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Revision: 1.46
Committed: Sun Oct 5 13:52:33 2008 UTC (15 years, 7 months ago) by elmex
Branch: MAIN
Changes since 1.45: +9 -2 lines
Log Message:
added unpaid flag for converters and fixed new_pickmap bug.

File Contents

# Content
1 =head1 NAME
2
3 Deliantra::Data - various data structures useful for understanding archs and objects
4
5 =head1
6
7 THIS FILE IS AUTOGENERATED, DO NOT EDIT!
8
9 It's a translation of the following files:
10
11 res/spells.xml
12 res/types.xml
13 res/typenumbers.xml
14
15 See F<res/README> for more info.
16
17 =cut
18
19 package Deliantra::Data;
20
21 our %BITMASK = (
22 attacktype => {
23 0 => 'Physical',
24 1 => 'Magical',
25 2 => 'Fire',
26 3 => 'Electricity',
27 4 => 'Cold',
28 5 => 'Confusion',
29 6 => 'Acid',
30 7 => 'Drain',
31 8 => 'Weaponmagic',
32 9 => 'Ghosthit',
33 10 => 'Poison',
34 11 => 'Slow',
35 12 => 'Paralyze',
36 13 => 'Turn Undead',
37 14 => 'Fear',
38 15 => 'Cancellation',
39 16 => 'Depletion',
40 17 => 'Death',
41 18 => 'Chaos',
42 19 => 'Counterspell',
43 20 => 'God Power',
44 21 => 'Holy Power',
45 22 => 'Blinding'
46 },
47 material => {
48 0 => 'Paper',
49 1 => 'Iron',
50 2 => 'Glass',
51 3 => 'Leather',
52 4 => 'Wood',
53 5 => 'Organics',
54 6 => 'Stone',
55 7 => 'Cloth',
56 8 => 'Adamantite',
57 9 => 'Liquid',
58 10 => 'Soft Metal',
59 11 => 'Bone',
60 12 => 'Ice',
61 13 => '(supress name on display)'
62 },
63 movement_type => {
64 0 => 'Walk',
65 1 => 'Fly Low',
66 2 => 'Fly High',
67 3 => 'Swim',
68 4 => 'Boat',
69 16 => 'Other'
70 },
71 pick_up => {
72 0 => 'Nothing',
73 1 => 'Wealth',
74 2 => 'Food',
75 3 => 'Weapons',
76 4 => 'Armour',
77 5 => 'Inverse',
78 6 => 'All'
79 },
80 spellpath => {
81 0 => 'Protection',
82 1 => 'Fire',
83 2 => 'Frost',
84 3 => 'Electricity',
85 4 => 'Missiles',
86 5 => 'Self',
87 6 => 'Summoning',
88 7 => 'Abjuration',
89 8 => 'Restoration',
90 9 => 'Detonation',
91 10 => 'Mind',
92 11 => 'Creation',
93 12 => 'Teleportation',
94 13 => 'Information',
95 14 => 'Transmutation',
96 15 => 'Transferrence',
97 16 => 'Turning',
98 17 => 'Wounding',
99 18 => 'Death',
100 19 => 'Light'
101 },
102 will_apply => {
103 0 => 'Apply Handles',
104 1 => 'Open Chests',
105 2 => 'Break Walls',
106 3 => 'Open Doors'
107 }
108 );
109
110 our %LIST = (
111 attack_movement_bits_0_3 => {
112 0 => 'default',
113 1 => 'attack from distance',
114 2 => 'run away',
115 3 => 'hit and run',
116 4 => 'wait, then hit, then move',
117 5 => 'rush blindly',
118 6 => 'always run',
119 7 => 'attack from distance if hit',
120 8 => 'do not approach'
121 },
122 attack_movement_bits_4_7 => {
123 0 => 'none',
124 16 => 'pet',
125 32 => 'small circle',
126 48 => 'large circle',
127 64 => 'small horizontal',
128 80 => 'large horizontal',
129 96 => 'random direction',
130 112 => 'random movement',
131 128 => 'small vertical',
132 144 => 'large vertical'
133 },
134 direction => {
135 0 => '<none>',
136 1 => 'north',
137 2 => 'northeast',
138 3 => 'east',
139 4 => 'southeast',
140 5 => 'south',
141 6 => 'southwest',
142 7 => 'west',
143 8 => 'northwest'
144 },
145 event_type => {
146 0 => 'none',
147 1 => 'apply',
148 2 => 'attack',
149 3 => 'death',
150 4 => 'drop',
151 5 => 'pickup',
152 6 => 'say',
153 7 => 'stop',
154 8 => 'time',
155 9 => 'throw',
156 10 => 'trigger',
157 11 => 'close',
158 12 => 'timer',
159 28 => 'move',
160 41 => 'drop_on'
161 },
162 mood => {
163 0 => 'furious',
164 1 => 'angry',
165 2 => 'calm',
166 3 => 'sleep',
167 4 => 'charm'
168 },
169 potion_effect => {
170 0 => '<none>',
171 65536 => 'life restoration',
172 1048576 => 'improvement'
173 },
174 skill_type => {
175 1 => 'lockpicking',
176 2 => 'hiding',
177 3 => 'smithery',
178 4 => 'bowyer',
179 5 => 'jeweler',
180 6 => 'alchemy',
181 7 => 'stealing',
182 8 => 'literacy',
183 9 => 'bargaining',
184 10 => 'jumping',
185 11 => 'detect magic',
186 12 => 'oratory',
187 13 => 'singing',
188 14 => 'detect curse',
189 15 => 'find traps',
190 16 => 'mediatation',
191 17 => 'punching',
192 18 => 'flame touch',
193 19 => 'karate',
194 20 => 'climbing',
195 21 => 'woodsman',
196 22 => 'inscription',
197 23 => 'one handed weapons',
198 24 => 'missile weapons',
199 25 => 'throwing',
200 26 => 'use magic item',
201 27 => 'disarm traps',
202 28 => 'set traps',
203 29 => 'thaumaturgy',
204 30 => 'praying',
205 31 => 'clawing',
206 32 => 'levitation',
207 33 => 'summoning',
208 34 => 'pyromancy',
209 35 => 'evocation',
210 36 => 'sorcery',
211 37 => 'two handed weapons'
212 },
213 spell_type => {
214 1 => 'raise dead',
215 2 => 'rune',
216 3 => 'make mark',
217 4 => 'bolt',
218 5 => 'bullet',
219 6 => 'explosion',
220 7 => 'cone',
221 8 => 'bomb',
222 9 => 'wonder',
223 10 => 'smite',
224 11 => 'magic missile',
225 12 => 'summon golem',
226 13 => 'dimension door',
227 14 => 'magic mapping',
228 15 => 'magic wall',
229 16 => 'destruction',
230 17 => 'perceive self',
231 18 => 'word of recall',
232 19 => 'invisible',
233 20 => 'probe',
234 21 => 'healing',
235 22 => 'create food',
236 23 => 'earth to dust',
237 24 => 'change ability',
238 25 => 'bless',
239 26 => 'curse',
240 27 => 'summon monster',
241 28 => 'recharge',
242 29 => 'polymorph',
243 30 => 'alchemy',
244 31 => 'remove curse',
245 32 => 'identify',
246 33 => 'detection',
247 34 => 'mood change',
248 35 => 'moving ball',
249 36 => 'swarm',
250 37 => 'charge mana',
251 38 => 'dispel rune',
252 39 => 'create missile',
253 40 => 'consecrate',
254 41 => 'animate weapon',
255 42 => 'light',
256 43 => 'change map light',
257 44 => 'faery fire',
258 45 => 'disease',
259 46 => 'aura',
260 47 => 'town portal'
261 },
262 weapon_type => {
263 0 => '<unknown>',
264 1 => 'sword',
265 2 => 'arrows',
266 3 => 'axe',
267 4 => 'katana',
268 5 => 'knife, dagger',
269 6 => 'whip, chain',
270 7 => 'hammer, flail',
271 8 => 'club, stick'
272 }
273 );
274
275 our %IGNORE_LIST = (
276 non_pickable => [
277 'value',
278 'nrof',
279 'weight',
280 'name_pl',
281 'material',
282 'no_pick',
283 'unpaid',
284 'title',
285 'identified'
286 ],
287 system_object => [
288 'value',
289 'nrof',
290 'weight',
291 'name_pl',
292 'material',
293 'no_pick',
294 'unpaid',
295 'title',
296 'glow_radius',
297 'identified',
298 'blocksview',
299 'invisible'
300 ]
301 );
302
303 our %DEFAULT_ATTR = (
304 attr => [
305 [
306 'name',
307 {
308 desc => 'This is the name of the object, displayed to the player.',
309 name => 'name',
310 type => 'string'
311 }
312 ],
313 [
314 'name_pl',
315 {
316 desc => 'This is the plural name of the object. A plural name must be set for all items that can be picked up and collected by the player.',
317 name => 'plural name',
318 type => 'string'
319 }
320 ],
321 [
322 'title',
323 {
324 desc => 'This is the object\'s title. Once an object is identified the title is attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.',
325 name => 'title',
326 type => 'string'
327 }
328 ],
329 [
330 'face',
331 {
332 desc => 'The image-name defines what image is displayed for this object in-game. Take care if the archetype of the object has an animation! See also the \'animation\' attribute.',
333 name => 'image',
334 type => 'string'
335 }
336 ],
337 [
338 'animation',
339 {
340 desc => 'The animation-name of the object. If you assign custom faces and the archetype defines an animation you can disable the animation of an archetype by setting this field to NONE.',
341 name => 'animation',
342 type => 'string'
343 }
344 ],
345 [
346 'tag',
347 {
348 desc => 'You can tag objects with an identifier. Tagged objects can be found quickly from their tag, which makes them useful to tag exits and refer to those by their name.',
349 name => 'tag',
350 type => 'string'
351 }
352 ],
353 [
354 'nrof',
355 {
356 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.',
357 name => 'number',
358 type => 'int'
359 }
360 ],
361 [
362 'weight',
363 {
364 desc => 'This value defines the object\'s weight in grams (1000g is 1kg). Objects with zero weight are not pickable for players. Still, set the "non-pickable"-flag for explicitly non-pickable objects (hey, this is opensource.. you never know ;) ).',
365 name => 'weight',
366 type => 'int'
367 }
368 ],
369 [
370 'value',
371 {
372 desc => 'Determines the value of the object, in units of silver coins (one platinum coin == 50 silver coins). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.',
373 name => 'value',
374 type => 'int'
375 }
376 ],
377 [
378 'glow_radius',
379 {
380 desc => 'If <glow radius> is set to a value greater zero, the object appears lit up on dark maps. <glow radius> can be a value between 0 and 4, the higher, the more light does the object emit.',
381 name => 'glow radius',
382 type => 'int'
383 }
384 ],
385 [
386 'material',
387 {
388 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.',
389 name => 'material',
390 type => 'bitmask',
391 value => $BITMASK{material}
392 }
393 ],
394 [
395 'no_pick',
396 {
397 desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
398 name => 'non-pickable',
399 type => 'bool'
400 }
401 ],
402 [
403 'invisible',
404 {
405 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.',
406 name => 'invisible',
407 type => 'bool'
408 }
409 ],
410 [
411 'blocksview',
412 {
413 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.',
414 name => 'block view',
415 type => 'bool'
416 }
417 ],
418 [
419 'identified',
420 {
421 desc => 'If an item is identified, the player has full knowledge about it.',
422 name => 'identified',
423 type => 'bool'
424 }
425 ],
426 [
427 'unpaid',
428 {
429 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 usually only for pickable items inside shops. Converters can also have this flag set to make all output unpaid.',
430 name => 'unpaid',
431 type => 'bool'
432 }
433 ],
434 [
435 'sound',
436 {
437 desc => 'The sound this objects makes on a map. Enter either a sound alias from arch/res/sound.conf.res or a path. If you enter <path> in this field it will point to sound/<path>.ext',
438 name => 'sound',
439 type => 'string'
440 }
441 ],
442 [
443 'sound_destroy',
444 {
445 desc => 'The sound this objects makes when it is destroyed. Enter either a sound alias from arch/res/sound.conf.res or a path. If you enter <path> in this field it will point to sound/<path>.ext',
446 name => 'destroy sound',
447 type => 'string'
448 }
449 ]
450 ]
451 );
452
453 our %TYPE = (
454 Ability => {
455 attr => [
456 [
457 'invisible',
458 {
459 type => 'fixed',
460 value => 1
461 }
462 ],
463 [
464 'no_drop',
465 {
466 type => 'fixed',
467 value => 1
468 }
469 ],
470 [
471 'sp',
472 {
473 desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
474 name => 'short range spell',
475 type => 'spell'
476 }
477 ],
478 [
479 'hp',
480 {
481 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.',
482 name => 'long range spell',
483 type => 'nz_spell'
484 }
485 ],
486 [
487 'maxsp',
488 {
489 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".',
490 name => 'importance',
491 type => 'int'
492 }
493 ],
494 [
495 'attacktype',
496 {
497 desc => 'This flag specifies whether the ability <is magical> in nature. If enabled, all spells produced by this ability will have magic attacktype added to the usual attacktypes. This should always be set for spell-like abilities. "Natural" abilities like a dragon\'s firebreath are an exception. Note that non-magical abilities are more dangerous because magic resistance does not protect from those.',
498 name => 'is magical',
499 type => 'bool',
500 value => [
501 0,
502 2
503 ]
504 }
505 ]
506 ],
507 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;.',
508 ignore => [
509 $IGNORE_LIST{system_object}
510 ],
511 name => 'Ability',
512 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?'
513 },
514 Altar => {
515 attr => [
516 [
517 'no_pick',
518 {
519 type => 'fixed',
520 value => 1
521 }
522 ],
523 [
524 'move_on',
525 {
526 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
527 name => 'movement type',
528 type => 'movement_type'
529 }
530 ],
531 [
532 'slaying',
533 {
534 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. If you want the player to have to drop a specific amount of money use "money". See also the "drop amount" attribute.',
535 name => 'match item name',
536 type => 'string'
537 }
538 ],
539 [
540 'food',
541 {
542 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.',
543 name => 'drop amount',
544 type => 'int'
545 }
546 ],
547 [
548 'connected',
549 {
550 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
551 name => 'connection',
552 type => 'int'
553 }
554 ],
555 [
556 'sp',
557 {
558 desc => 'When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
559 name => 'spell',
560 type => 'spell'
561 }
562 ],
563 [
564 'msg',
565 {
566 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
567 end => 'endmsg',
568 name => 'message',
569 type => 'text'
570 }
571 ]
572 ],
573 desc => 'When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. Either way, the sacrificed item disappears.',
574 ignore => [
575 $IGNORE_LIST{non_pickable}
576 ],
577 name => 'Altar'
578 },
579 'Altar Trigger' => {
580 attr => [
581 [
582 'no_pick',
583 {
584 type => 'fixed',
585 value => 1
586 }
587 ],
588 [
589 'slaying',
590 {
591 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. If you want the player to have to drop a specific amount of money use "money". See also the "drop amount" attribute.',
592 name => 'match item name',
593 type => 'string'
594 }
595 ],
596 [
597 'food',
598 {
599 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.',
600 name => 'drop amount',
601 type => 'int'
602 }
603 ],
604 [
605 'connected',
606 {
607 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
608 name => 'connection',
609 type => 'int'
610 }
611 ],
612 [
613 'sp',
614 {
615 desc => 'When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
616 name => 'spell',
617 type => 'spell'
618 }
619 ],
620 [
621 'exp',
622 {
623 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.',
624 name => 'reset time',
625 type => 'int'
626 }
627 ],
628 [
629 'last_sp',
630 {
631 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.',
632 name => 'ignore reset',
633 type => 'bool'
634 }
635 ],
636 [
637 'move_on',
638 {
639 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
640 name => 'movement type',
641 type => 'movement_type'
642 }
643 ],
644 [
645 'msg',
646 {
647 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
648 end => 'endmsg',
649 name => 'message',
650 type => 'text'
651 }
652 ]
653 ],
654 desc => 'Altar_triggers work pretty much like normal altars (drop sacrifice -> connection activated), except for the fact that they reset after usage. Hence, altar_triggers can be used infinitely.',
655 ignore => [
656 $IGNORE_LIST{non_pickable}
657 ],
658 name => 'Altar Trigger',
659 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. =)'
660 },
661 Amulet => {
662 attr => [
663 [
664 'ac',
665 {
666 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.',
667 name => 'armour class',
668 type => 'int'
669 }
670 ],
671 [
672 'wc',
673 {
674 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.',
675 name => 'weapon class',
676 type => 'int'
677 }
678 ],
679 [
680 'item_power',
681 {
682 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
683 name => 'item power',
684 type => 'int'
685 }
686 ],
687 [
688 'damned',
689 {
690 desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
691 name => 'damnation',
692 type => 'bool'
693 }
694 ],
695 [
696 'cursed',
697 {
698 desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
699 name => 'curse',
700 type => 'bool'
701 }
702 ],
703 [
704 'lifesave',
705 {
706 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
707 name => 'save life',
708 type => 'bool'
709 }
710 ],
711 [
712 'unique',
713 {
714 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
715 name => 'unique item',
716 type => 'bool'
717 }
718 ],
719 [
720 'startequip',
721 {
722 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
723 name => 'godgiven item',
724 type => 'bool'
725 }
726 ],
727 [
728 'applied',
729 {
730 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.',
731 name => 'is applied',
732 type => 'bool'
733 }
734 ],
735 [
736 'msg',
737 {
738 desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
739 end => 'endmsg',
740 name => 'description',
741 type => 'text'
742 }
743 ]
744 ],
745 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
746 name => 'Amulet',
747 section => [
748 [
749 'stats',
750 [
751 [
752 'Str',
753 {
754 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
755 name => 'strength',
756 type => 'int'
757 }
758 ],
759 [
760 'Dex',
761 {
762 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
763 name => 'dexterity',
764 type => 'int'
765 }
766 ],
767 [
768 'Con',
769 {
770 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
771 name => 'constitution',
772 type => 'int'
773 }
774 ],
775 [
776 'Int',
777 {
778 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
779 name => 'intelligence',
780 type => 'int'
781 }
782 ],
783 [
784 'Pow',
785 {
786 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
787 name => 'power',
788 type => 'int'
789 }
790 ],
791 [
792 'Wis',
793 {
794 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
795 name => 'wisdom',
796 type => 'int'
797 }
798 ],
799 [
800 'Cha',
801 {
802 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.',
803 name => 'charisma',
804 type => 'int'
805 }
806 ]
807 ]
808 ],
809 [
810 'resistance',
811 [
812 [
813 'resist_physical',
814 {
815 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
816 name => 'resist physical %',
817 type => 'int'
818 }
819 ],
820 [
821 'resist_magic',
822 {
823 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
824 name => 'resist magic %',
825 type => 'int'
826 }
827 ],
828 [
829 'resist_fire',
830 {
831 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
832 name => 'resist fire %',
833 type => 'int'
834 }
835 ],
836 [
837 'resist_electricity',
838 {
839 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
840 name => 'resist electricity %',
841 type => 'int'
842 }
843 ],
844 [
845 'resist_cold',
846 {
847 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
848 name => 'resist cold %',
849 type => 'int'
850 }
851 ],
852 [
853 'resist_acid',
854 {
855 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
856 name => 'resist acid %',
857 type => 'int'
858 }
859 ],
860 [
861 'resist_confusion',
862 {
863 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
864 name => 'resist confusion %',
865 type => 'int'
866 }
867 ],
868 [
869 'resist_weaponmagic',
870 {
871 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
872 name => 'resist weaponmagic %',
873 type => 'int'
874 }
875 ],
876 [
877 'resist_ghosthit',
878 {
879 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
880 name => 'resist ghosthit %',
881 type => 'int'
882 }
883 ],
884 [
885 'resist_slow',
886 {
887 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
888 name => 'resist slow %',
889 type => 'int'
890 }
891 ],
892 [
893 'resist_fear',
894 {
895 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
896 name => 'resist fear %',
897 type => 'int'
898 }
899 ],
900 [
901 'resist_death',
902 {
903 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
904 name => 'resist death-attack %',
905 type => 'int'
906 }
907 ],
908 [
909 'resist_chaos',
910 {
911 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
912 name => 'resist chaos %',
913 type => 'int'
914 }
915 ],
916 [
917 'resist_blind',
918 {
919 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
920 name => 'resist blinding %',
921 type => 'int'
922 }
923 ],
924 [
925 'resist_holyword',
926 {
927 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
928 name => 'resist holy power %',
929 type => 'int'
930 }
931 ],
932 [
933 'resist_godpower',
934 {
935 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
936 name => 'resist godpower %',
937 type => 'int'
938 }
939 ],
940 [
941 'resist_paralyze',
942 {
943 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
944 name => 'resist paralyze %',
945 type => 'int'
946 }
947 ],
948 [
949 'resist_drain',
950 {
951 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
952 name => 'resist draining %',
953 type => 'int'
954 }
955 ],
956 [
957 'resist_deplete',
958 {
959 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
960 name => 'resist depletion %',
961 type => 'int'
962 }
963 ],
964 [
965 'resist_poison',
966 {
967 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!',
968 name => 'resist poison %',
969 type => 'int'
970 }
971 ]
972 ]
973 ],
974 [
975 'misc',
976 [
977 [
978 'luck',
979 {
980 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.',
981 name => 'luck bonus',
982 type => 'int'
983 }
984 ],
985 [
986 'hp',
987 {
988 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
989 name => 'health regen.',
990 type => 'int'
991 }
992 ],
993 [
994 'sp',
995 {
996 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
997 name => 'mana regen.',
998 type => 'int'
999 }
1000 ],
1001 [
1002 'grace',
1003 {
1004 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!!',
1005 name => 'grace regen.',
1006 type => 'int'
1007 }
1008 ],
1009 [
1010 'food',
1011 {
1012 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.',
1013 name => 'food bonus',
1014 type => 'int'
1015 }
1016 ],
1017 [
1018 'xrays',
1019 {
1020 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
1021 name => 'xray vision',
1022 type => 'bool'
1023 }
1024 ],
1025 [
1026 'stealth',
1027 {
1028 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)',
1029 name => 'stealth',
1030 type => 'bool'
1031 }
1032 ],
1033 [
1034 'reflect_spell',
1035 {
1036 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!',
1037 name => 'reflect spells',
1038 type => 'bool'
1039 }
1040 ],
1041 [
1042 'reflect_missile',
1043 {
1044 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.',
1045 name => 'reflect missiles',
1046 type => 'bool'
1047 }
1048 ],
1049 [
1050 'move_type',
1051 {
1052 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1053 name => 'movement type',
1054 type => 'movement_type'
1055 }
1056 ],
1057 [
1058 'path_attuned',
1059 {
1060 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1061 name => 'attuned paths',
1062 type => 'bitmask',
1063 value => $BITMASK{spellpath}
1064 }
1065 ],
1066 [
1067 'path_repelled',
1068 {
1069 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1070 name => 'repelled paths',
1071 type => 'bitmask',
1072 value => $BITMASK{spellpath}
1073 }
1074 ],
1075 [
1076 'path_denied',
1077 {
1078 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1079 name => 'denied paths',
1080 type => 'bitmask',
1081 value => $BITMASK{spellpath}
1082 }
1083 ]
1084 ]
1085 ]
1086 ],
1087 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1088 },
1089 Battleground => {
1090 attr => [
1091 [
1092 'no_pick',
1093 {
1094 type => 'fixed',
1095 value => 1
1096 }
1097 ],
1098 [
1099 'is_floor',
1100 {
1101 type => 'fixed',
1102 value => 1
1103 }
1104 ],
1105 [
1106 'hp',
1107 {
1108 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1109 name => 'destination X',
1110 type => 'int'
1111 }
1112 ],
1113 [
1114 'sp',
1115 {
1116 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1117 name => 'destination Y',
1118 type => 'int'
1119 }
1120 ]
1121 ],
1122 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.',
1123 ignore => [
1124 $IGNORE_LIST{non_pickable}
1125 ],
1126 name => 'Battleground',
1127 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.)'
1128 },
1129 Book => {
1130 attr => [
1131 [
1132 'level',
1133 {
1134 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.',
1135 name => 'literacy level',
1136 type => 'int'
1137 }
1138 ],
1139 [
1140 'startequip',
1141 {
1142 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1143 name => 'godgiven item',
1144 type => 'bool'
1145 }
1146 ],
1147 [
1148 'unique',
1149 {
1150 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1151 name => 'unique item',
1152 type => 'bool'
1153 }
1154 ],
1155 [
1156 'msg',
1157 {
1158 desc => 'This is the text that appears "written" in the book.',
1159 end => 'endmsg',
1160 name => 'book content',
1161 type => 'text'
1162 }
1163 ],
1164 [
1165 'slaying',
1166 {
1167 desc => 'This is the key string of the book. The key string is checked by an inventory checker. (This is used eg. for the gate/port passes in scorn)',
1168 name => 'key string',
1169 type => 'string'
1170 }
1171 ]
1172 ],
1173 desc => 'Applying a book, the containing message is displayed to the player.',
1174 name => 'Book'
1175 },
1176 Boots => {
1177 attr => [
1178 [
1179 'exp',
1180 {
1181 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.',
1182 name => 'speed bonus',
1183 type => 'int'
1184 }
1185 ],
1186 [
1187 'magic',
1188 {
1189 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>.',
1190 name => 'magic bonus',
1191 type => 'int'
1192 }
1193 ]
1194 ],
1195 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1196 import => [
1197 'Amulet'
1198 ],
1199 name => 'Boots',
1200 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1201 },
1202 Bracers => {
1203 attr => [
1204 [
1205 'magic',
1206 {
1207 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.',
1208 name => 'magic bonus',
1209 type => 'int'
1210 }
1211 ]
1212 ],
1213 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.',
1214 import => [
1215 'Amulet'
1216 ],
1217 name => 'Bracers',
1218 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1219 },
1220 'Brestplate Armour' => {
1221 attr => [
1222 [
1223 'last_heal',
1224 {
1225 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1226 name => 'spellpoint penalty',
1227 type => 'int'
1228 }
1229 ],
1230 [
1231 'last_sp',
1232 {
1233 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1234 name => 'slowdown penalty',
1235 type => 'int'
1236 }
1237 ],
1238 [
1239 'magic',
1240 {
1241 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.',
1242 name => 'magic bonus',
1243 type => 'int'
1244 }
1245 ]
1246 ],
1247 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1248 import => [
1249 'Amulet'
1250 ],
1251 name => 'Brestplate Armour',
1252 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1253 },
1254 Button => {
1255 attr => [
1256 [
1257 'move_on',
1258 {
1259 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1260 name => 'movement type',
1261 type => 'movement_type'
1262 }
1263 ],
1264 [
1265 'move_off',
1266 {
1267 desc => 'Which movement types deactivate this object (e.g. button).',
1268 name => 'movement type',
1269 type => 'movement_type'
1270 }
1271 ],
1272 [
1273 'no_pick',
1274 {
1275 type => 'fixed',
1276 value => 1
1277 }
1278 ],
1279 [
1280 'weight',
1281 {
1282 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1283 name => 'press weight',
1284 type => 'int'
1285 }
1286 ],
1287 [
1288 'connected',
1289 {
1290 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1291 name => 'connection',
1292 type => 'int'
1293 }
1294 ],
1295 [
1296 'msg',
1297 {
1298 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1299 end => 'endmsg',
1300 name => 'description',
1301 type => 'text'
1302 }
1303 ]
1304 ],
1305 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.',
1306 ignore => [
1307 $IGNORE_LIST{non_pickable}
1308 ],
1309 name => 'Button'
1310 },
1311 'Button Trigger' => {
1312 desc => 'Handle buttons are buttons which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
1313 ignore => [
1314 $IGNORE_LIST{non_pickable}
1315 ],
1316 import => [
1317 'Button'
1318 ],
1319 name => 'Button Trigger'
1320 },
1321 'Class Changer' => {
1322 attr => [
1323 [
1324 'randomitems',
1325 {
1326 desc => 'This entry determines which initial items the character receives.',
1327 name => 'class items',
1328 type => 'treasurelist'
1329 }
1330 ]
1331 ],
1332 desc => 'Class changer are used while creating a character.',
1333 ignore => [
1334 $IGNORE_LIST{non_pickable}
1335 ],
1336 name => 'Class Changer',
1337 section => [
1338 [
1339 'stats',
1340 [
1341 [
1342 'Str',
1343 {
1344 desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1345 name => 'strength',
1346 type => 'int'
1347 }
1348 ],
1349 [
1350 'Dex',
1351 {
1352 desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1353 name => 'dexterity',
1354 type => 'int'
1355 }
1356 ],
1357 [
1358 'Con',
1359 {
1360 desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1361 name => 'constitution',
1362 type => 'int'
1363 }
1364 ],
1365 [
1366 'Int',
1367 {
1368 desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1369 name => 'intelligence',
1370 type => 'int'
1371 }
1372 ],
1373 [
1374 'Pow',
1375 {
1376 desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1377 name => 'power',
1378 type => 'int'
1379 }
1380 ],
1381 [
1382 'Wis',
1383 {
1384 desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1385 name => 'wisdom',
1386 type => 'int'
1387 }
1388 ],
1389 [
1390 'Cha',
1391 {
1392 desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1393 name => 'charisma',
1394 type => 'int'
1395 }
1396 ]
1397 ]
1398 ]
1399 ]
1400 },
1401 Cloak => {
1402 attr => [
1403 [
1404 'magic',
1405 {
1406 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>.',
1407 name => 'magic bonus',
1408 type => 'int'
1409 }
1410 ]
1411 ],
1412 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.',
1413 import => [
1414 'Amulet'
1415 ],
1416 name => 'Cloak',
1417 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1418 },
1419 Clock => {
1420 attr => [
1421 [
1422 'msg',
1423 {
1424 desc => 'This text may describe the item',
1425 end => 'endmsg',
1426 name => 'description',
1427 type => 'text'
1428 }
1429 ]
1430 ],
1431 desc => 'Applying a clock, the time is displayed to the player.',
1432 name => 'Clock'
1433 },
1434 Container => {
1435 attr => [
1436 [
1437 'race',
1438 {
1439 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.',
1440 name => 'container class',
1441 type => 'string'
1442 }
1443 ],
1444 [
1445 'slaying',
1446 {
1447 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1448 name => 'key string',
1449 type => 'string'
1450 }
1451 ],
1452 [
1453 'container',
1454 {
1455 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.',
1456 name => 'maximum weight',
1457 type => 'int'
1458 }
1459 ],
1460 [
1461 'Str',
1462 {
1463 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.',
1464 name => 'reduce weight %',
1465 type => 'int'
1466 }
1467 ],
1468 [
1469 'is_cauldron',
1470 {
1471 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.',
1472 name => 'alchemy cauldron',
1473 type => 'bool'
1474 }
1475 ],
1476 [
1477 'unique',
1478 {
1479 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.',
1480 name => 'unique item',
1481 type => 'bool'
1482 }
1483 ],
1484 [
1485 'startequip',
1486 {
1487 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1488 name => 'godgiven item',
1489 type => 'bool'
1490 }
1491 ],
1492 [
1493 'other_arch',
1494 {
1495 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.',
1496 name => 'animation arch',
1497 type => 'string'
1498 }
1499 ],
1500 [
1501 'msg',
1502 {
1503 desc => 'This text may contain a description of the container.',
1504 end => 'endmsg',
1505 name => 'description',
1506 type => 'text'
1507 }
1508 ]
1509 ],
1510 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.',
1511 name => 'Container',
1512 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>'
1513 },
1514 Converter => {
1515 attr => [
1516 [
1517 'no_pick',
1518 {
1519 type => 'fixed',
1520 value => 1
1521 }
1522 ],
1523 [
1524 'slaying',
1525 {
1526 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1527 name => 'cost arch',
1528 type => 'string'
1529 }
1530 ],
1531 [
1532 'food',
1533 {
1534 desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1535 name => 'cost number',
1536 type => 'int'
1537 }
1538 ],
1539 [
1540 'other_arch',
1541 {
1542 desc => '<receive arch> is the name of the archetype to convert into. This field is ignored if the converter has items in inventory. In this case one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present.',
1543 name => 'receive arch',
1544 type => 'string'
1545 }
1546 ],
1547 [
1548 'sp',
1549 {
1550 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>.',
1551 name => 'receive number',
1552 type => 'int'
1553 }
1554 ],
1555 [
1556 'msg',
1557 {
1558 desc => 'This text may contain a description of the converter.',
1559 end => 'endmsg',
1560 name => 'description',
1561 type => 'text'
1562 }
1563 ],
1564 [
1565 'unpaid',
1566 {
1567 desc => 'If the converter is marked as <unpaid> the generated item\'s will be flagged as unpaid. Useful if you want to make a converter in a shop. (For instance for \'dragon scale\' to \'dragon shield\' converters in some armour shops.)',
1568 name => 'unpaid',
1569 type => 'bool'
1570 }
1571 ]
1572 ],
1573 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.',
1574 ignore => [
1575 'value',
1576 'nrof',
1577 'name_pl',
1578 'no_pick',
1579 'title'
1580 ],
1581 name => 'Converter',
1582 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.'
1583 },
1584 Creator => {
1585 attr => [
1586 [
1587 'no_pick',
1588 {
1589 type => 'fixed',
1590 value => 1
1591 }
1592 ],
1593 [
1594 'other_arch',
1595 {
1596 desc => 'This string defines the object that will be created. You can choose any of the existing arches. This field is ignored if the creator has items in inventory. In this case one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present.',
1597 name => 'create arch',
1598 type => 'string'
1599 }
1600 ],
1601 [
1602 'connected',
1603 {
1604 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1605 name => 'connection',
1606 type => 'int'
1607 }
1608 ],
1609 [
1610 'activate_on_push',
1611 {
1612 desc => 'Whether the teleporter should only be activated on push.',
1613 name => 'activate on push',
1614 type => 'bool'
1615 }
1616 ],
1617 [
1618 'activate_on_release',
1619 {
1620 desc => 'Whether the teleporter should only be activated on release.',
1621 name => 'activate on release',
1622 type => 'bool'
1623 }
1624 ],
1625 [
1626 'lifesave',
1627 {
1628 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1629 name => 'infinit uses',
1630 type => 'bool'
1631 }
1632 ],
1633 [
1634 'speed',
1635 {
1636 desc => 'When this field is set the creator will periodically create stuff (and will still do so when the connection is triggered). A value of 1 means roughly 8 times a second.',
1637 name => 'speed',
1638 type => 'float'
1639 }
1640 ],
1641 [
1642 'hp',
1643 {
1644 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).',
1645 name => 'number of uses',
1646 type => 'int'
1647 }
1648 ],
1649 [
1650 'slaying',
1651 {
1652 desc => 'The created object will bear the name and title specified in <name of creation>. If nothing is set, the standard name and title of the archetype is used.',
1653 name => 'name of creation',
1654 type => 'string'
1655 }
1656 ],
1657 [
1658 'level',
1659 {
1660 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1661 name => 'level of creation',
1662 type => 'int'
1663 }
1664 ]
1665 ],
1666 desc => 'A creator is an object which creates another object when it is triggered. The child object can be anything. Creators are VERY useful for all kinds of map-mechanisms. They can even periodically create things.',
1667 ignore => [
1668 $IGNORE_LIST{system_object}
1669 ],
1670 name => 'Creator',
1671 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1672 },
1673 Detector => {
1674 attr => [
1675 [
1676 'no_pick',
1677 {
1678 type => 'fixed',
1679 value => 1
1680 }
1681 ],
1682 [
1683 'slaying',
1684 {
1685 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.',
1686 name => 'match name',
1687 type => 'string'
1688 }
1689 ],
1690 [
1691 'connected',
1692 {
1693 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1694 name => 'connection',
1695 type => 'int'
1696 }
1697 ],
1698 [
1699 'speed',
1700 {
1701 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.',
1702 name => 'detection speed',
1703 type => 'float'
1704 }
1705 ],
1706 [
1707 'speed_left',
1708 {
1709 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1710 name => 'speed left',
1711 type => 'float'
1712 }
1713 ],
1714 [
1715 'speed_left',
1716 {
1717 desc => 'The speed left. This value is incremented by <speed> on every tick. If it is larger than 0, the detector checks, and the speed is decremented by 1.',
1718 name => 'speed left',
1719 type => 'float'
1720 }
1721 ]
1722 ],
1723 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.',
1724 ignore => [
1725 $IGNORE_LIST{system_object}
1726 ],
1727 name => 'Detector',
1728 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.'
1729 },
1730 Director => {
1731 attr => [
1732 [
1733 'sp',
1734 {
1735 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).',
1736 name => 'direction',
1737 type => 'list',
1738 value => $LIST{direction}
1739 }
1740 ],
1741 [
1742 'move_on',
1743 {
1744 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1745 name => 'movement type',
1746 type => 'movement_type'
1747 }
1748 ]
1749 ],
1750 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.',
1751 ignore => [
1752 $IGNORE_LIST{non_pickable}
1753 ],
1754 name => 'Director',
1755 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.'
1756 },
1757 Disease => {
1758 attr => [
1759 [
1760 'invisible',
1761 {
1762 type => 'fixed',
1763 value => 1
1764 }
1765 ],
1766 [
1767 'level',
1768 {
1769 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.',
1770 name => 'plaque level',
1771 type => 'int'
1772 }
1773 ],
1774 [
1775 'race',
1776 {
1777 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1778 name => 'infect race',
1779 type => 'string'
1780 }
1781 ],
1782 [
1783 'ac',
1784 {
1785 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1786 name => 'progressiveness',
1787 type => 'int'
1788 }
1789 ],
1790 [
1791 'msg',
1792 {
1793 desc => 'This text is displayed to the player every time the symptoms strike.',
1794 end => 'endmsg',
1795 name => 'message',
1796 type => 'text'
1797 }
1798 ]
1799 ],
1800 desc => 'Diseases are an intersting form of spellcraft in Deliantra. Once casted, they can spread out and infect creatures in a large area. Being infected can have various effects, from amusing farts to horrible damage - almost everything is possible.',
1801 ignore => [
1802 $IGNORE_LIST{system_object}
1803 ],
1804 name => 'Disease',
1805 section => [
1806 [
1807 'spreading',
1808 [
1809 [
1810 'wc',
1811 {
1812 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.',
1813 name => 'infectiosness',
1814 type => 'int'
1815 }
1816 ],
1817 [
1818 'last_grace',
1819 {
1820 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1821 name => 'attenuation',
1822 type => 'int'
1823 }
1824 ],
1825 [
1826 'magic',
1827 {
1828 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.',
1829 name => 'infection range',
1830 type => 'int'
1831 }
1832 ],
1833 [
1834 'maxhp',
1835 {
1836 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).',
1837 name => 'persistence',
1838 type => 'int'
1839 }
1840 ],
1841 [
1842 'maxgrace',
1843 {
1844 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.',
1845 name => 'curing duration',
1846 type => 'int'
1847 }
1848 ],
1849 [
1850 'speed',
1851 {
1852 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1853 name => 'moving speed',
1854 type => 'float'
1855 }
1856 ],
1857 [
1858 'speed_left',
1859 {
1860 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1861 name => 'speed left',
1862 type => 'float'
1863 }
1864 ]
1865 ]
1866 ],
1867 [
1868 'symptoms',
1869 [
1870 [
1871 'attacktype',
1872 {
1873 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1874 name => 'attacktype',
1875 type => 'bitmask',
1876 value => $BITMASK{attacktype}
1877 }
1878 ],
1879 [
1880 'dam',
1881 {
1882 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.',
1883 name => 'damage',
1884 type => 'int'
1885 }
1886 ],
1887 [
1888 'other_arch',
1889 {
1890 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.',
1891 name => 'create arch',
1892 type => 'string'
1893 }
1894 ],
1895 [
1896 'last_sp',
1897 {
1898 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1899 name => 'slowdown penalty',
1900 type => 'int'
1901 }
1902 ],
1903 [
1904 'exp',
1905 {
1906 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1907 name => 'exp. for curing',
1908 type => 'int'
1909 }
1910 ],
1911 [
1912 'maxsp',
1913 {
1914 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.',
1915 name => 'mana depletion',
1916 type => 'int'
1917 }
1918 ],
1919 [
1920 'last_eat',
1921 {
1922 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.',
1923 name => 'food depletion',
1924 type => 'int'
1925 }
1926 ],
1927 [
1928 'hp',
1929 {
1930 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1931 name => 'health regen.',
1932 type => 'int'
1933 }
1934 ],
1935 [
1936 'sp',
1937 {
1938 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1939 name => 'mana regen.',
1940 type => 'int'
1941 }
1942 ]
1943 ]
1944 ],
1945 [
1946 'disability',
1947 [
1948 [
1949 'Str',
1950 {
1951 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1952 name => 'strength',
1953 type => 'int'
1954 }
1955 ],
1956 [
1957 'Dex',
1958 {
1959 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1960 name => 'dexterity',
1961 type => 'int'
1962 }
1963 ],
1964 [
1965 'Con',
1966 {
1967 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1968 name => 'constitution',
1969 type => 'int'
1970 }
1971 ],
1972 [
1973 'Int',
1974 {
1975 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1976 name => 'intelligence',
1977 type => 'int'
1978 }
1979 ],
1980 [
1981 'Pow',
1982 {
1983 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1984 name => 'power',
1985 type => 'int'
1986 }
1987 ],
1988 [
1989 'Wis',
1990 {
1991 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1992 name => 'wisdom',
1993 type => 'int'
1994 }
1995 ],
1996 [
1997 'Cha',
1998 {
1999 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
2000 name => 'charisma',
2001 type => 'int'
2002 }
2003 ]
2004 ]
2005 ]
2006 ],
2007 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.'
2008 },
2009 Door => {
2010 attr => [
2011 [
2012 'no_pick',
2013 {
2014 type => 'fixed',
2015 value => 1
2016 }
2017 ],
2018 [
2019 'alive',
2020 {
2021 type => 'fixed',
2022 value => 1
2023 }
2024 ],
2025 [
2026 'move_block',
2027 {
2028 desc => 'Objects using these movement types cannot move over this space.',
2029 name => 'blocked movement',
2030 type => 'movement_type'
2031 }
2032 ],
2033 [
2034 'move_allow',
2035 {
2036 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2037 name => 'allowed movement',
2038 type => 'movement_type'
2039 }
2040 ],
2041 [
2042 'move_slow',
2043 {
2044 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2045 name => 'slowed movement',
2046 type => 'movement_type'
2047 }
2048 ],
2049 [
2050 'move_slow_penalty',
2051 {
2052 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2053 name => 'slow movement penalty',
2054 type => 'int'
2055 }
2056 ],
2057 [
2058 'hp',
2059 {
2060 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2061 name => 'hitpoints',
2062 type => 'int'
2063 }
2064 ],
2065 [
2066 'ac',
2067 {
2068 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2069 name => 'armour class',
2070 type => 'int'
2071 }
2072 ],
2073 [
2074 'other_arch',
2075 {
2076 desc => 'This string defines the object that will be created when the door was defeated.',
2077 name => 'drop arch',
2078 type => 'string'
2079 }
2080 ],
2081 [
2082 'randomitems',
2083 {
2084 desc => 'This entry determines what kind of traps will appear in the door.',
2085 name => 'treasurelist',
2086 type => 'treasurelist'
2087 }
2088 ],
2089 [
2090 'treasure_env',
2091 {
2092 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2093 name => 'treasure in env',
2094 type => 'bool'
2095 }
2096 ]
2097 ],
2098 desc => 'A door can be opened with a normal key. It also can be broken by attacking it, and it can be defeated with the lockpicking skill. If a door is defeated, horizontally and vertically adjacent doors are automatically removed.',
2099 ignore => [
2100 $IGNORE_LIST{non_pickable}
2101 ],
2102 name => 'Door'
2103 },
2104 Duplicator => {
2105 attr => [
2106 [
2107 'other_arch',
2108 {
2109 desc => 'Only objects of matching archtype, lying ontop of the duplicator will be duplicated, multiplied or removed. All other objects will be ignored.',
2110 name => 'target arch',
2111 type => 'string'
2112 }
2113 ],
2114 [
2115 'level',
2116 {
2117 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.',
2118 name => 'multiply factor',
2119 type => 'int'
2120 }
2121 ],
2122 [
2123 'connected',
2124 {
2125 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!',
2126 name => 'connection',
2127 type => 'int'
2128 }
2129 ],
2130 [
2131 'activate_on_push',
2132 {
2133 desc => 'Whether the teleporter should only be activated on push.',
2134 name => 'activate on push',
2135 type => 'bool'
2136 }
2137 ],
2138 [
2139 'activate_on_release',
2140 {
2141 desc => 'Whether the teleporter should only be activated on release.',
2142 name => 'activate on release',
2143 type => 'bool'
2144 }
2145 ]
2146 ],
2147 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.',
2148 ignore => [
2149 $IGNORE_LIST{system_object}
2150 ],
2151 name => 'Duplicator',
2152 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%.'
2153 },
2154 'Event Connector' => {
2155 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in. They are not used at all in Deliantra.',
2156 name => 'Event Connector'
2157 },
2158 Exit => {
2159 attr => [
2160 [
2161 'slaying',
2162 {
2163 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".',
2164 name => 'exit path',
2165 type => 'string'
2166 }
2167 ],
2168 [
2169 'hp',
2170 {
2171 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.',
2172 name => 'destination X',
2173 type => 'int'
2174 }
2175 ],
2176 [
2177 'sp',
2178 {
2179 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.',
2180 name => 'destination Y',
2181 type => 'int'
2182 }
2183 ],
2184 [
2185 'move_on',
2186 {
2187 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2188 name => 'movement type',
2189 type => 'movement_type'
2190 }
2191 ],
2192 [
2193 'msg',
2194 {
2195 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. =)',
2196 end => 'endmsg',
2197 name => 'exit message',
2198 type => 'text'
2199 }
2200 ],
2201 [
2202 'damned',
2203 {
2204 desc => 'If set, then players using this exit will have their savebed position set to the destination of the exit when passing through.',
2205 name => 'set savebed',
2206 type => 'bool'
2207 }
2208 ]
2209 ],
2210 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.',
2211 ignore => [
2212 $IGNORE_LIST{non_pickable}
2213 ],
2214 name => 'Exit',
2215 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.'
2216 },
2217 Flesh => {
2218 attr => [
2219 [
2220 'food',
2221 {
2222 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2223 name => 'foodpoints',
2224 type => 'int'
2225 }
2226 ],
2227 [
2228 'level',
2229 {
2230 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.',
2231 name => 'flesh level',
2232 type => 'int'
2233 }
2234 ],
2235 [
2236 'startequip',
2237 {
2238 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2239 name => 'godgiven item',
2240 type => 'bool'
2241 }
2242 ],
2243 [
2244 'msg',
2245 {
2246 desc => 'This text may describe the item.',
2247 end => 'endmsg',
2248 name => 'description',
2249 type => 'text'
2250 }
2251 ]
2252 ],
2253 desc => 'Just like with food, the player can fill his stomache and gain a little health by eating flesh-objects. <br> For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in those categories. The only constraint to this process is the &lt;flesh level&gt;. Don\'t forget that flesh items with resistances have to be balanced according to map/monster difficulty.',
2254 name => 'Flesh',
2255 section => [
2256 [
2257 'resistance',
2258 [
2259 [
2260 'resist_physical',
2261 {
2262 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.',
2263 name => 'resist physical %',
2264 type => 'int'
2265 }
2266 ],
2267 [
2268 'resist_magic',
2269 {
2270 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.',
2271 name => 'resist magic %',
2272 type => 'int'
2273 }
2274 ],
2275 [
2276 'resist_fire',
2277 {
2278 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.',
2279 name => 'resist fire %',
2280 type => 'int'
2281 }
2282 ],
2283 [
2284 'resist_electricity',
2285 {
2286 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.',
2287 name => 'resist electricity %',
2288 type => 'int'
2289 }
2290 ],
2291 [
2292 'resist_cold',
2293 {
2294 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.',
2295 name => 'resist cold %',
2296 type => 'int'
2297 }
2298 ],
2299 [
2300 'resist_confusion',
2301 {
2302 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.',
2303 name => 'resist confusion %',
2304 type => 'int'
2305 }
2306 ],
2307 [
2308 'resist_acid',
2309 {
2310 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.',
2311 name => 'resist acid %',
2312 type => 'int'
2313 }
2314 ],
2315 [
2316 'resist_drain',
2317 {
2318 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.',
2319 name => 'resist draining %',
2320 type => 'int'
2321 }
2322 ],
2323 [
2324 'resist_weaponmagic',
2325 {
2326 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.',
2327 name => 'resist weaponmagic %',
2328 type => 'int'
2329 }
2330 ],
2331 [
2332 'resist_ghosthit',
2333 {
2334 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.',
2335 name => 'resist ghosthit %',
2336 type => 'int'
2337 }
2338 ],
2339 [
2340 'resist_poison',
2341 {
2342 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.',
2343 name => 'resist poison %',
2344 type => 'int'
2345 }
2346 ],
2347 [
2348 'resist_slow',
2349 {
2350 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.',
2351 name => 'resist slow %',
2352 type => 'int'
2353 }
2354 ],
2355 [
2356 'resist_paralyze',
2357 {
2358 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.',
2359 name => 'resist paralyze %',
2360 type => 'int'
2361 }
2362 ],
2363 [
2364 'resist_fear',
2365 {
2366 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.',
2367 name => 'resist fear %',
2368 type => 'int'
2369 }
2370 ],
2371 [
2372 'resist_deplete',
2373 {
2374 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.',
2375 name => 'resist depletion %',
2376 type => 'int'
2377 }
2378 ],
2379 [
2380 'resist_death',
2381 {
2382 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.',
2383 name => 'resist death-attack %',
2384 type => 'int'
2385 }
2386 ],
2387 [
2388 'resist_chaos',
2389 {
2390 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.',
2391 name => 'resist chaos %',
2392 type => 'int'
2393 }
2394 ],
2395 [
2396 'resist_blind',
2397 {
2398 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.',
2399 name => 'resist blinding %',
2400 type => 'int'
2401 }
2402 ]
2403 ]
2404 ]
2405 ],
2406 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.'
2407 },
2408 Floor => {
2409 attr => [
2410 [
2411 'is_floor',
2412 {
2413 type => 'fixed',
2414 value => 1
2415 }
2416 ],
2417 [
2418 'no_pick',
2419 {
2420 type => 'fixed',
2421 value => 1
2422 }
2423 ],
2424 [
2425 'no_magic',
2426 {
2427 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2428 name => 'no spells',
2429 type => 'bool'
2430 }
2431 ],
2432 [
2433 'damned',
2434 {
2435 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2436 name => 'no prayers',
2437 type => 'bool'
2438 }
2439 ],
2440 [
2441 'unique',
2442 {
2443 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>.',
2444 name => 'unique map',
2445 type => 'bool'
2446 }
2447 ],
2448 [
2449 'msg',
2450 {
2451 desc => 'This text may describe the object.',
2452 end => 'endmsg',
2453 name => 'description',
2454 type => 'text'
2455 }
2456 ]
2457 ],
2458 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2459 ignore => [
2460 $IGNORE_LIST{non_pickable}
2461 ],
2462 name => 'Floor',
2463 section => [
2464 [
2465 'terrain',
2466 [
2467 [
2468 'move_block',
2469 {
2470 desc => 'Objects using these movement types cannot move over this space.',
2471 name => 'blocked movement',
2472 type => 'movement_type'
2473 }
2474 ],
2475 [
2476 'move_allow',
2477 {
2478 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2479 name => 'allowed movement',
2480 type => 'movement_type'
2481 }
2482 ],
2483 [
2484 'move_slow',
2485 {
2486 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2487 name => 'slowed movement',
2488 type => 'movement_type'
2489 }
2490 ],
2491 [
2492 'move_slow_penalty',
2493 {
2494 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2495 name => 'slow movement penalty',
2496 type => 'int'
2497 }
2498 ],
2499 [
2500 'is_wooded',
2501 {
2502 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2503 name => 'wooded terrain',
2504 type => 'bool'
2505 }
2506 ],
2507 [
2508 'is_hilly',
2509 {
2510 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2511 name => 'hilly terrain',
2512 type => 'bool'
2513 }
2514 ]
2515 ]
2516 ]
2517 ]
2518 },
2519 'Floor (Encounter)' => {
2520 attr => [
2521 [
2522 'is_floor',
2523 {
2524 type => 'fixed',
2525 value => 1
2526 }
2527 ],
2528 [
2529 'no_pick',
2530 {
2531 type => 'fixed',
2532 value => 1
2533 }
2534 ],
2535 [
2536 'no_magic',
2537 {
2538 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2539 name => 'no spells',
2540 type => 'bool'
2541 }
2542 ],
2543 [
2544 'damned',
2545 {
2546 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2547 name => 'no prayers',
2548 type => 'bool'
2549 }
2550 ],
2551 [
2552 'unique',
2553 {
2554 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>.',
2555 name => 'unique map',
2556 type => 'bool'
2557 }
2558 ],
2559 [
2560 'msg',
2561 {
2562 desc => 'This text may describe the object.',
2563 end => 'endmsg',
2564 name => 'description',
2565 type => 'text'
2566 }
2567 ]
2568 ],
2569 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.',
2570 ignore => [
2571 $IGNORE_LIST{non_pickable}
2572 ],
2573 name => 'Floor (Encounter)',
2574 section => [
2575 [
2576 'terrain',
2577 [
2578 [
2579 'move_block',
2580 {
2581 desc => 'Objects using these movement types cannot move over this space.',
2582 name => 'blocked movement',
2583 type => 'movement_type'
2584 }
2585 ],
2586 [
2587 'move_allow',
2588 {
2589 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2590 name => 'allowed movement',
2591 type => 'movement_type'
2592 }
2593 ],
2594 [
2595 'move_slow',
2596 {
2597 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2598 name => 'slowed movement',
2599 type => 'movement_type'
2600 }
2601 ],
2602 [
2603 'move_slow_penalty',
2604 {
2605 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2606 name => 'slow movement penalty',
2607 type => 'int'
2608 }
2609 ],
2610 [
2611 'is_wooded',
2612 {
2613 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2614 name => 'wooded terrain',
2615 type => 'bool'
2616 }
2617 ],
2618 [
2619 'is_hilly',
2620 {
2621 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2622 name => 'hilly terrain',
2623 type => 'bool'
2624 }
2625 ]
2626 ]
2627 ]
2628 ]
2629 },
2630 Food => {
2631 attr => [
2632 [
2633 'food',
2634 {
2635 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2636 name => 'foodpoints',
2637 type => 'int'
2638 }
2639 ],
2640 [
2641 'startequip',
2642 {
2643 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2644 name => 'godgiven item',
2645 type => 'bool'
2646 }
2647 ]
2648 ],
2649 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2650 name => 'Food'
2651 },
2652 Gate => {
2653 attr => [
2654 [
2655 'no_pick',
2656 {
2657 type => 'fixed',
2658 value => 1
2659 }
2660 ],
2661 [
2662 'speed',
2663 {
2664 desc => 'The speed of the gate affects how fast it is closing/opening.',
2665 type => 'float'
2666 }
2667 ],
2668 [
2669 'connected',
2670 {
2671 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2672 name => 'connection',
2673 type => 'int'
2674 }
2675 ],
2676 [
2677 'wc',
2678 {
2679 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.',
2680 name => 'position state',
2681 type => 'int'
2682 }
2683 ],
2684 [
2685 'move_block',
2686 {
2687 desc => 'Objects using these movement types cannot move over this space.',
2688 name => 'blocked movement',
2689 type => 'movement_type'
2690 }
2691 ],
2692 [
2693 'move_allow',
2694 {
2695 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2696 name => 'allowed movement',
2697 type => 'movement_type'
2698 }
2699 ],
2700 [
2701 'move_slow',
2702 {
2703 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2704 name => 'slowed movement',
2705 type => 'movement_type'
2706 }
2707 ],
2708 [
2709 'move_slow_penalty',
2710 {
2711 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2712 name => 'slow movement penalty',
2713 type => 'int'
2714 }
2715 ],
2716 [
2717 'no_magic',
2718 {
2719 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2720 name => 'restrict spells',
2721 type => 'bool'
2722 }
2723 ],
2724 [
2725 'damned',
2726 {
2727 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2728 name => 'restrict prayers',
2729 type => 'bool'
2730 }
2731 ]
2732 ],
2733 desc => 'Gates play an important role in Deliantra. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases.',
2734 ignore => [
2735 $IGNORE_LIST{non_pickable}
2736 ],
2737 name => 'Gate',
2738 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".'
2739 },
2740 Girdle => {
2741 attr => [
2742 [
2743 'magic',
2744 {
2745 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.',
2746 name => 'magic bonus',
2747 type => 'int'
2748 }
2749 ]
2750 ],
2751 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.',
2752 import => [
2753 'Amulet'
2754 ],
2755 name => 'Girdle',
2756 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2757 },
2758 Gloves => {
2759 attr => [
2760 [
2761 'magic',
2762 {
2763 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.',
2764 name => 'magic bonus',
2765 type => 'int'
2766 }
2767 ]
2768 ],
2769 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2770 import => [
2771 'Amulet'
2772 ],
2773 name => 'Gloves',
2774 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2775 },
2776 Handle => {
2777 attr => [
2778 [
2779 'no_pick',
2780 {
2781 type => 'fixed',
2782 value => 1
2783 }
2784 ],
2785 [
2786 'connected',
2787 {
2788 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2789 name => 'connection',
2790 type => 'int'
2791 }
2792 ],
2793 [
2794 'msg',
2795 {
2796 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2797 end => 'endmsg',
2798 name => 'description',
2799 type => 'text'
2800 }
2801 ]
2802 ],
2803 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2804 ignore => [
2805 $IGNORE_LIST{non_pickable}
2806 ],
2807 name => 'Handle',
2808 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.'
2809 },
2810 'Handle Trigger' => {
2811 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.',
2812 ignore => [
2813 $IGNORE_LIST{non_pickable}
2814 ],
2815 import => [
2816 'Handle'
2817 ],
2818 name => 'Handle Trigger',
2819 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.'
2820 },
2821 'Hazard Floor' => {
2822 attr => [
2823 [
2824 'is_floor',
2825 {
2826 type => 'fixed',
2827 value => 1
2828 }
2829 ],
2830 [
2831 'lifesave',
2832 {
2833 type => 'fixed',
2834 value => 1
2835 }
2836 ],
2837 [
2838 'move_on',
2839 {
2840 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2841 name => 'movement type',
2842 type => 'movement_type'
2843 }
2844 ],
2845 [
2846 'no_pick',
2847 {
2848 type => 'fixed',
2849 value => 1
2850 }
2851 ],
2852 [
2853 'attacktype',
2854 {
2855 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.',
2856 name => 'attacktype',
2857 type => 'bitmask',
2858 value => $BITMASK{attacktype}
2859 }
2860 ],
2861 [
2862 'dam',
2863 {
2864 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.',
2865 name => 'base damage',
2866 type => 'int'
2867 }
2868 ],
2869 [
2870 'wc',
2871 {
2872 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.',
2873 name => 'weaponclass',
2874 type => 'int'
2875 }
2876 ],
2877 [
2878 'level',
2879 {
2880 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.',
2881 name => 'attack level',
2882 type => 'int'
2883 }
2884 ],
2885 [
2886 'no_magic',
2887 {
2888 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2889 name => 'no spells',
2890 type => 'bool'
2891 }
2892 ],
2893 [
2894 'damned',
2895 {
2896 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2897 name => 'no prayers',
2898 type => 'bool'
2899 }
2900 ],
2901 [
2902 'unique',
2903 {
2904 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>.',
2905 name => 'unique map',
2906 type => 'bool'
2907 }
2908 ]
2909 ],
2910 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.',
2911 ignore => [
2912 $IGNORE_LIST{non_pickable}
2913 ],
2914 name => 'Hazard Floor',
2915 section => [
2916 [
2917 'terrain',
2918 [
2919 [
2920 'move_block',
2921 {
2922 desc => 'Objects using these movement types cannot move over this space.',
2923 name => 'blocked movement',
2924 type => 'movement_type'
2925 }
2926 ],
2927 [
2928 'move_allow',
2929 {
2930 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2931 name => 'allowed movement',
2932 type => 'movement_type'
2933 }
2934 ],
2935 [
2936 'move_slow',
2937 {
2938 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2939 name => 'slowed movement',
2940 type => 'movement_type'
2941 }
2942 ],
2943 [
2944 'move_slow_penalty',
2945 {
2946 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2947 name => 'slow movement penalty',
2948 type => 'int'
2949 }
2950 ],
2951 [
2952 'is_wooded',
2953 {
2954 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2955 name => 'wooded terrain',
2956 type => 'bool'
2957 }
2958 ],
2959 [
2960 'is_hilly',
2961 {
2962 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2963 name => 'hilly terrain',
2964 type => 'bool'
2965 }
2966 ]
2967 ]
2968 ]
2969 ],
2970 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.'
2971 },
2972 Helmet => {
2973 attr => [
2974 [
2975 'magic',
2976 {
2977 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>.',
2978 name => 'magic bonus',
2979 type => 'int'
2980 }
2981 ]
2982 ],
2983 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.',
2984 import => [
2985 'Amulet'
2986 ],
2987 name => 'Helmet',
2988 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2989 },
2990 'Holy Altar' => {
2991 attr => [
2992 [
2993 'no_pick',
2994 {
2995 type => 'fixed',
2996 value => 1
2997 }
2998 ],
2999 [
3000 'other_arch',
3001 {
3002 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.',
3003 name => 'god name',
3004 type => 'string'
3005 }
3006 ],
3007 [
3008 'level',
3009 {
3010 desc => 'To re-consecrate an altar, the player\'s wisdom level must be as high or higher than this value. In that way, some altars can not be re-consecrated, while other altars, like those in dungeons, could be. Altars located in temples should have at least <reconsecrate level> 120. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult.',
3011 name => 'reconsecrate level',
3012 type => 'int'
3013 }
3014 ]
3015 ],
3016 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.',
3017 ignore => [
3018 $IGNORE_LIST{non_pickable}
3019 ],
3020 name => 'Holy Altar'
3021 },
3022 Horn => {
3023 attr => [
3024 [
3025 'sp',
3026 {
3027 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!',
3028 name => 'spell',
3029 type => 'spell'
3030 }
3031 ],
3032 [
3033 'level',
3034 {
3035 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3036 name => 'casting level',
3037 type => 'int'
3038 }
3039 ],
3040 [
3041 'hp',
3042 {
3043 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3044 name => 'initial spellpoints',
3045 type => 'int'
3046 }
3047 ],
3048 [
3049 'maxhp',
3050 {
3051 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.',
3052 name => 'max. spellpoints',
3053 type => 'int'
3054 }
3055 ],
3056 [
3057 'startequip',
3058 {
3059 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3060 name => 'godgiven item',
3061 type => 'bool'
3062 }
3063 ],
3064 [
3065 'msg',
3066 {
3067 desc => 'This text may contain a description of the horn.',
3068 end => 'endmsg',
3069 name => 'description',
3070 type => 'text'
3071 }
3072 ]
3073 ],
3074 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.',
3075 ignore => [
3076 'title'
3077 ],
3078 name => 'Horn',
3079 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.'
3080 },
3081 Inorganic => {
3082 attr => [
3083 [
3084 'is_dust',
3085 {
3086 name => 'is dust',
3087 type => 'bool'
3088 }
3089 ]
3090 ],
3091 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3092 name => 'Inorganic',
3093 section => [
3094 [
3095 'resistance',
3096 [
3097 [
3098 'resist_physical',
3099 {
3100 name => 'resist physical %',
3101 type => 'int'
3102 }
3103 ],
3104 [
3105 'resist_magic',
3106 {
3107 name => 'resist magic %',
3108 type => 'int'
3109 }
3110 ],
3111 [
3112 'resist_fire',
3113 {
3114 name => 'resist fire %',
3115 type => 'int'
3116 }
3117 ],
3118 [
3119 'resist_electricity',
3120 {
3121 name => 'resist electricity %',
3122 type => 'int'
3123 }
3124 ],
3125 [
3126 'resist_cold',
3127 {
3128 name => 'resist cold %',
3129 type => 'int'
3130 }
3131 ],
3132 [
3133 'resist_confusion',
3134 {
3135 name => 'resist confusion %',
3136 type => 'int'
3137 }
3138 ],
3139 [
3140 'resist_acid',
3141 {
3142 name => 'resist acid %',
3143 type => 'int'
3144 }
3145 ],
3146 [
3147 'resist_drain',
3148 {
3149 name => 'resist draining %',
3150 type => 'int'
3151 }
3152 ],
3153 [
3154 'resist_weaponmagic',
3155 {
3156 name => 'resist weaponmagic %',
3157 type => 'int'
3158 }
3159 ],
3160 [
3161 'resist_ghosthit',
3162 {
3163 name => 'resist ghosthit %',
3164 type => 'int'
3165 }
3166 ],
3167 [
3168 'resist_poison',
3169 {
3170 name => 'resist poison %',
3171 type => 'int'
3172 }
3173 ],
3174 [
3175 'resist_slow',
3176 {
3177 name => 'resist slow %',
3178 type => 'int'
3179 }
3180 ],
3181 [
3182 'resist_paralyze',
3183 {
3184 name => 'resist paralyze %',
3185 type => 'int'
3186 }
3187 ],
3188 [
3189 'resist_fear',
3190 {
3191 name => 'resist fear %',
3192 type => 'int'
3193 }
3194 ],
3195 [
3196 'resist_deplete',
3197 {
3198 name => 'resist depletion %',
3199 type => 'int'
3200 }
3201 ],
3202 [
3203 'resist_death',
3204 {
3205 name => 'resist death-attack %',
3206 type => 'int'
3207 }
3208 ],
3209 [
3210 'resist_chaos',
3211 {
3212 name => 'resist chaos %',
3213 type => 'int'
3214 }
3215 ],
3216 [
3217 'resist_blind',
3218 {
3219 name => 'resist blinding %',
3220 type => 'int'
3221 }
3222 ],
3223 [
3224 'resist_holyword',
3225 {
3226 name => 'resist holy power %',
3227 type => 'int'
3228 }
3229 ],
3230 [
3231 'resist_godpower',
3232 {
3233 name => 'resist godpower %',
3234 type => 'int'
3235 }
3236 ]
3237 ]
3238 ]
3239 ]
3240 },
3241 'Inventory Checker' => {
3242 attr => [
3243 [
3244 'no_pick',
3245 {
3246 type => 'fixed',
3247 value => 1
3248 }
3249 ],
3250 [
3251 'slaying',
3252 {
3253 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.',
3254 name => 'match key string',
3255 type => 'string'
3256 }
3257 ],
3258 [
3259 'race',
3260 {
3261 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>.',
3262 name => 'match arch name',
3263 type => 'string'
3264 }
3265 ],
3266 [
3267 'hp',
3268 {
3269 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. ;)',
3270 name => 'match type',
3271 type => 'int'
3272 }
3273 ],
3274 [
3275 'last_sp',
3276 {
3277 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3278 name => 'match = having',
3279 type => 'bool'
3280 }
3281 ],
3282 [
3283 'connected',
3284 {
3285 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3286 name => 'connection',
3287 type => 'int'
3288 }
3289 ],
3290 [
3291 'move_block',
3292 {
3293 desc => 'Objects using these movement types cannot move over this space.',
3294 name => 'blocked movement',
3295 type => 'movement_type'
3296 }
3297 ],
3298 [
3299 'move_allow',
3300 {
3301 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3302 name => 'allowed movement',
3303 type => 'movement_type'
3304 }
3305 ],
3306 [
3307 'move_slow',
3308 {
3309 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3310 name => 'slowed movement',
3311 type => 'movement_type'
3312 }
3313 ],
3314 [
3315 'move_slow_penalty',
3316 {
3317 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3318 name => 'slow movement penalty',
3319 type => 'int'
3320 }
3321 ],
3322 [
3323 'last_heal',
3324 {
3325 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!',
3326 name => 'remove match',
3327 type => 'bool'
3328 }
3329 ]
3330 ],
3331 desc => 'Inventory checkers passively check the players inventory for a specific object. You can set a connected value that is triggered either if that object is present or missing (-&gt; "last_sp") when a player walks over the inv. checker. A valid option is to remove the matching object (usually not recommended, see "last_heal"). <br><br> Alternatively, you can set your inv. checker to block all players that do/don\'t carry the matching object. <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.',
3332 ignore => [
3333 $IGNORE_LIST{system_object}
3334 ],
3335 name => 'Inventory Checker',
3336 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.'
3337 },
3338 'Item Transformer' => {
3339 attr => [
3340 [
3341 'food',
3342 {
3343 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3344 name => 'number of uses',
3345 type => 'int'
3346 }
3347 ],
3348 [
3349 'slaying',
3350 {
3351 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3352 name => 'verb',
3353 type => 'string'
3354 }
3355 ],
3356 [
3357 'startequip',
3358 {
3359 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3360 name => 'godgiven item',
3361 type => 'bool'
3362 }
3363 ],
3364 [
3365 'msg',
3366 {
3367 desc => 'This text may contain a description of the item transformer.',
3368 end => 'endmsg',
3369 name => 'description',
3370 type => 'text'
3371 }
3372 ]
3373 ],
3374 desc => 'An item transformer is simply applied, after having marked a \'victim\' item. If the victim is suitable, it will be transformed into something else.',
3375 name => 'Item Transformer',
3376 use => 'To make an item transformable, you just have to fill the \'slaying\' field. The syntax is: <br> <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre> <br> with [] denoting optional part, and * any number of preceding []. \'new_item\' must be the name of an existing archetype. <br><br> Example, for object apple: slaying knife:2 half_apple <br><br> This means that, when applying a knife (should be an Item Transformer), one \'apple\' will be transformed into 2 \'half_apple\'.'
3377 },
3378 Jewel => {
3379 attr => [
3380 [
3381 'race',
3382 {
3383 type => 'fixed',
3384 value => 'gold and jewels'
3385 }
3386 ],
3387 [
3388 'msg',
3389 {
3390 desc => 'This text may describe the object.',
3391 end => 'endmsg',
3392 name => 'description',
3393 type => 'text'
3394 }
3395 ]
3396 ],
3397 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.',
3398 name => 'Jewel'
3399 },
3400 Key => {
3401 attr => [
3402 [
3403 'startequip',
3404 {
3405 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3406 name => 'godgiven item',
3407 type => 'bool'
3408 }
3409 ]
3410 ],
3411 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3412 name => 'Key'
3413 },
3414 'Locked Door' => {
3415 attr => [
3416 [
3417 'move_type',
3418 {
3419 type => 'fixed',
3420 value => 0
3421 }
3422 ],
3423 [
3424 'no_pick',
3425 {
3426 type => 'fixed',
3427 value => 1
3428 }
3429 ],
3430 [
3431 'slaying',
3432 {
3433 desc => 'The <key string> in the door must be identical with the <key string> in the special key, then the door is unlocked. It is VERY important to set the <key string> to something that is unique among the Deliantra mapset. DONT EVER USE the default string "set_individual_value".',
3434 name => 'key string',
3435 type => 'string'
3436 }
3437 ],
3438 [
3439 'no_magic',
3440 {
3441 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).',
3442 name => 'restrict spells',
3443 type => 'bool'
3444 }
3445 ],
3446 [
3447 'damned',
3448 {
3449 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3450 name => 'restrict prayers',
3451 type => 'bool'
3452 }
3453 ],
3454 [
3455 'msg',
3456 {
3457 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.',
3458 end => 'endmsg',
3459 name => 'lock message',
3460 type => 'text'
3461 }
3462 ]
3463 ],
3464 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3465 ignore => [
3466 $IGNORE_LIST{non_pickable}
3467 ],
3468 name => 'Locked Door',
3469 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).'
3470 },
3471 'Magic Ear' => {
3472 attr => [
3473 [
3474 'no_pick',
3475 {
3476 type => 'fixed',
3477 value => 1
3478 }
3479 ],
3480 [
3481 'connected',
3482 {
3483 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3484 name => 'connection',
3485 type => 'int'
3486 }
3487 ],
3488 [
3489 'msg',
3490 {
3491 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!',
3492 end => 'endmsg',
3493 name => 'keyword-matching',
3494 type => 'text'
3495 }
3496 ]
3497 ],
3498 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3499 ignore => [
3500 $IGNORE_LIST{system_object}
3501 ],
3502 name => 'Magic Ear',
3503 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.'
3504 },
3505 'Magic Wall' => {
3506 attr => [
3507 [
3508 'dam',
3509 {
3510 desc => 'The magic wall will cast this <spell>.',
3511 name => 'spell',
3512 type => 'spell'
3513 }
3514 ],
3515 [
3516 'level',
3517 {
3518 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.',
3519 name => 'spell level',
3520 type => 'int'
3521 }
3522 ],
3523 [
3524 'connected',
3525 {
3526 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.',
3527 name => 'connection',
3528 type => 'int'
3529 }
3530 ],
3531 [
3532 'activate_on_push',
3533 {
3534 desc => 'Whether the teleporter should only be activated on push.',
3535 name => 'activate on push',
3536 type => 'bool'
3537 }
3538 ],
3539 [
3540 'activate_on_release',
3541 {
3542 desc => 'Whether the teleporter should only be activated on release.',
3543 name => 'activate on release',
3544 type => 'bool'
3545 }
3546 ],
3547 [
3548 'speed',
3549 {
3550 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".',
3551 name => 'casting speed',
3552 type => 'float'
3553 }
3554 ],
3555 [
3556 'speed_left',
3557 {
3558 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3559 name => 'speed left',
3560 type => 'float'
3561 }
3562 ],
3563 [
3564 'sp',
3565 {
3566 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.',
3567 name => 'direction',
3568 type => 'list',
3569 value => $LIST{direction}
3570 }
3571 ],
3572 [
3573 'move_block',
3574 {
3575 desc => 'Objects using these movement types cannot move over this space.',
3576 name => 'blocked movement',
3577 type => 'movement_type'
3578 }
3579 ],
3580 [
3581 'move_allow',
3582 {
3583 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3584 name => 'allowed movement',
3585 type => 'movement_type'
3586 }
3587 ],
3588 [
3589 'move_slow',
3590 {
3591 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3592 name => 'slowed movement',
3593 type => 'movement_type'
3594 }
3595 ],
3596 [
3597 'move_slow_penalty',
3598 {
3599 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3600 name => 'slow movement penalty',
3601 type => 'int'
3602 }
3603 ]
3604 ],
3605 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.',
3606 ignore => [
3607 $IGNORE_LIST{non_pickable}
3608 ],
3609 name => 'Magic Wall',
3610 section => [
3611 [
3612 'destroyable',
3613 [
3614 [
3615 'alive',
3616 {
3617 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.',
3618 name => 'is destroyable',
3619 type => 'bool'
3620 }
3621 ],
3622 [
3623 'hp',
3624 {
3625 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3626 name => 'hitpoints',
3627 type => 'int'
3628 }
3629 ],
3630 [
3631 'maxhp',
3632 {
3633 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3634 name => 'max hitpoints',
3635 type => 'int'
3636 }
3637 ],
3638 [
3639 'ac',
3640 {
3641 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>.',
3642 name => 'armour class',
3643 type => 'int'
3644 }
3645 ]
3646 ]
3647 ],
3648 [
3649 'resistance',
3650 [
3651 [
3652 'resist_physical',
3653 {
3654 name => 'resist physical %',
3655 type => 'int'
3656 }
3657 ],
3658 [
3659 'resist_magic',
3660 {
3661 name => 'resist magic %',
3662 type => 'int'
3663 }
3664 ],
3665 [
3666 'resist_fire',
3667 {
3668 name => 'resist fire %',
3669 type => 'int'
3670 }
3671 ],
3672 [
3673 'resist_electricity',
3674 {
3675 name => 'resist electricity %',
3676 type => 'int'
3677 }
3678 ],
3679 [
3680 'resist_cold',
3681 {
3682 name => 'resist cold %',
3683 type => 'int'
3684 }
3685 ],
3686 [
3687 'resist_confusion',
3688 {
3689 name => 'resist confusion %',
3690 type => 'int'
3691 }
3692 ],
3693 [
3694 'resist_acid',
3695 {
3696 name => 'resist acid %',
3697 type => 'int'
3698 }
3699 ],
3700 [
3701 'resist_drain',
3702 {
3703 name => 'resist draining %',
3704 type => 'int'
3705 }
3706 ],
3707 [
3708 'resist_weaponmagic',
3709 {
3710 name => 'resist weaponmagic %',
3711 type => 'int'
3712 }
3713 ],
3714 [
3715 'resist_ghosthit',
3716 {
3717 name => 'resist ghosthit %',
3718 type => 'int'
3719 }
3720 ],
3721 [
3722 'resist_poison',
3723 {
3724 name => 'resist poison %',
3725 type => 'int'
3726 }
3727 ],
3728 [
3729 'resist_slow',
3730 {
3731 name => 'resist slow %',
3732 type => 'int'
3733 }
3734 ],
3735 [
3736 'resist_paralyze',
3737 {
3738 name => 'resist paralyze %',
3739 type => 'int'
3740 }
3741 ],
3742 [
3743 'resist_fear',
3744 {
3745 name => 'resist fear %',
3746 type => 'int'
3747 }
3748 ],
3749 [
3750 'resist_deplete',
3751 {
3752 name => 'resist depletion %',
3753 type => 'int'
3754 }
3755 ],
3756 [
3757 'resist_death',
3758 {
3759 name => 'resist death-attack %',
3760 type => 'int'
3761 }
3762 ],
3763 [
3764 'resist_chaos',
3765 {
3766 name => 'resist chaos %',
3767 type => 'int'
3768 }
3769 ],
3770 [
3771 'resist_blind',
3772 {
3773 name => 'resist blinding %',
3774 type => 'int'
3775 }
3776 ],
3777 [
3778 'resist_holyword',
3779 {
3780 name => 'resist holy power %',
3781 type => 'int'
3782 }
3783 ],
3784 [
3785 'resist_godpower',
3786 {
3787 name => 'resist godpower %',
3788 type => 'int'
3789 }
3790 ]
3791 ]
3792 ]
3793 ],
3794 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".'
3795 },
3796 Marker => {
3797 attr => [
3798 [
3799 'no_pick',
3800 {
3801 type => 'fixed',
3802 value => 1
3803 }
3804 ],
3805 [
3806 'slaying',
3807 {
3808 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.',
3809 name => 'key string',
3810 type => 'string'
3811 }
3812 ],
3813 [
3814 'connected',
3815 {
3816 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3817 name => 'connection',
3818 type => 'int'
3819 }
3820 ],
3821 [
3822 'speed',
3823 {
3824 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.',
3825 name => 'marking speed',
3826 type => 'float'
3827 }
3828 ],
3829 [
3830 'speed_left',
3831 {
3832 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3833 name => 'speed left',
3834 type => 'float'
3835 }
3836 ],
3837 [
3838 'food',
3839 {
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 ],
3845 [
3846 'name',
3847 {
3848 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.',
3849 name => 'delete mark',
3850 type => 'string'
3851 }
3852 ],
3853 [
3854 'msg',
3855 {
3856 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.',
3857 end => 'endmsg',
3858 name => 'marking message',
3859 type => 'text'
3860 }
3861 ]
3862 ],
3863 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.',
3864 ignore => [
3865 $IGNORE_LIST{system_object}
3866 ],
3867 name => 'Marker',
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 Misc => {
3871 attr => [
3872 [
3873 'move_block',
3874 {
3875 desc => 'Objects using these movement types cannot move over this space.',
3876 name => 'blocked movement',
3877 type => 'movement_type'
3878 }
3879 ],
3880 [
3881 'move_allow',
3882 {
3883 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3884 name => 'allowed movement',
3885 type => 'movement_type'
3886 }
3887 ],
3888 [
3889 'move_slow',
3890 {
3891 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3892 name => 'slowed movement',
3893 type => 'movement_type'
3894 }
3895 ],
3896 [
3897 'move_slow_penalty',
3898 {
3899 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3900 name => 'slow movement penalty',
3901 type => 'int'
3902 }
3903 ],
3904 [
3905 'cursed',
3906 {
3907 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3908 name => 'cursed',
3909 type => 'bool'
3910 }
3911 ],
3912 [
3913 'damned',
3914 {
3915 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.',
3916 name => 'damned',
3917 type => 'bool'
3918 }
3919 ],
3920 [
3921 'unique',
3922 {
3923 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3924 name => 'unique item',
3925 type => 'bool'
3926 }
3927 ],
3928 [
3929 'startequip',
3930 {
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 [
3937 'msg',
3938 {
3939 desc => 'This text may describe the object.',
3940 end => 'endmsg',
3941 name => 'description',
3942 type => 'text'
3943 }
3944 ]
3945 ],
3946 name => 'Misc'
3947 },
3948 Money => {
3949 attr => [
3950 [
3951 'race',
3952 {
3953 type => 'fixed',
3954 value => 'gold and jewels'
3955 }
3956 ]
3957 ],
3958 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.',
3959 ignore => [
3960 'unpaid'
3961 ],
3962 name => 'Money'
3963 },
3964 'Monster & NPC' => {
3965 attr => [
3966 [
3967 'alive',
3968 {
3969 type => 'fixed',
3970 value => 1
3971 }
3972 ],
3973 [
3974 'randomitems',
3975 {
3976 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>.',
3977 name => 'treasurelist',
3978 type => 'treasurelist'
3979 }
3980 ],
3981 [
3982 'treasure_env',
3983 {
3984 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
3985 name => 'treasure in env',
3986 type => 'bool'
3987 }
3988 ],
3989 [
3990 'level',
3991 {
3992 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3993 name => 'level',
3994 type => 'int'
3995 }
3996 ],
3997 [
3998 'race',
3999 {
4000 desc => 'Every monster should have a race set to categorize it. The monster\'s <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god.',
4001 name => 'race',
4002 type => 'string'
4003 }
4004 ],
4005 [
4006 'exp',
4007 {
4008 desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-category the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a reasonable value. Compare with existing arches to get a feeling what reasonable means. Keep in mind that spellcasting monsters are a lot harder to kill than non-spellcasters!',
4009 name => 'experience',
4010 type => 'int'
4011 }
4012 ],
4013 [
4014 'speed',
4015 {
4016 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4017 name => 'speed',
4018 type => 'float'
4019 }
4020 ],
4021 [
4022 'speed_left',
4023 {
4024 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4025 name => 'speed left',
4026 type => 'float'
4027 }
4028 ],
4029 [
4030 'other_arch',
4031 {
4032 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.',
4033 name => 'breed monster',
4034 type => 'string'
4035 }
4036 ],
4037 [
4038 'generator',
4039 {
4040 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.',
4041 name => 'multiply',
4042 type => 'bool'
4043 }
4044 ],
4045 [
4046 'use_content_on_gen',
4047 {
4048 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.',
4049 name => 'template generation',
4050 type => 'bool'
4051 }
4052 ],
4053 [
4054 'move_type',
4055 {
4056 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4057 name => 'movement type',
4058 type => 'movement_type'
4059 }
4060 ],
4061 [
4062 'undead',
4063 {
4064 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4065 name => 'undead',
4066 type => 'bool'
4067 }
4068 ],
4069 [
4070 'carrying',
4071 {
4072 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4073 name => 'carries weight',
4074 type => 'int'
4075 }
4076 ],
4077 [
4078 'precious',
4079 {
4080 desc => 'Set this flag to indicate that this monster is precious, i.e. it should not be lightly destroyed. This is most useful on pets and keeps the server from destroying them on destroy_pets/monster floors and will try to save them when the player logs out.',
4081 name => 'precious',
4082 type => 'bool'
4083 }
4084 ],
4085 [
4086 'msg',
4087 {
4088 end => 'endmsg',
4089 name => 'npc message',
4090 type => 'text'
4091 }
4092 ]
4093 ],
4094 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.',
4095 ignore => [
4096 'material',
4097 'name_pl',
4098 'nrof',
4099 'value',
4100 'unpaid'
4101 ],
4102 name => 'Monster & NPC',
4103 section => [
4104 [
4105 'melee',
4106 [
4107 [
4108 'attacktype',
4109 {
4110 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.',
4111 name => 'attacktype',
4112 type => 'bitmask',
4113 value => $BITMASK{attacktype}
4114 }
4115 ],
4116 [
4117 'dam',
4118 {
4119 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.',
4120 name => 'damage',
4121 type => 'int'
4122 }
4123 ],
4124 [
4125 'wc',
4126 {
4127 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4128 name => 'weapon class',
4129 type => 'int'
4130 }
4131 ],
4132 [
4133 'hp',
4134 {
4135 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>.',
4136 name => 'health points',
4137 type => 'int'
4138 }
4139 ],
4140 [
4141 'maxhp',
4142 {
4143 desc => '<max health> is the maximum amount of <health points> this monster can have.',
4144 name => 'max health',
4145 type => 'int'
4146 }
4147 ],
4148 [
4149 'ac',
4150 {
4151 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).',
4152 name => 'armour class',
4153 type => 'int'
4154 }
4155 ],
4156 [
4157 'Con',
4158 {
4159 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4160 name => 'healing rate',
4161 type => 'int'
4162 }
4163 ],
4164 [
4165 'reflect_missile',
4166 {
4167 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4168 name => 'reflect missiles',
4169 type => 'bool'
4170 }
4171 ],
4172 [
4173 'hitback',
4174 {
4175 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.',
4176 name => 'hitback',
4177 type => 'bool'
4178 }
4179 ],
4180 [
4181 'one_hit',
4182 {
4183 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4184 name => 'one hit only',
4185 type => 'bool'
4186 }
4187 ]
4188 ]
4189 ],
4190 [
4191 'spellcraft',
4192 [
4193 [
4194 'can_cast_spell',
4195 {
4196 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4197 name => 'can cast spell',
4198 type => 'bool'
4199 }
4200 ],
4201 [
4202 'reflect_spell',
4203 {
4204 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.',
4205 name => 'reflect spells',
4206 type => 'bool'
4207 }
4208 ],
4209 [
4210 'sp',
4211 {
4212 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>.',
4213 name => 'spellpoints',
4214 type => 'int'
4215 }
4216 ],
4217 [
4218 'maxsp',
4219 {
4220 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.',
4221 name => 'max spellpoints',
4222 type => 'int'
4223 }
4224 ],
4225 [
4226 'Pow',
4227 {
4228 desc => 'Monsters regenerate this many spellpoints each 16 ticks. Hence, the spellpoint regeneration rate is independent of <speed>. To make a real tough spellcasting monster, the rate of spellpoint regeneration is most important. If your monster is still not casting fast enough, give it the spell-ability of "regenerate mana". That, paired with high <max spellpoints>, is the ultimate thing.',
4229 name => 'spellpoint regen.',
4230 type => 'int'
4231 }
4232 ],
4233 [
4234 'path_attuned',
4235 {
4236 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4237 name => 'attuned paths',
4238 type => 'bitmask',
4239 value => $BITMASK{spellpath}
4240 }
4241 ],
4242 [
4243 'path_repelled',
4244 {
4245 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4246 name => 'repelled paths',
4247 type => 'bitmask',
4248 value => $BITMASK{spellpath}
4249 }
4250 ],
4251 [
4252 'path_denied',
4253 {
4254 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4255 name => 'denied paths',
4256 type => 'bitmask',
4257 value => $BITMASK{spellpath}
4258 }
4259 ]
4260 ]
4261 ],
4262 [
4263 'ability',
4264 [
4265 [
4266 'Int',
4267 {
4268 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.',
4269 name => 'detect hidden',
4270 type => 'int'
4271 }
4272 ],
4273 [
4274 'see_invisible',
4275 {
4276 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.',
4277 name => 'see invisible',
4278 type => 'bool'
4279 }
4280 ],
4281 [
4282 'can_see_in_dark',
4283 {
4284 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.',
4285 name => 'see in darkness',
4286 type => 'bool'
4287 }
4288 ],
4289 [
4290 'can_use_weapon',
4291 {
4292 desc => 'Monster is able to wield weapon type objects.',
4293 name => 'can use weapons',
4294 type => 'bool'
4295 }
4296 ],
4297 [
4298 'can_use_bow',
4299 {
4300 desc => 'Monster is able to use missile-weapon type objects.',
4301 name => 'can use bows',
4302 type => 'bool'
4303 }
4304 ],
4305 [
4306 'can_use_armour',
4307 {
4308 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4309 name => 'can use armour',
4310 type => 'bool'
4311 }
4312 ],
4313 [
4314 'can_use_ring',
4315 {
4316 desc => 'Monster is able to wear rings.',
4317 name => 'can use rings',
4318 type => 'bool'
4319 }
4320 ],
4321 [
4322 'can_use_wand',
4323 {
4324 desc => 'Monster is able to use wands and staves.',
4325 name => 'can use wands',
4326 type => 'bool'
4327 }
4328 ],
4329 [
4330 'can_use_rod',
4331 {
4332 desc => 'Monster is able to use rods.',
4333 name => 'can use rods',
4334 type => 'bool'
4335 }
4336 ],
4337 [
4338 'can_use_scroll',
4339 {
4340 desc => 'Monster is able to read scrolls.',
4341 name => 'can use scrolls',
4342 type => 'bool'
4343 }
4344 ],
4345 [
4346 'can_use_skill',
4347 {
4348 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>.',
4349 name => 'can use skills',
4350 type => 'bool'
4351 }
4352 ]
4353 ]
4354 ],
4355 [
4356 'behave',
4357 [
4358 [
4359 'monster',
4360 {
4361 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.',
4362 name => 'monster behaviour',
4363 type => 'bool'
4364 }
4365 ],
4366 [
4367 'unaggressive',
4368 {
4369 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4370 name => 'unaggressive',
4371 type => 'bool'
4372 }
4373 ],
4374 [
4375 'friendly',
4376 {
4377 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4378 name => 'friendly',
4379 type => 'bool'
4380 }
4381 ],
4382 [
4383 'stand_still',
4384 {
4385 desc => 'Monsters which <stand still> won\'t move to leave their position. When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. In older versions of Deliantra it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Neverthless, you should still be cautious when lining up <stand still>-monster in order to "defend" something: Such monsters are rather easy to kill. It\'s good for low level maps, but not much more.',
4386 name => 'stand still',
4387 type => 'bool'
4388 }
4389 ],
4390 [
4391 'sleep',
4392 {
4393 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.',
4394 name => 'asleep',
4395 type => 'bool'
4396 }
4397 ],
4398 [
4399 'will_apply',
4400 {
4401 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4402 name => 'misc. actions',
4403 type => 'bitmask',
4404 value => $BITMASK{will_apply}
4405 }
4406 ],
4407 [
4408 'pick_up',
4409 {
4410 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.',
4411 name => 'pick up',
4412 type => 'bitmask',
4413 value => $BITMASK{pick_up}
4414 }
4415 ],
4416 [
4417 'Wis',
4418 {
4419 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.',
4420 name => 'sensing range',
4421 type => 'int'
4422 }
4423 ],
4424 [
4425 'attack_movement_bits_0_3',
4426 {
4427 desc => 'If this is set to default, the standard mode of movement will be used.',
4428 name => 'attack movement',
4429 type => 'list',
4430 value => $LIST{attack_movement_bits_0_3}
4431 }
4432 ],
4433 [
4434 'attack_movement_bits_4_7',
4435 {
4436 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4437 name => 'normal movement',
4438 type => 'list',
4439 value => $LIST{attack_movement_bits_4_7}
4440 }
4441 ],
4442 [
4443 'run_away',
4444 {
4445 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.',
4446 name => 'run at % health',
4447 type => 'int'
4448 }
4449 ]
4450 ]
4451 ],
4452 [
4453 'resistance',
4454 [
4455 [
4456 'resist_physical',
4457 {
4458 name => 'resist physical %',
4459 type => 'int'
4460 }
4461 ],
4462 [
4463 'resist_magic',
4464 {
4465 name => 'resist magic %',
4466 type => 'int'
4467 }
4468 ],
4469 [
4470 'resist_fire',
4471 {
4472 name => 'resist fire %',
4473 type => 'int'
4474 }
4475 ],
4476 [
4477 'resist_electricity',
4478 {
4479 name => 'resist electricity %',
4480 type => 'int'
4481 }
4482 ],
4483 [
4484 'resist_cold',
4485 {
4486 name => 'resist cold %',
4487 type => 'int'
4488 }
4489 ],
4490 [
4491 'resist_confusion',
4492 {
4493 name => 'resist confusion %',
4494 type => 'int'
4495 }
4496 ],
4497 [
4498 'resist_acid',
4499 {
4500 name => 'resist acid %',
4501 type => 'int'
4502 }
4503 ],
4504 [
4505 'resist_drain',
4506 {
4507 name => 'resist draining %',
4508 type => 'int'
4509 }
4510 ],
4511 [
4512 'resist_weaponmagic',
4513 {
4514 name => 'resist weaponmagic %',
4515 type => 'int'
4516 }
4517 ],
4518 [
4519 'resist_ghosthit',
4520 {
4521 name => 'resist ghosthit %',
4522 type => 'int'
4523 }
4524 ],
4525 [
4526 'resist_poison',
4527 {
4528 name => 'resist poison %',
4529 type => 'int'
4530 }
4531 ],
4532 [
4533 'resist_slow',
4534 {
4535 name => 'resist slow %',
4536 type => 'int'
4537 }
4538 ],
4539 [
4540 'resist_paralyze',
4541 {
4542 name => 'resist paralyze %',
4543 type => 'int'
4544 }
4545 ],
4546 [
4547 'resist_fear',
4548 {
4549 name => 'resist fear %',
4550 type => 'int'
4551 }
4552 ],
4553 [
4554 'resist_deplete',
4555 {
4556 name => 'resist depletion %',
4557 type => 'int'
4558 }
4559 ],
4560 [
4561 'resist_death',
4562 {
4563 name => 'resist death-attack %',
4564 type => 'int'
4565 }
4566 ],
4567 [
4568 'resist_chaos',
4569 {
4570 name => 'resist chaos %',
4571 type => 'int'
4572 }
4573 ],
4574 [
4575 'resist_blind',
4576 {
4577 name => 'resist blinding %',
4578 type => 'int'
4579 }
4580 ],
4581 [
4582 'resist_holyword',
4583 {
4584 name => 'resist holy power %',
4585 type => 'int'
4586 }
4587 ],
4588 [
4589 'resist_godpower',
4590 {
4591 name => 'resist godpower %',
4592 type => 'int'
4593 }
4594 ]
4595 ]
4596 ]
4597 ],
4598 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. :-)'
4599 },
4600 'Monster (Grimreaper)' => {
4601 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4602 ignore => [
4603 'material',
4604 'name_pl',
4605 'nrof',
4606 'value',
4607 'unpaid'
4608 ],
4609 import => [
4610 'Monster & NPC'
4611 ],
4612 name => 'Monster (Grimreaper)',
4613 section => [
4614 [
4615 'grimreaper',
4616 [
4617 [
4618 'value',
4619 {
4620 desc => 'The object vanishes after this number of draining attacks.',
4621 name => 'attacks',
4622 type => 'int'
4623 }
4624 ]
4625 ]
4626 ]
4627 ]
4628 },
4629 'Mood Floor' => {
4630 attr => [
4631 [
4632 'no_pick',
4633 {
4634 type => 'fixed',
4635 value => 1
4636 }
4637 ],
4638 [
4639 'last_sp',
4640 {
4641 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!',
4642 name => 'mood',
4643 type => 'list',
4644 value => $LIST{mood}
4645 }
4646 ],
4647 [
4648 'connected',
4649 {
4650 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!',
4651 name => 'connection',
4652 type => 'int'
4653 }
4654 ],
4655 [
4656 'no_magic',
4657 {
4658 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4659 name => 'no spells',
4660 type => 'bool'
4661 }
4662 ],
4663 [
4664 'damned',
4665 {
4666 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4667 name => 'no prayers',
4668 type => 'bool'
4669 }
4670 ]
4671 ],
4672 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.',
4673 ignore => [
4674 $IGNORE_LIST{system_object}
4675 ],
4676 name => 'Mood Floor',
4677 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.)'
4678 },
4679 Mover => {
4680 attr => [
4681 [
4682 'attacktype',
4683 {
4684 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.',
4685 name => 'forced movement',
4686 type => 'bool'
4687 }
4688 ],
4689 [
4690 'maxsp',
4691 {
4692 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.',
4693 name => 'freeze duration',
4694 type => 'int'
4695 }
4696 ],
4697 [
4698 'speed',
4699 {
4700 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4701 name => 'movement speed',
4702 type => 'float'
4703 }
4704 ],
4705 [
4706 'speed_left',
4707 {
4708 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4709 name => 'speed left',
4710 type => 'float'
4711 }
4712 ],
4713 [
4714 'sp',
4715 {
4716 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.',
4717 name => 'direction',
4718 type => 'list',
4719 value => $LIST{direction}
4720 }
4721 ],
4722 [
4723 'lifesave',
4724 {
4725 desc => 'If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitely.',
4726 name => 'gets used up',
4727 type => 'bool'
4728 }
4729 ],
4730 [
4731 'hp',
4732 {
4733 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).',
4734 name => 'number of uses',
4735 type => 'int'
4736 }
4737 ]
4738 ],
4739 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.',
4740 ignore => [
4741 $IGNORE_LIST{non_pickable}
4742 ],
4743 name => 'Mover',
4744 section => [
4745 [
4746 'targets',
4747 [
4748 [
4749 'level',
4750 {
4751 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.',
4752 name => 'move players',
4753 type => 'bool'
4754 }
4755 ],
4756 [
4757 'move_on',
4758 {
4759 desc => 'Which movement types activate the mover.',
4760 name => 'movement type',
4761 type => 'movement_type'
4762 }
4763 ]
4764 ]
4765 ]
4766 ],
4767 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).'
4768 },
4769 Pedestal => {
4770 attr => [
4771 [
4772 'no_pick',
4773 {
4774 type => 'fixed',
4775 value => 1
4776 }
4777 ],
4778 [
4779 'slaying',
4780 {
4781 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.',
4782 name => 'match race',
4783 type => 'string'
4784 }
4785 ],
4786 [
4787 'connected',
4788 {
4789 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4790 name => 'connection',
4791 type => 'int'
4792 }
4793 ],
4794 [
4795 'move_on',
4796 {
4797 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4798 name => 'movement type',
4799 type => 'movement_type'
4800 }
4801 ]
4802 ],
4803 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.',
4804 ignore => [
4805 $IGNORE_LIST{non_pickable}
4806 ],
4807 name => 'Pedestal',
4808 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.'
4809 },
4810 Pit => {
4811 attr => [
4812 [
4813 'no_pick',
4814 {
4815 type => 'fixed',
4816 value => 1
4817 }
4818 ],
4819 [
4820 'range',
4821 {
4822 desc => 'The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).',
4823 name => 'spread radius',
4824 type => 'int'
4825 }
4826 ],
4827 [
4828 'connected',
4829 {
4830 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4831 name => 'connection',
4832 type => 'int'
4833 }
4834 ],
4835 [
4836 'activate_on_push',
4837 {
4838 desc => 'Whether the teleporter should only be activated on push.',
4839 name => 'activate on push',
4840 type => 'bool'
4841 }
4842 ],
4843 [
4844 'activate_on_release',
4845 {
4846 desc => 'Whether the teleporter should only be activated on release.',
4847 name => 'activate on release',
4848 type => 'bool'
4849 }
4850 ],
4851 [
4852 'hp',
4853 {
4854 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!',
4855 name => 'destination X',
4856 type => 'int'
4857 }
4858 ],
4859 [
4860 'sp',
4861 {
4862 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!',
4863 name => 'destination Y',
4864 type => 'int'
4865 }
4866 ],
4867 [
4868 'wc',
4869 {
4870 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.',
4871 name => 'position state',
4872 type => 'int'
4873 }
4874 ],
4875 [
4876 'move_on',
4877 {
4878 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4879 name => 'movement type',
4880 type => 'movement_type'
4881 }
4882 ]
4883 ],
4884 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 configurable 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.',
4885 ignore => [
4886 $IGNORE_LIST{non_pickable}
4887 ],
4888 name => 'Pit',
4889 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.'
4890 },
4891 'Poison Food' => {
4892 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.',
4893 name => 'Poison Food'
4894 },
4895 Potion => {
4896 attr => [
4897 [
4898 'level',
4899 {
4900 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.',
4901 name => 'potion level',
4902 type => 'int'
4903 }
4904 ],
4905 [
4906 'sp',
4907 {
4908 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".',
4909 name => 'spell',
4910 type => 'spell'
4911 }
4912 ],
4913 [
4914 'attacktype',
4915 {
4916 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.',
4917 name => 'special effect',
4918 type => 'list',
4919 value => $LIST{potion_effect}
4920 }
4921 ],
4922 [
4923 'cursed',
4924 {
4925 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 >:)',
4926 name => 'cursed',
4927 type => 'bool'
4928 }
4929 ],
4930 [
4931 'startequip',
4932 {
4933 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4934 name => 'godgiven item',
4935 type => 'bool'
4936 }
4937 ]
4938 ],
4939 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4940 name => 'Potion',
4941 section => [
4942 [
4943 'stats',
4944 [
4945 [
4946 'Str',
4947 {
4948 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.',
4949 name => 'strength',
4950 type => 'int'
4951 }
4952 ],
4953 [
4954 'Dex',
4955 {
4956 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.',
4957 name => 'dexterity',
4958 type => 'int'
4959 }
4960 ],
4961 [
4962 'Con',
4963 {
4964 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.',
4965 name => 'constitution',
4966 type => 'int'
4967 }
4968 ],
4969 [
4970 'Int',
4971 {
4972 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.',
4973 name => 'intelligence',
4974 type => 'int'
4975 }
4976 ],
4977 [
4978 'Pow',
4979 {
4980 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.',
4981 name => 'power',
4982 type => 'int'
4983 }
4984 ],
4985 [
4986 'Wis',
4987 {
4988 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.',
4989 name => 'wisdom',
4990 type => 'int'
4991 }
4992 ],
4993 [
4994 'Cha',
4995 {
4996 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.',
4997 name => 'charisma',
4998 type => 'int'
4999 }
5000 ]
5001 ]
5002 ],
5003 [
5004 'resistance',
5005 [
5006 [
5007 'resist_physical',
5008 {
5009 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!',
5010 name => 'resist physical %',
5011 type => 'int'
5012 }
5013 ],
5014 [
5015 'resist_magic',
5016 {
5017 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!',
5018 name => 'resist magic %',
5019 type => 'int'
5020 }
5021 ],
5022 [
5023 'resist_fire',
5024 {
5025 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!',
5026 name => 'resist fire %',
5027 type => 'int'
5028 }
5029 ],
5030 [
5031 'resist_electricity',
5032 {
5033 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!',
5034 name => 'resist electricity %',
5035 type => 'int'
5036 }
5037 ],
5038 [
5039 'resist_cold',
5040 {
5041 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!',
5042 name => 'resist cold %',
5043 type => 'int'
5044 }
5045 ],
5046 [
5047 'resist_acid',
5048 {
5049 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!',
5050 name => 'resist acid %',
5051 type => 'int'
5052 }
5053 ],
5054 [
5055 'resist_confusion',
5056 {
5057 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!',
5058 name => 'resist confusion %',
5059 type => 'int'
5060 }
5061 ],
5062 [
5063 'resist_weaponmagic',
5064 {
5065 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!',
5066 name => 'resist weaponmagic %',
5067 type => 'int'
5068 }
5069 ],
5070 [
5071 'resist_ghosthit',
5072 {
5073 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!',
5074 name => 'resist ghosthit %',
5075 type => 'int'
5076 }
5077 ],
5078 [
5079 'resist_slow',
5080 {
5081 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!',
5082 name => 'resist slow %',
5083 type => 'int'
5084 }
5085 ],
5086 [
5087 'resist_fear',
5088 {
5089 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!',
5090 name => 'resist fear %',
5091 type => 'int'
5092 }
5093 ],
5094 [
5095 'resist_death',
5096 {
5097 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!',
5098 name => 'resist death-attack %',
5099 type => 'int'
5100 }
5101 ],
5102 [
5103 'resist_chaos',
5104 {
5105 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!',
5106 name => 'resist chaos %',
5107 type => 'int'
5108 }
5109 ],
5110 [
5111 'resist_blind',
5112 {
5113 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!',
5114 name => 'resist blinding %',
5115 type => 'int'
5116 }
5117 ],
5118 [
5119 'resist_holyword',
5120 {
5121 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!',
5122 name => 'resist holy power %',
5123 type => 'int'
5124 }
5125 ],
5126 [
5127 'resist_godpower',
5128 {
5129 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!',
5130 name => 'resist godpower %',
5131 type => 'int'
5132 }
5133 ],
5134 [
5135 'resist_paralyze',
5136 {
5137 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!',
5138 name => 'resist paralyze %',
5139 type => 'int'
5140 }
5141 ],
5142 [
5143 'resist_drain',
5144 {
5145 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!',
5146 name => 'resist draining %',
5147 type => 'int'
5148 }
5149 ],
5150 [
5151 'resist_deplete',
5152 {
5153 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!',
5154 name => 'resist depletion %',
5155 type => 'int'
5156 }
5157 ],
5158 [
5159 'resist_poison',
5160 {
5161 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!',
5162 name => 'resist poison %',
5163 type => 'int'
5164 }
5165 ]
5166 ]
5167 ]
5168 ],
5169 use => 'One potion should never give multiple benefits at once.'
5170 },
5171 'Power Crystal' => {
5172 attr => [
5173 [
5174 'sp',
5175 {
5176 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5177 name => 'initial mana',
5178 type => 'int'
5179 }
5180 ],
5181 [
5182 'maxsp',
5183 {
5184 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.',
5185 name => 'mana capacity',
5186 type => 'int'
5187 }
5188 ]
5189 ],
5190 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.',
5191 name => 'Power Crystal'
5192 },
5193 Projectile => {
5194 attr => [
5195 [
5196 'attacktype',
5197 {
5198 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.',
5199 name => 'attacktype',
5200 type => 'bitmask',
5201 value => $BITMASK{attacktype}
5202 }
5203 ],
5204 [
5205 'race',
5206 {
5207 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>.',
5208 name => 'ammunition class',
5209 type => 'string'
5210 }
5211 ],
5212 [
5213 'slaying',
5214 {
5215 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.',
5216 name => 'slaying race',
5217 type => 'string'
5218 }
5219 ],
5220 [
5221 'dam',
5222 {
5223 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5224 name => 'damage',
5225 type => 'int'
5226 }
5227 ],
5228 [
5229 'wc',
5230 {
5231 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.',
5232 name => 'weaponclass',
5233 type => 'int'
5234 }
5235 ],
5236 [
5237 'food',
5238 {
5239 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).',
5240 name => 'chance to break',
5241 type => 'int'
5242 }
5243 ],
5244 [
5245 'magic',
5246 {
5247 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5248 name => 'magic bonus',
5249 type => 'int'
5250 }
5251 ],
5252 [
5253 'unique',
5254 {
5255 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5256 name => 'unique item',
5257 type => 'bool'
5258 }
5259 ],
5260 [
5261 'startequip',
5262 {
5263 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5264 name => 'godgiven item',
5265 type => 'bool'
5266 }
5267 ],
5268 [
5269 'no_drop',
5270 {
5271 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.',
5272 name => 'don\'t drop',
5273 type => 'bool'
5274 }
5275 ],
5276 [
5277 'msg',
5278 {
5279 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5280 end => 'endmsg',
5281 name => 'description',
5282 type => 'text'
5283 }
5284 ]
5285 ],
5286 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.',
5287 name => 'Projectile',
5288 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.'
5289 },
5290 Ring => {
5291 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.',
5292 import => [
5293 'Amulet'
5294 ],
5295 name => 'Ring',
5296 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.'
5297 },
5298 Rod => {
5299 attr => [
5300 [
5301 'sp',
5302 {
5303 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!',
5304 name => 'spell',
5305 type => 'spell'
5306 }
5307 ],
5308 [
5309 'level',
5310 {
5311 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5312 name => 'casting level',
5313 type => 'int'
5314 }
5315 ],
5316 [
5317 'hp',
5318 {
5319 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5320 name => 'initial spellpoints',
5321 type => 'int'
5322 }
5323 ],
5324 [
5325 'maxhp',
5326 {
5327 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.',
5328 name => 'max. spellpoints',
5329 type => 'int'
5330 }
5331 ],
5332 [
5333 'startequip',
5334 {
5335 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5336 name => 'godgiven item',
5337 type => 'bool'
5338 }
5339 ],
5340 [
5341 'msg',
5342 {
5343 desc => 'This text may contain a description of the rod.',
5344 end => 'endmsg',
5345 name => 'description',
5346 type => 'text'
5347 }
5348 ]
5349 ],
5350 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.',
5351 ignore => [
5352 'title'
5353 ],
5354 name => 'Rod',
5355 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>'
5356 },
5357 Rune => {
5358 attr => [
5359 [
5360 'no_pick',
5361 {
5362 type => 'fixed',
5363 value => 1
5364 }
5365 ],
5366 [
5367 'move_on',
5368 {
5369 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5370 name => 'movement type',
5371 type => 'movement_type'
5372 }
5373 ],
5374 [
5375 'level',
5376 {
5377 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.',
5378 name => 'rune level',
5379 type => 'int'
5380 }
5381 ],
5382 [
5383 'Cha',
5384 {
5385 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.',
5386 name => 'visibility',
5387 type => 'int'
5388 }
5389 ],
5390 [
5391 'hp',
5392 {
5393 desc => 'The rune will detonate <number of charges> times before disappearing.',
5394 name => 'number of charges',
5395 type => 'int'
5396 }
5397 ],
5398 [
5399 'dam',
5400 {
5401 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.',
5402 name => 'direct damage',
5403 type => 'int'
5404 }
5405 ],
5406 [
5407 'attacktype',
5408 {
5409 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.',
5410 name => 'attacktype',
5411 type => 'bitmask',
5412 value => $BITMASK{attacktype}
5413 }
5414 ],
5415 [
5416 'msg',
5417 {
5418 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5419 end => 'endmsg',
5420 name => 'detonation text',
5421 type => 'text'
5422 }
5423 ]
5424 ],
5425 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.',
5426 ignore => [
5427 'no_pick',
5428 'title',
5429 'name_pl',
5430 'weight',
5431 'value',
5432 'material',
5433 'unpaid'
5434 ],
5435 name => 'Rune',
5436 section => [
5437 [
5438 'spellcraft',
5439 [
5440 [
5441 'sp',
5442 {
5443 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5444 name => 'spell',
5445 type => 'spell'
5446 }
5447 ],
5448 [
5449 'slaying',
5450 {
5451 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5452 name => 'spell name',
5453 type => 'string'
5454 }
5455 ],
5456 [
5457 'other_arch',
5458 {
5459 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.',
5460 name => 'spell arch',
5461 type => 'string'
5462 }
5463 ],
5464 [
5465 'maxsp',
5466 {
5467 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.',
5468 name => 'direction',
5469 type => 'list',
5470 value => $LIST{direction}
5471 }
5472 ],
5473 [
5474 'race',
5475 {
5476 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.',
5477 name => 'summon monster',
5478 type => 'string'
5479 }
5480 ],
5481 [
5482 'maxhp',
5483 {
5484 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5485 name => 'summon amount',
5486 type => 'int'
5487 }
5488 ]
5489 ]
5490 ]
5491 ],
5492 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5493 },
5494 'Safe ground' => {
5495 attr => [
5496 [
5497 'move_block',
5498 {
5499 desc => 'Objects using these movement types cannot move over this space.',
5500 name => 'blocked movement',
5501 type => 'movement_type'
5502 }
5503 ],
5504 [
5505 'move_allow',
5506 {
5507 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5508 name => 'allowed movement',
5509 type => 'movement_type'
5510 }
5511 ],
5512 [
5513 'move_slow',
5514 {
5515 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5516 name => 'slowed movement',
5517 type => 'movement_type'
5518 }
5519 ],
5520 [
5521 'move_slow_penalty',
5522 {
5523 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
5524 name => 'slow movement penalty',
5525 type => 'int'
5526 }
5527 ],
5528 [
5529 'no_pick',
5530 {
5531 type => 'fixed',
5532 value => 1
5533 }
5534 ]
5535 ],
5536 desc => 'Safe ground is a special object that prevents any effects that might be harmful for the map, other players or items on the map. It blocks all magic and prayers, usage of alchemy, prevents potions from being used and blocks bombs from exploding. Note that altars that do cast spells still work.',
5537 ignore => [
5538 $IGNORE_LIST{non_pickable}
5539 ],
5540 name => 'Safe ground',
5541 use => 'Safe ground can be used to prevents any means of burning or destroying the items in a shop. Put this object below all floor tiles in your map and your shop will be safe. It\'s generally useful for making areas where really no kind of spell should be invoked by a player.'
5542 },
5543 Savebed => {
5544 attr => [
5545 [
5546 'no_pick',
5547 {
5548 type => 'fixed',
5549 value => 1
5550 }
5551 ],
5552 [
5553 'no_magic',
5554 {
5555 type => 'fixed',
5556 value => 1
5557 }
5558 ],
5559 [
5560 'damned',
5561 {
5562 type => 'fixed',
5563 value => 1
5564 }
5565 ]
5566 ],
5567 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.',
5568 ignore => [
5569 $IGNORE_LIST{non_pickable}
5570 ],
5571 name => 'Savebed',
5572 use => 'Put savebed locations in towns, do not put them into dungeons. It is absolutely neccessary that a place with savebeds is 100% secure. That means: <UL> <LI> Monsters must not be able to reach the savebeds under any circumstances! <LI> If there are NPCs around, make sure they have the friendly-flag set. <LI> Insert a reliable exit! Make sure there is no possibility that players get trapped in a savebed location. <LI> If possible, mark the whole site as no-spell area (Insert this arch called "dungeon_magic" everywhere). This is not required, but it makes the place much more safe. </UL>'
5573 },
5574 Scroll => {
5575 attr => [
5576 [
5577 'level',
5578 {
5579 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5580 name => 'casting level',
5581 type => 'int'
5582 }
5583 ],
5584 [
5585 'sp',
5586 {
5587 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5588 name => 'spell',
5589 type => 'spell'
5590 }
5591 ],
5592 [
5593 'startequip',
5594 {
5595 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5596 name => 'godgiven item',
5597 type => 'bool'
5598 }
5599 ]
5600 ],
5601 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.',
5602 ignore => [
5603 'title'
5604 ],
5605 name => 'Scroll',
5606 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5607 },
5608 Shield => {
5609 attr => [
5610 [
5611 'magic',
5612 {
5613 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.',
5614 name => 'magic bonus',
5615 type => 'int'
5616 }
5617 ]
5618 ],
5619 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.',
5620 import => [
5621 'Amulet'
5622 ],
5623 name => 'Shield',
5624 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5625 },
5626 'Shooting Weapon' => {
5627 attr => [
5628 [
5629 'race',
5630 {
5631 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.',
5632 name => 'ammunition class',
5633 type => 'string'
5634 }
5635 ],
5636 [
5637 'sp',
5638 {
5639 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).',
5640 name => 'shooting speed',
5641 type => 'int'
5642 }
5643 ],
5644 [
5645 'dam',
5646 {
5647 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.',
5648 name => 'base damage',
5649 type => 'int'
5650 }
5651 ],
5652 [
5653 'wc',
5654 {
5655 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.',
5656 name => 'weaponclass',
5657 type => 'int'
5658 }
5659 ],
5660 [
5661 'item_power',
5662 {
5663 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
5664 name => 'item power',
5665 type => 'int'
5666 }
5667 ],
5668 [
5669 'no_strength',
5670 {
5671 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.',
5672 name => 'ignore strength',
5673 type => 'bool'
5674 }
5675 ],
5676 [
5677 'damned',
5678 {
5679 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5680 name => 'damnation',
5681 type => 'bool'
5682 }
5683 ],
5684 [
5685 'cursed',
5686 {
5687 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5688 name => 'curse',
5689 type => 'bool'
5690 }
5691 ],
5692 [
5693 'unique',
5694 {
5695 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5696 name => 'unique item',
5697 type => 'bool'
5698 }
5699 ],
5700 [
5701 'startequip',
5702 {
5703 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5704 name => 'godgiven item',
5705 type => 'bool'
5706 }
5707 ],
5708 [
5709 'msg',
5710 {
5711 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5712 end => 'endmsg',
5713 name => 'description',
5714 type => 'text'
5715 }
5716 ]
5717 ],
5718 desc => 'Shooting weapons like bows/crossbows are used to shoot projectiles (arrows/bolts). Shooting weapons and normal (melee) weapons can be wielded both at the same time. Like with any other equipment, stats/bonuses from shooting weapons are directly inherited to the player. <br><br> It\'s very easy to add new pairs of weapons &amp; projectiles. Just set matching &lt;ammunition class&gt; both for shooting weapon and projectile.',
5719 name => 'Shooting Weapon',
5720 section => [
5721 [
5722 'stats',
5723 [
5724 [
5725 'Str',
5726 {
5727 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5728 name => 'strength',
5729 type => 'int'
5730 }
5731 ],
5732 [
5733 'Dex',
5734 {
5735 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5736 name => 'dexterity',
5737 type => 'int'
5738 }
5739 ],
5740 [
5741 'Con',
5742 {
5743 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5744 name => 'constitution',
5745 type => 'int'
5746 }
5747 ],
5748 [
5749 'Int',
5750 {
5751 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5752 name => 'intelligence',
5753 type => 'int'
5754 }
5755 ],
5756 [
5757 'Pow',
5758 {
5759 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5760 name => 'power',
5761 type => 'int'
5762 }
5763 ],
5764 [
5765 'Wis',
5766 {
5767 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5768 name => 'wisdom',
5769 type => 'int'
5770 }
5771 ],
5772 [
5773 'Cha',
5774 {
5775 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5776 name => 'charisma',
5777 type => 'int'
5778 }
5779 ]
5780 ]
5781 ],
5782 [
5783 'bonus',
5784 [
5785 [
5786 'luck',
5787 {
5788 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.',
5789 name => 'luck bonus',
5790 type => 'int'
5791 }
5792 ],
5793 [
5794 'magic',
5795 {
5796 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.',
5797 name => 'magic bonus',
5798 type => 'int'
5799 }
5800 ]
5801 ]
5802 ]
5803 ],
5804 use => 'Shooting weapons should not add bonuses in general. There\'s already enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. Shooting weapons should especially not add bonuses to the player that have nothing to do with schooting. A Wisdom bonus on a bow is crap for example! A name like "Longbow of great Wisdom" doesn\'t help - still crap.'
5805 },
5806 'Shop Floor' => {
5807 attr => [
5808 [
5809 'is_floor',
5810 {
5811 type => 'fixed',
5812 value => 1
5813 }
5814 ],
5815 [
5816 'no_pick',
5817 {
5818 type => 'fixed',
5819 value => 1
5820 }
5821 ],
5822 [
5823 'no_magic',
5824 {
5825 type => 'fixed',
5826 value => 1
5827 }
5828 ],
5829 [
5830 'auto_apply',
5831 {
5832 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.',
5833 name => 'generate goods',
5834 type => 'bool'
5835 }
5836 ],
5837 [
5838 'randomitems',
5839 {
5840 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.',
5841 name => 'treasurelist',
5842 type => 'treasurelist'
5843 }
5844 ],
5845 [
5846 'exp',
5847 {
5848 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.',
5849 name => 'quality level',
5850 type => 'int'
5851 }
5852 ],
5853 [
5854 'damned',
5855 {
5856 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.)',
5857 name => 'no prayers',
5858 type => 'bool'
5859 }
5860 ]
5861 ],
5862 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).',
5863 ignore => [
5864 $IGNORE_LIST{non_pickable}
5865 ],
5866 name => 'Shop Floor',
5867 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.'
5868 },
5869 'Shop Inventory' => {
5870 attr => [
5871 [
5872 'shop_coords',
5873 {
5874 desc => 'The format of this field is: \'x1,y1,x2,y2\'. It defines a rectangle on the map that will be searched for unpaid items.',
5875 name => 'shop rectangle',
5876 type => 'string'
5877 }
5878 ]
5879 ],
5880 desc => 'The purpose of a sign is to display the contents of a shop.',
5881 ignore => [
5882 $IGNORE_LIST{non_pickable}
5883 ],
5884 name => 'Shop Inventory',
5885 use => 'Use these signs to present the player a list of the items in the shop'
5886 },
5887 'Shop Mat' => {
5888 attr => [
5889 [
5890 'no_pick',
5891 {
5892 type => 'fixed',
5893 value => 1
5894 }
5895 ],
5896 [
5897 'move_on',
5898 {
5899 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5900 name => 'movement type',
5901 type => 'movement_type'
5902 }
5903 ]
5904 ],
5905 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).',
5906 ignore => [
5907 $IGNORE_LIST{non_pickable}
5908 ],
5909 name => 'Shop Mat',
5910 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5911 },
5912 'Sign & MagicMouth' => {
5913 attr => [
5914 [
5915 'connected',
5916 {
5917 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.',
5918 name => 'connection',
5919 type => 'int'
5920 }
5921 ],
5922 [
5923 'activate_on_push',
5924 {
5925 desc => 'Whether the teleporter should only be activated on push.',
5926 name => 'activate on push',
5927 type => 'bool'
5928 }
5929 ],
5930 [
5931 'activate_on_release',
5932 {
5933 desc => 'Whether the teleporter should only be activated on release.',
5934 name => 'activate on release',
5935 type => 'bool'
5936 }
5937 ],
5938 [
5939 'move_on',
5940 {
5941 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5942 name => 'movement type',
5943 type => 'movement_type'
5944 }
5945 ],
5946 [
5947 'food',
5948 {
5949 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).',
5950 name => 'counter',
5951 type => 'int'
5952 }
5953 ],
5954 [
5955 'msg',
5956 {
5957 desc => 'This text will be displayed to the player.',
5958 end => 'endmsg',
5959 name => 'message',
5960 type => 'text'
5961 }
5962 ]
5963 ],
5964 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).',
5965 ignore => [
5966 $IGNORE_LIST{non_pickable}
5967 ],
5968 name => 'Sign & MagicMouth',
5969 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.'
5970 },
5971 Skill => {
5972 attr => [
5973 [
5974 'invisible',
5975 {
5976 type => 'fixed',
5977 value => 1
5978 }
5979 ],
5980 [
5981 'no_drop',
5982 {
5983 type => 'fixed',
5984 value => 1
5985 }
5986 ],
5987 [
5988 'skill',
5989 {
5990 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.',
5991 name => 'skill name',
5992 type => 'string'
5993 }
5994 ],
5995 [
5996 'expmul',
5997 {
5998 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.',
5999 name => 'exp multiplier',
6000 type => 'float'
6001 }
6002 ],
6003 [
6004 'subtype',
6005 {
6006 desc => 'The <skill type> defines the base functionality of the skill. Skill types are hardcoded in the Deliantra server. It isn\'t hard to create new skill types, but it requires a bit of server-coding.',
6007 name => 'skill type',
6008 type => 'list',
6009 value => $LIST{skill_type}
6010 }
6011 ],
6012 [
6013 'level',
6014 {
6015 name => 'level',
6016 type => 'int'
6017 }
6018 ],
6019 [
6020 'exp',
6021 {
6022 name => 'experience',
6023 type => 'int'
6024 }
6025 ],
6026 [
6027 'can_use_skill',
6028 {
6029 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.',
6030 name => 'is native skill',
6031 type => 'bool'
6032 }
6033 ]
6034 ],
6035 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.',
6036 ignore => [
6037 $IGNORE_LIST{system_object}
6038 ],
6039 name => 'Skill',
6040 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>'
6041 },
6042 'Skill Scroll' => {
6043 attr => [
6044 [
6045 'race',
6046 {
6047 type => 'fixed',
6048 value => 'scrolls'
6049 }
6050 ],
6051 [
6052 'skill',
6053 {
6054 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6055 name => 'skill name',
6056 type => 'string'
6057 }
6058 ]
6059 ],
6060 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6061 name => 'Skill Scroll',
6062 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.'
6063 },
6064 'Skill Tool' => {
6065 attr => [
6066 [
6067 'skill',
6068 {
6069 desc => 'This field describes which skill the player will be able to use wearing this item.',
6070 name => 'skill name',
6071 type => 'string'
6072 }
6073 ]
6074 ],
6075 desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6076 name => 'Skill Tool',
6077 section => [
6078 [
6079 'stats',
6080 [
6081 [
6082 'Str',
6083 {
6084 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.',
6085 name => 'strength',
6086 type => 'int'
6087 }
6088 ],
6089 [
6090 'Dex',
6091 {
6092 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.',
6093 name => 'dexterity',
6094 type => 'int'
6095 }
6096 ],
6097 [
6098 'Con',
6099 {
6100 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.',
6101 name => 'constitution',
6102 type => 'int'
6103 }
6104 ],
6105 [
6106 'Int',
6107 {
6108 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.',
6109 name => 'intelligence',
6110 type => 'int'
6111 }
6112 ],
6113 [
6114 'Pow',
6115 {
6116 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.',
6117 name => 'power',
6118 type => 'int'
6119 }
6120 ],
6121 [
6122 'Wis',
6123 {
6124 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.',
6125 name => 'wisdom',
6126 type => 'int'
6127 }
6128 ],
6129 [
6130 'Cha',
6131 {
6132 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.',
6133 name => 'charisma',
6134 type => 'int'
6135 }
6136 ]
6137 ]
6138 ],
6139 [
6140 'resistance',
6141 [
6142 [
6143 'resist_physical',
6144 {
6145 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!',
6146 name => 'resist physical %',
6147 type => 'int'
6148 }
6149 ],
6150 [
6151 'resist_magic',
6152 {
6153 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!',
6154 name => 'resist magic %',
6155 type => 'int'
6156 }
6157 ],
6158 [
6159 'resist_fire',
6160 {
6161 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!',
6162 name => 'resist fire %',
6163 type => 'int'
6164 }
6165 ],
6166 [
6167 'resist_electricity',
6168 {
6169 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!',
6170 name => 'resist electricity %',
6171 type => 'int'
6172 }
6173 ],
6174 [
6175 'resist_cold',
6176 {
6177 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!',
6178 name => 'resist cold %',
6179 type => 'int'
6180 }
6181 ],
6182 [
6183 'resist_acid',
6184 {
6185 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!',
6186 name => 'resist acid %',
6187 type => 'int'
6188 }
6189 ],
6190 [
6191 'resist_confusion',
6192 {
6193 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!',
6194 name => 'resist confusion %',
6195 type => 'int'
6196 }
6197 ],
6198 [
6199 'resist_weaponmagic',
6200 {
6201 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!',
6202 name => 'resist weaponmagic %',
6203 type => 'int'
6204 }
6205 ],
6206 [
6207 'resist_ghosthit',
6208 {
6209 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!',
6210 name => 'resist ghosthit %',
6211 type => 'int'
6212 }
6213 ],
6214 [
6215 'resist_slow',
6216 {
6217 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!',
6218 name => 'resist slow %',
6219 type => 'int'
6220 }
6221 ],
6222 [
6223 'resist_fear',
6224 {
6225 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!',
6226 name => 'resist fear %',
6227 type => 'int'
6228 }
6229 ],
6230 [
6231 'resist_death',
6232 {
6233 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!',
6234 name => 'resist death-attack %',
6235 type => 'int'
6236 }
6237 ],
6238 [
6239 'resist_chaos',
6240 {
6241 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!',
6242 name => 'resist chaos %',
6243 type => 'int'
6244 }
6245 ],
6246 [
6247 'resist_blind',
6248 {
6249 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!',
6250 name => 'resist blinding %',
6251 type => 'int'
6252 }
6253 ],
6254 [
6255 'resist_holyword',
6256 {
6257 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!',
6258 name => 'resist holy power %',
6259 type => 'int'
6260 }
6261 ],
6262 [
6263 'resist_godpower',
6264 {
6265 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!',
6266 name => 'resist godpower %',
6267 type => 'int'
6268 }
6269 ],
6270 [
6271 'resist_paralyze',
6272 {
6273 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!',
6274 name => 'resist paralyze %',
6275 type => 'int'
6276 }
6277 ],
6278 [
6279 'resist_drain',
6280 {
6281 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!',
6282 name => 'resist draining %',
6283 type => 'int'
6284 }
6285 ],
6286 [
6287 'resist_deplete',
6288 {
6289 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!',
6290 name => 'resist depletion %',
6291 type => 'int'
6292 }
6293 ],
6294 [
6295 'resist_poison',
6296 {
6297 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!',
6298 name => 'resist poison %',
6299 type => 'int'
6300 }
6301 ]
6302 ]
6303 ]
6304 ],
6305 use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6306 },
6307 'Special Key' => {
6308 attr => [
6309 [
6310 'slaying',
6311 {
6312 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.',
6313 name => 'key string',
6314 type => 'string'
6315 }
6316 ],
6317 [
6318 'material',
6319 {
6320 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6321 name => 'material',
6322 type => 'bitmask',
6323 value => $BITMASK{material}
6324 }
6325 ],
6326 [
6327 'unique',
6328 {
6329 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.',
6330 name => 'unique item',
6331 type => 'bool'
6332 }
6333 ],
6334 [
6335 'startequip',
6336 {
6337 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6338 name => 'godgiven item',
6339 type => 'bool'
6340 }
6341 ],
6342 [
6343 'msg',
6344 {
6345 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.',
6346 end => 'endmsg',
6347 name => 'description',
6348 type => 'text'
6349 }
6350 ]
6351 ],
6352 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.',
6353 ignore => [
6354 'material'
6355 ],
6356 name => 'Special Key',
6357 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".'
6358 },
6359 Spell => {
6360 attr => [
6361 [
6362 'no_drop',
6363 {
6364 type => 'fixed',
6365 value => 1
6366 }
6367 ],
6368 [
6369 'invisible',
6370 {
6371 type => 'fixed',
6372 value => 1
6373 }
6374 ],
6375 [
6376 'skill',
6377 {
6378 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.',
6379 name => 'skill name',
6380 type => 'string'
6381 }
6382 ],
6383 [
6384 'subtype',
6385 {
6386 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6387 name => 'spell type',
6388 type => 'list',
6389 value => $LIST{spell_type}
6390 }
6391 ],
6392 [
6393 'level',
6394 {
6395 name => 'spell level',
6396 type => 'int'
6397 }
6398 ],
6399 [
6400 'casting_time',
6401 {
6402 name => 'casting time',
6403 type => 'int'
6404 }
6405 ],
6406 [
6407 'duration',
6408 {
6409 name => 'duration',
6410 type => 'int'
6411 }
6412 ],
6413 [
6414 'other_arch',
6415 {
6416 name => 'create object',
6417 type => 'string'
6418 }
6419 ],
6420 [
6421 'sp',
6422 {
6423 name => 'cost spellpoints',
6424 type => 'int'
6425 }
6426 ],
6427 [
6428 'grace',
6429 {
6430 name => 'cost grace',
6431 type => 'int'
6432 }
6433 ],
6434 [
6435 'maxsp',
6436 {
6437 name => 'double cost per level',
6438 type => 'int'
6439 }
6440 ]
6441 ],
6442 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.',
6443 ignore => [
6444 $IGNORE_LIST{system_object}
6445 ],
6446 name => 'Spell',
6447 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.'
6448 },
6449 Spellbook => {
6450 attr => [
6451 [
6452 'skill',
6453 {
6454 type => 'fixed',
6455 value => 'literacy'
6456 }
6457 ],
6458 [
6459 'randomitems',
6460 {
6461 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.',
6462 name => 'treasurelist',
6463 type => 'treasurelist'
6464 }
6465 ],
6466 [
6467 'startequip',
6468 {
6469 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6470 name => 'godgiven item',
6471 type => 'bool'
6472 }
6473 ],
6474 [
6475 'msg',
6476 {
6477 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6478 end => 'endmsg',
6479 name => 'description',
6480 type => 'text'
6481 }
6482 ]
6483 ],
6484 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.',
6485 name => 'Spellbook',
6486 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.'
6487 },
6488 Spinner => {
6489 attr => [
6490 [
6491 'sp',
6492 {
6493 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.',
6494 name => 'direction number',
6495 type => 'int'
6496 }
6497 ],
6498 [
6499 'move_on',
6500 {
6501 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6502 name => 'movement type',
6503 type => 'movement_type'
6504 }
6505 ]
6506 ],
6507 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.',
6508 ignore => [
6509 $IGNORE_LIST{non_pickable}
6510 ],
6511 name => 'Spinner',
6512 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.'
6513 },
6514 Swamp => {
6515 attr => [
6516 [
6517 'is_floor',
6518 {
6519 type => 'fixed',
6520 value => 1
6521 }
6522 ],
6523 [
6524 'is_wooded',
6525 {
6526 type => 'fixed',
6527 value => 1
6528 }
6529 ],
6530 [
6531 'speed',
6532 {
6533 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.',
6534 name => 'drowning speed',
6535 type => 'float'
6536 }
6537 ],
6538 [
6539 'speed_left',
6540 {
6541 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6542 name => 'speed left',
6543 type => 'float'
6544 }
6545 ],
6546 [
6547 'move_on',
6548 {
6549 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6550 name => 'movement type',
6551 type => 'movement_type'
6552 }
6553 ],
6554 [
6555 'move_block',
6556 {
6557 desc => 'Objects using these movement types cannot move over this space.',
6558 name => 'blocked movement',
6559 type => 'movement_type'
6560 }
6561 ],
6562 [
6563 'move_allow',
6564 {
6565 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6566 name => 'allowed movement',
6567 type => 'movement_type'
6568 }
6569 ],
6570 [
6571 'move_slow',
6572 {
6573 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6574 name => 'slowed movement',
6575 type => 'movement_type'
6576 }
6577 ],
6578 [
6579 'move_slow_penalty',
6580 {
6581 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6582 name => 'slow movement penalty',
6583 type => 'int'
6584 }
6585 ],
6586 [
6587 'no_magic',
6588 {
6589 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6590 name => 'no spells',
6591 type => 'bool'
6592 }
6593 ],
6594 [
6595 'damned',
6596 {
6597 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6598 name => 'no prayers',
6599 type => 'bool'
6600 }
6601 ]
6602 ],
6603 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.',
6604 ignore => [
6605 $IGNORE_LIST{non_pickable}
6606 ],
6607 name => 'Swamp'
6608 },
6609 Teleporter => {
6610 attr => [
6611 [
6612 'slaying',
6613 {
6614 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.',
6615 name => 'exit path',
6616 type => 'string'
6617 }
6618 ],
6619 [
6620 'hp',
6621 {
6622 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.',
6623 name => 'destination X',
6624 type => 'int'
6625 }
6626 ],
6627 [
6628 'sp',
6629 {
6630 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.',
6631 name => 'destination Y',
6632 type => 'int'
6633 }
6634 ],
6635 [
6636 'connected',
6637 {
6638 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.',
6639 name => 'connection',
6640 type => 'int'
6641 }
6642 ],
6643 [
6644 'activate_on_push',
6645 {
6646 desc => 'Whether the teleporter should only be activated on push.',
6647 name => 'activate on push',
6648 type => 'bool'
6649 }
6650 ],
6651 [
6652 'activate_on_release',
6653 {
6654 desc => 'Whether the teleporter should only be activated on release.',
6655 name => 'activate on release',
6656 type => 'bool'
6657 }
6658 ],
6659 [
6660 'speed',
6661 {
6662 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!',
6663 name => 'activation speed',
6664 type => 'float'
6665 }
6666 ],
6667 [
6668 'speed_left',
6669 {
6670 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6671 name => 'speed left',
6672 type => 'float'
6673 }
6674 ]
6675 ],
6676 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.',
6677 ignore => [
6678 $IGNORE_LIST{non_pickable}
6679 ],
6680 name => 'Teleporter',
6681 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.'
6682 },
6683 'Timed Gate' => {
6684 attr => [
6685 [
6686 'no_pick',
6687 {
6688 type => 'fixed',
6689 value => 1
6690 }
6691 ],
6692 [
6693 'connected',
6694 {
6695 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. If unset, the gate opens automatically after some time.',
6696 name => 'connection',
6697 type => 'int'
6698 }
6699 ],
6700 [
6701 'activate_on_push',
6702 {
6703 desc => 'Whether the teleporter should only be activated on push.',
6704 name => 'activate on push',
6705 type => 'bool'
6706 }
6707 ],
6708 [
6709 'activate_on_release',
6710 {
6711 desc => 'Whether the teleporter should only be activated on release.',
6712 name => 'activate on release',
6713 type => 'bool'
6714 }
6715 ],
6716 [
6717 'wc',
6718 {
6719 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.',
6720 name => 'position state',
6721 type => 'int'
6722 }
6723 ],
6724 [
6725 'move_block',
6726 {
6727 desc => 'Objects using these movement types cannot move over this space.',
6728 name => 'blocked movement',
6729 type => 'movement_type'
6730 }
6731 ],
6732 [
6733 'move_allow',
6734 {
6735 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6736 name => 'allowed movement',
6737 type => 'movement_type'
6738 }
6739 ],
6740 [
6741 'move_slow',
6742 {
6743 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6744 name => 'slowed movement',
6745 type => 'movement_type'
6746 }
6747 ],
6748 [
6749 'move_slow_penalty',
6750 {
6751 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6752 name => 'slow movement penalty',
6753 type => 'int'
6754 }
6755 ],
6756 [
6757 'no_magic',
6758 {
6759 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6760 name => 'restrict spells',
6761 type => 'bool'
6762 }
6763 ],
6764 [
6765 'damned',
6766 {
6767 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6768 name => 'restrict prayers',
6769 type => 'bool'
6770 }
6771 ],
6772 [
6773 'hp',
6774 {
6775 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6776 name => 'open duration',
6777 type => 'int'
6778 }
6779 ]
6780 ],
6781 desc => 'Gates play an important role in Deliantra. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases. Unlike normal gates, timed gates open when triggered but automatically close again after some time.',
6782 ignore => [
6783 $IGNORE_LIST{non_pickable}
6784 ],
6785 name => 'Timed Gate',
6786 use => 'Use gates to divide your maps into separated areas. After solving area A, the player gains access to area B, and so on. Make your maps more complex than "one-way".'
6787 },
6788 Trap => {
6789 attr => [
6790 [
6791 'no_pick',
6792 {
6793 type => 'fixed',
6794 value => 1
6795 }
6796 ],
6797 [
6798 'move_on',
6799 {
6800 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6801 name => 'movement type',
6802 type => 'movement_type'
6803 }
6804 ],
6805 [
6806 'level',
6807 {
6808 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.',
6809 name => 'trap level',
6810 type => 'int'
6811 }
6812 ],
6813 [
6814 'Cha',
6815 {
6816 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.',
6817 name => 'visibility',
6818 type => 'int'
6819 }
6820 ],
6821 [
6822 'hp',
6823 {
6824 desc => 'The trap will detonate <number of charges> times before disappearing.',
6825 name => 'number of charges',
6826 type => 'int'
6827 }
6828 ],
6829 [
6830 'dam',
6831 {
6832 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6833 name => 'direct damage',
6834 type => 'int'
6835 }
6836 ],
6837 [
6838 'attacktype',
6839 {
6840 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6841 name => 'attacktype',
6842 type => 'bitmask',
6843 value => $BITMASK{attacktype}
6844 }
6845 ],
6846 [
6847 'connected',
6848 {
6849 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6850 name => 'connection',
6851 type => 'int'
6852 }
6853 ],
6854 [
6855 'msg',
6856 {
6857 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6858 end => 'endmsg',
6859 name => 'detonation text',
6860 type => 'text'
6861 }
6862 ]
6863 ],
6864 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.',
6865 ignore => [
6866 'no_pick',
6867 'title',
6868 'name_pl',
6869 'weight',
6870 'value',
6871 'material',
6872 'unpaid'
6873 ],
6874 name => 'Trap',
6875 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.'
6876 },
6877 Trapdoor => {
6878 attr => [
6879 [
6880 'no_pick',
6881 {
6882 type => 'fixed',
6883 value => 1
6884 }
6885 ],
6886 [
6887 'move_on',
6888 {
6889 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6890 name => 'movement type',
6891 type => 'movement_type'
6892 }
6893 ],
6894 [
6895 'weight',
6896 {
6897 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.',
6898 name => 'hold weight',
6899 type => 'int'
6900 }
6901 ],
6902 [
6903 'hp',
6904 {
6905 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!',
6906 name => 'destination X',
6907 type => 'int'
6908 }
6909 ],
6910 [
6911 'sp',
6912 {
6913 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!',
6914 name => 'destination Y',
6915 type => 'int'
6916 }
6917 ]
6918 ],
6919 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.',
6920 ignore => [
6921 $IGNORE_LIST{non_pickable}
6922 ],
6923 name => 'Trapdoor',
6924 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.'
6925 },
6926 Treasure => {
6927 attr => [
6928 [
6929 'randomitems',
6930 {
6931 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6932 name => 'treasurelist',
6933 type => 'treasurelist'
6934 }
6935 ],
6936 [
6937 'auto_apply',
6938 {
6939 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.',
6940 name => 'auto-generate',
6941 type => 'bool'
6942 }
6943 ],
6944 [
6945 'hp',
6946 {
6947 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.',
6948 name => 'create number',
6949 type => 'int'
6950 }
6951 ],
6952 [
6953 'exp',
6954 {
6955 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).',
6956 name => 'quality level',
6957 type => 'int'
6958 }
6959 ]
6960 ],
6961 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6962 ignore => [
6963 'nrof',
6964 'title',
6965 'name_pl',
6966 'weight',
6967 'value',
6968 'material'
6969 ],
6970 name => 'Treasure',
6971 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.'
6972 },
6973 'Trigger Marker' => {
6974 attr => [
6975 [
6976 'no_pick',
6977 {
6978 type => 'fixed',
6979 value => 1
6980 }
6981 ],
6982 [
6983 'slaying',
6984 {
6985 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.',
6986 name => 'key string',
6987 type => 'string'
6988 }
6989 ],
6990 [
6991 'connected',
6992 {
6993 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6994 name => 'connection',
6995 type => 'int'
6996 }
6997 ],
6998 [
6999 'food',
7000 {
7001 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.',
7002 name => 'mark duration',
7003 type => 'int'
7004 }
7005 ],
7006 [
7007 'name',
7008 {
7009 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.',
7010 name => 'delete mark',
7011 type => 'string'
7012 }
7013 ],
7014 [
7015 'msg',
7016 {
7017 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.',
7018 end => 'endmsg',
7019 name => 'marking message',
7020 type => 'text'
7021 }
7022 ]
7023 ],
7024 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.',
7025 ignore => [
7026 $IGNORE_LIST{system_object}
7027 ],
7028 name => 'Trigger Marker',
7029 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.'
7030 },
7031 Wall => {
7032 attr => [
7033 [
7034 'move_block',
7035 {
7036 desc => 'Objects using these movement types cannot move over this space.',
7037 name => 'blocked movement',
7038 type => 'movement_type'
7039 }
7040 ],
7041 [
7042 'move_allow',
7043 {
7044 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7045 name => 'allowed movement',
7046 type => 'movement_type'
7047 }
7048 ],
7049 [
7050 'move_slow',
7051 {
7052 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7053 name => 'slowed movement',
7054 type => 'movement_type'
7055 }
7056 ],
7057 [
7058 'move_slow_penalty',
7059 {
7060 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
7061 name => 'slow movement penalty',
7062 type => 'int'
7063 }
7064 ],
7065 [
7066 'can_roll',
7067 {
7068 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7069 name => 'moveable',
7070 type => 'bool'
7071 }
7072 ],
7073 [
7074 'no_magic',
7075 {
7076 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7077 name => 'restrict spells',
7078 type => 'bool'
7079 }
7080 ],
7081 [
7082 'damned',
7083 {
7084 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7085 name => 'restrict prayers',
7086 type => 'bool'
7087 }
7088 ]
7089 ],
7090 desc => 'Walls usually block passage and sight.',
7091 ignore => [
7092 'nrof',
7093 'title',
7094 'name_pl',
7095 'value',
7096 'unpaid'
7097 ],
7098 name => 'Wall'
7099 },
7100 'Wand & Staff' => {
7101 attr => [
7102 [
7103 'sp',
7104 {
7105 desc => 'The <spell> specifies the contained spell.',
7106 name => 'spell',
7107 type => 'spell'
7108 }
7109 ],
7110 [
7111 'level',
7112 {
7113 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7114 name => 'casting level',
7115 type => 'int'
7116 }
7117 ],
7118 [
7119 'food',
7120 {
7121 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7122 name => 'number of charges',
7123 type => 'int'
7124 }
7125 ],
7126 [
7127 'startequip',
7128 {
7129 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7130 name => 'godgiven item',
7131 type => 'bool'
7132 }
7133 ],
7134 [
7135 'msg',
7136 {
7137 desc => 'This text may contain a description of the wand.',
7138 end => 'endmsg',
7139 name => 'description',
7140 type => 'text'
7141 }
7142 ]
7143 ],
7144 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.',
7145 name => 'Wand & Staff',
7146 use => 'Wands are quite seldomly used. The reason prolly is that they\'re generally not cost-efficient. Handing out high-level wands with powerful special spells isn\'t a good idea either, because of the recharge ability. <br><br> For low levels, staffs of healing/cure and word of recall are quite desirable though. Ideal rewards for low level quests.'
7147 },
7148 'Weak Wall' => {
7149 attr => [
7150 [
7151 'alive',
7152 {
7153 type => 'fixed',
7154 value => 1
7155 }
7156 ],
7157 [
7158 'no_pick',
7159 {
7160 type => 'fixed',
7161 value => 1
7162 }
7163 ],
7164 [
7165 'tear_down',
7166 {
7167 type => 'fixed',
7168 value => 1
7169 }
7170 ],
7171 [
7172 'race',
7173 {
7174 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.',
7175 name => 'race',
7176 type => 'string'
7177 }
7178 ],
7179 [
7180 'level',
7181 {
7182 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.',
7183 name => 'level',
7184 type => 'int'
7185 }
7186 ],
7187 [
7188 'hp',
7189 {
7190 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.',
7191 name => 'health points',
7192 type => 'int'
7193 }
7194 ],
7195 [
7196 'maxhp',
7197 {
7198 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.',
7199 name => 'max health',
7200 type => 'int'
7201 }
7202 ],
7203 [
7204 'ac',
7205 {
7206 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7207 name => 'armour class',
7208 type => 'int'
7209 }
7210 ]
7211 ],
7212 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.',
7213 ignore => [
7214 $IGNORE_LIST{non_pickable}
7215 ],
7216 name => 'Weak Wall',
7217 section => [
7218 [
7219 'resistance',
7220 [
7221 [
7222 'resist_physical',
7223 {
7224 name => 'resist physical %',
7225 type => 'int'
7226 }
7227 ],
7228 [
7229 'resist_magic',
7230 {
7231 name => 'resist magic %',
7232 type => 'int'
7233 }
7234 ],
7235 [
7236 'resist_fire',
7237 {
7238 name => 'resist fire %',
7239 type => 'int'
7240 }
7241 ],
7242 [
7243 'resist_electricity',
7244 {
7245 name => 'resist electricity %',
7246 type => 'int'
7247 }
7248 ],
7249 [
7250 'resist_cold',
7251 {
7252 name => 'resist cold %',
7253 type => 'int'
7254 }
7255 ],
7256 [
7257 'resist_confusion',
7258 {
7259 name => 'resist confusion %',
7260 type => 'int'
7261 }
7262 ],
7263 [
7264 'resist_acid',
7265 {
7266 name => 'resist acid %',
7267 type => 'int'
7268 }
7269 ],
7270 [
7271 'resist_drain',
7272 {
7273 name => 'resist draining %',
7274 type => 'int'
7275 }
7276 ],
7277 [
7278 'resist_weaponmagic',
7279 {
7280 name => 'resist weaponmagic %',
7281 type => 'int'
7282 }
7283 ],
7284 [
7285 'resist_ghosthit',
7286 {
7287 name => 'resist ghosthit %',
7288 type => 'int'
7289 }
7290 ],
7291 [
7292 'resist_poison',
7293 {
7294 name => 'resist poison %',
7295 type => 'int'
7296 }
7297 ],
7298 [
7299 'resist_slow',
7300 {
7301 name => 'resist slow %',
7302 type => 'int'
7303 }
7304 ],
7305 [
7306 'resist_paralyze',
7307 {
7308 name => 'resist paralyze %',
7309 type => 'int'
7310 }
7311 ],
7312 [
7313 'resist_fear',
7314 {
7315 name => 'resist fear %',
7316 type => 'int'
7317 }
7318 ],
7319 [
7320 'resist_deplete',
7321 {
7322 name => 'resist depletion %',
7323 type => 'int'
7324 }
7325 ],
7326 [
7327 'resist_death',
7328 {
7329 name => 'resist death-attack %',
7330 type => 'int'
7331 }
7332 ],
7333 [
7334 'resist_chaos',
7335 {
7336 name => 'resist chaos %',
7337 type => 'int'
7338 }
7339 ],
7340 [
7341 'resist_blind',
7342 {
7343 name => 'resist blinding %',
7344 type => 'int'
7345 }
7346 ],
7347 [
7348 'resist_holyword',
7349 {
7350 name => 'resist holy power %',
7351 type => 'int'
7352 }
7353 ],
7354 [
7355 'resist_godpower',
7356 {
7357 name => 'resist godpower %',
7358 type => 'int'
7359 }
7360 ]
7361 ]
7362 ]
7363 ],
7364 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.'
7365 },
7366 Weapon => {
7367 attr => [
7368 [
7369 'attacktype',
7370 {
7371 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.',
7372 name => 'attacktype',
7373 type => 'bitmask',
7374 value => $BITMASK{attacktype}
7375 }
7376 ],
7377 [
7378 'weapontype',
7379 {
7380 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.',
7381 name => 'weapontype',
7382 type => 'list',
7383 value => $LIST{weapon_type}
7384 }
7385 ],
7386 [
7387 'skill',
7388 {
7389 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7390 name => 'skill name',
7391 type => 'string'
7392 }
7393 ],
7394 [
7395 'dam',
7396 {
7397 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.',
7398 name => 'damage',
7399 type => 'int'
7400 }
7401 ],
7402 [
7403 'slaying',
7404 {
7405 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.',
7406 name => 'slaying race',
7407 type => 'string'
7408 }
7409 ],
7410 [
7411 'last_sp',
7412 {
7413 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.',
7414 name => 'weapon speed',
7415 type => 'int'
7416 }
7417 ],
7418 [
7419 'wc',
7420 {
7421 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.',
7422 name => 'weapon class',
7423 type => 'int'
7424 }
7425 ],
7426 [
7427 'magic',
7428 {
7429 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.',
7430 name => 'magic bonus',
7431 type => 'int'
7432 }
7433 ],
7434 [
7435 'item_power',
7436 {
7437 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
7438 name => 'item power',
7439 type => 'int'
7440 }
7441 ],
7442 [
7443 'damned',
7444 {
7445 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7446 name => 'damnation',
7447 type => 'bool'
7448 }
7449 ],
7450 [
7451 'cursed',
7452 {
7453 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7454 name => 'curse',
7455 type => 'bool'
7456 }
7457 ],
7458 [
7459 'lifesave',
7460 {
7461 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
7462 name => 'save life',
7463 type => 'bool'
7464 }
7465 ],
7466 [
7467 'unique',
7468 {
7469 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7470 name => 'unique item',
7471 type => 'bool'
7472 }
7473 ],
7474 [
7475 'startequip',
7476 {
7477 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7478 name => 'godgiven item',
7479 type => 'bool'
7480 }
7481 ],
7482 [
7483 'msg',
7484 {
7485 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7486 end => 'endmsg',
7487 name => 'description',
7488 type => 'text'
7489 }
7490 ]
7491 ],
7492 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.',
7493 name => 'Weapon',
7494 section => [
7495 [
7496 'stats',
7497 [
7498 [
7499 'Str',
7500 {
7501 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.',
7502 name => 'strength',
7503 type => 'int'
7504 }
7505 ],
7506 [
7507 'Dex',
7508 {
7509 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.',
7510 name => 'dexterity',
7511 type => 'int'
7512 }
7513 ],
7514 [
7515 'Con',
7516 {
7517 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.',
7518 name => 'constitution',
7519 type => 'int'
7520 }
7521 ],
7522 [
7523 'Int',
7524 {
7525 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.',
7526 name => 'intelligence',
7527 type => 'int'
7528 }
7529 ],
7530 [
7531 'Pow',
7532 {
7533 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.',
7534 name => 'power',
7535 type => 'int'
7536 }
7537 ],
7538 [
7539 'Wis',
7540 {
7541 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.',
7542 name => 'wisdom',
7543 type => 'int'
7544 }
7545 ],
7546 [
7547 'Cha',
7548 {
7549 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.',
7550 name => 'charisma',
7551 type => 'int'
7552 }
7553 ]
7554 ]
7555 ],
7556 [
7557 'resistance',
7558 [
7559 [
7560 'resist_physical',
7561 {
7562 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!',
7563 name => 'resist physical %',
7564 type => 'int'
7565 }
7566 ],
7567 [
7568 'resist_magic',
7569 {
7570 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!',
7571 name => 'resist magic %',
7572 type => 'int'
7573 }
7574 ],
7575 [
7576 'resist_fire',
7577 {
7578 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!',
7579 name => 'resist fire %',
7580 type => 'int'
7581 }
7582 ],
7583 [
7584 'resist_electricity',
7585 {
7586 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!',
7587 name => 'resist electricity %',
7588 type => 'int'
7589 }
7590 ],
7591 [
7592 'resist_cold',
7593 {
7594 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!',
7595 name => 'resist cold %',
7596 type => 'int'
7597 }
7598 ],
7599 [
7600 'resist_acid',
7601 {
7602 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!',
7603 name => 'resist acid %',
7604 type => 'int'
7605 }
7606 ],
7607 [
7608 'resist_confusion',
7609 {
7610 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!',
7611 name => 'resist confusion %',
7612 type => 'int'
7613 }
7614 ],
7615 [
7616 'resist_weaponmagic',
7617 {
7618 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!',
7619 name => 'resist weaponmagic %',
7620 type => 'int'
7621 }
7622 ],
7623 [
7624 'resist_ghosthit',
7625 {
7626 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!',
7627 name => 'resist ghosthit %',
7628 type => 'int'
7629 }
7630 ],
7631 [
7632 'resist_slow',
7633 {
7634 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!',
7635 name => 'resist slow %',
7636 type => 'int'
7637 }
7638 ],
7639 [
7640 'resist_fear',
7641 {
7642 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!',
7643 name => 'resist fear %',
7644 type => 'int'
7645 }
7646 ],
7647 [
7648 'resist_death',
7649 {
7650 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!',
7651 name => 'resist death-attack %',
7652 type => 'int'
7653 }
7654 ],
7655 [
7656 'resist_chaos',
7657 {
7658 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!',
7659 name => 'resist chaos %',
7660 type => 'int'
7661 }
7662 ],
7663 [
7664 'resist_blind',
7665 {
7666 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!',
7667 name => 'resist blinding %',
7668 type => 'int'
7669 }
7670 ],
7671 [
7672 'resist_holyword',
7673 {
7674 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!',
7675 name => 'resist holy power %',
7676 type => 'int'
7677 }
7678 ],
7679 [
7680 'resist_godpower',
7681 {
7682 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!',
7683 name => 'resist godpower %',
7684 type => 'int'
7685 }
7686 ],
7687 [
7688 'resist_paralyze',
7689 {
7690 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!',
7691 name => 'resist paralyze %',
7692 type => 'int'
7693 }
7694 ],
7695 [
7696 'resist_drain',
7697 {
7698 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!',
7699 name => 'resist draining %',
7700 type => 'int'
7701 }
7702 ],
7703 [
7704 'resist_deplete',
7705 {
7706 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!',
7707 name => 'resist depletion %',
7708 type => 'int'
7709 }
7710 ],
7711 [
7712 'resist_poison',
7713 {
7714 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!',
7715 name => 'resist poison %',
7716 type => 'int'
7717 }
7718 ]
7719 ]
7720 ],
7721 [
7722 'misc',
7723 [
7724 [
7725 'luck',
7726 {
7727 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.',
7728 name => 'luck bonus',
7729 type => 'int'
7730 }
7731 ],
7732 [
7733 'hp',
7734 {
7735 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7736 name => 'health regen.',
7737 type => 'int'
7738 }
7739 ],
7740 [
7741 'sp',
7742 {
7743 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7744 name => 'mana regen.',
7745 type => 'int'
7746 }
7747 ],
7748 [
7749 'grace',
7750 {
7751 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!!',
7752 name => 'grace regen.',
7753 type => 'int'
7754 }
7755 ],
7756 [
7757 'food',
7758 {
7759 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.',
7760 name => 'food bonus',
7761 type => 'int'
7762 }
7763 ],
7764 [
7765 'xrays',
7766 {
7767 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
7768 name => 'xray vision',
7769 type => 'bool'
7770 }
7771 ],
7772 [
7773 'stealth',
7774 {
7775 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)',
7776 name => 'stealth',
7777 type => 'bool'
7778 }
7779 ],
7780 [
7781 'reflect_spell',
7782 {
7783 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!',
7784 name => 'reflect spells',
7785 type => 'bool'
7786 }
7787 ],
7788 [
7789 'reflect_missile',
7790 {
7791 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.',
7792 name => 'reflect missiles',
7793 type => 'bool'
7794 }
7795 ],
7796 [
7797 'path_attuned',
7798 {
7799 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7800 name => 'attuned paths',
7801 type => 'bitmask',
7802 value => $BITMASK{spellpath}
7803 }
7804 ],
7805 [
7806 'path_repelled',
7807 {
7808 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7809 name => 'repelled paths',
7810 type => 'bitmask',
7811 value => $BITMASK{spellpath}
7812 }
7813 ],
7814 [
7815 'path_denied',
7816 {
7817 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7818 name => 'denied paths',
7819 type => 'bitmask',
7820 value => $BITMASK{spellpath}
7821 }
7822 ]
7823 ]
7824 ]
7825 ],
7826 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.'
7827 }
7828 );
7829
7830 our %ATTR = (
7831 3 => $TYPE{Rod},
7832 4 => $TYPE{Treasure},
7833 5 => $TYPE{Potion},
7834 6 => $TYPE{Food},
7835 7 => $TYPE{'Poison Food'},
7836 8 => $TYPE{Book},
7837 9 => $TYPE{Clock},
7838 13 => $TYPE{Projectile},
7839 14 => $TYPE{'Shooting Weapon'},
7840 15 => $TYPE{Weapon},
7841 16 => $TYPE{'Brestplate Armour'},
7842 17 => $TYPE{Pedestal},
7843 18 => $TYPE{Altar},
7844 20 => $TYPE{'Locked Door'},
7845 21 => $TYPE{'Special Key'},
7846 23 => $TYPE{Door},
7847 24 => $TYPE{Key},
7848 26 => $TYPE{'Timed Gate'},
7849 27 => $TYPE{'Handle Trigger'},
7850 28 => $TYPE{'Monster (Grimreaper)'},
7851 29 => $TYPE{'Magic Ear'},
7852 30 => $TYPE{'Button Trigger'},
7853 31 => $TYPE{'Altar Trigger'},
7854 33 => $TYPE{Shield},
7855 34 => $TYPE{Helmet},
7856 35 => $TYPE{Horn},
7857 36 => $TYPE{Money},
7858 37 => $TYPE{'Class Changer'},
7859 39 => $TYPE{Amulet},
7860 40 => $TYPE{Mover},
7861 41 => $TYPE{Teleporter},
7862 42 => $TYPE{Creator},
7863 43 => $TYPE{Skill},
7864 51 => $TYPE{Detector},
7865 52 => $TYPE{'Trigger Marker'},
7866 55 => $TYPE{Marker},
7867 56 => $TYPE{'Holy Altar'},
7868 58 => $TYPE{Battleground},
7869 60 => $TYPE{Jewel},
7870 62 => $TYPE{'Magic Wall'},
7871 64 => $TYPE{'Inventory Checker'},
7872 65 => $TYPE{'Mood Floor'},
7873 66 => $TYPE{Exit},
7874 67 => $TYPE{'Floor (Encounter)'},
7875 68 => $TYPE{'Shop Floor'},
7876 69 => $TYPE{'Shop Mat'},
7877 70 => $TYPE{Ring},
7878 72 => $TYPE{Flesh},
7879 73 => $TYPE{Inorganic},
7880 74 => $TYPE{'Skill Tool'},
7881 83 => $TYPE{Duplicator},
7882 85 => $TYPE{Spellbook},
7883 87 => $TYPE{Cloak},
7884 88 => $TYPE{'Hazard Floor'},
7885 90 => $TYPE{Spinner},
7886 91 => $TYPE{Gate},
7887 92 => $TYPE{Button},
7888 93 => $TYPE{Handle},
7889 94 => $TYPE{Pit},
7890 95 => $TYPE{Trapdoor},
7891 98 => $TYPE{'Sign & MagicMouth'},
7892 99 => $TYPE{Boots},
7893 100 => $TYPE{Gloves},
7894 101 => $TYPE{Spell},
7895 103 => $TYPE{Converter},
7896 104 => $TYPE{Bracers},
7897 106 => $TYPE{Savebed},
7898 109 => $TYPE{'Wand & Staff'},
7899 111 => $TYPE{Scroll},
7900 112 => $TYPE{Director},
7901 113 => $TYPE{Girdle},
7902 116 => $TYPE{'Event Connector'},
7903 122 => $TYPE{Container},
7904 130 => $TYPE{'Skill Scroll'},
7905 138 => $TYPE{Swamp},
7906 150 => $TYPE{'Shop Inventory'},
7907 154 => $TYPE{Rune},
7908 155 => $TYPE{Trap},
7909 156 => $TYPE{'Power Crystal'},
7910 158 => $TYPE{Disease},
7911 163 => $TYPE{'Item Transformer'},
7912 165 => $TYPE{'Safe ground'},
7913 999 => $TYPE{Ability}
7914 );
7915
7916 our %TYPENAME = (
7917 0 => '*NONE*',
7918 1 => 'PLAYER',
7919 2 => 'TRANSPORT',
7920 3 => 'ROD',
7921 4 => 'TREASURE',
7922 5 => 'POTION',
7923 6 => 'FOOD',
7924 7 => 'POISON',
7925 8 => 'BOOK',
7926 9 => 'CLOCK',
7927 12 => 'LIGHTNING',
7928 13 => 'ARROW',
7929 14 => 'BOW',
7930 15 => 'WEAPON',
7931 16 => 'ARMOUR',
7932 17 => 'PEDESTAL',
7933 18 => 'ALTAR',
7934 20 => 'LOCKED_DOOR',
7935 21 => 'SPECIAL_KEY',
7936 22 => 'MAP',
7937 23 => 'DOOR',
7938 24 => 'KEY',
7939 26 => 'TIMED_GATE',
7940 27 => 'TRIGGER',
7941 28 => 'GRIMREAPER',
7942 29 => 'MAGIC_EAR',
7943 30 => 'TRIGGER_BUTTON',
7944 31 => 'TRIGGER_ALTAR',
7945 32 => 'TRIGGER_PEDESTAL',
7946 33 => 'SHIELD',
7947 34 => 'HELMET',
7948 35 => 'HORN',
7949 36 => 'MONEY',
7950 37 => 'CLASS',
7951 38 => 'GRAVESTONE',
7952 39 => 'AMULET',
7953 40 => 'PLAYERMOVER',
7954 41 => 'TELEPORTER',
7955 42 => 'CREATOR',
7956 43 => 'SKILL',
7957 44 => 'EXPERIENCE',
7958 45 => 'EARTHWALL',
7959 46 => 'GOLEM',
7960 48 => 'THROWN_OBJ',
7961 49 => 'BLINDNESS',
7962 50 => 'GOD',
7963 51 => 'DETECTOR',
7964 52 => 'TRIGGER_MARKER',
7965 53 => 'DEAD_OBJECT',
7966 54 => 'DRINK',
7967 55 => 'MARKER',
7968 56 => 'HOLY_ALTAR',
7969 57 => 'PLAYER_CHANGER',
7970 58 => 'BATTLEGROUND',
7971 59 => 'PEACEMAKER',
7972 60 => 'GEM',
7973 62 => 'FIREWALL',
7974 63 => 'ANVIL',
7975 64 => 'CHECK_INV',
7976 65 => 'MOOD_FLOOR',
7977 66 => 'EXIT',
7978 67 => 'ENCOUNTER',
7979 68 => 'SHOP_FLOOR',
7980 69 => 'SHOP_MAT',
7981 70 => 'RING',
7982 71 => 'FLOOR',
7983 72 => 'FLESH',
7984 73 => 'INORGANIC',
7985 74 => 'SKILL_TOOL',
7986 75 => 'LIGHTER',
7987 76 => 'TRAP_PART',
7988 77 => 'WALL',
7989 78 => 'LIGHT_SOURCE',
7990 79 => 'MISC_OBJECT',
7991 80 => 'MONSTER',
7992 81 => 'SPAWN_GENERATOR',
7993 82 => 'LAMP',
7994 83 => 'DUPLICATOR',
7995 84 => 'TOOL',
7996 85 => 'SPELLBOOK',
7997 86 => 'BUILDFAC',
7998 87 => 'CLOAK',
7999 90 => 'SPINNER',
8000 91 => 'GATE',
8001 92 => 'BUTTON',
8002 93 => 'CF_HANDLE',
8003 94 => 'HOLE',
8004 95 => 'TRAPDOOR',
8005 98 => 'SIGN',
8006 99 => 'BOOTS',
8007 100 => 'GLOVES',
8008 101 => 'SPELL',
8009 102 => 'SPELL_EFFECT',
8010 103 => 'CONVERTER',
8011 104 => 'BRACERS',
8012 105 => 'POISONING',
8013 106 => 'SAVEBED',
8014 107 => 'POISONCLOUD',
8015 108 => 'FIREHOLES',
8016 109 => 'WAND',
8017 111 => 'SCROLL',
8018 112 => 'DIRECTOR',
8019 113 => 'GIRDLE',
8020 114 => 'FORCE',
8021 115 => 'POTION_EFFECT',
8022 116 => 'EVENT_CONNECTOR',
8023 121 => 'CLOSE_CON',
8024 122 => 'CONTAINER',
8025 123 => 'ARMOUR_IMPROVER',
8026 124 => 'WEAPON_IMPROVER',
8027 130 => 'SKILLSCROLL',
8028 138 => 'DEEP_SWAMP',
8029 139 => 'IDENTIFY_ALTAR',
8030 150 => 'MENU',
8031 154 => 'RUNE',
8032 155 => 'TRAP',
8033 156 => 'POWER_CRYSTAL',
8034 157 => 'CORPSE',
8035 158 => 'DISEASE',
8036 159 => 'SYMPTOM',
8037 160 => 'BUILDER',
8038 161 => 'MATERIAL',
8039 162 => 'GPS',
8040 163 => 'ITEM_TRANSFORMER',
8041 164 => 'QUEST'
8042 );
8043
8044 our %SPELL = (
8045 0 => 'magic bullet',
8046 1 => 'small fireball',
8047 2 => 'medium fireball',
8048 3 => 'large fireball',
8049 4 => 'burning hands',
8050 5 => 'small lightning',
8051 6 => 'large lightning',
8052 7 => 'magic missile',
8053 8 => 'create bomb',
8054 9 => 'summon golem',
8055 10 => 'summon fire elemental',
8056 11 => 'summon earth elemental',
8057 12 => 'summon water elemental',
8058 13 => 'summon air elemental',
8059 14 => 'dimension door',
8060 15 => 'create earth wall',
8061 16 => 'paralyze',
8062 17 => 'icestorm',
8063 18 => 'magic mapping',
8064 19 => 'turn undead',
8065 20 => 'fear',
8066 21 => 'poison cloud',
8067 22 => 'wonder',
8068 23 => 'destruction',
8069 24 => 'perceive self',
8070 25 => 'word of recall',
8071 26 => 'invisible',
8072 27 => 'invisible to undead',
8073 28 => 'probe',
8074 29 => 'large bullet',
8075 30 => 'improved invisibility',
8076 31 => 'holy word',
8077 32 => 'minor healing',
8078 33 => 'medium healing',
8079 34 => 'major healing',
8080 35 => 'heal',
8081 36 => 'create food',
8082 37 => 'earth to dust',
8083 38 => 'armour',
8084 39 => 'strength',
8085 40 => 'dexterity',
8086 41 => 'constitution',
8087 42 => 'charisma',
8088 43 => 'create fire wall',
8089 44 => 'create frost wall',
8090 45 => 'protection from cold',
8091 46 => 'protection from electricity',
8092 47 => 'protection from fire',
8093 48 => 'protection from poison',
8094 49 => 'protection from slow',
8095 50 => 'protection from paralysis',
8096 51 => 'protection from draining',
8097 52 => 'protection from magic',
8098 53 => 'protection from attack',
8099 54 => 'levitate',
8100 55 => 'small speedball',
8101 56 => 'large speedball',
8102 57 => 'hellfire',
8103 58 => 'dragonbreath',
8104 59 => 'large icestorm',
8105 60 => 'charging',
8106 61 => 'polymorph',
8107 62 => 'cancellation',
8108 63 => 'confusion',
8109 64 => 'mass confusion',
8110 65 => 'summon pet monster',
8111 66 => 'slow',
8112 67 => 'regenerate spellpoints',
8113 68 => 'cure poison',
8114 69 => 'protection from confusion',
8115 70 => 'protection from cancellation',
8116 71 => 'protection from depletion',
8117 72 => 'alchemy',
8118 73 => 'remove curse',
8119 74 => 'remove damnation',
8120 75 => 'identify',
8121 76 => 'detect magic',
8122 77 => 'detect monster',
8123 78 => 'detect evil',
8124 79 => 'detect curse',
8125 80 => 'heroism',
8126 81 => 'aggravation',
8127 82 => 'firebolt',
8128 83 => 'frostbolt',
8129 84 => 'shockwave',
8130 85 => 'color spray',
8131 86 => 'haste',
8132 87 => 'face of death',
8133 88 => 'ball lightning',
8134 89 => 'meteor swarm',
8135 90 => 'comet',
8136 91 => 'mystic fist',
8137 92 => 'raise dead',
8138 93 => 'resurrection',
8139 94 => 'reincarnation',
8140 95 => 'immunity to cold',
8141 96 => 'immunity to electricity',
8142 97 => 'immunity to fire',
8143 98 => 'immunity to poison',
8144 99 => 'immunity to slow',
8145 100 => 'immunity to paralysis',
8146 101 => 'immunity to draining',
8147 102 => 'immunity to magic',
8148 103 => 'immunity to attack',
8149 104 => 'invulnerability',
8150 105 => 'defense',
8151 106 => 'rune of fire',
8152 107 => 'rune of frost',
8153 108 => 'rune of shocking',
8154 109 => 'rune of blasting',
8155 110 => 'rune of death',
8156 111 => 'marking rune',
8157 112 => 'build director',
8158 113 => 'create pool of chaos',
8159 114 => 'build bullet wall',
8160 115 => 'build lightning wall',
8161 116 => 'build fireball wall',
8162 117 => 'magic rune',
8163 118 => 'rune of magic drain',
8164 119 => 'antimagic rune',
8165 120 => 'rune of transferrence',
8166 121 => 'transferrence',
8167 122 => 'magic drain',
8168 123 => 'counterspell',
8169 124 => 'disarm',
8170 125 => 'cure confusion',
8171 126 => 'restoration',
8172 127 => 'summon evil monster',
8173 128 => 'counterwall',
8174 129 => 'cause light wounds',
8175 130 => 'cause medium wounds',
8176 131 => 'cause serious wounds',
8177 132 => 'charm monsters',
8178 133 => 'banishment',
8179 134 => 'create missile',
8180 135 => 'show invisible',
8181 136 => 'xray',
8182 137 => 'pacify',
8183 138 => 'summon fog',
8184 139 => 'steambolt',
8185 140 => 'command undead',
8186 141 => 'holy orb',
8187 142 => 'summon avatar',
8188 143 => 'holy possession',
8189 144 => 'bless',
8190 145 => 'curse',
8191 146 => 'regeneration',
8192 147 => 'consecrate',
8193 148 => 'summon cult monsters',
8194 149 => 'cause critical wounds',
8195 150 => 'holy wrath',
8196 151 => 'retributive strike',
8197 152 => 'finger of death',
8198 153 => 'insect plague',
8199 154 => 'call holy servant',
8200 155 => 'wall of thorns',
8201 156 => 'staff to snake',
8202 157 => 'light',
8203 158 => 'darkness',
8204 159 => 'nightfall',
8205 160 => 'daylight',
8206 161 => 'sunspear',
8207 162 => 'faery fire',
8208 163 => 'cure blindness',
8209 164 => 'dark vision',
8210 165 => 'bullet swarm',
8211 166 => 'bullet storm',
8212 167 => 'cause many wounds',
8213 168 => 'small snowstorm',
8214 169 => 'medium snowstorm',
8215 170 => 'large snowstorm',
8216 171 => 'cure disease',
8217 172 => 'cause red death',
8218 173 => 'cause flu',
8219 174 => 'cause black death',
8220 175 => 'cause leprosy',
8221 176 => 'cause smallpox',
8222 177 => 'cause white death',
8223 178 => 'cause anthrax',
8224 179 => 'cause typhoid',
8225 180 => 'mana blast',
8226 181 => 'small manaball',
8227 182 => 'medium manaball',
8228 183 => 'large manaball',
8229 184 => 'mana bolt',
8230 185 => 'dancing sword',
8231 186 => 'animate weapon',
8232 187 => 'cause cold',
8233 188 => 'divine shock',
8234 189 => 'windstorm',
8235 190 => 'sanctuary',
8236 191 => 'peace',
8237 192 => 'spiderweb',
8238 193 => 'conflict',
8239 194 => 'rage',
8240 195 => 'forked lightning',
8241 196 => 'poison fog',
8242 197 => 'flaming aura',
8243 198 => 'vitriol',
8244 199 => 'vitriol splash',
8245 200 => 'ironwood skin',
8246 201 => 'wrathful eye',
8247 202 => 'town portal',
8248 203 => 'missile swarm',
8249 204 => 'cause rabies',
8250 205 => 'glyph'
8251 );
8252
8253
8254 =head1 AUTHOR
8255
8256 Marc Lehmann <schmorp.de>
8257 http://home.schmorp.de/
8258
8259 The source files are part of the CFJavaEditor.
8260
8261 =cut
8262
8263 1