned',
6573 {
6574 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6575 name => 'no prayers',
6576 type => 'bool'
6577 }
6578 ]
6579 ],
6580 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.',
6581 ignore => [
6582 $IGNORE_LIST{non_pickable}
6583 ],
6584 name => 'Swamp'
6585 },
6586 Teleporter => {
6587 attr => [
6588 [
6589 'slaying',
6590 {
6591 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.',
6592 name => 'exit path',
6593 type => 'string'
6594 }
6595 ],
6596 [
6597 'hp',
6598 {
6599 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.',
6600 name => 'destination X',
6601 type => 'int'
6602 }
6603 ],
6604 [
6605 'sp',
6606 {
6607 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.',
6608 name => 'destination Y',
6609 type => 'int'
6610 }
6611 ],
6612 [
6613 'connected',
6614 {
6615 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.',
6616 name => 'connection',
6617 type => 'int'
6618 }
6619 ],
6620 [
6621 'activate_on_push',
6622 {
6623 desc => 'Whether the teleporter should only be activated on push.',
6624 name => 'Activate on push',
6625 type => 'bool'
6626 }
6627 ],
6628 [
6629 'activate_on_release',
6630 {
6631 desc => 'Whether the teleporter should only be activated on release.',
6632 name => 'Activate on release',
6633 type => 'bool'
6634 }
6635 ],
6636 [
6637 'speed',
6638 {
6639 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!',
6640 name => 'activation speed',
6641 type => 'float'
6642 }
6643 ],
6644 [
6645 'speed_left',
6646 {
6647 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.',
6648 name => 'speed left',
6649 type => 'float'
6650 }
6651 ]
6652 ],
6653 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.',
6654 ignore => [
6655 $IGNORE_LIST{non_pickable}
6656 ],
6657 name => 'Teleporter',
6658 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.'
6659 },
6660 'Timed Gate' => {
6661 attr => [
6662 [
6663 'no_pick',
6664 {
6665 type => 'fixed',
6666 value => 1
6667 }
6668 ],
6669 [
6670 'connected',
6671 {
6672 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.',
6673 name => 'connection',
6674 type => 'int'
6675 }
6676 ],
6677 [
6678 'activate_on_push',
6679 {
6680 desc => 'Whether the teleporter should only be activated on push.',
6681 name => 'Activate on push',
6682 type => 'bool'
6683 }
6684 ],
6685 [
6686 'activate_on_release',
6687 {
6688 desc => 'Whether the teleporter should only be activated on release.',
6689 name => 'Activate on release',
6690 type => 'bool'
6691 }
6692 ],
6693 [
6694 'wc',
6695 {
6696 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.',
6697 name => 'position state',
6698 type => 'int'
6699 }
6700 ],
6701 [
6702 'move_block',
6703 {
6704 desc => 'Objects using these movement types cannot move over this space.',
6705 name => 'blocked movement',
6706 type => 'movement_type'
6707 }
6708 ],
6709 [
6710 'move_allow',
6711 {
6712 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6713 name => 'allowed movement',
6714 type => 'movement_type'
6715 }
6716 ],
6717 [
6718 'move_slow',
6719 {
6720 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6721 name => 'slowed movement',
6722 type => 'movement_type'
6723 }
6724 ],
6725 [
6726 'move_slow_penalty',
6727 {
6728 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)',
6729 name => 'slow movement penalty',
6730 type => 'int'
6731 }
6732 ],
6733 [
6734 'no_magic',
6735 {
6736 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6737 name => 'restrict spells',
6738 type => 'bool'
6739 }
6740 ],
6741 [
6742 'damned',
6743 {
6744 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6745 name => 'restrict prayers',
6746 type => 'bool'
6747 }
6748 ],
6749 [
6750 'hp',
6751 {
6752 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6753 name => 'open duration',
6754 type => 'int'
6755 }
6756 ]
6757 ],
6758 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.',
6759 ignore => [
6760 $IGNORE_LIST{non_pickable}
6761 ],
6762 name => 'Timed Gate',
6763 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".'
6764 },
6765 Trap => {
6766 attr => [
6767 [
6768 'no_pick',
6769 {
6770 type => 'fixed',
6771 value => 1
6772 }
6773 ],
6774 [
6775 'move_on',
6776 {
6777 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6778 name => 'movement type',
6779 type => 'movement_type'
6780 }
6781 ],
6782 [
6783 'level',
6784 {
6785 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.',
6786 name => 'trap level',
6787 type => 'int'
6788 }
6789 ],
6790 [
6791 'Cha',
6792 {
6793 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.',
6794 name => 'visibility',
6795 type => 'int'
6796 }
6797 ],
6798 [
6799 'hp',
6800 {
6801 desc => 'The trap will detonate <number of charges> times before disappearing.',
6802 name => 'number of charges',
6803 type => 'int'
6804 }
6805 ],
6806 [
6807 'dam',
6808 {
6809 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6810 name => 'direct damage',
6811 type => 'int'
6812 }
6813 ],
6814 [
6815 'attacktype',
6816 {
6817 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6818 name => 'attacktype',
6819 type => 'bitmask',
6820 value => $BITMASK{attacktype}
6821 }
6822 ],
6823 [
6824 'connected',
6825 {
6826 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6827 name => 'connection',
6828 type => 'int'
6829 }
6830 ],
6831 [
6832 'msg',
6833 {
6834 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6835 end => 'endmsg',
6836 name => 'detonation text',
6837 type => 'text'
6838 }
6839 ]
6840 ],
6841 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.',
6842 ignore => [
6843 'no_pick',
6844 'title',
6845 'name_pl',
6846 'weight',
6847 'value',
6848 'material',
6849 'unpaid'
6850 ],
6851 name => 'Trap',
6852 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.'
6853 },
6854 Trapdoor => {
6855 attr => [
6856 [
6857 'no_pick',
6858 {
6859 type => 'fixed',
6860 value => 1
6861 }
6862 ],
6863 [
6864 'move_on',
6865 {
6866 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6867 name => 'movement type',
6868 type => 'movement_type'
6869 }
6870 ],
6871 [
6872 'weight',
6873 {
6874 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.',
6875 name => 'hold weight',
6876 type => 'int'
6877 }
6878 ],
6879 [
6880 'hp',
6881 {
6882 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!',
6883 name => 'destination X',
6884 type => 'int'
6885 }
6886 ],
6887 [
6888 'sp',
6889 {
6890 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!',
6891 name => 'destination Y',
6892 type => 'int'
6893 }
6894 ]
6895 ],
6896 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.',
6897 ignore => [
6898 $IGNORE_LIST{non_pickable}
6899 ],
6900 name => 'Trapdoor',
6901 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.'
6902 },
6903 Treasure => {
6904 attr => [
6905 [
6906 'randomitems',
6907 {
6908 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6909 name => 'treasurelist',
6910 type => 'treasurelist'
6911 }
6912 ],
6913 [
6914 'auto_apply',
6915 {
6916 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.',
6917 name => 'auto-generate',
6918 type => 'bool'
6919 }
6920 ],
6921 [
6922 'hp',
6923 {
6924 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.',
6925 name => 'create number',
6926 type => 'int'
6927 }
6928 ],
6929 [
6930 'exp',
6931 {
6932 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).',
6933 name => 'quality level',
6934 type => 'int'
6935 }
6936 ]
6937 ],
6938 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6939 ignore => [
6940 'nrof',
6941 'title',
6942 'name_pl',
6943 'weight',
6944 'value',
6945 'material'
6946 ],
6947 name => 'Treasure',
6948 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.'
6949 },
6950 'Trigger Marker' => {
6951 attr => [
6952 [
6953 'no_pick',
6954 {
6955 type => 'fixed',
6956 value => 1
6957 }
6958 ],
6959 [
6960 'slaying',
6961 {
6962 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.',
6963 name => 'key string',
6964 type => 'string'
6965 }
6966 ],
6967 [
6968 'connected',
6969 {
6970 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6971 name => 'connection',
6972 type => 'int'
6973 }
6974 ],
6975 [
6976 'food',
6977 {
6978 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.',
6979 name => 'mark duration',
6980 type => 'int'
6981 }
6982 ],
6983 [
6984 'name',
6985 {
6986 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.',
6987 name => 'delete mark',
6988 type => 'string'
6989 }
6990 ],
6991 [
6992 'msg',
6993 {
6994 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.',
6995 end => 'endmsg',
6996 name => 'marking message',
6997 type => 'text'
6998 }
6999 ]
7000 ],
7001 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.',
7002 ignore => [
7003 $IGNORE_LIST{system_object}
7004 ],
7005 name => 'Trigger Marker',
7006 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.'
7007 },
7008 Wall => {
7009 attr => [
7010 [
7011 'move_block',
7012 {
7013 desc => 'Objects using these movement types cannot move over this space.',
7014 name => 'blocked movement',
7015 type => 'movement_type'
7016 }
7017 ],
7018 [
7019 'move_allow',
7020 {
7021 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7022 name => 'allowed movement',
7023 type => 'movement_type'
7024 }
7025 ],
7026 [
7027 'move_slow',
7028 {
7029 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7030 name => 'slowed movement',
7031 type => 'movement_type'
7032 }
7033 ],
7034 [
7035 'move_slow_penalty',
7036 {
7037 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)',
7038 name => 'slow movement penalty',
7039 type => 'int'
7040 }
7041 ],
7042 [
7043 'can_roll',
7044 {
7045 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7046 name => 'moveable',
7047 type => 'bool'
7048 }
7049 ],
7050 [
7051 'no_magic',
7052 {
7053 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7054 name => 'restrict spells',
7055 type => 'bool'
7056 }
7057 ],
7058 [
7059 'damned',
7060 {
7061 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7062 name => 'restrict prayers',
7063 type => 'bool'
7064 }
7065 ]
7066 ],
7067 desc => 'Walls usually block passage and sight.',
7068 ignore => [
7069 'nrof',
7070 'title',
7071 'name_pl',
7072 'value',
7073 'unpaid'
7074 ],
7075 name => 'Wall'
7076 },
7077 'Wand & Staff' => {
7078 attr => [
7079 [
7080 'sp',
7081 {
7082 desc => 'The <spell> specifies the contained spell.',
7083 name => 'spell',
7084 type => 'spell'
7085 }
7086 ],
7087 [
7088 'level',
7089 {
7090 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7091 name => 'casting level',
7092 type => 'int'
7093 }
7094 ],
7095 [
7096 'food',
7097 {
7098 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7099 name => 'number of charges',
7100 type => 'int'
7101 }
7102 ],
7103 [
7104 'startequip',
7105 {
7106 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7107 name => 'godgiven item',
7108 type => 'bool'
7109 }
7110 ],
7111 [
7112 'msg',
7113 {
7114 desc => 'This text may contain a description of the wand.',
7115 end => 'endmsg',
7116 name => 'description',
7117 type => 'text'
7118 }
7119 ]
7120 ],
7121 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.',
7122 name => 'Wand & Staff',
7123 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.'
7124 },
7125 'Weak Wall' => {
7126 attr => [
7127 [
7128 'alive',
7129 {
7130 type => 'fixed',
7131 value => 1
7132 }
7133 ],
7134 [
7135 'no_pick',
7136 {
7137 type => 'fixed',
7138 value => 1
7139 }
7140 ],
7141 [
7142 'tear_down',
7143 {
7144 type => 'fixed',
7145 value => 1
7146 }
7147 ],
7148 [
7149 'race',
7150 {
7151 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.',
7152 name => 'race',
7153 type => 'string'
7154 }
7155 ],
7156 [
7157 'level',
7158 {
7159 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.',
7160 name => 'level',
7161 type => 'int'
7162 }
7163 ],
7164 [
7165 'hp',
7166 {
7167 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.',
7168 name => 'health points',
7169 type => 'int'
7170 }
7171 ],
7172 [
7173 'maxhp',
7174 {
7175 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.',
7176 name => 'max health',
7177 type => 'int'
7178 }
7179 ],
7180 [
7181 'ac',
7182 {
7183 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7184 name => 'armour class',
7185 type => 'int'
7186 }
7187 ]
7188 ],
7189 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.',
7190 ignore => [
7191 $IGNORE_LIST{non_pickable}
7192 ],
7193 name => 'Weak Wall',
7194 section => [
7195 [
7196 'resistance',
7197 [
7198 [
7199 'resist_physical',
7200 {
7201 name => 'resist physical %',
7202 type => 'int'
7203 }
7204 ],
7205 [
7206 'resist_magic',
7207 {
7208 name => 'resist magic %',
7209 type => 'int'
7210 }
7211 ],
7212 [
7213 'resist_fire',
7214 {
7215 name => 'resist fire %',
7216 type => 'int'
7217 }
7218 ],
7219 [
7220 'resist_electricity',
7221 {
7222 name => 'resist electricity %',
7223 type => 'int'
7224 }
7225 ],
7226 [
7227 'resist_cold',
7228 {
7229 name => 'resist cold %',
7230 type => 'int'
7231 }
7232 ],
7233 [
7234 'resist_confusion',
7235 {
7236 name => 'resist confusion %',
7237 type => 'int'
7238 }
7239 ],
7240 [
7241 'resist_acid',
7242 {
7243 name => 'resist acid %',
7244 type => 'int'
7245 }
7246 ],
7247 [
7248 'resist_drain',
7249 {
7250 name => 'resist draining %',
7251 type => 'int'
7252 }
7253 ],
7254 [
7255 'resist_weaponmagic',
7256 {
7257 name => 'resist weaponmagic %',
7258 type => 'int'
7259 }
7260 ],
7261 [
7262 'resist_ghosthit',
7263 {
7264 name => 'resist ghosthit %',
7265 type => 'int'
7266 }
7267 ],
7268 [
7269 'resist_poison',
7270 {
7271 name => 'resist poison %',
7272 type => 'int'
7273 }
7274 ],
7275 [
7276 'resist_slow',
7277 {
7278 name => 'resist slow %',
7279 type => 'int'
7280 }
7281 ],
7282 [
7283 'resist_paralyze',
7284 {
7285 name => 'resist paralyze %',
7286 type => 'int'
7287 }
7288 ],
7289 [
7290 'resist_fear',
7291 {
7292 name => 'resist fear %',
7293 type => 'int'
7294 }
7295 ],
7296 [
7297 'resist_deplete',
7298 {
7299 name => 'resist depletion %',
7300 type => 'int'
7301 }
7302 ],
7303 [
7304 'resist_death',
7305 {
7306 name => 'resist death-attack %',
7307 type => 'int'
7308 }
7309 ],
7310 [
7311 'resist_chaos',
7312 {
7313 name => 'resist chaos %',
7314 type => 'int'
7315 }
7316 ],
7317 [
7318 'resist_blind',
7319 {
7320 name => 'resist blinding %',
7321 type => 'int'
7322 }
7323 ],
7324 [
7325 'resist_holyword',
7326 {
7327 name => 'resist holy power %',
7328 type => 'int'
7329 }
7330 ],
7331 [
7332 'resist_godpower',
7333 {
7334 name => 'resist godpower %',
7335 type => 'int'
7336 }
7337 ]
7338 ]
7339 ]
7340 ],
7341 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.'
7342 },
7343 Weapon => {
7344 attr => [
7345 [
7346 'attacktype',
7347 {
7348 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.',
7349 name => 'attacktype',
7350 type => 'bitmask',
7351 value => $BITMASK{attacktype}
7352 }
7353 ],
7354 [
7355 'weapontype',
7356 {
7357 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.',
7358 name => 'weapontype',
7359 type => 'list',
7360 value => $LIST{weapon_type}
7361 }
7362 ],
7363 [
7364 'skill',
7365 {
7366 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7367 name => 'skill name',
7368 type => 'string'
7369 }
7370 ],
7371 [
7372 'dam',
7373 {
7374 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.',
7375 name => 'damage',
7376 type => 'int'
7377 }
7378 ],
7379 [
7380 'slaying',
7381 {
7382 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.',
7383 name => 'slaying race',
7384 type => 'string'
7385 }
7386 ],
7387 [
7388 'last_sp',
7389 {
7390 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.',
7391 name => 'weapon speed',
7392 type => 'int'
7393 }
7394 ],
7395 [
7396 'wc',
7397 {
7398 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.',
7399 name => 'weapon class',
7400 type => 'int'
7401 }
7402 ],
7403 [
7404 'magic',
7405 {
7406 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.',
7407 name => 'magic bonus',
7408 type => 'int'
7409 }
7410 ],
7411 [
7412 'item_power',
7413 {
7414 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 Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
7415 name => 'item power',
7416 type => 'int'
7417 }
7418 ],
7419 [
7420 'damned',
7421 {
7422 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7423 name => 'damnation',
7424 type => 'bool'
7425 }
7426 ],
7427 [
7428 'cursed',
7429 {
7430 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7431 name => 'curse',
7432 type => 'bool'
7433 }
7434 ],
7435 [
7436 'lifesave',
7437 {
7438 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!',
7439 name => 'save life',
7440 type => 'bool'
7441 }
7442 ],
7443 [
7444 'unique',
7445 {
7446 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7447 name => 'unique item',
7448 type => 'bool'
7449 }
7450 ],
7451 [
7452 'startequip',
7453 {
7454 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7455 name => 'godgiven item',
7456 type => 'bool'
7457 }
7458 ],
7459 [
7460 'msg',
7461 {
7462 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7463 end => 'endmsg',
7464 name => 'description',
7465 type => 'text'
7466 }
7467 ]
7468 ],
7469 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.',
7470 name => 'Weapon',
7471 section => [
7472 [
7473 'stats',
7474 [
7475 [
7476 'Str',
7477 {
7478 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.',
7479 name => 'strength',
7480 type => 'int'
7481 }
7482 ],
7483 [
7484 'Dex',
7485 {
7486 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.',
7487 name => 'dexterity',
7488 type => 'int'
7489 }
7490 ],
7491 [
7492 'Con',
7493 {
7494 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.',
7495 name => 'constitution',
7496 type => 'int'
7497 }
7498 ],
7499 [
7500 'Int',
7501 {
7502 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.',
7503 name => 'intelligence',
7504 type => 'int'
7505 }
7506 ],
7507 [
7508 'Pow',
7509 {
7510 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.',
7511 name => 'power',
7512 type => 'int'
7513 }
7514 ],
7515 [
7516 'Wis',
7517 {
7518 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.',
7519 name => 'wisdom',
7520 type => 'int'
7521 }
7522 ],
7523 [
7524 'Cha',
7525 {
7526 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.',
7527 name => 'charisma',
7528 type => 'int'
7529 }
7530 ]
7531 ]
7532 ],
7533 [
7534 'resistance',
7535 [
7536 [
7537 'resist_physical',
7538 {
7539 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!',
7540 name => 'resist physical %',
7541 type => 'int'
7542 }
7543 ],
7544 [
7545 'resist_magic',
7546 {
7547 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!',
7548 name => 'resist magic %',
7549 type => 'int'
7550 }
7551 ],
7552 [
7553 'resist_fire',
7554 {
7555 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!',
7556 name => 'resist fire %',
7557 type => 'int'
7558 }
7559 ],
7560 [
7561 'resist_electricity',
7562 {
7563 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!',
7564 name => 'resist electricity %',
7565 type => 'int'
7566 }
7567 ],
7568 [
7569 'resist_cold',
7570 {
7571 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!',
7572 name => 'resist cold %',
7573 type => 'int'
7574 }
7575 ],
7576 [
7577 'resist_acid',
7578 {
7579 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!',
7580 name => 'resist acid %',
7581 type => 'int'
7582 }
7583 ],
7584 [
7585 'resist_confusion',
7586 {
7587 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!',
7588 name => 'resist confusion %',
7589 type => 'int'
7590 }
7591 ],
7592 [
7593 'resist_weaponmagic',
7594 {
7595 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!',
7596 name => 'resist weaponmagic %',
7597 type => 'int'
7598 }
7599 ],
7600 [
7601 'resist_ghosthit',
7602 {
7603 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!',
7604 name => 'resist ghosthit %',
7605 type => 'int'
7606 }
7607 ],
7608 [
7609 'resist_slow',
7610 {
7611 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!',
7612 name => 'resist slow %',
7613 type => 'int'
7614 }
7615 ],
7616 [
7617 'resist_fear',
7618 {
7619 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!',
7620 name => 'resist fear %',
7621 type => 'int'
7622 }
7623 ],
7624 [
7625 'resist_death',
7626 {
7627 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!',
7628 name => 'resist death-attack %',
7629 type => 'int'
7630 }
7631 ],
7632 [
7633 'resist_chaos',
7634 {
7635 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!',
7636 name => 'resist chaos %',
7637 type => 'int'
7638 }
7639 ],
7640 [
7641 'resist_blind',
7642 {
7643 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!',
7644 name => 'resist blinding %',
7645 type => 'int'
7646 }
7647 ],
7648 [
7649 'resist_holyword',
7650 {
7651 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!',
7652 name => 'resist holy power %',
7653 type => 'int'
7654 }
7655 ],
7656 [
7657 'resist_godpower',
7658 {
7659 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!',
7660 name => 'resist godpower %',
7661 type => 'int'
7662 }
7663 ],
7664 [
7665 'resist_paralyze',
7666 {
7667 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!',
7668 name => 'resist paralyze %',
7669 type => 'int'
7670 }
7671 ],
7672 [
7673 'resist_drain',
7674 {
7675 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!',
7676 name => 'resist draining %',
7677 type => 'int'
7678 }
7679 ],
7680 [
7681 'resist_deplete',
7682 {
7683 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!',
7684 name => 'resist depletion %',
7685 type => 'int'
7686 }
7687 ],
7688 [
7689 'resist_poison',
7690 {
7691 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!',
7692 name => 'resist poison %',
7693 type => 'int'
7694 }
7695 ]
7696 ]
7697 ],
7698 [
7699 'misc',
7700 [
7701 [
7702 'luck',
7703 {
7704 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.',
7705 name => 'luck bonus',
7706 type => 'int'
7707 }
7708 ],
7709 [
7710 'hp',
7711 {
7712 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7713 name => 'health regen.',
7714 type => 'int'
7715 }
7716 ],
7717 [
7718 'sp',
7719 {
7720 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7721 name => 'mana regen.',
7722 type => 'int'
7723 }
7724 ],
7725 [
7726 'grace',
7727 {
7728 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!!',
7729 name => 'grace regen.',
7730 type => 'int'
7731 }
7732 ],
7733 [
7734 'food',
7735 {
7736 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.',
7737 name => 'food bonus',
7738 type => 'int'
7739 }
7740 ],
7741 [
7742 'xrays',
7743 {
7744 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.',
7745 name => 'xray vision',
7746 type => 'bool'
7747 }
7748 ],
7749 [
7750 'stealth',
7751 {
7752 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)',
7753 name => 'stealth',
7754 type => 'bool'
7755 }
7756 ],
7757 [
7758 'reflect_spell',
7759 {
7760 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!',
7761 name => 'reflect spells',
7762 type => 'bool'
7763 }
7764 ],
7765 [
7766 'reflect_missile',
7767 {
7768 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.',
7769 name => 'reflect missiles',
7770 type => 'bool'
7771 }
7772 ],
7773 [
7774 'path_attuned',
7775 {
7776 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7777 name => 'attuned paths',
7778 type => 'bitmask',
7779 value => $BITMASK{spellpath}
7780 }
7781 ],
7782 [
7783 'path_repelled',
7784 {
7785 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7786 name => 'repelled paths',
7787 type => 'bitmask',
7788 value => $BITMASK{spellpath}
7789 }
7790 ],
7791 [
7792 'path_denied',
7793 {
7794 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7795 name => 'denied paths',
7796 type => 'bitmask',
7797 value => $BITMASK{spellpath}
7798 }
7799 ]
7800 ]
7801 ]
7802 ],
7803 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.'
7804 }
7805 );
7806
7807 our %ATTR = (
7808 3 => $TYPE{Rod},
7809 4 => $TYPE{Treasure},
7810 5 => $TYPE{Potion},
7811 6 => $TYPE{Food},
7812 7 => $TYPE{'Poison Food'},
7813 8 => $TYPE{Book},
7814 9 => $TYPE{Clock},
7815 13 => $TYPE{Projectile},
7816 14 => $TYPE{'Shooting Weapon'},
7817 15 => $TYPE{Weapon},
7818 16 => $TYPE{'Brestplate Armour'},
7819 17 => $TYPE{Pedestal},
7820 18 => $TYPE{Altar},
7821 20 => $TYPE{'Locked Door'},
7822 21 => $TYPE{'Special Key'},
7823 23 => $TYPE{Door},
7824 24 => $TYPE{Key},
7825 26 => $TYPE{'Timed Gate'},
7826 27 => $TYPE{'Handle Trigger'},
7827 28 => $TYPE{'Monster (Grimreaper)'},
7828 29 => $TYPE{'Magic Ear'},
7829 30 => $TYPE{'Button Trigger'},
7830 31 => $TYPE{'Altar Trigger'},
7831 33 => $TYPE{Shield},
7832 34 => $TYPE{Helmet},
7833 35 => $TYPE{Horn},
7834 36 => $TYPE{Money},
7835 37 => $TYPE{'Class Changer'},
7836 39 => $TYPE{Amulet},
7837 40 => $TYPE{Mover},
7838 41 => $TYPE{Teleporter},
7839 42 => $TYPE{Creator},
7840 43 => $TYPE{Skill},
7841 51 => $TYPE{Detector},
7842 52 => $TYPE{'Trigger Marker'},
7843 55 => $TYPE{Marker},
7844 56 => $TYPE{'Holy Altar'},
7845 58 => $TYPE{Battleground},
7846 60 => $TYPE{Jewel},
7847 62 => $TYPE{'Magic Wall'},
7848 64 => $TYPE{'Inventory Checker'},
7849 65 => $TYPE{'Mood Floor'},
7850 66 => $TYPE{Exit},
7851 67 => $TYPE{'Floor (Encounter)'},
7852 68 => $TYPE{'Shop Floor'},
7853 69 => $TYPE{'Shop Mat'},
7854 70 => $TYPE{Ring},
7855 72 => $TYPE{Flesh},
7856 73 => $TYPE{Inorganic},
7857 74 => $TYPE{'Skill Tool'},
7858 83 => $TYPE{Duplicator},
7859 85 => $TYPE{Spellbook},
7860 87 => $TYPE{Cloak},
7861 88 => $TYPE{'Hazard Floor'},
7862 90 => $TYPE{Spinner},
7863 91 => $TYPE{Gate},
7864 92 => $TYPE{Button},
7865 93 => $TYPE{Handle},
7866 94 => $TYPE{Pit},
7867 95 => $TYPE{Trapdoor},
7868 98 => $TYPE{'Sign & MagicMouth'},
7869 99 => $TYPE{Boots},
7870 100 => $TYPE{Gloves},
7871 101 => $TYPE{Spell},
7872 103 => $TYPE{Converter},
7873 104 => $TYPE{Bracers},
7874 106 => $TYPE{Savebed},
7875 109 => $TYPE{'Wand & Staff'},
7876 110 => $TYPE{Ability},
7877 111 => $TYPE{Scroll},
7878 112 => $TYPE{Director},
7879 113 => $TYPE{Girdle},
7880 116 => $TYPE{'Event Connector'},
7881 122 => $TYPE{Container},
7882 130 => $TYPE{'Skill Scroll'},
7883 138 => $TYPE{Swamp},
7884 150 => $TYPE{'Shop Inventory'},
7885 154 => $TYPE{Rune},
7886 155 => $TYPE{Trap},
7887 156 => $TYPE{'Power Crystal'},
7888 158 => $TYPE{Disease},
7889 163 => $TYPE{'Item Transformer'},
7890 165 => $TYPE{'Safe ground'}
7891 );
7892
7893 our %TYPENAME = (
7894 0 => '*NONE*',
7895 1 => 'PLAYER',
7896 2 => 'TRANSPORT',
7897 3 => 'ROD',
7898 4 => 'TREASURE',
7899 5 => 'POTION',
7900 6 => 'FOOD',
7901 7 => 'POISON',
7902 8 => 'BOOK',
7903 9 => 'CLOCK',
7904 12 => 'LIGHTNING',
7905 13 => 'ARROW',
7906 14 => 'BOW',
7907 15 => 'WEAPON',
7908 16 => 'ARMOUR',
7909 17 => 'PEDESTAL',
7910 18 => 'ALTAR',
7911 20 => 'LOCKED_DOOR',
7912 21 => 'SPECIAL_KEY',
7913 22 => 'MAP',
7914 23 => 'DOOR',
7915 24 => 'KEY',
7916 26 => 'TIMED_GATE',
7917 27 => 'TRIGGER',
7918 28 => 'GRIMREAPER',
7919 29 => 'MAGIC_EAR',
7920 30 => 'TRIGGER_BUTTON',
7921 31 => 'TRIGGER_ALTAR',
7922 32 => 'TRIGGER_PEDESTAL',
7923 33 => 'SHIELD',
7924 34 => 'HELMET',
7925 35 => 'HORN',
7926 36 => 'MONEY',
7927 37 => 'CLASS',
7928 38 => 'GRAVESTONE',
7929 39 => 'AMULET',
7930 40 => 'PLAYERMOVER',
7931 41 => 'TELEPORTER',
7932 42 => 'CREATOR',
7933 43 => 'SKILL',
7934 44 => 'EXPERIENCE',
7935 45 => 'EARTHWALL',
7936 46 => 'GOLEM',
7937 48 => 'THROWN_OBJ',
7938 49 => 'BLINDNESS',
7939 50 => 'GOD',
7940 51 => 'DETECTOR',
7941 52 => 'TRIGGER_MARKER',
7942 53 => 'DEAD_OBJECT',
7943 54 => 'DRINK',
7944 55 => 'MARKER',
7945 56 => 'HOLY_ALTAR',
7946 57 => 'PLAYER_CHANGER',
7947 58 => 'BATTLEGROUND',
7948 59 => 'PEACEMAKER',
7949 60 => 'GEM',
7950 62 => 'FIREWALL',
7951 63 => 'ANVIL',
7952 64 => 'CHECK_INV',
7953 65 => 'MOOD_FLOOR',
7954 66 => 'EXIT',
7955 67 => 'ENCOUNTER',
7956 68 => 'SHOP_FLOOR',
7957 69 => 'SHOP_MAT',
7958 70 => 'RING',
7959 71 => 'FLOOR',
7960 72 => 'FLESH',
7961 73 => 'INORGANIC',
7962 74 => 'SKILL_TOOL',
7963 75 => 'LIGHTER',
7964 76 => 'TRAP_PART',
7965 77 => 'WALL',
7966 78 => 'LIGHT_SOURCE',
7967 79 => 'MISC_OBJECT',
7968 80 => 'MONSTER',
7969 81 => 'SPAWN_GENERATOR',
7970 82 => 'LAMP',
7971 83 => 'DUPLICATOR',
7972 84 => 'TOOL',
7973 85 => 'SPELLBOOK',
7974 86 => 'BUILDFAC',
7975 87 => 'CLOAK',
7976 90 => 'SPINNER',
7977 91 => 'GATE',
7978 92 => 'BUTTON',
7979 93 => 'CF_HANDLE',
7980 94 => 'HOLE',
7981 95 => 'TRAPDOOR',
7982 98 => 'SIGN',
7983 99 => 'BOOTS',
7984 100 => 'GLOVES',
7985 101 => 'SPELL',
7986 102 => 'SPELL_EFFECT',
7987 103 => 'CONVERTER',
7988 104 => 'BRACERS',
7989 105 => 'POISONING',
7990 106 => 'SAVEBED',
7991 107 => 'POISONCLOUD',
7992 108 => 'FIREHOLES',
7993 109 => 'WAND',
7994 111 => 'SCROLL',
7995 112 => 'DIRECTOR',
7996 113 => 'GIRDLE',
7997 114 => 'FORCE',
7998 115 => 'POTION_EFFECT',
7999 116 => 'EVENT_CONNECTOR',
8000 121 => 'CLOSE_CON',
8001 122 => 'CONTAINER',
8002 123 => 'ARMOUR_IMPROVER',
8003 124 => 'WEAPON_IMPROVER',
8004 130 => 'SKILLSCROLL',
8005 138 => 'DEEP_SWAMP',
8006 139 => 'IDENTIFY_ALTAR',
8007 150 => 'MENU',
8008 154 => 'RUNE',
8009 155 => 'TRAP',
8010 156 => 'POWER_CRYSTAL',
8011 157 => 'CORPSE',
8012 158 => 'DISEASE',
8013 159 => 'SYMPTOM',
8014 160 => 'BUILDER',
8015 161 => 'MATERIAL',
8016 162 => 'GPS',
8017 163 => 'ITEM_TRANSFORMER',
8018 164 => 'QUEST'
8019 );
8020
8021 our %SPELL = (
8022 0 => 'magic bullet',
8023 1 => 'small fireball',
8024 2 => 'medium fireball',
8025 3 => 'large fireball',
8026 4 => 'burning hands',
8027 5 => 'small lightning',
8028 6 => 'large lightning',
8029 7 => 'magic missile',
8030 8 => 'create bomb',
8031 9 => 'summon golem',
8032 10 => 'summon fire elemental',
8033 11 => 'summon earth elemental',
8034 12 => 'summon water elemental',
8035 13 => 'summon air elemental',
8036 14 => 'dimension door',
8037 15 => 'create earth wall',
8038 16 => 'paralyze',
8039 17 => 'icestorm',
8040 18 => 'magic mapping',
8041 19 => 'turn undead',
8042 20 => 'fear',
8043 21 => 'poison cloud',
8044 22 => 'wonder',
8045 23 => 'destruction',
8046 24 => 'perceive self',
8047 25 => 'word of recall',
8048 26 => 'invisible',
8049 27 => 'invisible to undead',
8050 28 => 'probe',
8051 29 => 'large bullet',
8052 30 => 'improved invisibility',
8053 31 => 'holy word',
8054 32 => 'minor healing',
8055 33 => 'medium healing',
8056 34 => 'major healing',
8057 35 => 'heal',
8058 36 => 'create food',
8059 37 => 'earth to dust',
8060 38 => 'armour',
8061 39 => 'strength',
8062 40 => 'dexterity',
8063 41 => 'constitution',
8064 42 => 'charisma',
8065 43 => 'create fire wall',
8066 44 => 'create frost wall',
8067 45 => 'protection from cold',
8068 46 => 'protection from electricity',
8069 47 => 'protection from fire',
8070 48 => 'protection from poison',
8071 49 => 'protection from slow',
8072 50 => 'protection from paralysis',
8073 51 => 'protection from draining',
8074 52 => 'protection from magic',
8075 53 => 'protection from attack',
8076 54 => 'levitate',
8077 55 => 'small speedball',
8078 56 => 'large speedball',
8079 57 => 'hellfire',
8080 58 => 'dragonbreath',
8081 59 => 'large icestorm',
8082 60 => 'charging',
8083 61 => 'polymorph',
8084 62 => 'cancellation',
8085 63 => 'confusion',
8086 64 => 'mass confusion',
8087 65 => 'summon pet monster',
8088 66 => 'slow',
8089 67 => 'regenerate spellpoints',
8090 68 => 'cure poison',
8091 69 => 'protection from confusion',
8092 70 => 'protection from cancellation',
8093 71 => 'protection from depletion',
8094 72 => 'alchemy',
8095 73 => 'remove curse',
8096 74 => 'remove damnation',
8097 75 => 'identify',
8098 76 => 'detect magic',
8099 77 => 'detect monster',
8100 78 => 'detect evil',
8101 79 => 'detect curse',
8102 80 => 'heroism',
8103 81 => 'aggravation',
8104 82 => 'firebolt',
8105 83 => 'frostbolt',
8106 84 => 'shockwave',
8107 85 => 'color spray',
8108 86 => 'haste',
8109 87 => 'face of death',
8110 88 => 'ball lightning',
8111 89 => 'meteor swarm',
8112 90 => 'comet',
8113 91 => 'mystic fist',
8114 92 => 'raise dead',
8115 93 => 'resurrection',
8116 94 => 'reincarnation',
8117 95 => 'immunity to cold',
8118 96 => 'immunity to electricity',
8119 97 => 'immunity to fire',
8120 98 => 'immunity to poison',
8121 99 => 'immunity to slow',
8122 100 => 'immunity to paralysis',
8123 101 => 'immunity to draining',
8124 102 => 'immunity to magic',
8125 103 => 'immunity to attack',
8126 104 => 'invulnerability',
8127 105 => 'defense',
8128 106 => 'rune of fire',
8129 107 => 'rune of frost',
8130 108 => 'rune of shocking',
8131 109 => 'rune of blasting',
8132 110 => 'rune of death',
8133 111 => 'marking rune',
8134 112 => 'build director',
8135 113 => 'create pool of chaos',
8136 114 => 'build bullet wall',
8137 115 => 'build lightning wall',
8138 116 => 'build fireball wall',
8139 117 => 'magic rune',
8140 118 => 'rune of magic drain',
8141 119 => 'antimagic rune',
8142 120 => 'rune of transferrence',
8143 121 => 'transferrence',
8144 122 => 'magic drain',
8145 123 => 'counterspell',
8146 124 => 'disarm',
8147 125 => 'cure confusion',
8148 126 => 'restoration',
8149 127 => 'summon evil monster',
8150 128 => 'counterwall',
8151 129 => 'cause light wounds',
8152 130 => 'cause medium wounds',
8153 131 => 'cause serious wounds',
8154 132 => 'charm monsters',
8155 133 => 'banishment',
8156 134 => 'create missile',
8157 135 => 'show invisible',
8158 136 => 'xray',
8159 137 => 'pacify',
8160 138 => 'summon fog',
8161 139 => 'steambolt',
8162 140 => 'command undead',
8163 141 => 'holy orb',
8164 142 => 'summon avatar',
8165 143 => 'holy possession',
8166 144 => 'bless',
8167 145 => 'curse',
8168 146 => 'regeneration',
8169 147 => 'consecrate',
8170 148 => 'summon cult monsters',
8171 149 => 'cause critical wounds',
8172 150 => 'holy wrath',
8173 151 => 'retributive strike',
8174 152 => 'finger of death',
8175 153 => 'insect plague',
8176 154 => 'call holy servant',
8177 155 => 'wall of thorns',
8178 156 => 'staff to snake',
8179 157 => 'light',
8180 158 => 'darkness',
8181 159 => 'nightfall',
8182 160 => 'daylight',
8183 161 => 'sunspear',
8184 162 => 'faery fire',
8185 163 => 'cure blindness',
8186 164 => 'dark vision',
8187 165 => 'bullet swarm',
8188 166 => 'bullet storm',
8189 167 => 'cause many wounds',
8190 168 => 'small snowstorm',
8191 169 => 'medium snowstorm',
8192 170 => 'large snowstorm',
8193 171 => 'cure disease',
8194 172 => 'cause red death',
8195 173 => 'cause flu',
8196 174 => 'cause black death',
8197 175 => 'cause leprosy',
8198 176 => 'cause smallpox',
8199 177 => 'cause white death',
8200 178 => 'cause anthrax',
8201 179 => 'cause typhoid',
8202 180 => 'mana blast',
8203 181 => 'small manaball',
8204 182 => 'medium manaball',
8205 183 => 'large manaball',
8206 184 => 'mana bolt',
8207 185 => 'dancing sword',
8208 186 => 'animate weapon',
8209 187 => 'cause cold',
8210 188 => 'divine shock',
8211 189 => 'windstorm',
8212 190 => 'sanctuary',
8213 191 => 'peace',
8214 192 => 'spiderweb',
8215 193 => 'conflict',
8216 194 => 'rage',
8217 195 => 'forked lightning',
8218 196 => 'poison fog',
8219 197 => 'flaming aura',
8220 198 => 'vitriol',
8221 199 => 'vitriol splash',
8222 200 => 'ironwood skin',
8223 201 => 'wrathful eye',
8224 202 => 'town portal',
8225 203 => 'missile swarm',
8226 204 => 'cause rabies',
8227 205 => 'glyph'
8228 );
8229
8230
8231 =head1 AUTHOR
8232
8233 Marc Lehmann <schmorp.de>
8234 http://home.schmorp.de/
8235
8236 The source files are part of the CFJavaEditor.
8237
8238 =cut
8239
8240 1