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Revision: 1.4
Committed: Wed Feb 22 22:36:45 2006 UTC (18 years, 3 months ago) by root
Branch: MAIN
Changes since 1.3: +3347 -3381 lines
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File Contents

# Content
1 =head1 NAME
2
3 Crossfire::Data - various data structures useful for understanding archs and objects
4
5 =head1
6
7 THIS FILE IS AUTOGENERATED, DO NOT EDIT!
8
9 It's a translation of the following files:
10
11 res/spells.xml
12 res/types.xml
13 res/typenumbers.xml
14
15 See F<res/README> for more info.
16
17 =cut
18
19 package Crossfire::Data;
20
21 our %BITMASK = (
22 attacktype => {
23 0 => 'Physical',
24 1 => 'Magical',
25 2 => 'Fire',
26 3 => 'Electricity',
27 4 => 'Cold',
28 5 => 'Confusion',
29 6 => 'Acid',
30 7 => 'Drain',
31 8 => 'Weaponmagic',
32 9 => 'Ghosthit',
33 10 => 'Poison',
34 11 => 'Slow',
35 12 => 'Paralyze',
36 13 => 'Turn Undead',
37 14 => 'Fear',
38 15 => 'Cancellation',
39 16 => 'Depletion',
40 17 => 'Death',
41 18 => 'Chaos',
42 19 => 'Counterspell',
43 20 => 'God Power',
44 21 => 'Holy Power',
45 22 => 'Blinding'
46 },
47 material => {
48 0 => 'Paper',
49 1 => 'Iron',
50 2 => 'Glass',
51 3 => 'Leather',
52 4 => 'Wood',
53 5 => 'Organics',
54 6 => 'Stone',
55 7 => 'Cloth',
56 8 => 'Adamantite'
57 },
58 pick_up => {
59 0 => 'Nothing',
60 1 => 'Wealth',
61 2 => 'Food',
62 3 => 'Weapons',
63 4 => 'Armour',
64 5 => 'Inverse',
65 6 => 'All'
66 },
67 spellpath => {
68 0 => 'Protection',
69 1 => 'Fire',
70 2 => 'Frost',
71 3 => 'Electricity',
72 4 => 'Missiles',
73 5 => 'Self',
74 6 => 'Summoning',
75 7 => 'Abjuration',
76 8 => 'Restoration',
77 9 => 'Detonation',
78 10 => 'Mind',
79 11 => 'Creation',
80 12 => 'Teleportation',
81 13 => 'Information',
82 14 => 'Transmutation',
83 15 => 'Transferrence',
84 16 => 'Turning',
85 17 => 'Wounding',
86 18 => 'Death',
87 19 => 'Light'
88 },
89 will_apply => {
90 0 => 'Apply Handles',
91 1 => 'Open Chests',
92 2 => 'Break Walls',
93 3 => 'Open Doors'
94 }
95 );
96
97 our %LIST = (
98 direction => {
99 0 => '<none>',
100 1 => 'north',
101 2 => 'northeast',
102 3 => 'east',
103 4 => 'southeast',
104 5 => 'south',
105 6 => 'southwest',
106 7 => 'west',
107 8 => 'northwest'
108 },
109 mood => {
110 0 => 'furious',
111 1 => 'angry',
112 2 => 'calm',
113 3 => 'sleep',
114 4 => 'charm'
115 },
116 potion_effect => {
117 0 => '<none>',
118 65536 => 'life restoration',
119 1048576 => 'improvement'
120 },
121 skill_type => {
122 1 => 'lockpicking',
123 2 => 'hiding',
124 3 => 'smithery',
125 4 => 'bowyer',
126 5 => 'jeweler',
127 6 => 'alchemy',
128 7 => 'stealing',
129 8 => 'literacy',
130 9 => 'bargaining',
131 10 => 'jumping',
132 11 => 'detect magic',
133 12 => 'oratory',
134 13 => 'singing',
135 14 => 'detect curse',
136 15 => 'find traps',
137 16 => 'mediatation',
138 17 => 'punching',
139 18 => 'flame touch',
140 19 => 'karate',
141 20 => 'climbing',
142 21 => 'woodsman',
143 22 => 'inscription',
144 23 => 'one handed weapons',
145 24 => 'missile weapons',
146 25 => 'throwing',
147 26 => 'use magic item',
148 27 => 'disarm traps',
149 28 => 'set traps',
150 29 => 'thaumaturgy',
151 30 => 'praying',
152 31 => 'clawing',
153 32 => 'levitation',
154 33 => 'summoning',
155 34 => 'pyromancy',
156 35 => 'evocation',
157 36 => 'sorcery',
158 37 => 'two handed weapons'
159 },
160 spell_type => {
161 1 => 'raise dead',
162 2 => 'rune',
163 3 => 'make mark',
164 4 => 'bolt',
165 5 => 'bullet',
166 6 => 'explosion',
167 7 => 'cone',
168 8 => 'bomb',
169 9 => 'wonder',
170 10 => 'smite',
171 11 => 'magic missile',
172 12 => 'summon golem',
173 13 => 'dimension door',
174 14 => 'magic mapping',
175 15 => 'magic wall',
176 16 => 'destruction',
177 17 => 'perceive self',
178 18 => 'word of recall',
179 19 => 'invisible',
180 20 => 'probe',
181 21 => 'healing',
182 22 => 'create food',
183 23 => 'earth to dust',
184 24 => 'change ability',
185 25 => 'bless',
186 26 => 'curse',
187 27 => 'summon monster',
188 28 => 'recharge',
189 29 => 'polymorph',
190 30 => 'alchemy',
191 31 => 'remove curse',
192 32 => 'identify',
193 33 => 'detection',
194 34 => 'mood change',
195 35 => 'moving ball',
196 36 => 'swarm',
197 37 => 'charge mana',
198 38 => 'dispel rune',
199 39 => 'create missile',
200 40 => 'consecrate',
201 41 => 'animate weapon',
202 42 => 'light',
203 43 => 'change map light',
204 44 => 'faery fire',
205 45 => 'disease',
206 46 => 'aura',
207 47 => 'town portal'
208 },
209 weapon_type => {
210 0 => '<unknown>',
211 1 => 'sword',
212 2 => 'arrows',
213 3 => 'axe',
214 4 => 'katana',
215 5 => 'knife, dagger',
216 6 => 'whip, chain',
217 7 => 'hammer, flail',
218 8 => 'club, stick'
219 }
220 );
221
222 our %IGNORE_LIST = (
223 non_pickable => [
224 'value',
225 'nrof',
226 'weight',
227 'name_pl',
228 'material',
229 'no_pick',
230 'unpaid',
231 'title',
232 'identified'
233 ],
234 system_object => [
235 'value',
236 'nrof',
237 'weight',
238 'name_pl',
239 'material',
240 'no_pick',
241 'unpaid',
242 'title',
243 'glow_radius',
244 'identified',
245 'blocksview',
246 'invisible'
247 ]
248 );
249
250 our %DEFAULT_ATTR = (
251 attr => {
252 blocksview => {
253 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.',
254 name => 'block view',
255 type => 'bool'
256 },
257 face => {
258 desc => 'The image-name defines what image is displayed for this object in-game.',
259 name => 'image',
260 type => 'string'
261 },
262 glow_radius => {
263 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 emmit.',
264 name => 'glow radius',
265 type => 'int'
266 },
267 identified => {
268 desc => 'If an item is identified, the player has full knowledge about it.',
269 name => 'identified',
270 type => 'bool'
271 },
272 invisible => {
273 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.',
274 name => 'invisible',
275 type => 'bool'
276 },
277 material => {
278 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.',
279 name => 'material',
280 type => 'bitmask',
281 value => $BITMASK{material}
282 },
283 name => {
284 desc => 'This is the name of the object, displayed to the player.',
285 name => 'name',
286 type => 'string'
287 },
288 name_pl => {
289 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.',
290 name => 'plural name',
291 type => 'string'
292 },
293 no_pick => {
294 desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
295 name => 'non-pickable',
296 type => 'bool'
297 },
298 nrof => {
299 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.',
300 name => 'number',
301 type => 'int'
302 },
303 title => {
304 desc => 'This is the object\'s title. Once an object is identified the title is attached to the name. Typical titels are "of mostrai", "of xray vision" etc.',
305 name => 'title',
306 type => 'string'
307 },
308 unpaid => {
309 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.',
310 name => 'unpaid',
311 type => 'bool'
312 },
313 value => {
314 desc => 'Adds a certain value to the object: It will be worth that many times the default value from it\'s archetype (E.g. "value = 3" means three times worth the default value). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.',
315 name => 'value',
316 type => 'int'
317 },
318 weight => {
319 desc => 'This value defines the object\'s weight in gramm (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 ;) ).',
320 name => 'weight',
321 type => 'int'
322 }
323 }
324 );
325
326 our %TYPE = (
327 Ability => {
328 attr => {
329 attacktype => {
330 desc => 'This flag specifies wether 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.',
331 name => 'is magical',
332 type => 'bool',
333 value => [
334 0,
335 2
336 ]
337 },
338 hp => {
339 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.',
340 name => 'long range spell',
341 type => 'nz_spell'
342 },
343 invisible => {
344 type => 'fixed'
345 },
346 maxsp => {
347 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".',
348 name => 'importance',
349 type => 'int'
350 },
351 no_drop => {
352 type => 'fixed'
353 },
354 sp => {
355 desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
356 name => 'short range spell',
357 type => 'spell'
358 }
359 },
360 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;.',
361 ignore => [
362 $IGNORE_LIST{system_object}
363 ],
364 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?'
365 },
366 Altar => {
367 attr => {
368 connected => {
369 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
370 name => 'connection',
371 type => 'int'
372 },
373 food => {
374 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.',
375 name => 'drop amount',
376 type => 'int'
377 },
378 msg => {
379 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
380 end => 'endmsg',
381 name => 'message',
382 type => 'text'
383 },
384 no_pick => {
385 type => 'fixed'
386 },
387 slaying => {
388 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")',
389 name => 'match item name',
390 type => 'string'
391 },
392 sp => {
393 desc => 'When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitly in this way. Don\'t set both <spell> and <connection> for one altar.',
394 name => 'spell',
395 type => 'spell'
396 },
397 walk_on => {
398 type => 'fixed'
399 }
400 },
401 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 dissapears.',
402 ignore => [
403 $IGNORE_LIST{non_pickable}
404 ]
405 },
406 'Altar Trigger' => {
407 attr => {
408 connected => {
409 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
410 name => 'connection',
411 type => 'int'
412 },
413 exp => {
414 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.',
415 name => 'reset time',
416 type => 'int'
417 },
418 food => {
419 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.',
420 name => 'drop amount',
421 type => 'int'
422 },
423 last_sp => {
424 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.',
425 name => 'ignore reset',
426 type => 'bool'
427 },
428 msg => {
429 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
430 end => 'endmsg',
431 name => 'message',
432 type => 'text'
433 },
434 no_pick => {
435 type => 'fixed'
436 },
437 slaying => {
438 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")',
439 name => 'match item name',
440 type => 'string'
441 },
442 sp => {
443 desc => 'When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitly in this way. Don\'t set both <spell> and <connection> for one altar.',
444 name => 'spell',
445 type => 'spell'
446 },
447 walk_on => {
448 type => 'fixed'
449 }
450 },
451 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 infinitly.',
452 ignore => [
453 $IGNORE_LIST{non_pickable}
454 ],
455 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. =)'
456 },
457 Amulet => {
458 attr => {
459 ac => {
460 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.',
461 name => 'armour class',
462 type => 'int'
463 },
464 applied => {
465 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.',
466 name => 'is applied',
467 type => 'bool'
468 },
469 cursed => {
470 desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
471 name => 'curse',
472 type => 'bool'
473 },
474 damned => {
475 desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
476 name => 'damnation',
477 type => 'bool'
478 },
479 item_power => {
480 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
481 name => 'item power',
482 type => 'int'
483 },
484 lifesave => {
485 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his healthpoints reach zero, the item dissapears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
486 name => 'save life',
487 type => 'bool'
488 },
489 msg => {
490 desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
491 end => 'endmsg',
492 name => 'description',
493 type => 'text'
494 },
495 startequip => {
496 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
497 name => 'godgiven item',
498 type => 'bool'
499 },
500 unique => {
501 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
502 name => 'unique item',
503 type => 'bool'
504 },
505 wc => {
506 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.',
507 name => 'weapon class',
508 type => 'int'
509 }
510 },
511 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
512 section => [
513 [
514 'resistance',
515 {
516 resist_acid => {
517 desc => 'This adds acid resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
518 name => 'resist acid %',
519 type => 'int'
520 },
521 resist_blind => {
522 desc => 'This adds blinding resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
523 name => 'resist blinding %',
524 type => 'int'
525 },
526 resist_chaos => {
527 desc => 'This adds chaos resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact. Note that chaos is not a stand-alone attacktype. Chaos "contains" a combination of other attacktypes.',
528 name => 'resist chaos %',
529 type => 'int'
530 },
531 resist_cold => {
532 desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
533 name => 'resist cold %',
534 type => 'int'
535 },
536 resist_confusion => {
537 desc => 'This adds confusion resistance to the item. The number is a percent-value in the range 0-100. Confusion resistance is not very effective unless the value comes close to 100 (= perfect immunity).',
538 name => 'resist confusion %',
539 type => 'int'
540 },
541 resist_death => {
542 desc => 'This adds death-attack resistance to the item. The number is a percent-value in the range 0-100. Death-attack resistance is little effective unless the value is 100 (= perfect immunity). Generally, resistance to death-attack is not supposed to be available to players!',
543 name => 'resist death-attack %',
544 type => 'int'
545 },
546 resist_deplete => {
547 desc => 'This adds depletion resistance to the item. The number is a percent-value in the range 0-100. Depletion resistance is little effective unless the value is 100 (= perfect immunity).',
548 name => 'resist depletion %',
549 type => 'int'
550 },
551 resist_drain => {
552 desc => 'This adds draining resistance to the item. The number is a percent-value in the range 0-100. Draining resistance is little effective unless the value is 100 (= perfect immunity).',
553 name => 'resist draining %',
554 type => 'int'
555 },
556 resist_electricity => {
557 desc => 'This adds electricity resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
558 name => 'resist electricity %',
559 type => 'int'
560 },
561 resist_fear => {
562 desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
563 name => 'resist fear %',
564 type => 'int'
565 },
566 resist_fire => {
567 desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
568 name => 'resist fire %',
569 type => 'int'
570 },
571 resist_ghosthit => {
572 desc => 'This adds ghosthit resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
573 name => 'resist ghosthit %',
574 type => 'int'
575 },
576 resist_holyword => {
577 desc => 'This adds holy power resistance to the item. The number is a percent-value in the range 0-100. Holy power is the attacktype that holyword-type spells use to hurt undead creatures. This kind of resistance is only reasonable for undead players (wraith or devourer cult). Generally, resistance to holy word should not be available for players.',
578 name => 'resist holy power %',
579 type => 'int'
580 },
581 resist_magic => {
582 desc => 'This adds magic resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
583 name => 'resist magic %',
584 type => 'int'
585 },
586 resist_paralyze => {
587 desc => 'This adds paralyze resistance to the item. The number is a percent-value in the range 0-100. Paralyze resistance is little effective unless the value is 100 (= perfect immunity).',
588 name => 'resist paralyze %',
589 type => 'int'
590 },
591 resist_physical => {
592 desc => 'This adds physical resistance to the item (= armour value). The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
593 name => 'resist physical %',
594 type => 'int'
595 },
596 resist_poison => {
597 desc => 'This adds poison resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
598 name => 'resist poison %',
599 type => 'int'
600 },
601 resist_slow => {
602 desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
603 name => 'resist slow %',
604 type => 'int'
605 },
606 resist_weaponmagic => {
607 desc => 'This adds weaponmagic resistance to the item. The number is a percent-value in the range 0-100. Weaponmagic resistance generally should not exist on equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) are not meant to be easily resisted.',
608 name => 'resist weaponmagic %',
609 type => 'int'
610 }
611 }
612 ],
613 [
614 'stats',
615 {
616 Cha => {
617 desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
618 name => 'charisma',
619 type => 'int'
620 },
621 Con => {
622 desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
623 name => 'constitution',
624 type => 'int'
625 },
626 Dex => {
627 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
628 name => 'dexterity',
629 type => 'int'
630 },
631 Int => {
632 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
633 name => 'intelligence',
634 type => 'int'
635 },
636 Pow => {
637 desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
638 name => 'power',
639 type => 'int'
640 },
641 Str => {
642 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
643 name => 'strength',
644 type => 'int'
645 },
646 Wis => {
647 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
648 name => 'wisdom',
649 type => 'int'
650 }
651 }
652 ],
653 [
654 'misc',
655 {
656 flying => {
657 desc => 'As soon as the player applies a piece of equipment with <levitate> set, the player will start to float in the air.',
658 name => 'levitate',
659 type => 'bool'
660 },
661 food => {
662 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.',
663 name => 'food bonus',
664 type => 'int'
665 },
666 grace => {
667 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!!',
668 name => 'grace regen.',
669 type => 'int'
670 },
671 hp => {
672 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
673 name => 'health regen.',
674 type => 'int'
675 },
676 luck => {
677 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.',
678 name => 'luck bonus',
679 type => 'int'
680 },
681 path_attuned => {
682 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
683 name => 'attuned paths',
684 type => 'bitmask',
685 value => $BITMASK{spellpath}
686 },
687 path_denied => {
688 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
689 name => 'denied paths',
690 type => 'bitmask',
691 value => $BITMASK{spellpath}
692 },
693 path_repelled => {
694 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
695 name => 'repelled paths',
696 type => 'bitmask',
697 value => $BITMASK{spellpath}
698 },
699 reflect_missile => {
700 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.',
701 name => 'reflect missiles',
702 type => 'bool'
703 },
704 reflect_spell => {
705 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!',
706 name => 'reflect spells',
707 type => 'bool'
708 },
709 sp => {
710 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
711 name => 'mana regen.',
712 type => 'int'
713 },
714 stealth => {
715 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)',
716 name => 'stealth',
717 type => 'bool'
718 },
719 xrays => {
720 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desireable, so don\'t give it away for cheap on equipment.',
721 name => 'xray vision',
722 type => 'bool'
723 }
724 }
725 ]
726 ],
727 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
728 },
729 Battleground => {
730 attr => {
731 hp => {
732 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
733 name => 'destination X',
734 type => 'int'
735 },
736 is_floor => {
737 type => 'fixed'
738 },
739 no_pick => {
740 type => 'fixed'
741 },
742 sp => {
743 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
744 name => 'destination Y',
745 type => 'int'
746 }
747 },
748 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.',
749 ignore => [
750 $IGNORE_LIST{non_pickable}
751 ],
752 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.)'
753 },
754 Book => {
755 attr => {
756 level => {
757 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.',
758 name => 'literacy level',
759 type => 'int'
760 },
761 msg => {
762 desc => 'This is the text that appears "written" in the book.',
763 end => 'endmsg',
764 name => 'book content',
765 type => 'text'
766 },
767 startequip => {
768 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
769 name => 'godgiven item',
770 type => 'bool'
771 },
772 unique => {
773 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
774 name => 'unique item',
775 type => 'bool'
776 }
777 },
778 desc => 'Applying a book, the containing message is displayed to the player.'
779 },
780 Boots => {
781 attr => {
782 exp => {
783 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.',
784 name => 'speed bonus',
785 type => 'int'
786 },
787 magic => {
788 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>.',
789 name => 'magic bonus',
790 type => 'int'
791 }
792 },
793 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
794 import => [
795 $TYPE{Amulet}
796 ],
797 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
798 },
799 Bracers => {
800 attr => {
801 magic => {
802 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.',
803 name => 'magic bonus',
804 type => 'int'
805 }
806 },
807 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.',
808 import => [
809 $TYPE{Amulet}
810 ],
811 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
812 },
813 'Brestplate Armour' => {
814 attr => {
815 last_heal => {
816 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
817 name => 'spellpoint penalty',
818 type => 'int'
819 },
820 last_sp => {
821 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
822 name => 'slowdown penalty',
823 type => 'int'
824 },
825 magic => {
826 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.',
827 name => 'magic bonus',
828 type => 'int'
829 }
830 },
831 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
832 import => [
833 $TYPE{Amulet}
834 ],
835 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
836 },
837 Button => {
838 attr => {
839 connected => {
840 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
841 name => 'connection',
842 type => 'int'
843 },
844 msg => {
845 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
846 end => 'endmsg',
847 name => 'description',
848 type => 'text'
849 },
850 no_pick => {
851 type => 'fixed'
852 },
853 walk_off => {
854 type => 'fixed'
855 },
856 walk_on => {
857 type => 'fixed'
858 },
859 weight => {
860 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
861 name => 'press weight',
862 type => 'string'
863 }
864 },
865 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.',
866 ignore => [
867 $IGNORE_LIST{non_pickable}
868 ]
869 },
870 Cloak => {
871 attr => {
872 magic => {
873 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>.',
874 name => 'magic bonus',
875 type => 'int'
876 }
877 },
878 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.',
879 import => [
880 $TYPE{Amulet}
881 ],
882 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
883 },
884 Clock => {
885 attr => {
886 msg => {
887 desc => 'This text may describe the item',
888 end => 'endmsg',
889 name => 'description',
890 type => 'text'
891 }
892 },
893 desc => 'Applying a clock, the time is displayed to the player.'
894 },
895 Container => {
896 attr => {
897 Str => {
898 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.',
899 name => 'reduce weight %',
900 type => 'int'
901 },
902 container => {
903 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.',
904 name => 'maximum weight',
905 type => 'int'
906 },
907 is_cauldron => {
908 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.',
909 name => 'alchemy cauldron',
910 type => 'bool'
911 },
912 msg => {
913 desc => 'This text may contain a description of the container.',
914 end => 'endmsg',
915 name => 'description',
916 type => 'text'
917 },
918 other_arch => {
919 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.',
920 name => 'animation arch',
921 type => 'string'
922 },
923 race => {
924 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.',
925 name => 'container class',
926 type => 'string'
927 },
928 slaying => {
929 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
930 name => 'key string',
931 type => 'string'
932 },
933 startequip => {
934 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
935 name => 'godgiven item',
936 type => 'bool'
937 },
938 unique => {
939 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.',
940 name => 'unique item',
941 type => 'bool'
942 }
943 },
944 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.',
945 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>'
946 },
947 Converter => {
948 attr => {
949 food => {
950 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>.',
951 name => 'cost number',
952 type => 'int'
953 },
954 msg => {
955 desc => 'This text may contain a description of the converter.',
956 end => 'endmsg',
957 name => 'description',
958 type => 'text'
959 },
960 no_pick => {
961 type => 'fixed'
962 },
963 other_arch => {
964 desc => '<receive arch> is the name of the archetype to convert into.',
965 name => 'receive arch',
966 type => 'string'
967 },
968 slaying => {
969 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
970 name => 'cost arch',
971 type => 'string'
972 },
973 sp => {
974 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>.',
975 name => 'receive number',
976 type => 'int'
977 }
978 },
979 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.',
980 ignore => [
981 'value',
982 'nrof',
983 'name_pl',
984 'no_pick',
985 'unpaid',
986 'title'
987 ],
988 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.'
989 },
990 Creator => {
991 attr => {
992 connected => {
993 desc => 'Whenever the connection value is activated, the creator gets triggered.',
994 name => 'connection',
995 type => 'int'
996 },
997 hp => {
998 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).',
999 name => 'number of uses',
1000 type => 'int'
1001 },
1002 level => {
1003 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1004 name => 'level of creation',
1005 type => 'int'
1006 },
1007 lifesave => {
1008 desc => 'If <infinit uses> is set, the creator will work infinitly, regardless of the value in <number of uses>.',
1009 name => 'infinit uses',
1010 type => 'bool'
1011 },
1012 no_pick => {
1013 type => 'fixed'
1014 },
1015 other_arch => {
1016 desc => 'This string defines the object that will be created. You can choose any of the existing arches.',
1017 name => 'create arch',
1018 type => 'string'
1019 },
1020 slaying => {
1021 desc => 'The created object will bear the name specified in <name creation>. If nothing is set, the standard name of the archetype is used.',
1022 name => 'name of creation',
1023 type => 'string'
1024 }
1025 },
1026 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.',
1027 ignore => [
1028 $IGNORE_LIST{system_object}
1029 ],
1030 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1031 },
1032 Detector => {
1033 attr => {
1034 connected => {
1035 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1036 name => 'connection',
1037 type => 'int'
1038 },
1039 no_pick => {
1040 type => 'fixed'
1041 },
1042 slaying => {
1043 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.',
1044 name => 'match name',
1045 type => 'string'
1046 },
1047 speed => {
1048 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.',
1049 name => 'detection speed',
1050 type => 'float'
1051 }
1052 },
1053 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.',
1054 ignore => [
1055 $IGNORE_LIST{system_object}
1056 ],
1057 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.'
1058 },
1059 Director => {
1060 attr => {
1061 fly_on => {
1062 type => 'fixed'
1063 },
1064 sp => {
1065 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).',
1066 name => 'direction',
1067 type => 'list',
1068 value => $LIST{direction}
1069 },
1070 walk_on => {
1071 type => 'fixed'
1072 }
1073 },
1074 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.',
1075 ignore => [
1076 $IGNORE_LIST{non_pickable}
1077 ],
1078 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.'
1079 },
1080 Disease => {
1081 attr => {
1082 ac => {
1083 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1084 name => 'progressiveness',
1085 type => 'int'
1086 },
1087 invisible => {
1088 type => 'fixed'
1089 },
1090 level => {
1091 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.',
1092 name => 'plaque level',
1093 type => 'int'
1094 },
1095 msg => {
1096 desc => 'This text is displayed to the player every time the symptoms strike.',
1097 end => 'endmsg',
1098 name => 'message',
1099 type => 'text'
1100 },
1101 race => {
1102 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1103 name => 'infect race',
1104 type => 'string'
1105 }
1106 },
1107 desc => 'Diseases are an intersting form of spellcraft in Crossfire. Once casted, they can spread out and infect creatures in a large area. Being infected can have various effects, from amusing farts to horrible damage - almost everything is possible.',
1108 ignore => [
1109 $IGNORE_LIST{system_object}
1110 ],
1111 section => [
1112 [
1113 'spreading',
1114 {
1115 last_grace => {
1116 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1117 name => 'attenuation',
1118 type => 'int'
1119 },
1120 magic => {
1121 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.',
1122 name => 'infection range',
1123 type => 'int'
1124 },
1125 maxgrace => {
1126 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.',
1127 name => 'curing duration',
1128 type => 'int'
1129 },
1130 maxhp => {
1131 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).',
1132 name => 'persistence',
1133 type => 'int'
1134 },
1135 speed => {
1136 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1137 name => 'moving speed',
1138 type => 'float'
1139 },
1140 wc => {
1141 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.',
1142 name => 'infectiosness',
1143 type => 'int'
1144 }
1145 }
1146 ],
1147 [
1148 'symptoms',
1149 {
1150 attacktype => {
1151 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1152 name => 'attacktype',
1153 type => 'bitmask',
1154 value => $BITMASK{attacktype}
1155 },
1156 dam => {
1157 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.',
1158 name => 'damage',
1159 type => 'int'
1160 },
1161 exp => {
1162 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1163 name => 'exp. for curing',
1164 type => 'int'
1165 },
1166 hp => {
1167 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1168 name => 'health regen.',
1169 type => 'int'
1170 },
1171 last_eat => {
1172 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.',
1173 name => 'food depletion',
1174 type => 'int'
1175 },
1176 last_sp => {
1177 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1178 name => 'slowdown penalty',
1179 type => 'int'
1180 },
1181 maxsp => {
1182 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.',
1183 name => 'mana depletion',
1184 type => 'int'
1185 },
1186 other_arch => {
1187 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.',
1188 name => 'create arch',
1189 type => 'string'
1190 },
1191 sp => {
1192 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1193 name => 'mana regen.',
1194 type => 'int'
1195 }
1196 }
1197 ],
1198 [
1199 'disability',
1200 {
1201 Cha => {
1202 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1203 name => 'charisma',
1204 type => 'int'
1205 },
1206 Con => {
1207 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1208 name => 'constitution',
1209 type => 'int'
1210 },
1211 Dex => {
1212 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1213 name => 'dexterity',
1214 type => 'int'
1215 },
1216 Int => {
1217 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1218 name => 'intelligence',
1219 type => 'int'
1220 },
1221 Pow => {
1222 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1223 name => 'power',
1224 type => 'int'
1225 },
1226 Str => {
1227 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1228 name => 'strength',
1229 type => 'int'
1230 },
1231 Wis => {
1232 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1233 name => 'wisdom',
1234 type => 'int'
1235 }
1236 }
1237 ]
1238 ],
1239 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.'
1240 },
1241 Duplicator => {
1242 attr => {
1243 connected => {
1244 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!',
1245 name => 'connection',
1246 type => 'int'
1247 },
1248 level => {
1249 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.',
1250 name => 'multiply factor',
1251 type => 'int'
1252 },
1253 other_arch => {
1254 desc => 'Only objects of matching archtype, lying ontop of the dublicator will be dublicated, multiplied or removed. All other objects will be ignored.',
1255 name => 'target arch',
1256 type => 'string'
1257 }
1258 },
1259 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.',
1260 ignore => [
1261 $IGNORE_LIST{system_object}
1262 ],
1263 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%.'
1264 },
1265 Exit => {
1266 attr => {
1267 fly_on => {
1268 desc => 'If set, the player will apply the exit by "flying into it". Flying means the player is levitating. E.g. wearing levitation boots.',
1269 name => 'apply by flying',
1270 type => 'bool'
1271 },
1272 hp => {
1273 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.',
1274 name => 'destination X',
1275 type => 'int'
1276 },
1277 msg => {
1278 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. =)',
1279 end => 'endmsg',
1280 name => 'exit message',
1281 type => 'text'
1282 },
1283 slaying => {
1284 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".',
1285 name => 'exit path',
1286 type => 'string'
1287 },
1288 sp => {
1289 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.',
1290 name => 'destination Y',
1291 type => 'int'
1292 },
1293 unique => {
1294 desc => 'This flag defines the destined map as "personal unique map". If set, there will be a seperate version of that map for every player out there. This feature is used for the permanent apartments (in Scorn/Nuernberg/Caterham...). It should not be used for anything else than apartments, since Crossfire is a *multi*player game. In such a permanent apartment don\'t forget to set the unique-flag for all floor tiles too (see floors). An exit pointing outside of a personal unique map must have the "unique destination"-flag unset.',
1295 name => 'unique destination',
1296 type => 'bool'
1297 },
1298 walk_on => {
1299 desc => 'If set, the player will apply the exit by just walking into it. This must be set for the invisible exits for example. If unset, the player has to step onto the exit and press \'a\' to get transferred.',
1300 name => 'apply by walking',
1301 type => 'bool'
1302 }
1303 },
1304 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.',
1305 ignore => [
1306 $IGNORE_LIST{non_pickable}
1307 ],
1308 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.'
1309 },
1310 Flesh => {
1311 attr => {
1312 food => {
1313 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
1314 name => 'foodpoints',
1315 type => 'int'
1316 },
1317 level => {
1318 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.',
1319 name => 'flesh level',
1320 type => 'int'
1321 },
1322 msg => {
1323 desc => 'This text may describe the item.',
1324 end => 'endmsg',
1325 name => 'description',
1326 type => 'text'
1327 },
1328 startequip => {
1329 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1330 name => 'godgiven item',
1331 type => 'bool'
1332 }
1333 },
1334 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 cathegories. 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.',
1335 section => [
1336 [
1337 'resistance',
1338 {
1339 resist_acid => {
1340 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.',
1341 name => 'resist acid %',
1342 type => 'int'
1343 },
1344 resist_blind => {
1345 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.',
1346 name => 'resist blinding %',
1347 type => 'int'
1348 },
1349 resist_chaos => {
1350 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.',
1351 name => 'resist chaos %',
1352 type => 'int'
1353 },
1354 resist_cold => {
1355 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.',
1356 name => 'resist cold %',
1357 type => 'int'
1358 },
1359 resist_confusion => {
1360 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.',
1361 name => 'resist confusion %',
1362 type => 'int'
1363 },
1364 resist_death => {
1365 desc => 'RResistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
1366 name => 'resist death-attack %',
1367 type => 'int'
1368 },
1369 resist_deplete => {
1370 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.',
1371 name => 'resist depletion %',
1372 type => 'int'
1373 },
1374 resist_drain => {
1375 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.',
1376 name => 'resist draining %',
1377 type => 'int'
1378 },
1379 resist_electricity => {
1380 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.',
1381 name => 'resist electricity %',
1382 type => 'int'
1383 },
1384 resist_fear => {
1385 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.',
1386 name => 'resist fear %',
1387 type => 'int'
1388 },
1389 resist_fire => {
1390 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.',
1391 name => 'resist fire %',
1392 type => 'int'
1393 },
1394 resist_ghosthit => {
1395 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.',
1396 name => 'resist ghosthit %',
1397 type => 'int'
1398 },
1399 resist_magic => {
1400 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.',
1401 name => 'resist magic %',
1402 type => 'int'
1403 },
1404 resist_paralyze => {
1405 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.',
1406 name => 'resist paralyze %',
1407 type => 'int'
1408 },
1409 resist_physical => {
1410 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.',
1411 name => 'resist physical %',
1412 type => 'int'
1413 },
1414 resist_poison => {
1415 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.',
1416 name => 'resist poison %',
1417 type => 'int'
1418 },
1419 resist_slow => {
1420 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.',
1421 name => 'resist slow %',
1422 type => 'int'
1423 },
1424 resist_weaponmagic => {
1425 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.',
1426 name => 'resist weaponmagic %',
1427 type => 'int'
1428 }
1429 }
1430 ]
1431 ],
1432 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.'
1433 },
1434 Floor => {
1435 attr => {
1436 damned => {
1437 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
1438 name => 'no prayers',
1439 type => 'bool'
1440 },
1441 is_floor => {
1442 type => 'fixed'
1443 },
1444 msg => {
1445 desc => 'This text may describe the object.',
1446 end => 'endmsg',
1447 name => 'description',
1448 type => 'text'
1449 },
1450 no_magic => {
1451 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
1452 name => 'no spells',
1453 type => 'bool'
1454 },
1455 no_pass => {
1456 desc => 'If set, the object cannot be passed by players nor monsters.',
1457 name => 'blocking passage',
1458 type => 'bool'
1459 },
1460 no_pick => {
1461 type => 'fixed'
1462 },
1463 unique => {
1464 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>.',
1465 name => 'unique map',
1466 type => 'bool'
1467 }
1468 },
1469 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
1470 ignore => [
1471 $IGNORE_LIST{non_pickable}
1472 ],
1473 required => {
1474 alive => 0,
1475 is_floor => 1
1476 },
1477 section => [
1478 [
1479 'terrain',
1480 {
1481 is_hilly => {
1482 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
1483 name => 'hilly terrain',
1484 type => 'bool'
1485 },
1486 is_wooded => {
1487 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
1488 name => 'wooded terrain',
1489 type => 'bool'
1490 },
1491 slow_move => {
1492 desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
1493 name => 'slow movement',
1494 type => 'int'
1495 }
1496 }
1497 ]
1498 ]
1499 },
1500 'Floor (Encounter)' => {
1501 attr => {
1502 damned => {
1503 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
1504 name => 'no prayers',
1505 type => 'bool'
1506 },
1507 is_floor => {
1508 type => 'fixed'
1509 },
1510 msg => {
1511 desc => 'This text may describe the object.',
1512 end => 'endmsg',
1513 name => 'description',
1514 type => 'text'
1515 },
1516 no_magic => {
1517 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
1518 name => 'no spells',
1519 type => 'bool'
1520 },
1521 no_pass => {
1522 desc => 'If set, the object cannot be passed by players nor monsters.',
1523 name => 'blocking passage',
1524 type => 'bool'
1525 },
1526 no_pick => {
1527 type => 'fixed'
1528 },
1529 unique => {
1530 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>.',
1531 name => 'unique map',
1532 type => 'bool'
1533 }
1534 },
1535 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.',
1536 ignore => [
1537 $IGNORE_LIST{non_pickable}
1538 ],
1539 section => [
1540 [
1541 'terrain',
1542 {
1543 is_hilly => {
1544 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
1545 name => 'hilly terrain',
1546 type => 'bool'
1547 },
1548 is_wooded => {
1549 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
1550 name => 'wooded terrain',
1551 type => 'bool'
1552 },
1553 slow_move => {
1554 desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
1555 name => 'slow movement',
1556 type => 'int'
1557 }
1558 }
1559 ]
1560 ]
1561 },
1562 Food => {
1563 attr => {
1564 food => {
1565 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
1566 name => 'foodpoints',
1567 type => 'int'
1568 },
1569 startequip => {
1570 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1571 name => 'godgiven item',
1572 type => 'bool'
1573 }
1574 },
1575 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.'
1576 },
1577 Gate => {
1578 attr => {
1579 connected => {
1580 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
1581 name => 'connection',
1582 type => 'int'
1583 },
1584 damned => {
1585 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
1586 name => 'restrict prayers',
1587 type => 'bool'
1588 },
1589 no_magic => {
1590 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
1591 name => 'restrict spells',
1592 type => 'bool'
1593 },
1594 no_pass => {
1595 desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
1596 name => 'blocking passage',
1597 type => 'bool'
1598 },
1599 no_pick => {
1600 type => 'fixed'
1601 },
1602 wc => {
1603 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.',
1604 name => 'position state',
1605 type => 'int'
1606 }
1607 },
1608 desc => 'Gates play an important role in Crossfire. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases.',
1609 ignore => [
1610 $IGNORE_LIST{non_pickable}
1611 ],
1612 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".'
1613 },
1614 Girdle => {
1615 attr => {
1616 magic => {
1617 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.',
1618 name => 'magic bonus',
1619 type => 'int'
1620 }
1621 },
1622 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.',
1623 import => [
1624 $TYPE{Amulet}
1625 ],
1626 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1627 },
1628 Gloves => {
1629 attr => {
1630 magic => {
1631 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.',
1632 name => 'magic bonus',
1633 type => 'int'
1634 }
1635 },
1636 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
1637 import => [
1638 $TYPE{Amulet}
1639 ],
1640 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1641 },
1642 Handle => {
1643 attr => {
1644 connected => {
1645 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
1646 name => 'connection',
1647 type => 'int'
1648 },
1649 msg => {
1650 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
1651 end => 'endmsg',
1652 name => 'description',
1653 type => 'text'
1654 },
1655 no_pick => {
1656 type => 'fixed'
1657 }
1658 },
1659 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
1660 ignore => [
1661 $IGNORE_LIST{non_pickable}
1662 ],
1663 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.'
1664 },
1665 'Handle Trigger' => {
1666 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.',
1667 ignore => [
1668 $IGNORE_LIST{non_pickable}
1669 ],
1670 import => [
1671 $TYPE{Handle}
1672 ],
1673 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.'
1674 },
1675 'Hazard Floor' => {
1676 attr => {
1677 attacktype => {
1678 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.',
1679 name => 'attacktype',
1680 type => 'bitmask',
1681 value => $BITMASK{attacktype}
1682 },
1683 dam => {
1684 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.',
1685 name => 'base damage',
1686 type => 'int'
1687 },
1688 damned => {
1689 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
1690 name => 'no prayers',
1691 type => 'bool'
1692 },
1693 is_floor => {
1694 type => 'fixed'
1695 },
1696 level => {
1697 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.',
1698 name => 'attack level',
1699 type => 'int'
1700 },
1701 lifesave => {
1702 type => 'fixed'
1703 },
1704 no_magic => {
1705 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
1706 name => 'no spells',
1707 type => 'bool'
1708 },
1709 no_pick => {
1710 type => 'fixed'
1711 },
1712 unique => {
1713 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>.',
1714 name => 'unique map',
1715 type => 'bool'
1716 },
1717 walk_on => {
1718 type => 'fixed'
1719 },
1720 wc => {
1721 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.',
1722 name => 'weaponclass',
1723 type => 'int'
1724 }
1725 },
1726 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.',
1727 ignore => [
1728 $IGNORE_LIST{non_pickable}
1729 ],
1730 required => {
1731 is_floor => 1
1732 },
1733 section => [
1734 [
1735 'terrain',
1736 {
1737 is_hilly => {
1738 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
1739 name => 'hilly terrain',
1740 type => 'bool'
1741 },
1742 is_wooded => {
1743 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
1744 name => 'wooded terrain',
1745 type => 'bool'
1746 },
1747 slow_move => {
1748 desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
1749 name => 'slow movement',
1750 type => 'int'
1751 }
1752 }
1753 ]
1754 ],
1755 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.'
1756 },
1757 Helmet => {
1758 attr => {
1759 magic => {
1760 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>.',
1761 name => 'magic bonus',
1762 type => 'int'
1763 }
1764 },
1765 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.',
1766 import => [
1767 $TYPE{Amulet}
1768 ],
1769 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1770 },
1771 'Holy Altar' => {
1772 attr => {
1773 level => {
1774 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> 100. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult.',
1775 name => 'reconsecrate level',
1776 type => 'int'
1777 },
1778 no_pick => {
1779 type => 'fixed'
1780 },
1781 other_arch => {
1782 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.',
1783 name => 'god name',
1784 type => 'string'
1785 }
1786 },
1787 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.',
1788 ignore => [
1789 $IGNORE_LIST{non_pickable}
1790 ]
1791 },
1792 Horn => {
1793 attr => {
1794 hp => {
1795 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
1796 name => 'initial spellpoints',
1797 type => 'int'
1798 },
1799 level => {
1800 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
1801 name => 'casting level',
1802 type => 'int'
1803 },
1804 maxhp => {
1805 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.',
1806 name => 'max. spellpoints',
1807 type => 'int'
1808 },
1809 msg => {
1810 desc => 'This text may contain a description of the horn.',
1811 end => 'endmsg',
1812 name => 'description',
1813 type => 'text'
1814 },
1815 sp => {
1816 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!',
1817 name => 'spell',
1818 type => 'spell'
1819 },
1820 startequip => {
1821 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1822 name => 'godgiven item',
1823 type => 'bool'
1824 }
1825 },
1826 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.',
1827 ignore => [
1828 'title'
1829 ],
1830 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.'
1831 },
1832 Inorganic => {
1833 attr => {
1834 is_dust => {
1835 name => 'is dust',
1836 type => 'bool'
1837 }
1838 },
1839 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
1840 section => [
1841 [
1842 'resistance',
1843 {
1844 resist_acid => {
1845 name => 'resist acid %',
1846 type => 'int'
1847 },
1848 resist_chaos => {
1849 name => 'resist chaos %',
1850 type => 'int'
1851 },
1852 resist_cold => {
1853 name => 'resist cold %',
1854 type => 'int'
1855 },
1856 resist_death => {
1857 name => 'resist death-attack %',
1858 type => 'int'
1859 },
1860 resist_electricity => {
1861 name => 'resist electricity %',
1862 type => 'int'
1863 },
1864 resist_fire => {
1865 name => 'resist fire %',
1866 type => 'int'
1867 },
1868 resist_ghosthit => {
1869 name => 'resist ghosthit %',
1870 type => 'int'
1871 },
1872 resist_holyword => {
1873 name => 'resist holy power %',
1874 type => 'int'
1875 },
1876 resist_magic => {
1877 name => 'resist magic %',
1878 type => 'int'
1879 },
1880 resist_physical => {
1881 name => 'resist physical %',
1882 type => 'int'
1883 },
1884 resist_poison => {
1885 name => 'resist poison %',
1886 type => 'int'
1887 },
1888 resist_weaponmagic => {
1889 name => 'resist weaponmagic %',
1890 type => 'int'
1891 }
1892 }
1893 ]
1894 ]
1895 },
1896 'Inventory Checker' => {
1897 attr => {
1898 connected => {
1899 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
1900 name => 'connection',
1901 type => 'int'
1902 },
1903 hp => {
1904 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. ;)',
1905 name => 'match type',
1906 type => 'int'
1907 },
1908 last_heal => {
1909 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!',
1910 name => 'remove match',
1911 type => 'bool'
1912 },
1913 last_sp => {
1914 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
1915 name => 'match = having',
1916 type => 'bool'
1917 },
1918 no_pass => {
1919 desc => 'If set, only players meeting the match criteria can pass through that space. If unset (default), the inventory checker acts like a trigger/button.',
1920 name => 'blocking passage',
1921 type => 'bool'
1922 },
1923 no_pick => {
1924 type => 'fixed'
1925 },
1926 race => {
1927 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>.',
1928 name => 'match arch name',
1929 type => 'string'
1930 },
1931 slaying => {
1932 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.',
1933 name => 'match key string',
1934 type => 'string'
1935 }
1936 },
1937 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 (-&gt; "no_pass"). <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.',
1938 ignore => [
1939 $IGNORE_LIST{system_object}
1940 ],
1941 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.'
1942 },
1943 Jewel => {
1944 attr => {
1945 msg => {
1946 desc => 'This text may describe the object.',
1947 end => 'endmsg',
1948 name => 'description',
1949 type => 'text'
1950 },
1951 race => {
1952 type => 'fixed'
1953 }
1954 },
1955 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.'
1956 },
1957 'Locked Door' => {
1958 attr => {
1959 damned => {
1960 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
1961 name => 'restrict prayers',
1962 type => 'bool'
1963 },
1964 msg => {
1965 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.',
1966 end => 'endmsg',
1967 name => 'lock message',
1968 type => 'text'
1969 },
1970 no_magic => {
1971 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).',
1972 name => 'restrict spells',
1973 type => 'bool'
1974 },
1975 no_pass => {
1976 type => 'fixed'
1977 },
1978 no_pick => {
1979 type => 'fixed'
1980 },
1981 slaying => {
1982 desc => 'The <key string> in the door must be identical with the <key string> in the special key, then the door is unlocked. It is VERY important to set the <key string> to something that is unique among the CF mapset. DONT EVER USE the default string "set_individual_value".',
1983 name => 'key string',
1984 type => 'string'
1985 }
1986 },
1987 desc => 'A locked door can be opened only when carrying the appropriate special key.',
1988 ignore => [
1989 $IGNORE_LIST{non_pickable}
1990 ],
1991 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).'
1992 },
1993 'Magic Ear' => {
1994 attr => {
1995 connected => {
1996 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
1997 name => 'connection',
1998 type => 'int'
1999 },
2000 msg => {
2001 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!',
2002 end => 'endmsg',
2003 name => 'keyword-matching',
2004 type => 'text'
2005 },
2006 no_pick => {
2007 type => 'fixed'
2008 }
2009 },
2010 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
2011 ignore => [
2012 $IGNORE_LIST{system_object}
2013 ],
2014 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.'
2015 },
2016 'Magic Wall' => {
2017 attr => {
2018 connected => {
2019 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.',
2020 name => 'connection',
2021 type => 'int'
2022 },
2023 dam => {
2024 desc => 'The magic wall will cast this <spell>.',
2025 name => 'spell',
2026 type => 'spell'
2027 },
2028 level => {
2029 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.',
2030 name => 'spell level',
2031 type => 'int'
2032 },
2033 no_pass => {
2034 desc => 'If set, the object cannot be passed by players nor monsters.',
2035 name => 'blocking passage',
2036 type => 'bool'
2037 },
2038 sp => {
2039 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.',
2040 name => 'direction',
2041 type => 'list',
2042 value => $LIST{direction}
2043 },
2044 speed => {
2045 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".',
2046 name => 'casting speed',
2047 type => 'float'
2048 }
2049 },
2050 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.',
2051 ignore => [
2052 $IGNORE_LIST{non_pickable}
2053 ],
2054 section => [
2055 [
2056 'destroyable',
2057 {
2058 ac => {
2059 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>.',
2060 name => 'armour class',
2061 type => 'int'
2062 },
2063 alive => {
2064 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.',
2065 name => 'is destroyable',
2066 type => 'bool'
2067 },
2068 hp => {
2069 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
2070 name => 'hitpoints',
2071 type => 'int'
2072 },
2073 maxhp => {
2074 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
2075 name => 'max hitpoints',
2076 type => 'int'
2077 }
2078 }
2079 ],
2080 [
2081 'resistance',
2082 {
2083 resist_acid => {
2084 name => 'resist acid %',
2085 type => 'int'
2086 },
2087 resist_blind => {
2088 name => 'resist blinding %',
2089 type => 'int'
2090 },
2091 resist_chaos => {
2092 name => 'resist chaos %',
2093 type => 'int'
2094 },
2095 resist_cold => {
2096 name => 'resist cold %',
2097 type => 'int'
2098 },
2099 resist_confusion => {
2100 name => 'resist confusion %',
2101 type => 'int'
2102 },
2103 resist_death => {
2104 name => 'resist death-attack %',
2105 type => 'int'
2106 },
2107 resist_deplete => {
2108 name => 'resist depletion %',
2109 type => 'int'
2110 },
2111 resist_drain => {
2112 name => 'resist draining %',
2113 type => 'int'
2114 },
2115 resist_electricity => {
2116 name => 'resist electricity %',
2117 type => 'int'
2118 },
2119 resist_fear => {
2120 name => 'resist fear %',
2121 type => 'int'
2122 },
2123 resist_fire => {
2124 name => 'resist fire %',
2125 type => 'int'
2126 },
2127 resist_ghosthit => {
2128 name => 'resist ghosthit %',
2129 type => 'int'
2130 },
2131 resist_godpower => {
2132 name => 'resist godpower %',
2133 type => 'int'
2134 },
2135 resist_holyword => {
2136 name => 'resist holy power %',
2137 type => 'int'
2138 },
2139 resist_magic => {
2140 name => 'resist magic %',
2141 type => 'int'
2142 },
2143 resist_paralyze => {
2144 name => 'resist paralyze %',
2145 type => 'int'
2146 },
2147 resist_physical => {
2148 name => 'resist physical %',
2149 type => 'int'
2150 },
2151 resist_poison => {
2152 name => 'resist poison %',
2153 type => 'int'
2154 },
2155 resist_slow => {
2156 name => 'resist slow %',
2157 type => 'int'
2158 },
2159 resist_turn_undead => {
2160 name => 'resist turn undead %',
2161 type => 'int'
2162 },
2163 resist_weaponmagic => {
2164 name => 'resist weaponmagic %',
2165 type => 'int'
2166 }
2167 }
2168 ]
2169 ],
2170 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".'
2171 },
2172 Marker => {
2173 attr => {
2174 connected => {
2175 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
2176 name => 'connection',
2177 type => 'int'
2178 },
2179 food => {
2180 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.',
2181 name => 'mark duration',
2182 type => 'int'
2183 },
2184 msg => {
2185 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.',
2186 end => 'endmsg',
2187 name => 'marking message',
2188 type => 'text'
2189 },
2190 name => {
2191 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.',
2192 name => 'delete mark',
2193 type => 'string'
2194 },
2195 no_pick => {
2196 type => 'fixed'
2197 },
2198 slaying => {
2199 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.',
2200 name => 'key string',
2201 type => 'string'
2202 },
2203 speed => {
2204 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.',
2205 name => 'marking speed',
2206 type => 'float'
2207 }
2208 },
2209 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.',
2210 ignore => [
2211 $IGNORE_LIST{system_object}
2212 ],
2213 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.'
2214 },
2215 Misc => {
2216 attr => {
2217 cursed => {
2218 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
2219 name => 'cursed',
2220 type => 'bool'
2221 },
2222 damned => {
2223 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.',
2224 name => 'damned',
2225 type => 'bool'
2226 },
2227 msg => {
2228 desc => 'This text may describe the object.',
2229 end => 'endmsg',
2230 name => 'description',
2231 type => 'text'
2232 },
2233 no_pass => {
2234 desc => 'If set, the object cannot be passed by players nor monsters.',
2235 name => 'blocking passage',
2236 type => 'bool'
2237 },
2238 startequip => {
2239 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2240 name => 'godgiven item',
2241 type => 'bool'
2242 },
2243 unique => {
2244 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
2245 name => 'unique item',
2246 type => 'bool'
2247 }
2248 }
2249 },
2250 Money => {
2251 attr => {
2252 race => {
2253 type => 'fixed'
2254 }
2255 },
2256 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.',
2257 ignore => [
2258 'unpaid'
2259 ]
2260 },
2261 'Monster & NPC' => {
2262 attr => {
2263 alive => {
2264 type => 'fixed'
2265 },
2266 carrying => {
2267 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
2268 name => 'carries weight',
2269 type => 'int'
2270 },
2271 exp => {
2272 desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-cathegory 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!',
2273 name => 'experience',
2274 type => 'int'
2275 },
2276 flying => {
2277 desc => 'Flying monsters won\'t get slowed down in rough terrain and they won\'t be affected by movers.',
2278 name => 'flying',
2279 type => 'bool'
2280 },
2281 generator => {
2282 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.',
2283 name => 'multiply',
2284 type => 'bool'
2285 },
2286 level => {
2287 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
2288 name => 'level',
2289 type => 'int'
2290 },
2291 msg => {
2292 end => 'endmsg',
2293 name => 'npc message',
2294 type => 'text'
2295 },
2296 other_arch => {
2297 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.',
2298 name => 'breed monster',
2299 type => 'string'
2300 },
2301 race => {
2302 desc => 'Every monster should have a race set to cathegorize 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.',
2303 name => 'race',
2304 type => 'string'
2305 },
2306 randomitems => {
2307 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>.',
2308 name => 'treasurelist',
2309 type => 'treasurelist'
2310 },
2311 speed => {
2312 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
2313 name => 'speed',
2314 type => 'float'
2315 },
2316 undead => {
2317 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
2318 name => 'undead',
2319 type => 'bool'
2320 },
2321 use_content_on_gen => {
2322 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.',
2323 name => 'template generation',
2324 type => 'bool'
2325 }
2326 },
2327 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.',
2328 ignore => [
2329 'material',
2330 'name_pl',
2331 'nrof',
2332 'value',
2333 'unpaid'
2334 ],
2335 required => {
2336 alive => 1,
2337 is_floor => 0,
2338 tear_down => 0
2339 },
2340 section => [
2341 [
2342 'melee',
2343 {
2344 Con => {
2345 desc => 'Monsters regenerate this many hit points each move. Each time the monster has a move, it gets <healing rate> health points back. Hence, <movement speed> has great effect on the monster\'s healing rate as well.',
2346 name => 'healing rate',
2347 type => 'int'
2348 },
2349 ac => {
2350 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).',
2351 name => 'armour class',
2352 type => 'int'
2353 },
2354 attacktype => {
2355 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.',
2356 name => 'attacktype',
2357 type => 'bitmask',
2358 value => $BITMASK{attacktype}
2359 },
2360 dam => {
2361 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.',
2362 name => 'damage',
2363 type => 'int'
2364 },
2365 hitback => {
2366 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.',
2367 name => 'hitback',
2368 type => 'bool'
2369 },
2370 hp => {
2371 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>.',
2372 name => 'health points',
2373 type => 'int'
2374 },
2375 maxhp => {
2376 desc => '<max health> is the maximum amount of <health points> this monster can have.',
2377 name => 'max health',
2378 type => 'int'
2379 },
2380 one_hit => {
2381 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
2382 name => 'one hit only',
2383 type => 'bool'
2384 },
2385 reflect_missile => {
2386 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
2387 name => 'reflect missiles',
2388 type => 'bool'
2389 },
2390 wc => {
2391 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
2392 name => 'weapon class',
2393 type => 'int'
2394 }
2395 }
2396 ],
2397 [
2398 'spellcraft',
2399 {
2400 Pow => {
2401 desc => 'Monsters regenerate this many spellpoints each move. Each time the monster has a move, it gets <spellpoint regen.> spellpoints back. Hence, <movement speed> has great effect on the monster\'s spellpoint regeneration as well. 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.',
2402 name => 'spellpoint regen.',
2403 type => 'int'
2404 },
2405 can_cast_spell => {
2406 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
2407 name => 'can cast spell',
2408 type => 'bool'
2409 },
2410 maxsp => {
2411 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.',
2412 name => 'max spellpoints',
2413 type => 'int'
2414 },
2415 path_attuned => {
2416 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
2417 name => 'attuned paths',
2418 type => 'bitmask',
2419 value => $BITMASK{spellpath}
2420 },
2421 path_denied => {
2422 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
2423 name => 'denied paths',
2424 type => 'bitmask',
2425 value => $BITMASK{spellpath}
2426 },
2427 path_repelled => {
2428 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
2429 name => 'repelled paths',
2430 type => 'bitmask',
2431 value => $BITMASK{spellpath}
2432 },
2433 reflect_spell => {
2434 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.',
2435 name => 'reflect spells',
2436 type => 'bool'
2437 },
2438 sp => {
2439 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>.',
2440 name => 'spellpoints',
2441 type => 'int'
2442 }
2443 }
2444 ],
2445 [
2446 'ability',
2447 {
2448 Int => {
2449 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.',
2450 name => 'detect hidden',
2451 type => 'int'
2452 },
2453 can_see_in_dark => {
2454 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.',
2455 name => 'see in darkness',
2456 type => 'bool'
2457 },
2458 can_use_armour => {
2459 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
2460 name => 'can use armour',
2461 type => 'bool'
2462 },
2463 can_use_bow => {
2464 desc => 'Monster is able to use missile-weapon type objects.',
2465 name => 'can use bows',
2466 type => 'bool'
2467 },
2468 can_use_ring => {
2469 desc => 'Monster is able to wear rings.',
2470 name => 'can use rings',
2471 type => 'bool'
2472 },
2473 can_use_rod => {
2474 desc => 'Monster is able to use rods.',
2475 name => 'can use rods',
2476 type => 'bool'
2477 },
2478 can_use_scroll => {
2479 desc => 'Monster is able to read scrolls.',
2480 name => 'can use scrolls',
2481 type => 'bool'
2482 },
2483 can_use_skill => {
2484 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>.',
2485 name => 'can use skills',
2486 type => 'bool'
2487 },
2488 can_use_wand => {
2489 desc => 'Monster is able to use wands and staves.',
2490 name => 'can use wands',
2491 type => 'bool'
2492 },
2493 can_use_weapon => {
2494 desc => 'Monster is able to wield weapon type objects.',
2495 name => 'can use weapons',
2496 type => 'bool'
2497 },
2498 see_invisible => {
2499 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.',
2500 name => 'see invisible',
2501 type => 'bool'
2502 }
2503 }
2504 ],
2505 [
2506 'behave',
2507 {
2508 Wis => {
2509 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.',
2510 name => 'sensing range',
2511 type => 'int'
2512 },
2513 attack_movement => {
2514 name => 'attack movement',
2515 type => 'int'
2516 },
2517 friendly => {
2518 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
2519 name => 'friendly',
2520 type => 'bool'
2521 },
2522 monster => {
2523 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.',
2524 name => 'monster behaviour',
2525 type => 'bool'
2526 },
2527 pick_up => {
2528 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.',
2529 name => 'pick up',
2530 type => 'bitmask',
2531 value => $BITMASK{pick_up}
2532 },
2533 run_away => {
2534 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.',
2535 name => 'run at % health',
2536 type => 'int'
2537 },
2538 sleep => {
2539 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.',
2540 name => 'asleep',
2541 type => 'bool'
2542 },
2543 stand_still => {
2544 desc => 'Monsters which <stand still> won\'t move to leave their position. When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. In older versions of Crossfire it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Neverthless, you should still be cautious when lining up <stand still>-monster in order to "defend" something: Such monsters are rather easy to kill. It\'s good for low level maps, but not much more.',
2545 name => 'stand still',
2546 type => 'bool'
2547 },
2548 unaggressive => {
2549 desc => '<unaggressive> monsters do not attack players unless attacked first.',
2550 name => 'unaggressive',
2551 type => 'bool'
2552 },
2553 will_apply => {
2554 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
2555 name => 'misc. actions',
2556 type => 'bitmask',
2557 value => $BITMASK{will_apply}
2558 }
2559 }
2560 ],
2561 [
2562 'resistance',
2563 {
2564 resist_acid => {
2565 name => 'resist acid %',
2566 type => 'int'
2567 },
2568 resist_blind => {
2569 name => 'resist blinding %',
2570 type => 'int'
2571 },
2572 resist_chaos => {
2573 name => 'resist chaos %',
2574 type => 'int'
2575 },
2576 resist_cold => {
2577 name => 'resist cold %',
2578 type => 'int'
2579 },
2580 resist_confusion => {
2581 name => 'resist confusion %',
2582 type => 'int'
2583 },
2584 resist_death => {
2585 name => 'resist death-attack %',
2586 type => 'int'
2587 },
2588 resist_deplete => {
2589 name => 'resist depletion %',
2590 type => 'int'
2591 },
2592 resist_drain => {
2593 name => 'resist draining %',
2594 type => 'int'
2595 },
2596 resist_electricity => {
2597 name => 'resist electricity %',
2598 type => 'int'
2599 },
2600 resist_fear => {
2601 name => 'resist fear %',
2602 type => 'int'
2603 },
2604 resist_fire => {
2605 name => 'resist fire %',
2606 type => 'int'
2607 },
2608 resist_ghosthit => {
2609 name => 'resist ghosthit %',
2610 type => 'int'
2611 },
2612 resist_godpower => {
2613 name => 'resist godpower %',
2614 type => 'int'
2615 },
2616 resist_holyword => {
2617 name => 'resist holy power %',
2618 type => 'int'
2619 },
2620 resist_magic => {
2621 name => 'resist magic %',
2622 type => 'int'
2623 },
2624 resist_paralyze => {
2625 name => 'resist paralyze %',
2626 type => 'int'
2627 },
2628 resist_physical => {
2629 name => 'resist physical %',
2630 type => 'int'
2631 },
2632 resist_poison => {
2633 name => 'resist poison %',
2634 type => 'int'
2635 },
2636 resist_slow => {
2637 name => 'resist slow %',
2638 type => 'int'
2639 },
2640 resist_turn_undead => {
2641 name => 'resist turn undead %',
2642 type => 'int'
2643 },
2644 resist_weaponmagic => {
2645 name => 'resist weaponmagic %',
2646 type => 'int'
2647 }
2648 }
2649 ]
2650 ],
2651 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. :-)'
2652 },
2653 'Mood Floor' => {
2654 attr => {
2655 connected => {
2656 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!',
2657 name => 'connection',
2658 type => 'int'
2659 },
2660 damned => {
2661 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2662 name => 'no prayers',
2663 type => 'bool'
2664 },
2665 last_sp => {
2666 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!',
2667 name => 'mood',
2668 type => 'list',
2669 value => $LIST{mood}
2670 },
2671 no_magic => {
2672 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2673 name => 'no spells',
2674 type => 'bool'
2675 },
2676 no_pick => {
2677 type => 'fixed'
2678 }
2679 },
2680 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.',
2681 ignore => [
2682 $IGNORE_LIST{system_object}
2683 ],
2684 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.)'
2685 },
2686 Mover => {
2687 attr => {
2688 attacktype => {
2689 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.',
2690 name => 'forced movement',
2691 type => 'bool'
2692 },
2693 hp => {
2694 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).',
2695 name => 'number of uses',
2696 type => 'int'
2697 },
2698 lifesave => {
2699 desc => 'If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitly.',
2700 name => 'gets used up',
2701 type => 'bool'
2702 },
2703 maxsp => {
2704 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.',
2705 name => 'freeze duration',
2706 type => 'int'
2707 },
2708 sp => {
2709 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.',
2710 name => 'direction',
2711 type => 'list',
2712 value => $LIST{direction}
2713 },
2714 speed => {
2715 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
2716 name => 'movement speed',
2717 type => 'float'
2718 }
2719 },
2720 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.',
2721 ignore => [
2722 $IGNORE_LIST{non_pickable}
2723 ],
2724 section => [
2725 [
2726 'targets',
2727 {
2728 fly_on => {
2729 desc => 'Move flying creatures enabled means all flying (living) objects will get moved too. If disabled, only walking (non-flying) creatures will get moved.',
2730 name => 'move flying creatures',
2731 type => 'bool'
2732 },
2733 level => {
2734 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.',
2735 name => 'move players',
2736 type => 'bool'
2737 },
2738 walk_on => {
2739 desc => 'This should always be set.',
2740 name => 'move walking creatures',
2741 type => 'bool'
2742 }
2743 }
2744 ]
2745 ],
2746 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).'
2747 },
2748 Pedestal => {
2749 attr => {
2750 connected => {
2751 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
2752 name => 'connection',
2753 type => 'int'
2754 },
2755 no_pick => {
2756 type => 'fixed'
2757 },
2758 slaying => {
2759 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.',
2760 name => 'match race',
2761 type => 'string'
2762 },
2763 walk_off => {
2764 type => 'fixed'
2765 },
2766 walk_on => {
2767 type => 'fixed'
2768 }
2769 },
2770 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.',
2771 ignore => [
2772 $IGNORE_LIST{non_pickable}
2773 ],
2774 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.'
2775 },
2776 Pit => {
2777 attr => {
2778 connected => {
2779 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
2780 name => 'connection',
2781 type => 'int'
2782 },
2783 fly_on => {
2784 desc => 'If set, all flying creatures will fall into the pit as well. This is not the behaviour expected from a pit, and it should only be used for map-mechanisms (e.g. for transporting flying monsters). An interesting side-effect: If this flag is enabled, spell effects like fire/snow also make their way through the pit.',
2785 name => 'swallow flying',
2786 type => 'bool'
2787 },
2788 hp => {
2789 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!',
2790 name => 'destination X',
2791 type => 'int'
2792 },
2793 no_pick => {
2794 type => 'fixed'
2795 },
2796 sp => {
2797 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!',
2798 name => 'destination Y',
2799 type => 'int'
2800 },
2801 walk_on => {
2802 desc => 'If set, all walking creatures will fall into the pit. This does NOT need to be set for closed pits!',
2803 name => 'swallow walking',
2804 type => 'bool'
2805 },
2806 wc => {
2807 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.',
2808 name => 'position state',
2809 type => 'int'
2810 }
2811 },
2812 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.',
2813 ignore => [
2814 $IGNORE_LIST{non_pickable}
2815 ],
2816 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.'
2817 },
2818 'Poison Food' => {
2819 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.'
2820 },
2821 Potion => {
2822 attr => {
2823 attacktype => {
2824 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.',
2825 name => 'special effect',
2826 type => 'list',
2827 value => $LIST{potion_effect}
2828 },
2829 cursed => {
2830 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 >:)',
2831 name => 'cursed',
2832 type => 'bool'
2833 },
2834 level => {
2835 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.',
2836 name => 'potion level',
2837 type => 'int'
2838 },
2839 sp => {
2840 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".',
2841 name => 'spell',
2842 type => 'spell'
2843 },
2844 startequip => {
2845 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2846 name => 'godgiven item',
2847 type => 'bool'
2848 }
2849 },
2850 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
2851 section => [
2852 [
2853 'stats',
2854 {
2855 Cha => {
2856 desc => 'The player\'s charisma will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
2857 name => 'charisma',
2858 type => 'int'
2859 },
2860 Con => {
2861 desc => 'The player\'s constitution will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
2862 name => 'constitution',
2863 type => 'int'
2864 },
2865 Dex => {
2866 desc => 'The player\'s dexterity will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
2867 name => 'dexterity',
2868 type => 'int'
2869 },
2870 Int => {
2871 desc => 'The player\'s intelligence will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
2872 name => 'intelligence',
2873 type => 'int'
2874 },
2875 Pow => {
2876 desc => 'The player\'s power will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
2877 name => 'power',
2878 type => 'int'
2879 },
2880 Str => {
2881 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.',
2882 name => 'strength',
2883 type => 'int'
2884 },
2885 Wis => {
2886 desc => 'The player\'s wisdom will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
2887 name => 'wisdom',
2888 type => 'int'
2889 }
2890 }
2891 ],
2892 [
2893 'resistance',
2894 {
2895 resist_acid => {
2896 desc => 'The player\'s resistance to acid will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
2897 name => 'resist acid %',
2898 type => 'int'
2899 },
2900 resist_cold => {
2901 desc => 'The player\'s resistance to cold will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
2902 name => 'resist cold %',
2903 type => 'int'
2904 },
2905 resist_confusion => {
2906 desc => 'The player\'s resistance to confusion will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
2907 name => 'resist confusion %',
2908 type => 'int'
2909 },
2910 resist_deplete => {
2911 desc => 'The player\'s resistance to depletion will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
2912 name => 'resist depletion %',
2913 type => 'int'
2914 },
2915 resist_drain => {
2916 desc => 'The player\'s resistance to draining will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
2917 name => 'resist draining %',
2918 type => 'int'
2919 },
2920 resist_electricity => {
2921 desc => 'The player\'s resistance to electricity will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
2922 name => 'resist electricity %',
2923 type => 'int'
2924 },
2925 resist_fire => {
2926 desc => 'The player\'s resistance to fire will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
2927 name => 'resist fire %',
2928 type => 'int'
2929 },
2930 resist_magic => {
2931 desc => 'The player\'s resistance to magic will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
2932 name => 'resist magic %',
2933 type => 'int'
2934 },
2935 resist_paralyze => {
2936 desc => 'The player\'s resistance to paralyze will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
2937 name => 'resist paralyze %',
2938 type => 'int'
2939 },
2940 resist_physical => {
2941 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!',
2942 name => 'resist physical %',
2943 type => 'int'
2944 },
2945 resist_poison => {
2946 desc => 'The player\'s resistance to poison will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
2947 name => 'resist poison %',
2948 type => 'int'
2949 },
2950 resist_weaponmagic => {
2951 desc => 'The player\'s resistance to weaponmagic will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
2952 name => 'resist weaponmagic %',
2953 type => 'int'
2954 }
2955 }
2956 ]
2957 ],
2958 use => 'One potion should never give multiple benefits at once.'
2959 },
2960 'Power Crystal' => {
2961 attr => {
2962 maxsp => {
2963 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.',
2964 name => 'mana capacity',
2965 type => 'int'
2966 },
2967 sp => {
2968 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
2969 name => 'initial mana',
2970 type => 'int'
2971 }
2972 },
2973 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.'
2974 },
2975 Projectile => {
2976 attr => {
2977 attacktype => {
2978 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.',
2979 name => 'attacktype',
2980 type => 'bitmask',
2981 value => $BITMASK{attacktype}
2982 },
2983 dam => {
2984 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
2985 name => 'damage',
2986 type => 'int'
2987 },
2988 food => {
2989 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).',
2990 name => 'chance to break',
2991 type => 'int'
2992 },
2993 magic => {
2994 desc => 'Magic bonus increases chance to hit and damage a little bit.',
2995 name => 'magic bonus',
2996 type => 'int'
2997 },
2998 msg => {
2999 desc => 'This text may describe the projectile. This could be nice for very special ones.',
3000 end => 'endmsg',
3001 name => 'description',
3002 type => 'text'
3003 },
3004 no_drop => {
3005 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.',
3006 name => 'don\'t drop',
3007 type => 'bool'
3008 },
3009 race => {
3010 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>.',
3011 name => 'ammunition class',
3012 type => 'string'
3013 },
3014 slaying => {
3015 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.',
3016 name => 'slaying race',
3017 type => 'string'
3018 },
3019 startequip => {
3020 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3021 name => 'godgiven item',
3022 type => 'bool'
3023 },
3024 unique => {
3025 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3026 name => 'unique item',
3027 type => 'bool'
3028 },
3029 wc => {
3030 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.',
3031 name => 'weaponclass',
3032 type => 'int'
3033 }
3034 },
3035 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.',
3036 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.'
3037 },
3038 Ring => {
3039 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.',
3040 import => [
3041 $TYPE{Amulet}
3042 ],
3043 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.'
3044 },
3045 Rod => {
3046 attr => {
3047 hp => {
3048 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
3049 name => 'initial spellpoints',
3050 type => 'int'
3051 },
3052 level => {
3053 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
3054 name => 'casting level',
3055 type => 'int'
3056 },
3057 maxhp => {
3058 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.',
3059 name => 'max. spellpoints',
3060 type => 'int'
3061 },
3062 msg => {
3063 desc => 'This text may contain a description of the rod.',
3064 end => 'endmsg',
3065 name => 'description',
3066 type => 'text'
3067 },
3068 sp => {
3069 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!',
3070 name => 'spell',
3071 type => 'spell'
3072 },
3073 startequip => {
3074 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3075 name => 'godgiven item',
3076 type => 'bool'
3077 }
3078 },
3079 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.',
3080 ignore => [
3081 'title'
3082 ],
3083 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>'
3084 },
3085 Rune => {
3086 attr => {
3087 Cha => {
3088 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.',
3089 name => 'visibility',
3090 type => 'int'
3091 },
3092 attacktype => {
3093 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.',
3094 name => 'attacktype',
3095 type => 'bitmask',
3096 value => $BITMASK{attacktype}
3097 },
3098 dam => {
3099 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.',
3100 name => 'direct damage',
3101 type => 'int'
3102 },
3103 hp => {
3104 desc => 'The rune will detonate <number of charges> times before disappearing.',
3105 name => 'number of charges',
3106 type => 'int'
3107 },
3108 level => {
3109 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.',
3110 name => 'rune level',
3111 type => 'int'
3112 },
3113 msg => {
3114 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
3115 end => 'endmsg',
3116 name => 'detonation text',
3117 type => 'text'
3118 },
3119 no_pick => {
3120 type => 'fixed'
3121 },
3122 walk_on => {
3123 type => 'fixed'
3124 }
3125 },
3126 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.',
3127 ignore => [
3128 'no_pick',
3129 'title',
3130 'name_pl',
3131 'weight',
3132 'value',
3133 'material',
3134 'unpaid'
3135 ],
3136 section => [
3137 [
3138 'spellcraft',
3139 {
3140 maxhp => {
3141 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
3142 name => 'summon amount',
3143 type => 'int'
3144 },
3145 maxsp => {
3146 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.',
3147 name => 'direction',
3148 type => 'list',
3149 value => $LIST{direction}
3150 },
3151 other_arch => {
3152 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.',
3153 name => 'spell arch',
3154 type => 'string'
3155 },
3156 race => {
3157 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.',
3158 name => 'summon monster',
3159 type => 'string'
3160 },
3161 slaying => {
3162 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
3163 name => 'spell name',
3164 type => 'string'
3165 },
3166 sp => {
3167 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
3168 name => 'spell',
3169 type => 'spell'
3170 }
3171 }
3172 ]
3173 ],
3174 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
3175 },
3176 Savebed => {
3177 attr => {
3178 damned => {
3179 type => 'fixed'
3180 },
3181 no_magic => {
3182 type => 'fixed'
3183 },
3184 no_pick => {
3185 type => 'fixed'
3186 }
3187 },
3188 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.',
3189 ignore => [
3190 $IGNORE_LIST{non_pickable}
3191 ],
3192 use => 'Put savebed locations in towns, do not put them into dungeons. It is absolutely neccessary that a place with savebeds is 100% secure. That means: <UL> <LI> Monsters must not be able to reach the savebeds under any circumstances! <LI> If there are NPCs around, make sure they have the friendly-flag set. <LI> Insert a relyable exit! Make sure there is no possibility that players get trapped in a savebed location. <LI> If possible, mark the whole site as no-spell area (Insert this arch called "dungeon_magic" everywhere). This is not required, but it makes the place much more safe. </UL>'
3193 },
3194 Scroll => {
3195 attr => {
3196 level => {
3197 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
3198 name => 'casting level',
3199 type => 'int'
3200 },
3201 sp => {
3202 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
3203 name => 'spell',
3204 type => 'spell'
3205 },
3206 startequip => {
3207 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3208 name => 'godgiven item',
3209 type => 'bool'
3210 }
3211 },
3212 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.',
3213 ignore => [
3214 'title'
3215 ],
3216 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
3217 },
3218 Shield => {
3219 attr => {
3220 magic => {
3221 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.',
3222 name => 'magic bonus',
3223 type => 'int'
3224 }
3225 },
3226 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.',
3227 import => [
3228 $TYPE{Amulet}
3229 ],
3230 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
3231 },
3232 'Shooting Weapon' => {
3233 attr => {
3234 cursed => {
3235 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
3236 name => 'curse',
3237 type => 'bool'
3238 },
3239 dam => {
3240 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.',
3241 name => 'base damage',
3242 type => 'int'
3243 },
3244 damned => {
3245 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
3246 name => 'damnation',
3247 type => 'bool'
3248 },
3249 item_power => {
3250 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
3251 name => 'item power',
3252 type => 'int'
3253 },
3254 msg => {
3255 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
3256 end => 'endmsg',
3257 name => 'description',
3258 type => 'text'
3259 },
3260 no_strength => {
3261 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.',
3262 name => 'ignore strength',
3263 type => 'bool'
3264 },
3265 race => {
3266 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.',
3267 name => 'ammunition class',
3268 type => 'string'
3269 },
3270 sp => {
3271 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).',
3272 name => 'shooting speed',
3273 type => 'int'
3274 },
3275 startequip => {
3276 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3277 name => 'godgiven item',
3278 type => 'bool'
3279 },
3280 unique => {
3281 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3282 name => 'unique item',
3283 type => 'bool'
3284 },
3285 wc => {
3286 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.',
3287 name => 'weaponclass',
3288 type => 'int'
3289 }
3290 },
3291 desc => 'Schooting 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.',
3292 section => [
3293 [
3294 'stats',
3295 {
3296 Cha => {
3297 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
3298 name => 'charisma',
3299 type => 'int'
3300 },
3301 Con => {
3302 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
3303 name => 'constitution',
3304 type => 'int'
3305 },
3306 Dex => {
3307 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
3308 name => 'dexterity',
3309 type => 'int'
3310 },
3311 Int => {
3312 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
3313 name => 'intelligence',
3314 type => 'int'
3315 },
3316 Pow => {
3317 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
3318 name => 'power',
3319 type => 'int'
3320 },
3321 Str => {
3322 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
3323 name => 'strength',
3324 type => 'int'
3325 },
3326 Wis => {
3327 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
3328 name => 'wisdom',
3329 type => 'int'
3330 }
3331 }
3332 ],
3333 [
3334 'bonus',
3335 {
3336 luck => {
3337 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.',
3338 name => 'luck bonus',
3339 type => 'int'
3340 },
3341 magic => {
3342 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.',
3343 name => 'magic bonus',
3344 type => 'int'
3345 }
3346 }
3347 ]
3348 ],
3349 use => 'Shooting weapons should not add bonuses in general. There\'s already enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. Schooting 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.'
3350 },
3351 'Shop Floor' => {
3352 attr => {
3353 auto_apply => {
3354 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.',
3355 name => 'generate goods',
3356 type => 'bool'
3357 },
3358 damned => {
3359 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.)',
3360 name => 'no prayers',
3361 type => 'bool'
3362 },
3363 exp => {
3364 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.',
3365 name => 'quality level',
3366 type => 'int'
3367 },
3368 is_floor => {
3369 type => 'fixed'
3370 },
3371 no_magic => {
3372 type => 'fixed'
3373 },
3374 no_pick => {
3375 type => 'fixed'
3376 },
3377 randomitems => {
3378 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.',
3379 name => 'treasurelist',
3380 type => 'treasurelist'
3381 }
3382 },
3383 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).',
3384 ignore => [
3385 $IGNORE_LIST{non_pickable}
3386 ],
3387 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.'
3388 },
3389 'Shop Mat' => {
3390 attr => {
3391 fly_on => {
3392 desc => 'If set, the player can enter/leave the shop by "flying" into the shop mat.',
3393 name => 'apply by flying',
3394 type => 'bool'
3395 },
3396 no_pick => {
3397 type => 'fixed'
3398 },
3399 walk_on => {
3400 desc => 'If set, the player can enter/leave the shop by just walking into the shop mat.',
3401 name => 'apply by walking',
3402 type => 'bool'
3403 }
3404 },
3405 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).',
3406 ignore => [
3407 $IGNORE_LIST{non_pickable}
3408 ],
3409 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
3410 },
3411 'Sign & MagicMouth' => {
3412 attr => {
3413 connected => {
3414 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.',
3415 name => 'connection',
3416 type => 'int'
3417 },
3418 fly_on => {
3419 desc => 'If set, the player gets the message when flying (=levitating) ontop of the object. Usually this should be set together with walk_on.',
3420 name => 'activate by flying',
3421 type => 'bool'
3422 },
3423 food => {
3424 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).',
3425 name => 'counter',
3426 type => 'int'
3427 },
3428 msg => {
3429 desc => 'This text will be displayed to the player.',
3430 end => 'endmsg',
3431 name => 'message',
3432 type => 'text'
3433 },
3434 walk_on => {
3435 desc => 'If set, the player gets the message when walking ontop of the object. "invisible 1" should be set in this case. This is the typical configuration for a "magic_mouth": The player walks through a dungeon and suddenly he gets a message. Use this to create some roleplay atmosphere, and to inform the player about possible dangers or secrets.',
3436 name => 'activate by walking',
3437 type => 'bool'
3438 }
3439 },
3440 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).',
3441 ignore => [
3442 $IGNORE_LIST{non_pickable}
3443 ],
3444 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.'
3445 },
3446 Skill => {
3447 attr => {
3448 can_use_skill => {
3449 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.',
3450 name => 'is native skill',
3451 type => 'bool'
3452 },
3453 exp => {
3454 name => 'experience',
3455 type => 'int'
3456 },
3457 expmul => {
3458 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.',
3459 name => 'exp multiplier',
3460 type => 'float'
3461 },
3462 invisible => {
3463 type => 'fixed'
3464 },
3465 level => {
3466 name => 'level',
3467 type => 'int'
3468 },
3469 no_drop => {
3470 type => 'fixed'
3471 },
3472 skill => {
3473 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.',
3474 name => 'skill name',
3475 type => 'string'
3476 },
3477 subtype => {
3478 desc => 'The <skill type> defines the base functionality of the skill. Skill types are hardcoded in the Crossfire server. It isn\'t hard to create new skill types, but it requires a bit of server-coding.',
3479 name => 'skill type',
3480 type => 'list',
3481 value => $LIST{skill_type}
3482 }
3483 },
3484 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.',
3485 ignore => [
3486 $IGNORE_LIST{system_object}
3487 ],
3488 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>'
3489 },
3490 'Skill Scroll' => {
3491 attr => {
3492 race => {
3493 type => 'fixed'
3494 },
3495 skill => {
3496 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
3497 name => 'skill name',
3498 type => 'string'
3499 }
3500 },
3501 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
3502 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.'
3503 },
3504 'Special Key' => {
3505 attr => {
3506 material => {
3507 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
3508 name => 'material',
3509 type => 'bitmask',
3510 value => $BITMASK{material}
3511 },
3512 msg => {
3513 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.',
3514 end => 'endmsg',
3515 name => 'description',
3516 type => 'text'
3517 },
3518 slaying => {
3519 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.',
3520 name => 'key string',
3521 type => 'string'
3522 },
3523 startequip => {
3524 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3525 name => 'godgiven item',
3526 type => 'bool'
3527 },
3528 unique => {
3529 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.',
3530 name => 'unique item',
3531 type => 'bool'
3532 }
3533 },
3534 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.',
3535 ignore => [
3536 'material'
3537 ],
3538 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".'
3539 },
3540 Spell => {
3541 attr => {
3542 casting_time => {
3543 name => 'casting time',
3544 type => 'int'
3545 },
3546 duration => {
3547 name => 'duration',
3548 type => 'int'
3549 },
3550 grace => {
3551 name => 'cost grace',
3552 type => 'int'
3553 },
3554 invisible => {
3555 type => 'fixed'
3556 },
3557 level => {
3558 name => 'spell level',
3559 type => 'int'
3560 },
3561 maxsp => {
3562 name => 'double cost per level',
3563 type => 'int'
3564 },
3565 no_drop => {
3566 type => 'fixed'
3567 },
3568 other_arch => {
3569 name => 'create object',
3570 type => 'string'
3571 },
3572 skill => {
3573 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.',
3574 name => 'skill name',
3575 type => 'string'
3576 },
3577 sp => {
3578 name => 'cost spellpoints',
3579 type => 'int'
3580 },
3581 subtype => {
3582 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
3583 name => 'spell type',
3584 type => 'list',
3585 value => $LIST{spell_type}
3586 }
3587 },
3588 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.',
3589 ignore => [
3590 $IGNORE_LIST{system_object}
3591 ],
3592 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.'
3593 },
3594 Spellbook => {
3595 attr => {
3596 msg => {
3597 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
3598 end => 'endmsg',
3599 name => 'description',
3600 type => 'text'
3601 },
3602 randomitems => {
3603 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.',
3604 name => 'treasurelist',
3605 type => 'treasurelist'
3606 },
3607 skill => {
3608 type => 'fixed'
3609 },
3610 startequip => {
3611 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3612 name => 'godgiven item',
3613 type => 'bool'
3614 }
3615 },
3616 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.',
3617 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.'
3618 },
3619 Spinner => {
3620 attr => {
3621 fly_on => {
3622 type => 'fixed'
3623 },
3624 sp => {
3625 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.',
3626 name => 'direction number',
3627 type => 'int'
3628 },
3629 walk_on => {
3630 type => 'fixed'
3631 }
3632 },
3633 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.',
3634 ignore => [
3635 $IGNORE_LIST{non_pickable}
3636 ],
3637 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.'
3638 },
3639 Swamp => {
3640 attr => {
3641 damned => {
3642 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
3643 name => 'no prayers',
3644 type => 'bool'
3645 },
3646 is_floor => {
3647 type => 'fixed'
3648 },
3649 is_wooded => {
3650 type => 'fixed'
3651 },
3652 no_magic => {
3653 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
3654 name => 'no spells',
3655 type => 'bool'
3656 },
3657 slow_move => {
3658 desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp',
3659 name => 'slow movement',
3660 type => 'int'
3661 },
3662 speed => {
3663 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.',
3664 name => 'drowning speed',
3665 type => 'float'
3666 },
3667 walk_on => {
3668 type => 'fixed'
3669 }
3670 },
3671 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.',
3672 ignore => [
3673 $IGNORE_LIST{non_pickable}
3674 ]
3675 },
3676 Teleporter => {
3677 attr => {
3678 connected => {
3679 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.',
3680 name => 'connection',
3681 type => 'int'
3682 },
3683 hp => {
3684 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.',
3685 name => 'destination X',
3686 type => 'int'
3687 },
3688 slaying => {
3689 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.',
3690 name => 'exit path',
3691 type => 'string'
3692 },
3693 sp => {
3694 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.',
3695 name => 'destination Y',
3696 type => 'int'
3697 },
3698 speed => {
3699 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!',
3700 name => 'activation speed',
3701 type => 'float'
3702 }
3703 },
3704 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.',
3705 ignore => [
3706 $IGNORE_LIST{non_pickable}
3707 ],
3708 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.'
3709 },
3710 Trap => {
3711 attr => {
3712 Cha => {
3713 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.',
3714 name => 'visibility',
3715 type => 'int'
3716 },
3717 attacktype => {
3718 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
3719 name => 'attacktype',
3720 type => 'bitmask',
3721 value => $BITMASK{attacktype}
3722 },
3723 connected => {
3724 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
3725 name => 'connection',
3726 type => 'int'
3727 },
3728 dam => {
3729 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
3730 name => 'direct damage',
3731 type => 'int'
3732 },
3733 hp => {
3734 desc => 'The trap will detonate <number of charges> times before disappearing.',
3735 name => 'number of charges',
3736 type => 'int'
3737 },
3738 level => {
3739 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.',
3740 name => 'trap level',
3741 type => 'int'
3742 },
3743 msg => {
3744 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
3745 end => 'endmsg',
3746 name => 'detonation text',
3747 type => 'text'
3748 },
3749 no_pick => {
3750 type => 'fixed'
3751 },
3752 walk_on => {
3753 type => 'fixed'
3754 }
3755 },
3756 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.',
3757 ignore => [
3758 'no_pick',
3759 'title',
3760 'name_pl',
3761 'weight',
3762 'value',
3763 'material',
3764 'unpaid'
3765 ],
3766 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.'
3767 },
3768 Trapdoor => {
3769 attr => {
3770 hp => {
3771 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!',
3772 name => 'destination X',
3773 type => 'int'
3774 },
3775 no_pick => {
3776 type => 'fixed'
3777 },
3778 sp => {
3779 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!',
3780 name => 'destination Y',
3781 type => 'int'
3782 },
3783 walk_on => {
3784 type => 'fixed'
3785 },
3786 weight => {
3787 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.',
3788 name => 'hold weight',
3789 type => 'int'
3790 }
3791 },
3792 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.',
3793 ignore => [
3794 $IGNORE_LIST{non_pickable}
3795 ],
3796 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.'
3797 },
3798 Treasure => {
3799 attr => {
3800 auto_apply => {
3801 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.',
3802 name => 'auto-generate',
3803 type => 'bool'
3804 },
3805 exp => {
3806 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).',
3807 name => 'quality level',
3808 type => 'int'
3809 },
3810 hp => {
3811 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.',
3812 name => 'create number',
3813 type => 'int'
3814 },
3815 randomitems => {
3816 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
3817 name => 'treasurelist',
3818 type => 'treasurelist'
3819 }
3820 },
3821 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
3822 ignore => [
3823 'nrof',
3824 'title',
3825 'name_pl',
3826 'weight',
3827 'value',
3828 'material'
3829 ],
3830 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.'
3831 },
3832 'Trigger Marker' => {
3833 attr => {
3834 connected => {
3835 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
3836 name => 'connection',
3837 type => 'int'
3838 },
3839 food => {
3840 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.',
3841 name => 'mark duration',
3842 type => 'int'
3843 },
3844 msg => {
3845 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.',
3846 end => 'endmsg',
3847 name => 'marking message',
3848 type => 'text'
3849 },
3850 name => {
3851 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.',
3852 name => 'delete mark',
3853 type => 'string'
3854 },
3855 no_pick => {
3856 type => 'fixed'
3857 },
3858 slaying => {
3859 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.',
3860 name => 'key string',
3861 type => 'string'
3862 }
3863 },
3864 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.',
3865 ignore => [
3866 $IGNORE_LIST{system_object}
3867 ],
3868 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.'
3869 },
3870 Wall => {
3871 attr => {
3872 can_roll => {
3873 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
3874 name => 'moveable',
3875 type => 'bool'
3876 },
3877 damned => {
3878 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
3879 name => 'restrict prayers',
3880 type => 'bool'
3881 },
3882 no_magic => {
3883 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
3884 name => 'restrict spells',
3885 type => 'bool'
3886 },
3887 no_pass => {
3888 desc => 'If set, the object cannot be passed by players nor monsters.',
3889 name => 'blocking passage',
3890 type => 'bool'
3891 }
3892 },
3893 desc => 'Walls usually block passage and sight.',
3894 ignore => [
3895 'nrof',
3896 'title',
3897 'name_pl',
3898 'value',
3899 'unpaid'
3900 ],
3901 required => {
3902 alive => 0,
3903 is_floor => 0,
3904 no_pass => 1
3905 }
3906 },
3907 'Wand & Staff' => {
3908 attr => {
3909 food => {
3910 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
3911 name => 'number of charges',
3912 type => 'int'
3913 },
3914 level => {
3915 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
3916 name => 'casting level',
3917 type => 'int'
3918 },
3919 msg => {
3920 desc => 'This text may contain a description of the wand.',
3921 end => 'endmsg',
3922 name => 'description',
3923 type => 'text'
3924 },
3925 sp => {
3926 desc => 'The <spell> specifies the contained spell.',
3927 name => 'spell',
3928 type => 'spell'
3929 },
3930 startequip => {
3931 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3932 name => 'godgiven item',
3933 type => 'bool'
3934 }
3935 },
3936 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.',
3937 use => 'Wands are quite seldomly used. The reason prolly is that they\'re generally not cost-efficient. Handing out high-level wands with powerfull 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 desireable though. Ideal rewards for low level quests.'
3938 },
3939 'Weak Wall' => {
3940 attr => {
3941 ac => {
3942 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
3943 name => 'armour class',
3944 type => 'int'
3945 },
3946 alive => {
3947 type => 'fixed'
3948 },
3949 hp => {
3950 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.',
3951 name => 'health points',
3952 type => 'int'
3953 },
3954 level => {
3955 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.',
3956 name => 'level',
3957 type => 'int'
3958 },
3959 maxhp => {
3960 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.',
3961 name => 'max health',
3962 type => 'int'
3963 },
3964 no_pick => {
3965 type => 'fixed'
3966 },
3967 race => {
3968 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.',
3969 name => 'race',
3970 type => 'string'
3971 },
3972 tear_down => {
3973 type => 'fixed'
3974 }
3975 },
3976 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.',
3977 ignore => [
3978 $IGNORE_LIST{non_pickable}
3979 ],
3980 required => {
3981 alive => 1,
3982 is_floor => 0,
3983 tear_down => 1
3984 },
3985 section => [
3986 [
3987 'resistance',
3988 {
3989 resist_acid => {
3990 name => 'resist acid %',
3991 type => 'int'
3992 },
3993 resist_blind => {
3994 name => 'resist blinding %',
3995 type => 'int'
3996 },
3997 resist_chaos => {
3998 name => 'resist chaos %',
3999 type => 'int'
4000 },
4001 resist_cold => {
4002 name => 'resist cold %',
4003 type => 'int'
4004 },
4005 resist_confusion => {
4006 name => 'resist confusion %',
4007 type => 'int'
4008 },
4009 resist_death => {
4010 name => 'resist death-attack %',
4011 type => 'int'
4012 },
4013 resist_deplete => {
4014 name => 'resist depletion %',
4015 type => 'int'
4016 },
4017 resist_drain => {
4018 name => 'resist draining %',
4019 type => 'int'
4020 },
4021 resist_electricity => {
4022 name => 'resist electricity %',
4023 type => 'int'
4024 },
4025 resist_fear => {
4026 name => 'resist fear %',
4027 type => 'int'
4028 },
4029 resist_fire => {
4030 name => 'resist fire %',
4031 type => 'int'
4032 },
4033 resist_ghosthit => {
4034 name => 'resist ghosthit %',
4035 type => 'int'
4036 },
4037 resist_godpower => {
4038 name => 'resist godpower %',
4039 type => 'int'
4040 },
4041 resist_holyword => {
4042 name => 'resist holy power %',
4043 type => 'int'
4044 },
4045 resist_magic => {
4046 name => 'resist magic %',
4047 type => 'int'
4048 },
4049 resist_paralyze => {
4050 name => 'resist paralyze %',
4051 type => 'int'
4052 },
4053 resist_physical => {
4054 name => 'resist physical %',
4055 type => 'int'
4056 },
4057 resist_poison => {
4058 name => 'resist poison %',
4059 type => 'int'
4060 },
4061 resist_slow => {
4062 name => 'resist slow %',
4063 type => 'int'
4064 },
4065 resist_turn_undead => {
4066 name => 'resist turn undead %',
4067 type => 'int'
4068 },
4069 resist_weaponmagic => {
4070 name => 'resist weaponmagic %',
4071 type => 'int'
4072 }
4073 }
4074 ]
4075 ],
4076 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.'
4077 },
4078 Weapon => {
4079 attr => {
4080 attacktype => {
4081 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.',
4082 name => 'attacktype',
4083 type => 'bitmask',
4084 value => $BITMASK{attacktype}
4085 },
4086 cursed => {
4087 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
4088 name => 'curse',
4089 type => 'bool'
4090 },
4091 dam => {
4092 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.',
4093 name => 'damage',
4094 type => 'int'
4095 },
4096 damned => {
4097 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
4098 name => 'damnation',
4099 type => 'bool'
4100 },
4101 item_power => {
4102 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
4103 name => 'item power',
4104 type => 'int'
4105 },
4106 last_sp => {
4107 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.',
4108 name => 'weapon speed',
4109 type => 'int'
4110 },
4111 lifesave => {
4112 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his healthpoints reach zero, the item dissapears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
4113 name => 'save life',
4114 type => 'bool'
4115 },
4116 magic => {
4117 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.',
4118 name => 'magic bonus',
4119 type => 'int'
4120 },
4121 msg => {
4122 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
4123 end => 'endmsg',
4124 name => 'description',
4125 type => 'text'
4126 },
4127 skill => {
4128 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
4129 name => 'skill name',
4130 type => 'string'
4131 },
4132 slaying => {
4133 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.',
4134 name => 'slaying race',
4135 type => 'string'
4136 },
4137 startequip => {
4138 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4139 name => 'godgiven item',
4140 type => 'bool'
4141 },
4142 unique => {
4143 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4144 name => 'unique item',
4145 type => 'bool'
4146 },
4147 wc => {
4148 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.',
4149 name => 'weapon class',
4150 type => 'int'
4151 },
4152 weapontype => {
4153 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.',
4154 name => 'weapontype',
4155 type => 'list',
4156 value => $LIST{weapon_type}
4157 }
4158 },
4159 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.',
4160 section => [
4161 [
4162 'resistance',
4163 {
4164 resist_acid => {
4165 desc => 'This adds acid resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4166 name => 'resist acid %',
4167 type => 'int'
4168 },
4169 resist_blind => {
4170 desc => 'This adds blinding resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4171 name => 'resist blinding %',
4172 type => 'int'
4173 },
4174 resist_chaos => {
4175 desc => 'This adds chaos resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact. Note that chaos is not a stand-alone attacktype. Chaos "contains" a combination of other attacktypes.',
4176 name => 'resist chaos %',
4177 type => 'int'
4178 },
4179 resist_cold => {
4180 desc => 'This adds fire resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4181 name => 'resist cold %',
4182 type => 'int'
4183 },
4184 resist_confusion => {
4185 desc => 'This adds confusion resistance to the weapon. The number is a percent-value in the range 0-100. Confusion resistance is not very effective unless the value comes close to 100 (= perfect immunity).',
4186 name => 'resist confusion %',
4187 type => 'int'
4188 },
4189 resist_death => {
4190 desc => 'This adds death-attack resistance to the weapon. The number is a percent-value in the range 0-100. Death-attack resistance is little effective unless the value is 100 (= perfect immunity). Generally, resistance to death-attack is not supposed to be available to players!',
4191 name => 'resist death-attack %',
4192 type => 'int'
4193 },
4194 resist_deplete => {
4195 desc => 'This adds depletion resistance to the weapon. The number is a percent-value in the range 0-100. Depletion resistance is little effective unless the value is 100 (= perfect immunity).',
4196 name => 'resist depletion %',
4197 type => 'int'
4198 },
4199 resist_drain => {
4200 desc => 'This adds draining resistance to the weapon. The number is a percent-value in the range 0-100. Draining resistance is little effective unless the value is 100 (= perfect immunity).',
4201 name => 'resist draining %',
4202 type => 'int'
4203 },
4204 resist_electricity => {
4205 desc => 'This adds electricity resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4206 name => 'resist electricity %',
4207 type => 'int'
4208 },
4209 resist_fear => {
4210 desc => 'This adds fear resistance to the weapon. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
4211 name => 'resist fear %',
4212 type => 'int'
4213 },
4214 resist_fire => {
4215 desc => 'This adds fire resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4216 name => 'resist fire %',
4217 type => 'int'
4218 },
4219 resist_ghosthit => {
4220 desc => 'This adds ghosthit resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4221 name => 'resist ghosthit %',
4222 type => 'int'
4223 },
4224 resist_holyword => {
4225 desc => 'This adds holy power resistance to the weapon. The number is a percent-value in the range 0-100. Holy power is the attacktype that holyword-type spells use to hurt undead creatures. This kind of resistance is only reasonable for undead players (wraith or devourer cult). Generally, resistance to holy word should not be available for players.',
4226 name => 'resist holy power %',
4227 type => 'int'
4228 },
4229 resist_magic => {
4230 desc => 'This adds magic resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4231 name => 'resist magic %',
4232 type => 'int'
4233 },
4234 resist_paralyze => {
4235 desc => 'This adds paralyze resistance to the weapon. The number is a percent-value in the range 0-100. Paralyze resistance is little effective unless the value is 100 (= perfect immunity).',
4236 name => 'resist paralyze %',
4237 type => 'int'
4238 },
4239 resist_physical => {
4240 desc => 'This adds physical resistance to the weapon (= armour value). The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4241 name => 'resist physical %',
4242 type => 'int'
4243 },
4244 resist_poison => {
4245 desc => 'This adds poison resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4246 name => 'resist poison %',
4247 type => 'int'
4248 },
4249 resist_slow => {
4250 desc => 'This adds fear resistance to the weapon. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
4251 name => 'resist slow %',
4252 type => 'int'
4253 },
4254 resist_weaponmagic => {
4255 desc => 'This adds weaponmagic resistance to the weapon. The number is a percent-value in the range 0-100. Weaponmagic resistance generally should not exist on equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) are not meant to be easily resisted.',
4256 name => 'resist weaponmagic %',
4257 type => 'int'
4258 }
4259 }
4260 ],
4261 [
4262 'stats',
4263 {
4264 Cha => {
4265 desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
4266 name => 'charisma',
4267 type => 'int'
4268 },
4269 Con => {
4270 desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
4271 name => 'constitution',
4272 type => 'int'
4273 },
4274 Dex => {
4275 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
4276 name => 'dexterity',
4277 type => 'int'
4278 },
4279 Int => {
4280 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
4281 name => 'intelligence',
4282 type => 'int'
4283 },
4284 Pow => {
4285 desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
4286 name => 'power',
4287 type => 'int'
4288 },
4289 Str => {
4290 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
4291 name => 'strength',
4292 type => 'int'
4293 },
4294 Wis => {
4295 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
4296 name => 'wisdom',
4297 type => 'int'
4298 }
4299 }
4300 ],
4301 [
4302 'misc',
4303 {
4304 food => {
4305 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.',
4306 name => 'food bonus',
4307 type => 'int'
4308 },
4309 grace => {
4310 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!!',
4311 name => 'grace regen.',
4312 type => 'int'
4313 },
4314 hp => {
4315 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
4316 name => 'health regen.',
4317 type => 'int'
4318 },
4319 luck => {
4320 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.',
4321 name => 'luck bonus',
4322 type => 'int'
4323 },
4324 path_attuned => {
4325 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
4326 name => 'attuned paths',
4327 type => 'bitmask',
4328 value => $BITMASK{spellpath}
4329 },
4330 path_denied => {
4331 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
4332 name => 'denied paths',
4333 type => 'bitmask',
4334 value => $BITMASK{spellpath}
4335 },
4336 path_repelled => {
4337 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
4338 name => 'repelled paths',
4339 type => 'bitmask',
4340 value => $BITMASK{spellpath}
4341 },
4342 reflect_missile => {
4343 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.',
4344 name => 'reflect missiles',
4345 type => 'bool'
4346 },
4347 reflect_spell => {
4348 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!',
4349 name => 'reflect spells',
4350 type => 'bool'
4351 },
4352 sp => {
4353 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
4354 name => 'mana regen.',
4355 type => 'int'
4356 },
4357 stealth => {
4358 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)',
4359 name => 'stealth',
4360 type => 'bool'
4361 },
4362 xrays => {
4363 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desireable, so don\'t give it away for cheap on equipment.',
4364 name => 'xray vision',
4365 type => 'bool'
4366 }
4367 }
4368 ]
4369 ],
4370 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.'
4371 }
4372 );
4373
4374 our @ATTR0 = (
4375 $TYPE{Floor},
4376 $TYPE{'Monster & NPC'},
4377 $TYPE{Wall},
4378 $TYPE{'Weak Wall'}
4379 );
4380
4381 our %ATTR = (
4382 3 => $TYPE{Rod},
4383 4 => $TYPE{Treasure},
4384 5 => $TYPE{Potion},
4385 6 => $TYPE{Food},
4386 7 => $TYPE{'Poison Food'},
4387 8 => $TYPE{Book},
4388 9 => $TYPE{Clock},
4389 13 => $TYPE{Projectile},
4390 14 => $TYPE{'Shooting Weapon'},
4391 15 => $TYPE{Weapon},
4392 16 => $TYPE{'Brestplate Armour'},
4393 17 => $TYPE{Pedestal},
4394 18 => $TYPE{Altar},
4395 20 => $TYPE{'Locked Door'},
4396 21 => $TYPE{'Special Key'},
4397 27 => $TYPE{'Handle Trigger'},
4398 29 => $TYPE{'Magic Ear'},
4399 31 => $TYPE{'Altar Trigger'},
4400 33 => $TYPE{Shield},
4401 34 => $TYPE{Helmet},
4402 35 => $TYPE{Horn},
4403 36 => $TYPE{Money},
4404 39 => $TYPE{Amulet},
4405 40 => $TYPE{Mover},
4406 41 => $TYPE{Teleporter},
4407 42 => $TYPE{Creator},
4408 43 => $TYPE{Skill},
4409 51 => $TYPE{Detector},
4410 52 => $TYPE{'Trigger Marker'},
4411 55 => $TYPE{Marker},
4412 56 => $TYPE{'Holy Altar'},
4413 58 => $TYPE{Battleground},
4414 60 => $TYPE{Jewel},
4415 62 => $TYPE{'Magic Wall'},
4416 64 => $TYPE{'Inventory Checker'},
4417 65 => $TYPE{'Mood Floor'},
4418 66 => $TYPE{Exit},
4419 67 => $TYPE{'Floor (Encounter)'},
4420 68 => $TYPE{'Shop Floor'},
4421 69 => $TYPE{'Shop Mat'},
4422 70 => $TYPE{Ring},
4423 72 => $TYPE{Flesh},
4424 73 => $TYPE{Inorganic},
4425 83 => $TYPE{Duplicator},
4426 85 => $TYPE{Spellbook},
4427 87 => $TYPE{Cloak},
4428 88 => $TYPE{'Hazard Floor'},
4429 90 => $TYPE{Spinner},
4430 91 => $TYPE{Gate},
4431 92 => $TYPE{Button},
4432 93 => $TYPE{Handle},
4433 94 => $TYPE{Pit},
4434 95 => $TYPE{Trapdoor},
4435 98 => $TYPE{'Sign & MagicMouth'},
4436 99 => $TYPE{Boots},
4437 100 => $TYPE{Gloves},
4438 101 => $TYPE{Spell},
4439 103 => $TYPE{Converter},
4440 104 => $TYPE{Bracers},
4441 106 => $TYPE{Savebed},
4442 109 => $TYPE{'Wand & Staff'},
4443 110 => $TYPE{Ability},
4444 111 => $TYPE{Scroll},
4445 112 => $TYPE{Director},
4446 113 => $TYPE{Girdle},
4447 122 => $TYPE{Container},
4448 130 => $TYPE{'Skill Scroll'},
4449 138 => $TYPE{Swamp},
4450 154 => $TYPE{Rune},
4451 155 => $TYPE{Trap},
4452 156 => $TYPE{'Power Crystal'},
4453 158 => $TYPE{Disease}
4454 );
4455
4456 our %TYPENAME = (
4457 0 => '*NONE*',
4458 1 => 'PLAYER',
4459 2 => 'BULLET',
4460 3 => 'ROD',
4461 4 => 'TREASURE',
4462 5 => 'POTION',
4463 6 => 'FOOD',
4464 7 => 'POISON',
4465 8 => 'BOOK',
4466 9 => 'CLOCK',
4467 10 => 'FBULLET',
4468 11 => 'FBALL',
4469 12 => 'LIGHTNING',
4470 13 => 'ARROW',
4471 14 => 'BOW',
4472 15 => 'WEAPON',
4473 16 => 'ARMOUR',
4474 17 => 'PEDESTAL',
4475 18 => 'ALTAR',
4476 19 => 'CONFUSION',
4477 20 => 'LOCKED_DOOR',
4478 21 => 'SPECIAL_KEY',
4479 22 => 'MAP',
4480 23 => 'DOOR',
4481 24 => 'KEY',
4482 25 => 'MMISSILE',
4483 26 => 'TIMED_GATE',
4484 27 => 'TRIGGER',
4485 28 => 'GRIMREAPER',
4486 29 => 'MAGIC_EAR',
4487 30 => 'TRIGGER_BUTTON',
4488 31 => 'TRIGGER_ALTAR',
4489 32 => 'TRIGGER_PEDESTAL',
4490 33 => 'SHIELD',
4491 34 => 'HELMET',
4492 35 => 'HORN',
4493 36 => 'MONEY',
4494 37 => 'CLASS',
4495 38 => 'GRAVESTONE',
4496 39 => 'AMULET',
4497 40 => 'PLAYERMOVER',
4498 41 => 'TELEPORTER',
4499 42 => 'CREATOR',
4500 43 => 'SKILL',
4501 44 => 'EXPERIENCE',
4502 45 => 'EARTHWALL',
4503 46 => 'GOLEM',
4504 47 => 'BOMB',
4505 48 => 'THROWN_OBJ',
4506 49 => 'BLINDNESS',
4507 50 => 'GOD',
4508 51 => 'DETECTOR',
4509 52 => 'TRIGGER_MARKER',
4510 53 => 'DEAD_OBJECT',
4511 54 => 'DRINK',
4512 55 => 'MARKER',
4513 56 => 'HOLY_ALTAR',
4514 57 => 'PLAYER_CHANGER',
4515 58 => 'BATTLEGROUND',
4516 59 => 'PEACEMAKER',
4517 60 => 'GEM',
4518 61 => 'FIRECHEST',
4519 62 => 'FIREWALL',
4520 63 => 'ANVIL',
4521 64 => 'CHECK_INV',
4522 65 => 'MOOD_FLOOR',
4523 66 => 'EXIT',
4524 67 => 'ENCOUNTER',
4525 68 => 'SHOP_FLOOR',
4526 69 => 'SHOP_MAT',
4527 70 => 'RING',
4528 71 => 'FLOOR',
4529 72 => 'FLESH',
4530 73 => 'INORGANIC',
4531 74 => 'SKILL_TOOL',
4532 75 => 'LIGHTER',
4533 76 => 'TRAP_PART',
4534 77 => 'WALL',
4535 78 => 'LIGHT_SOURCE',
4536 79 => 'MISC_OBJECT',
4537 80 => 'MONSTER',
4538 81 => 'SPAWN_GENERATOR',
4539 82 => 'LAMP',
4540 83 => 'DUPLICATOR',
4541 84 => 'TOOL',
4542 85 => 'SPELLBOOK',
4543 86 => 'BUILDFAC',
4544 87 => 'CLOAK',
4545 88 => 'CONE',
4546 89 => 'AURA',
4547 90 => 'SPINNER',
4548 91 => 'GATE',
4549 92 => 'BUTTON',
4550 93 => 'CF_HANDLE',
4551 94 => 'HOLE',
4552 95 => 'TRAPDOOR',
4553 96 => 'WORD_OF_RECALL',
4554 97 => 'PARAIMAGE',
4555 98 => 'SIGN',
4556 99 => 'BOOTS',
4557 100 => 'GLOVES',
4558 101 => 'SPELL',
4559 102 => 'SPELL_EFFECT',
4560 103 => 'CONVERTER',
4561 104 => 'BRACERS',
4562 105 => 'POISONING',
4563 106 => 'SAVEBED',
4564 107 => 'POISONCLOUD',
4565 108 => 'FIREHOLES',
4566 109 => 'WAND',
4567 110 => 'ABILITY',
4568 111 => 'SCROLL',
4569 112 => 'DIRECTOR',
4570 113 => 'GIRDLE',
4571 114 => 'FORCE',
4572 115 => 'POTION_EFFECT',
4573 121 => 'CLOSE_CON',
4574 122 => 'CONTAINER',
4575 123 => 'ARMOUR_IMPROVER',
4576 124 => 'WEAPON_IMPROVER',
4577 130 => 'SKILLSCROLL',
4578 138 => 'DEEP_SWAMP',
4579 139 => 'IDENTIFY_ALTAR',
4580 141 => 'CANCELLATION',
4581 150 => 'MENU',
4582 151 => 'BALL_LIGHTNING',
4583 153 => 'SWARM_SPELL',
4584 154 => 'RUNE',
4585 155 => 'TRAP',
4586 156 => 'POWER_CRYSTAL',
4587 157 => 'CORPSE',
4588 158 => 'DISEASE',
4589 159 => 'SYMPTOM',
4590 160 => 'BUILDER',
4591 161 => 'BUILD_MATERIAL',
4592 162 => 'GPS'
4593 );
4594
4595 our %SPELL = (
4596 0 => 'magic bullet',
4597 1 => 'small fireball',
4598 2 => 'medium fireball',
4599 3 => 'large fireball',
4600 4 => 'burning hands',
4601 5 => 'small lightning',
4602 6 => 'large lightning',
4603 7 => 'magic missile',
4604 8 => 'create bomb',
4605 9 => 'summon golem',
4606 10 => 'summon fire elemental',
4607 11 => 'summon earth elemental',
4608 12 => 'summon water elemental',
4609 13 => 'summon air elemental',
4610 14 => 'dimension door',
4611 15 => 'create earth wall',
4612 16 => 'paralyze',
4613 17 => 'icestorm',
4614 18 => 'magic mapping',
4615 19 => 'turn undead',
4616 20 => 'fear',
4617 21 => 'poison cloud',
4618 22 => 'wonder',
4619 23 => 'destruction',
4620 24 => 'perceive self',
4621 25 => 'word of recall',
4622 26 => 'invisible',
4623 27 => 'invisible to undead',
4624 28 => 'probe',
4625 29 => 'large bullet',
4626 30 => 'improved invisibility',
4627 31 => 'holy word',
4628 32 => 'minor healing',
4629 33 => 'medium healing',
4630 34 => 'major healing',
4631 35 => 'heal',
4632 36 => 'create food',
4633 37 => 'earth to dust',
4634 38 => 'armour',
4635 39 => 'strength',
4636 40 => 'dexterity',
4637 41 => 'constitution',
4638 42 => 'charisma',
4639 43 => 'create fire wall',
4640 44 => 'create frost wall',
4641 45 => 'protection from cold',
4642 46 => 'protection from electricity',
4643 47 => 'protection from fire',
4644 48 => 'protection from poison',
4645 49 => 'protection from slow',
4646 50 => 'protection from paralysis',
4647 51 => 'protection from draining',
4648 52 => 'protection from magic',
4649 53 => 'protection from attack',
4650 54 => 'levitate',
4651 55 => 'small speedball',
4652 56 => 'large speedball',
4653 57 => 'hellfire',
4654 58 => 'dragonbreath',
4655 59 => 'large icestorm',
4656 60 => 'charging',
4657 61 => 'polymorph',
4658 62 => 'cancellation',
4659 63 => 'confusion',
4660 64 => 'mass confusion',
4661 65 => 'summon pet monster',
4662 66 => 'slow',
4663 67 => 'regenerate spellpoints',
4664 68 => 'cure poison',
4665 69 => 'protection from confusion',
4666 70 => 'protection from cancellation',
4667 71 => 'protection from depletion',
4668 72 => 'alchemy',
4669 73 => 'remove curse',
4670 74 => 'remove damnation',
4671 75 => 'identify',
4672 76 => 'detect magic',
4673 77 => 'detect monster',
4674 78 => 'detect evil',
4675 79 => 'detect curse',
4676 80 => 'heroism',
4677 81 => 'aggravation',
4678 82 => 'firebolt',
4679 83 => 'frostbolt',
4680 84 => 'shockwave',
4681 85 => 'color spray',
4682 86 => 'haste',
4683 87 => 'face of death',
4684 88 => 'ball lightning',
4685 89 => 'meteor swarm',
4686 90 => 'comet',
4687 91 => 'mystic fist',
4688 92 => 'raise dead',
4689 93 => 'resurrection',
4690 94 => 'reincarnation',
4691 95 => 'immunity to cold',
4692 96 => 'immunity to electricity',
4693 97 => 'immunity to fire',
4694 98 => 'immunity to poison',
4695 99 => 'immunity to slow',
4696 100 => 'immunity to paralysis',
4697 101 => 'immunity to draining',
4698 102 => 'immunity to magic',
4699 103 => 'immunity to attack',
4700 104 => 'invulnerability',
4701 105 => 'defense',
4702 106 => 'rune of fire',
4703 107 => 'rune of frost',
4704 108 => 'rune of shocking',
4705 109 => 'rune of blasting',
4706 110 => 'rune of death',
4707 111 => 'marking rune',
4708 112 => 'build director',
4709 113 => 'create pool of chaos',
4710 114 => 'build bullet wall',
4711 115 => 'build lightning wall',
4712 116 => 'build fireball wall',
4713 117 => 'magic rune',
4714 118 => 'rune of magic drain',
4715 119 => 'antimagic rune',
4716 120 => 'rune of transferrence',
4717 121 => 'transferrence',
4718 122 => 'magic drain',
4719 123 => 'counterspell',
4720 124 => 'disarm',
4721 125 => 'cure confusion',
4722 126 => 'restoration',
4723 127 => 'summon evil monster',
4724 128 => 'counterwall',
4725 129 => 'cause light wounds',
4726 130 => 'cause medium wounds',
4727 131 => 'cause serious wounds',
4728 132 => 'charm monsters',
4729 133 => 'banishment',
4730 134 => 'create missile',
4731 135 => 'show invisible',
4732 136 => 'xray',
4733 137 => 'pacify',
4734 138 => 'summon fog',
4735 139 => 'steambolt',
4736 140 => 'command undead',
4737 141 => 'holy orb',
4738 142 => 'summon avatar',
4739 143 => 'holy possession',
4740 144 => 'bless',
4741 145 => 'curse',
4742 146 => 'regeneration',
4743 147 => 'consecrate',
4744 148 => 'summon cult monsters',
4745 149 => 'cause critical wounds',
4746 150 => 'holy wrath',
4747 151 => 'retributive strike',
4748 152 => 'finger of death',
4749 153 => 'insect plague',
4750 154 => 'call holy servant',
4751 155 => 'wall of thorns',
4752 156 => 'staff to snake',
4753 157 => 'light',
4754 158 => 'darkness',
4755 159 => 'nightfall',
4756 160 => 'daylight',
4757 161 => 'sunspear',
4758 162 => 'faery fire',
4759 163 => 'cure blindness',
4760 164 => 'dark vision',
4761 165 => 'bullet swarm',
4762 166 => 'bullet storm',
4763 167 => 'cause many wounds',
4764 168 => 'small snowstorm',
4765 169 => 'medium snowstorm',
4766 170 => 'large snowstorm',
4767 171 => 'cure disease',
4768 172 => 'cause red death',
4769 173 => 'cause flu',
4770 174 => 'cause black death',
4771 175 => 'cause leprosy',
4772 176 => 'cause smallpox',
4773 177 => 'cause white death',
4774 178 => 'cause anthrax',
4775 179 => 'cause typhoid',
4776 180 => 'mana blast',
4777 181 => 'small manaball',
4778 182 => 'medium manaball',
4779 183 => 'large manaball',
4780 184 => 'mana bolt',
4781 185 => 'dancing sword',
4782 186 => 'animate weapon',
4783 187 => 'cause cold',
4784 188 => 'divine shock',
4785 189 => 'windstorm',
4786 190 => 'sanctuary',
4787 191 => 'peace',
4788 192 => 'spiderweb',
4789 193 => 'conflict',
4790 194 => 'rage',
4791 195 => 'forked lightning',
4792 196 => 'poison fog',
4793 197 => 'flaming aura',
4794 198 => 'vitriol',
4795 199 => 'vitriol splash',
4796 200 => 'ironwood skin',
4797 201 => 'wrathful eye',
4798 202 => 'town portal',
4799 203 => 'missile swarm',
4800 204 => 'cause rabies',
4801 205 => 'glyph'
4802 );
4803
4804
4805 =head1 AUTHOR
4806
4807 Marc Lehmann <schmorp.de>
4808 http://home.schmorp.de/
4809
4810 The source files are part of the CFJavaEditor.
4811
4812 =cut
4813
4814 1