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Revision: 1.48
Committed: Sun Nov 30 21:09:46 2008 UTC (15 years, 6 months ago) by elmex
Branch: MAIN
Changes since 1.47: +8 -0 lines
Log Message:
added no_skill_ident flag for readables.

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 only for pickable items inside shops.',
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 'no_skill_ident',
1174 {
1175 desc => 'If this flag is true the player won\'t be able to identify this item with by using a skill.',
1176 name => 'no skill ident',
1177 type => 'bool'
1178 }
1179 ]
1180 ],
1181 desc => 'Applying a book, the containing message is displayed to the player.',
1182 name => 'Book'
1183 },
1184 Boots => {
1185 attr => [
1186 [
1187 'exp',
1188 {
1189 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.',
1190 name => 'speed bonus',
1191 type => 'int'
1192 }
1193 ],
1194 [
1195 'magic',
1196 {
1197 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>.',
1198 name => 'magic bonus',
1199 type => 'int'
1200 }
1201 ]
1202 ],
1203 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1204 import => [
1205 'Amulet'
1206 ],
1207 name => 'Boots',
1208 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1209 },
1210 Bracers => {
1211 attr => [
1212 [
1213 'magic',
1214 {
1215 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.',
1216 name => 'magic bonus',
1217 type => 'int'
1218 }
1219 ]
1220 ],
1221 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.',
1222 import => [
1223 'Amulet'
1224 ],
1225 name => 'Bracers',
1226 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1227 },
1228 'Brestplate Armour' => {
1229 attr => [
1230 [
1231 'last_heal',
1232 {
1233 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1234 name => 'spellpoint penalty',
1235 type => 'int'
1236 }
1237 ],
1238 [
1239 'last_sp',
1240 {
1241 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1242 name => 'slowdown penalty',
1243 type => 'int'
1244 }
1245 ],
1246 [
1247 'magic',
1248 {
1249 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.',
1250 name => 'magic bonus',
1251 type => 'int'
1252 }
1253 ]
1254 ],
1255 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1256 import => [
1257 'Amulet'
1258 ],
1259 name => 'Brestplate Armour',
1260 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1261 },
1262 Button => {
1263 attr => [
1264 [
1265 'move_on',
1266 {
1267 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1268 name => 'movement type',
1269 type => 'movement_type'
1270 }
1271 ],
1272 [
1273 'move_off',
1274 {
1275 desc => 'Which movement types deactivate this object (e.g. button).',
1276 name => 'movement type',
1277 type => 'movement_type'
1278 }
1279 ],
1280 [
1281 'no_pick',
1282 {
1283 type => 'fixed',
1284 value => 1
1285 }
1286 ],
1287 [
1288 'weight',
1289 {
1290 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1291 name => 'press weight',
1292 type => 'int'
1293 }
1294 ],
1295 [
1296 'connected',
1297 {
1298 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1299 name => 'connection',
1300 type => 'int'
1301 }
1302 ],
1303 [
1304 'msg',
1305 {
1306 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1307 end => 'endmsg',
1308 name => 'description',
1309 type => 'text'
1310 }
1311 ]
1312 ],
1313 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.',
1314 ignore => [
1315 $IGNORE_LIST{non_pickable}
1316 ],
1317 name => 'Button'
1318 },
1319 'Button Trigger' => {
1320 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.',
1321 ignore => [
1322 $IGNORE_LIST{non_pickable}
1323 ],
1324 import => [
1325 'Button'
1326 ],
1327 name => 'Button Trigger'
1328 },
1329 'Class Changer' => {
1330 attr => [
1331 [
1332 'randomitems',
1333 {
1334 desc => 'This entry determines which initial items the character receives.',
1335 name => 'class items',
1336 type => 'treasurelist'
1337 }
1338 ]
1339 ],
1340 desc => 'Class changer are used while creating a character.',
1341 ignore => [
1342 $IGNORE_LIST{non_pickable}
1343 ],
1344 name => 'Class Changer',
1345 section => [
1346 [
1347 'stats',
1348 [
1349 [
1350 'Str',
1351 {
1352 desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1353 name => 'strength',
1354 type => 'int'
1355 }
1356 ],
1357 [
1358 'Dex',
1359 {
1360 desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1361 name => 'dexterity',
1362 type => 'int'
1363 }
1364 ],
1365 [
1366 'Con',
1367 {
1368 desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1369 name => 'constitution',
1370 type => 'int'
1371 }
1372 ],
1373 [
1374 'Int',
1375 {
1376 desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1377 name => 'intelligence',
1378 type => 'int'
1379 }
1380 ],
1381 [
1382 'Pow',
1383 {
1384 desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1385 name => 'power',
1386 type => 'int'
1387 }
1388 ],
1389 [
1390 'Wis',
1391 {
1392 desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1393 name => 'wisdom',
1394 type => 'int'
1395 }
1396 ],
1397 [
1398 'Cha',
1399 {
1400 desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1401 name => 'charisma',
1402 type => 'int'
1403 }
1404 ]
1405 ]
1406 ]
1407 ]
1408 },
1409 Cloak => {
1410 attr => [
1411 [
1412 'magic',
1413 {
1414 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>.',
1415 name => 'magic bonus',
1416 type => 'int'
1417 }
1418 ]
1419 ],
1420 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.',
1421 import => [
1422 'Amulet'
1423 ],
1424 name => 'Cloak',
1425 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1426 },
1427 Clock => {
1428 attr => [
1429 [
1430 'msg',
1431 {
1432 desc => 'This text may describe the item',
1433 end => 'endmsg',
1434 name => 'description',
1435 type => 'text'
1436 }
1437 ]
1438 ],
1439 desc => 'Applying a clock, the time is displayed to the player.',
1440 name => 'Clock'
1441 },
1442 Container => {
1443 attr => [
1444 [
1445 'race',
1446 {
1447 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.',
1448 name => 'container class',
1449 type => 'string'
1450 }
1451 ],
1452 [
1453 'slaying',
1454 {
1455 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1456 name => 'key string',
1457 type => 'string'
1458 }
1459 ],
1460 [
1461 'container',
1462 {
1463 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.',
1464 name => 'maximum weight',
1465 type => 'int'
1466 }
1467 ],
1468 [
1469 'Str',
1470 {
1471 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.',
1472 name => 'reduce weight %',
1473 type => 'int'
1474 }
1475 ],
1476 [
1477 'is_cauldron',
1478 {
1479 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.',
1480 name => 'alchemy cauldron',
1481 type => 'bool'
1482 }
1483 ],
1484 [
1485 'unique',
1486 {
1487 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.',
1488 name => 'unique item',
1489 type => 'bool'
1490 }
1491 ],
1492 [
1493 'startequip',
1494 {
1495 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1496 name => 'godgiven item',
1497 type => 'bool'
1498 }
1499 ],
1500 [
1501 'other_arch',
1502 {
1503 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.',
1504 name => 'animation arch',
1505 type => 'string'
1506 }
1507 ],
1508 [
1509 'msg',
1510 {
1511 desc => 'This text may contain a description of the container.',
1512 end => 'endmsg',
1513 name => 'description',
1514 type => 'text'
1515 }
1516 ]
1517 ],
1518 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.',
1519 name => 'Container',
1520 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>'
1521 },
1522 Converter => {
1523 attr => [
1524 [
1525 'no_pick',
1526 {
1527 type => 'fixed',
1528 value => 1
1529 }
1530 ],
1531 [
1532 'slaying',
1533 {
1534 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1535 name => 'cost arch',
1536 type => 'string'
1537 }
1538 ],
1539 [
1540 'food',
1541 {
1542 desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1543 name => 'cost number',
1544 type => 'int'
1545 }
1546 ],
1547 [
1548 'other_arch',
1549 {
1550 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.',
1551 name => 'receive arch',
1552 type => 'string'
1553 }
1554 ],
1555 [
1556 'sp',
1557 {
1558 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>.',
1559 name => 'receive number',
1560 type => 'int'
1561 }
1562 ],
1563 [
1564 'msg',
1565 {
1566 desc => 'This text may contain a description of the converter.',
1567 end => 'endmsg',
1568 name => 'description',
1569 type => 'text'
1570 }
1571 ],
1572 [
1573 'precious',
1574 {
1575 desc => 'If the converter has this flag set the generated items 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.)',
1576 name => 'output unpaid',
1577 type => 'bool'
1578 }
1579 ]
1580 ],
1581 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.',
1582 ignore => [
1583 'value',
1584 'nrof',
1585 'name_pl',
1586 'no_pick',
1587 'unpaid',
1588 'title'
1589 ],
1590 name => 'Converter',
1591 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.'
1592 },
1593 Creator => {
1594 attr => [
1595 [
1596 'no_pick',
1597 {
1598 type => 'fixed',
1599 value => 1
1600 }
1601 ],
1602 [
1603 'other_arch',
1604 {
1605 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.',
1606 name => 'create arch',
1607 type => 'string'
1608 }
1609 ],
1610 [
1611 'connected',
1612 {
1613 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1614 name => 'connection',
1615 type => 'int'
1616 }
1617 ],
1618 [
1619 'activate_on_push',
1620 {
1621 desc => 'Whether the teleporter should only be activated on push.',
1622 name => 'activate on push',
1623 type => 'bool'
1624 }
1625 ],
1626 [
1627 'activate_on_release',
1628 {
1629 desc => 'Whether the teleporter should only be activated on release.',
1630 name => 'activate on release',
1631 type => 'bool'
1632 }
1633 ],
1634 [
1635 'lifesave',
1636 {
1637 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1638 name => 'infinit uses',
1639 type => 'bool'
1640 }
1641 ],
1642 [
1643 'speed',
1644 {
1645 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.',
1646 name => 'speed',
1647 type => 'float'
1648 }
1649 ],
1650 [
1651 'hp',
1652 {
1653 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).',
1654 name => 'number of uses',
1655 type => 'int'
1656 }
1657 ],
1658 [
1659 'slaying',
1660 {
1661 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.',
1662 name => 'name of creation',
1663 type => 'string'
1664 }
1665 ],
1666 [
1667 'level',
1668 {
1669 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1670 name => 'level of creation',
1671 type => 'int'
1672 }
1673 ]
1674 ],
1675 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.',
1676 ignore => [
1677 $IGNORE_LIST{system_object}
1678 ],
1679 name => 'Creator',
1680 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1681 },
1682 Detector => {
1683 attr => [
1684 [
1685 'no_pick',
1686 {
1687 type => 'fixed',
1688 value => 1
1689 }
1690 ],
1691 [
1692 'slaying',
1693 {
1694 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.',
1695 name => 'match name',
1696 type => 'string'
1697 }
1698 ],
1699 [
1700 'connected',
1701 {
1702 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1703 name => 'connection',
1704 type => 'int'
1705 }
1706 ],
1707 [
1708 'speed',
1709 {
1710 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.',
1711 name => 'detection speed',
1712 type => 'float'
1713 }
1714 ],
1715 [
1716 'speed_left',
1717 {
1718 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.',
1719 name => 'speed left',
1720 type => 'float'
1721 }
1722 ],
1723 [
1724 'speed_left',
1725 {
1726 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.',
1727 name => 'speed left',
1728 type => 'float'
1729 }
1730 ]
1731 ],
1732 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.',
1733 ignore => [
1734 $IGNORE_LIST{system_object}
1735 ],
1736 name => 'Detector',
1737 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.'
1738 },
1739 Director => {
1740 attr => [
1741 [
1742 'sp',
1743 {
1744 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).',
1745 name => 'direction',
1746 type => 'list',
1747 value => $LIST{direction}
1748 }
1749 ],
1750 [
1751 'move_on',
1752 {
1753 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1754 name => 'movement type',
1755 type => 'movement_type'
1756 }
1757 ]
1758 ],
1759 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.',
1760 ignore => [
1761 $IGNORE_LIST{non_pickable}
1762 ],
1763 name => 'Director',
1764 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.'
1765 },
1766 Disease => {
1767 attr => [
1768 [
1769 'invisible',
1770 {
1771 type => 'fixed',
1772 value => 1
1773 }
1774 ],
1775 [
1776 'level',
1777 {
1778 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.',
1779 name => 'plaque level',
1780 type => 'int'
1781 }
1782 ],
1783 [
1784 'race',
1785 {
1786 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1787 name => 'infect race',
1788 type => 'string'
1789 }
1790 ],
1791 [
1792 'ac',
1793 {
1794 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1795 name => 'progressiveness',
1796 type => 'int'
1797 }
1798 ],
1799 [
1800 'msg',
1801 {
1802 desc => 'This text is displayed to the player every time the symptoms strike.',
1803 end => 'endmsg',
1804 name => 'message',
1805 type => 'text'
1806 }
1807 ]
1808 ],
1809 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.',
1810 ignore => [
1811 $IGNORE_LIST{system_object}
1812 ],
1813 name => 'Disease',
1814 section => [
1815 [
1816 'spreading',
1817 [
1818 [
1819 'wc',
1820 {
1821 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.',
1822 name => 'infectiosness',
1823 type => 'int'
1824 }
1825 ],
1826 [
1827 'last_grace',
1828 {
1829 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1830 name => 'attenuation',
1831 type => 'int'
1832 }
1833 ],
1834 [
1835 'magic',
1836 {
1837 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.',
1838 name => 'infection range',
1839 type => 'int'
1840 }
1841 ],
1842 [
1843 'maxhp',
1844 {
1845 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).',
1846 name => 'persistence',
1847 type => 'int'
1848 }
1849 ],
1850 [
1851 'maxgrace',
1852 {
1853 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.',
1854 name => 'curing duration',
1855 type => 'int'
1856 }
1857 ],
1858 [
1859 'speed',
1860 {
1861 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1862 name => 'moving speed',
1863 type => 'float'
1864 }
1865 ],
1866 [
1867 'speed_left',
1868 {
1869 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.',
1870 name => 'speed left',
1871 type => 'float'
1872 }
1873 ]
1874 ]
1875 ],
1876 [
1877 'symptoms',
1878 [
1879 [
1880 'attacktype',
1881 {
1882 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1883 name => 'attacktype',
1884 type => 'bitmask',
1885 value => $BITMASK{attacktype}
1886 }
1887 ],
1888 [
1889 'dam',
1890 {
1891 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.',
1892 name => 'damage',
1893 type => 'int'
1894 }
1895 ],
1896 [
1897 'other_arch',
1898 {
1899 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.',
1900 name => 'create arch',
1901 type => 'string'
1902 }
1903 ],
1904 [
1905 'last_sp',
1906 {
1907 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1908 name => 'slowdown penalty',
1909 type => 'int'
1910 }
1911 ],
1912 [
1913 'exp',
1914 {
1915 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1916 name => 'exp. for curing',
1917 type => 'int'
1918 }
1919 ],
1920 [
1921 'maxsp',
1922 {
1923 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.',
1924 name => 'mana depletion',
1925 type => 'int'
1926 }
1927 ],
1928 [
1929 'last_eat',
1930 {
1931 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.',
1932 name => 'food depletion',
1933 type => 'int'
1934 }
1935 ],
1936 [
1937 'hp',
1938 {
1939 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1940 name => 'health regen.',
1941 type => 'int'
1942 }
1943 ],
1944 [
1945 'sp',
1946 {
1947 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1948 name => 'mana regen.',
1949 type => 'int'
1950 }
1951 ]
1952 ]
1953 ],
1954 [
1955 'disability',
1956 [
1957 [
1958 'Str',
1959 {
1960 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1961 name => 'strength',
1962 type => 'int'
1963 }
1964 ],
1965 [
1966 'Dex',
1967 {
1968 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1969 name => 'dexterity',
1970 type => 'int'
1971 }
1972 ],
1973 [
1974 'Con',
1975 {
1976 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1977 name => 'constitution',
1978 type => 'int'
1979 }
1980 ],
1981 [
1982 'Int',
1983 {
1984 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1985 name => 'intelligence',
1986 type => 'int'
1987 }
1988 ],
1989 [
1990 'Pow',
1991 {
1992 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1993 name => 'power',
1994 type => 'int'
1995 }
1996 ],
1997 [
1998 'Wis',
1999 {
2000 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
2001 name => 'wisdom',
2002 type => 'int'
2003 }
2004 ],
2005 [
2006 'Cha',
2007 {
2008 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
2009 name => 'charisma',
2010 type => 'int'
2011 }
2012 ]
2013 ]
2014 ]
2015 ],
2016 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.'
2017 },
2018 Door => {
2019 attr => [
2020 [
2021 'no_pick',
2022 {
2023 type => 'fixed',
2024 value => 1
2025 }
2026 ],
2027 [
2028 'alive',
2029 {
2030 type => 'fixed',
2031 value => 1
2032 }
2033 ],
2034 [
2035 'move_block',
2036 {
2037 desc => 'Objects using these movement types cannot move over this space.',
2038 name => 'blocked movement',
2039 type => 'movement_type'
2040 }
2041 ],
2042 [
2043 'move_allow',
2044 {
2045 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2046 name => 'allowed movement',
2047 type => 'movement_type'
2048 }
2049 ],
2050 [
2051 'move_slow',
2052 {
2053 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2054 name => 'slowed movement',
2055 type => 'movement_type'
2056 }
2057 ],
2058 [
2059 'move_slow_penalty',
2060 {
2061 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)',
2062 name => 'slow movement penalty',
2063 type => 'int'
2064 }
2065 ],
2066 [
2067 'hp',
2068 {
2069 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2070 name => 'hitpoints',
2071 type => 'int'
2072 }
2073 ],
2074 [
2075 'ac',
2076 {
2077 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2078 name => 'armour class',
2079 type => 'int'
2080 }
2081 ],
2082 [
2083 'other_arch',
2084 {
2085 desc => 'This string defines the object that will be created when the door was defeated.',
2086 name => 'drop arch',
2087 type => 'string'
2088 }
2089 ],
2090 [
2091 'randomitems',
2092 {
2093 desc => 'This entry determines what kind of traps will appear in the door.',
2094 name => 'treasurelist',
2095 type => 'treasurelist'
2096 }
2097 ],
2098 [
2099 'treasure_env',
2100 {
2101 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2102 name => 'treasure in env',
2103 type => 'bool'
2104 }
2105 ]
2106 ],
2107 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.',
2108 ignore => [
2109 $IGNORE_LIST{non_pickable}
2110 ],
2111 name => 'Door'
2112 },
2113 Duplicator => {
2114 attr => [
2115 [
2116 'other_arch',
2117 {
2118 desc => 'Only objects of matching archtype, lying ontop of the duplicator will be duplicated, multiplied or removed. All other objects will be ignored.',
2119 name => 'target arch',
2120 type => 'string'
2121 }
2122 ],
2123 [
2124 'level',
2125 {
2126 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.',
2127 name => 'multiply factor',
2128 type => 'int'
2129 }
2130 ],
2131 [
2132 'connected',
2133 {
2134 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!',
2135 name => 'connection',
2136 type => 'int'
2137 }
2138 ],
2139 [
2140 'activate_on_push',
2141 {
2142 desc => 'Whether the teleporter should only be activated on push.',
2143 name => 'activate on push',
2144 type => 'bool'
2145 }
2146 ],
2147 [
2148 'activate_on_release',
2149 {
2150 desc => 'Whether the teleporter should only be activated on release.',
2151 name => 'activate on release',
2152 type => 'bool'
2153 }
2154 ]
2155 ],
2156 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.',
2157 ignore => [
2158 $IGNORE_LIST{system_object}
2159 ],
2160 name => 'Duplicator',
2161 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%.'
2162 },
2163 'Event Connector' => {
2164 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in. They are not used at all in Deliantra.',
2165 name => 'Event Connector'
2166 },
2167 Exit => {
2168 attr => [
2169 [
2170 'slaying',
2171 {
2172 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".',
2173 name => 'exit path',
2174 type => 'string'
2175 }
2176 ],
2177 [
2178 'hp',
2179 {
2180 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.',
2181 name => 'destination X',
2182 type => 'int'
2183 }
2184 ],
2185 [
2186 'sp',
2187 {
2188 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.',
2189 name => 'destination Y',
2190 type => 'int'
2191 }
2192 ],
2193 [
2194 'move_on',
2195 {
2196 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2197 name => 'movement type',
2198 type => 'movement_type'
2199 }
2200 ],
2201 [
2202 'msg',
2203 {
2204 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. =)',
2205 end => 'endmsg',
2206 name => 'exit message',
2207 type => 'text'
2208 }
2209 ],
2210 [
2211 'damned',
2212 {
2213 desc => 'If set, then players using this exit will have their savebed position set to the destination of the exit when passing through.',
2214 name => 'set savebed',
2215 type => 'bool'
2216 }
2217 ]
2218 ],
2219 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.',
2220 ignore => [
2221 $IGNORE_LIST{non_pickable}
2222 ],
2223 name => 'Exit',
2224 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.'
2225 },
2226 Flesh => {
2227 attr => [
2228 [
2229 'food',
2230 {
2231 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2232 name => 'foodpoints',
2233 type => 'int'
2234 }
2235 ],
2236 [
2237 'level',
2238 {
2239 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.',
2240 name => 'flesh level',
2241 type => 'int'
2242 }
2243 ],
2244 [
2245 'startequip',
2246 {
2247 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2248 name => 'godgiven item',
2249 type => 'bool'
2250 }
2251 ],
2252 [
2253 'msg',
2254 {
2255 desc => 'This text may describe the item.',
2256 end => 'endmsg',
2257 name => 'description',
2258 type => 'text'
2259 }
2260 ]
2261 ],
2262 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.',
2263 name => 'Flesh',
2264 section => [
2265 [
2266 'resistance',
2267 [
2268 [
2269 'resist_physical',
2270 {
2271 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2272 name => 'resist physical %',
2273 type => 'int'
2274 }
2275 ],
2276 [
2277 'resist_magic',
2278 {
2279 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2280 name => 'resist magic %',
2281 type => 'int'
2282 }
2283 ],
2284 [
2285 'resist_fire',
2286 {
2287 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2288 name => 'resist fire %',
2289 type => 'int'
2290 }
2291 ],
2292 [
2293 'resist_electricity',
2294 {
2295 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2296 name => 'resist electricity %',
2297 type => 'int'
2298 }
2299 ],
2300 [
2301 'resist_cold',
2302 {
2303 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2304 name => 'resist cold %',
2305 type => 'int'
2306 }
2307 ],
2308 [
2309 'resist_confusion',
2310 {
2311 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2312 name => 'resist confusion %',
2313 type => 'int'
2314 }
2315 ],
2316 [
2317 'resist_acid',
2318 {
2319 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2320 name => 'resist acid %',
2321 type => 'int'
2322 }
2323 ],
2324 [
2325 'resist_drain',
2326 {
2327 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2328 name => 'resist draining %',
2329 type => 'int'
2330 }
2331 ],
2332 [
2333 'resist_weaponmagic',
2334 {
2335 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2336 name => 'resist weaponmagic %',
2337 type => 'int'
2338 }
2339 ],
2340 [
2341 'resist_ghosthit',
2342 {
2343 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2344 name => 'resist ghosthit %',
2345 type => 'int'
2346 }
2347 ],
2348 [
2349 'resist_poison',
2350 {
2351 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2352 name => 'resist poison %',
2353 type => 'int'
2354 }
2355 ],
2356 [
2357 'resist_slow',
2358 {
2359 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2360 name => 'resist slow %',
2361 type => 'int'
2362 }
2363 ],
2364 [
2365 'resist_paralyze',
2366 {
2367 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2368 name => 'resist paralyze %',
2369 type => 'int'
2370 }
2371 ],
2372 [
2373 'resist_fear',
2374 {
2375 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2376 name => 'resist fear %',
2377 type => 'int'
2378 }
2379 ],
2380 [
2381 'resist_deplete',
2382 {
2383 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2384 name => 'resist depletion %',
2385 type => 'int'
2386 }
2387 ],
2388 [
2389 'resist_death',
2390 {
2391 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.',
2392 name => 'resist death-attack %',
2393 type => 'int'
2394 }
2395 ],
2396 [
2397 'resist_chaos',
2398 {
2399 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.',
2400 name => 'resist chaos %',
2401 type => 'int'
2402 }
2403 ],
2404 [
2405 'resist_blind',
2406 {
2407 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.',
2408 name => 'resist blinding %',
2409 type => 'int'
2410 }
2411 ]
2412 ]
2413 ]
2414 ],
2415 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.'
2416 },
2417 Floor => {
2418 attr => [
2419 [
2420 'is_floor',
2421 {
2422 type => 'fixed',
2423 value => 1
2424 }
2425 ],
2426 [
2427 'no_pick',
2428 {
2429 type => 'fixed',
2430 value => 1
2431 }
2432 ],
2433 [
2434 'no_magic',
2435 {
2436 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2437 name => 'no spells',
2438 type => 'bool'
2439 }
2440 ],
2441 [
2442 'damned',
2443 {
2444 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2445 name => 'no prayers',
2446 type => 'bool'
2447 }
2448 ],
2449 [
2450 'unique',
2451 {
2452 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>.',
2453 name => 'unique map',
2454 type => 'bool'
2455 }
2456 ],
2457 [
2458 'msg',
2459 {
2460 desc => 'This text may describe the object.',
2461 end => 'endmsg',
2462 name => 'description',
2463 type => 'text'
2464 }
2465 ]
2466 ],
2467 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2468 ignore => [
2469 $IGNORE_LIST{non_pickable}
2470 ],
2471 name => 'Floor',
2472 section => [
2473 [
2474 'terrain',
2475 [
2476 [
2477 'move_block',
2478 {
2479 desc => 'Objects using these movement types cannot move over this space.',
2480 name => 'blocked movement',
2481 type => 'movement_type'
2482 }
2483 ],
2484 [
2485 'move_allow',
2486 {
2487 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2488 name => 'allowed movement',
2489 type => 'movement_type'
2490 }
2491 ],
2492 [
2493 'move_slow',
2494 {
2495 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2496 name => 'slowed movement',
2497 type => 'movement_type'
2498 }
2499 ],
2500 [
2501 'move_slow_penalty',
2502 {
2503 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)',
2504 name => 'slow movement penalty',
2505 type => 'int'
2506 }
2507 ],
2508 [
2509 'is_wooded',
2510 {
2511 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2512 name => 'wooded terrain',
2513 type => 'bool'
2514 }
2515 ],
2516 [
2517 'is_hilly',
2518 {
2519 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2520 name => 'hilly terrain',
2521 type => 'bool'
2522 }
2523 ]
2524 ]
2525 ]
2526 ]
2527 },
2528 'Floor (Encounter)' => {
2529 attr => [
2530 [
2531 'is_floor',
2532 {
2533 type => 'fixed',
2534 value => 1
2535 }
2536 ],
2537 [
2538 'no_pick',
2539 {
2540 type => 'fixed',
2541 value => 1
2542 }
2543 ],
2544 [
2545 'no_magic',
2546 {
2547 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2548 name => 'no spells',
2549 type => 'bool'
2550 }
2551 ],
2552 [
2553 'damned',
2554 {
2555 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2556 name => 'no prayers',
2557 type => 'bool'
2558 }
2559 ],
2560 [
2561 'unique',
2562 {
2563 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>.',
2564 name => 'unique map',
2565 type => 'bool'
2566 }
2567 ],
2568 [
2569 'msg',
2570 {
2571 desc => 'This text may describe the object.',
2572 end => 'endmsg',
2573 name => 'description',
2574 type => 'text'
2575 }
2576 ]
2577 ],
2578 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.',
2579 ignore => [
2580 $IGNORE_LIST{non_pickable}
2581 ],
2582 name => 'Floor (Encounter)',
2583 section => [
2584 [
2585 'terrain',
2586 [
2587 [
2588 'move_block',
2589 {
2590 desc => 'Objects using these movement types cannot move over this space.',
2591 name => 'blocked movement',
2592 type => 'movement_type'
2593 }
2594 ],
2595 [
2596 'move_allow',
2597 {
2598 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2599 name => 'allowed movement',
2600 type => 'movement_type'
2601 }
2602 ],
2603 [
2604 'move_slow',
2605 {
2606 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2607 name => 'slowed movement',
2608 type => 'movement_type'
2609 }
2610 ],
2611 [
2612 'move_slow_penalty',
2613 {
2614 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)',
2615 name => 'slow movement penalty',
2616 type => 'int'
2617 }
2618 ],
2619 [
2620 'is_wooded',
2621 {
2622 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2623 name => 'wooded terrain',
2624 type => 'bool'
2625 }
2626 ],
2627 [
2628 'is_hilly',
2629 {
2630 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2631 name => 'hilly terrain',
2632 type => 'bool'
2633 }
2634 ]
2635 ]
2636 ]
2637 ]
2638 },
2639 Food => {
2640 attr => [
2641 [
2642 'food',
2643 {
2644 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2645 name => 'foodpoints',
2646 type => 'int'
2647 }
2648 ],
2649 [
2650 'startequip',
2651 {
2652 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2653 name => 'godgiven item',
2654 type => 'bool'
2655 }
2656 ]
2657 ],
2658 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2659 name => 'Food'
2660 },
2661 Gate => {
2662 attr => [
2663 [
2664 'no_pick',
2665 {
2666 type => 'fixed',
2667 value => 1
2668 }
2669 ],
2670 [
2671 'speed',
2672 {
2673 desc => 'The speed of the gate affects how fast it is closing/opening.',
2674 type => 'float'
2675 }
2676 ],
2677 [
2678 'connected',
2679 {
2680 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2681 name => 'connection',
2682 type => 'int'
2683 }
2684 ],
2685 [
2686 'wc',
2687 {
2688 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.',
2689 name => 'position state',
2690 type => 'int'
2691 }
2692 ],
2693 [
2694 'move_block',
2695 {
2696 desc => 'Objects using these movement types cannot move over this space.',
2697 name => 'blocked movement',
2698 type => 'movement_type'
2699 }
2700 ],
2701 [
2702 'move_allow',
2703 {
2704 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2705 name => 'allowed movement',
2706 type => 'movement_type'
2707 }
2708 ],
2709 [
2710 'move_slow',
2711 {
2712 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2713 name => 'slowed movement',
2714 type => 'movement_type'
2715 }
2716 ],
2717 [
2718 'move_slow_penalty',
2719 {
2720 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)',
2721 name => 'slow movement penalty',
2722 type => 'int'
2723 }
2724 ],
2725 [
2726 'no_magic',
2727 {
2728 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2729 name => 'restrict spells',
2730 type => 'bool'
2731 }
2732 ],
2733 [
2734 'damned',
2735 {
2736 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2737 name => 'restrict prayers',
2738 type => 'bool'
2739 }
2740 ]
2741 ],
2742 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.',
2743 ignore => [
2744 $IGNORE_LIST{non_pickable}
2745 ],
2746 name => 'Gate',
2747 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".'
2748 },
2749 Girdle => {
2750 attr => [
2751 [
2752 'magic',
2753 {
2754 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.',
2755 name => 'magic bonus',
2756 type => 'int'
2757 }
2758 ]
2759 ],
2760 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.',
2761 import => [
2762 'Amulet'
2763 ],
2764 name => 'Girdle',
2765 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2766 },
2767 Gloves => {
2768 attr => [
2769 [
2770 'magic',
2771 {
2772 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.',
2773 name => 'magic bonus',
2774 type => 'int'
2775 }
2776 ]
2777 ],
2778 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2779 import => [
2780 'Amulet'
2781 ],
2782 name => 'Gloves',
2783 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2784 },
2785 Handle => {
2786 attr => [
2787 [
2788 'no_pick',
2789 {
2790 type => 'fixed',
2791 value => 1
2792 }
2793 ],
2794 [
2795 'connected',
2796 {
2797 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2798 name => 'connection',
2799 type => 'int'
2800 }
2801 ],
2802 [
2803 'msg',
2804 {
2805 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2806 end => 'endmsg',
2807 name => 'description',
2808 type => 'text'
2809 }
2810 ]
2811 ],
2812 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2813 ignore => [
2814 $IGNORE_LIST{non_pickable}
2815 ],
2816 name => 'Handle',
2817 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.'
2818 },
2819 'Handle Trigger' => {
2820 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.',
2821 ignore => [
2822 $IGNORE_LIST{non_pickable}
2823 ],
2824 import => [
2825 'Handle'
2826 ],
2827 name => 'Handle Trigger',
2828 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.'
2829 },
2830 'Hazard Floor' => {
2831 attr => [
2832 [
2833 'is_floor',
2834 {
2835 type => 'fixed',
2836 value => 1
2837 }
2838 ],
2839 [
2840 'lifesave',
2841 {
2842 type => 'fixed',
2843 value => 1
2844 }
2845 ],
2846 [
2847 'move_on',
2848 {
2849 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2850 name => 'movement type',
2851 type => 'movement_type'
2852 }
2853 ],
2854 [
2855 'no_pick',
2856 {
2857 type => 'fixed',
2858 value => 1
2859 }
2860 ],
2861 [
2862 'attacktype',
2863 {
2864 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.',
2865 name => 'attacktype',
2866 type => 'bitmask',
2867 value => $BITMASK{attacktype}
2868 }
2869 ],
2870 [
2871 'dam',
2872 {
2873 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.',
2874 name => 'base damage',
2875 type => 'int'
2876 }
2877 ],
2878 [
2879 'wc',
2880 {
2881 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.',
2882 name => 'weaponclass',
2883 type => 'int'
2884 }
2885 ],
2886 [
2887 'level',
2888 {
2889 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.',
2890 name => 'attack level',
2891 type => 'int'
2892 }
2893 ],
2894 [
2895 'no_magic',
2896 {
2897 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2898 name => 'no spells',
2899 type => 'bool'
2900 }
2901 ],
2902 [
2903 'damned',
2904 {
2905 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2906 name => 'no prayers',
2907 type => 'bool'
2908 }
2909 ],
2910 [
2911 'unique',
2912 {
2913 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>.',
2914 name => 'unique map',
2915 type => 'bool'
2916 }
2917 ]
2918 ],
2919 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.',
2920 ignore => [
2921 $IGNORE_LIST{non_pickable}
2922 ],
2923 name => 'Hazard Floor',
2924 section => [
2925 [
2926 'terrain',
2927 [
2928 [
2929 'move_block',
2930 {
2931 desc => 'Objects using these movement types cannot move over this space.',
2932 name => 'blocked movement',
2933 type => 'movement_type'
2934 }
2935 ],
2936 [
2937 'move_allow',
2938 {
2939 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2940 name => 'allowed movement',
2941 type => 'movement_type'
2942 }
2943 ],
2944 [
2945 'move_slow',
2946 {
2947 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2948 name => 'slowed movement',
2949 type => 'movement_type'
2950 }
2951 ],
2952 [
2953 'move_slow_penalty',
2954 {
2955 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)',
2956 name => 'slow movement penalty',
2957 type => 'int'
2958 }
2959 ],
2960 [
2961 'is_wooded',
2962 {
2963 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2964 name => 'wooded terrain',
2965 type => 'bool'
2966 }
2967 ],
2968 [
2969 'is_hilly',
2970 {
2971 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2972 name => 'hilly terrain',
2973 type => 'bool'
2974 }
2975 ]
2976 ]
2977 ]
2978 ],
2979 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.'
2980 },
2981 Helmet => {
2982 attr => [
2983 [
2984 'magic',
2985 {
2986 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>.',
2987 name => 'magic bonus',
2988 type => 'int'
2989 }
2990 ]
2991 ],
2992 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.',
2993 import => [
2994 'Amulet'
2995 ],
2996 name => 'Helmet',
2997 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2998 },
2999 'Holy Altar' => {
3000 attr => [
3001 [
3002 'no_pick',
3003 {
3004 type => 'fixed',
3005 value => 1
3006 }
3007 ],
3008 [
3009 'other_arch',
3010 {
3011 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.',
3012 name => 'god name',
3013 type => 'string'
3014 }
3015 ],
3016 [
3017 'level',
3018 {
3019 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.',
3020 name => 'reconsecrate level',
3021 type => 'int'
3022 }
3023 ]
3024 ],
3025 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.',
3026 ignore => [
3027 $IGNORE_LIST{non_pickable}
3028 ],
3029 name => 'Holy Altar'
3030 },
3031 Horn => {
3032 attr => [
3033 [
3034 'sp',
3035 {
3036 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!',
3037 name => 'spell',
3038 type => 'spell'
3039 }
3040 ],
3041 [
3042 'level',
3043 {
3044 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3045 name => 'casting level',
3046 type => 'int'
3047 }
3048 ],
3049 [
3050 'hp',
3051 {
3052 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3053 name => 'initial spellpoints',
3054 type => 'int'
3055 }
3056 ],
3057 [
3058 'maxhp',
3059 {
3060 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.',
3061 name => 'max. spellpoints',
3062 type => 'int'
3063 }
3064 ],
3065 [
3066 'startequip',
3067 {
3068 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3069 name => 'godgiven item',
3070 type => 'bool'
3071 }
3072 ],
3073 [
3074 'msg',
3075 {
3076 desc => 'This text may contain a description of the horn.',
3077 end => 'endmsg',
3078 name => 'description',
3079 type => 'text'
3080 }
3081 ]
3082 ],
3083 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.',
3084 ignore => [
3085 'title'
3086 ],
3087 name => 'Horn',
3088 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.'
3089 },
3090 Inorganic => {
3091 attr => [
3092 [
3093 'is_dust',
3094 {
3095 name => 'is dust',
3096 type => 'bool'
3097 }
3098 ]
3099 ],
3100 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3101 name => 'Inorganic',
3102 section => [
3103 [
3104 'resistance',
3105 [
3106 [
3107 'resist_physical',
3108 {
3109 name => 'resist physical %',
3110 type => 'int'
3111 }
3112 ],
3113 [
3114 'resist_magic',
3115 {
3116 name => 'resist magic %',
3117 type => 'int'
3118 }
3119 ],
3120 [
3121 'resist_fire',
3122 {
3123 name => 'resist fire %',
3124 type => 'int'
3125 }
3126 ],
3127 [
3128 'resist_electricity',
3129 {
3130 name => 'resist electricity %',
3131 type => 'int'
3132 }
3133 ],
3134 [
3135 'resist_cold',
3136 {
3137 name => 'resist cold %',
3138 type => 'int'
3139 }
3140 ],
3141 [
3142 'resist_confusion',
3143 {
3144 name => 'resist confusion %',
3145 type => 'int'
3146 }
3147 ],
3148 [
3149 'resist_acid',
3150 {
3151 name => 'resist acid %',
3152 type => 'int'
3153 }
3154 ],
3155 [
3156 'resist_drain',
3157 {
3158 name => 'resist draining %',
3159 type => 'int'
3160 }
3161 ],
3162 [
3163 'resist_weaponmagic',
3164 {
3165 name => 'resist weaponmagic %',
3166 type => 'int'
3167 }
3168 ],
3169 [
3170 'resist_ghosthit',
3171 {
3172 name => 'resist ghosthit %',
3173 type => 'int'
3174 }
3175 ],
3176 [
3177 'resist_poison',
3178 {
3179 name => 'resist poison %',
3180 type => 'int'
3181 }
3182 ],
3183 [
3184 'resist_slow',
3185 {
3186 name => 'resist slow %',
3187 type => 'int'
3188 }
3189 ],
3190 [
3191 'resist_paralyze',
3192 {
3193 name => 'resist paralyze %',
3194 type => 'int'
3195 }
3196 ],
3197 [
3198 'resist_fear',
3199 {
3200 name => 'resist fear %',
3201 type => 'int'
3202 }
3203 ],
3204 [
3205 'resist_deplete',
3206 {
3207 name => 'resist depletion %',
3208 type => 'int'
3209 }
3210 ],
3211 [
3212 'resist_death',
3213 {
3214 name => 'resist death-attack %',
3215 type => 'int'
3216 }
3217 ],
3218 [
3219 'resist_chaos',
3220 {
3221 name => 'resist chaos %',
3222 type => 'int'
3223 }
3224 ],
3225 [
3226 'resist_blind',
3227 {
3228 name => 'resist blinding %',
3229 type => 'int'
3230 }
3231 ],
3232 [
3233 'resist_holyword',
3234 {
3235 name => 'resist holy power %',
3236 type => 'int'
3237 }
3238 ],
3239 [
3240 'resist_godpower',
3241 {
3242 name => 'resist godpower %',
3243 type => 'int'
3244 }
3245 ]
3246 ]
3247 ]
3248 ]
3249 },
3250 'Inventory Checker' => {
3251 attr => [
3252 [
3253 'no_pick',
3254 {
3255 type => 'fixed',
3256 value => 1
3257 }
3258 ],
3259 [
3260 'slaying',
3261 {
3262 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.',
3263 name => 'match key string',
3264 type => 'string'
3265 }
3266 ],
3267 [
3268 'race',
3269 {
3270 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>.',
3271 name => 'match arch name',
3272 type => 'string'
3273 }
3274 ],
3275 [
3276 'hp',
3277 {
3278 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. ;)',
3279 name => 'match type',
3280 type => 'int'
3281 }
3282 ],
3283 [
3284 'last_sp',
3285 {
3286 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3287 name => 'match = having',
3288 type => 'bool'
3289 }
3290 ],
3291 [
3292 'connected',
3293 {
3294 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3295 name => 'connection',
3296 type => 'int'
3297 }
3298 ],
3299 [
3300 'move_block',
3301 {
3302 desc => 'Objects using these movement types cannot move over this space.',
3303 name => 'blocked movement',
3304 type => 'movement_type'
3305 }
3306 ],
3307 [
3308 'move_allow',
3309 {
3310 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3311 name => 'allowed movement',
3312 type => 'movement_type'
3313 }
3314 ],
3315 [
3316 'move_slow',
3317 {
3318 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3319 name => 'slowed movement',
3320 type => 'movement_type'
3321 }
3322 ],
3323 [
3324 'move_slow_penalty',
3325 {
3326 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)',
3327 name => 'slow movement penalty',
3328 type => 'int'
3329 }
3330 ],
3331 [
3332 'last_heal',
3333 {
3334 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!',
3335 name => 'remove match',
3336 type => 'bool'
3337 }
3338 ]
3339 ],
3340 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.',
3341 ignore => [
3342 $IGNORE_LIST{system_object}
3343 ],
3344 name => 'Inventory Checker',
3345 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.'
3346 },
3347 'Item Transformer' => {
3348 attr => [
3349 [
3350 'food',
3351 {
3352 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3353 name => 'number of uses',
3354 type => 'int'
3355 }
3356 ],
3357 [
3358 'slaying',
3359 {
3360 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3361 name => 'verb',
3362 type => 'string'
3363 }
3364 ],
3365 [
3366 'startequip',
3367 {
3368 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3369 name => 'godgiven item',
3370 type => 'bool'
3371 }
3372 ],
3373 [
3374 'msg',
3375 {
3376 desc => 'This text may contain a description of the item transformer.',
3377 end => 'endmsg',
3378 name => 'description',
3379 type => 'text'
3380 }
3381 ]
3382 ],
3383 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.',
3384 name => 'Item Transformer',
3385 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\'.'
3386 },
3387 Jewel => {
3388 attr => [
3389 [
3390 'race',
3391 {
3392 type => 'fixed',
3393 value => 'gold and jewels'
3394 }
3395 ],
3396 [
3397 'msg',
3398 {
3399 desc => 'This text may describe the object.',
3400 end => 'endmsg',
3401 name => 'description',
3402 type => 'text'
3403 }
3404 ]
3405 ],
3406 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.',
3407 name => 'Jewel'
3408 },
3409 Key => {
3410 attr => [
3411 [
3412 'startequip',
3413 {
3414 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3415 name => 'godgiven item',
3416 type => 'bool'
3417 }
3418 ]
3419 ],
3420 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3421 name => 'Key'
3422 },
3423 'Locked Door' => {
3424 attr => [
3425 [
3426 'move_type',
3427 {
3428 type => 'fixed',
3429 value => 0
3430 }
3431 ],
3432 [
3433 'no_pick',
3434 {
3435 type => 'fixed',
3436 value => 1
3437 }
3438 ],
3439 [
3440 'slaying',
3441 {
3442 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".',
3443 name => 'key string',
3444 type => 'string'
3445 }
3446 ],
3447 [
3448 'no_magic',
3449 {
3450 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).',
3451 name => 'restrict spells',
3452 type => 'bool'
3453 }
3454 ],
3455 [
3456 'damned',
3457 {
3458 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3459 name => 'restrict prayers',
3460 type => 'bool'
3461 }
3462 ],
3463 [
3464 'msg',
3465 {
3466 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.',
3467 end => 'endmsg',
3468 name => 'lock message',
3469 type => 'text'
3470 }
3471 ]
3472 ],
3473 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3474 ignore => [
3475 $IGNORE_LIST{non_pickable}
3476 ],
3477 name => 'Locked Door',
3478 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).'
3479 },
3480 'Magic Ear' => {
3481 attr => [
3482 [
3483 'no_pick',
3484 {
3485 type => 'fixed',
3486 value => 1
3487 }
3488 ],
3489 [
3490 'connected',
3491 {
3492 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3493 name => 'connection',
3494 type => 'int'
3495 }
3496 ],
3497 [
3498 'msg',
3499 {
3500 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!',
3501 end => 'endmsg',
3502 name => 'keyword-matching',
3503 type => 'text'
3504 }
3505 ]
3506 ],
3507 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3508 ignore => [
3509 $IGNORE_LIST{system_object}
3510 ],
3511 name => 'Magic Ear',
3512 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.'
3513 },
3514 'Magic Wall' => {
3515 attr => [
3516 [
3517 'dam',
3518 {
3519 desc => 'The magic wall will cast this <spell>.',
3520 name => 'spell',
3521 type => 'spell'
3522 }
3523 ],
3524 [
3525 'level',
3526 {
3527 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.',
3528 name => 'spell level',
3529 type => 'int'
3530 }
3531 ],
3532 [
3533 'connected',
3534 {
3535 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.',
3536 name => 'connection',
3537 type => 'int'
3538 }
3539 ],
3540 [
3541 'activate_on_push',
3542 {
3543 desc => 'Whether the teleporter should only be activated on push.',
3544 name => 'activate on push',
3545 type => 'bool'
3546 }
3547 ],
3548 [
3549 'activate_on_release',
3550 {
3551 desc => 'Whether the teleporter should only be activated on release.',
3552 name => 'activate on release',
3553 type => 'bool'
3554 }
3555 ],
3556 [
3557 'speed',
3558 {
3559 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".',
3560 name => 'casting speed',
3561 type => 'float'
3562 }
3563 ],
3564 [
3565 'speed_left',
3566 {
3567 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.',
3568 name => 'speed left',
3569 type => 'float'
3570 }
3571 ],
3572 [
3573 'sp',
3574 {
3575 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.',
3576 name => 'direction',
3577 type => 'list',
3578 value => $LIST{direction}
3579 }
3580 ],
3581 [
3582 'move_block',
3583 {
3584 desc => 'Objects using these movement types cannot move over this space.',
3585 name => 'blocked movement',
3586 type => 'movement_type'
3587 }
3588 ],
3589 [
3590 'move_allow',
3591 {
3592 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3593 name => 'allowed movement',
3594 type => 'movement_type'
3595 }
3596 ],
3597 [
3598 'move_slow',
3599 {
3600 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3601 name => 'slowed movement',
3602 type => 'movement_type'
3603 }
3604 ],
3605 [
3606 'move_slow_penalty',
3607 {
3608 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)',
3609 name => 'slow movement penalty',
3610 type => 'int'
3611 }
3612 ]
3613 ],
3614 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.',
3615 ignore => [
3616 $IGNORE_LIST{non_pickable}
3617 ],
3618 name => 'Magic Wall',
3619 section => [
3620 [
3621 'destroyable',
3622 [
3623 [
3624 'alive',
3625 {
3626 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.',
3627 name => 'is destroyable',
3628 type => 'bool'
3629 }
3630 ],
3631 [
3632 'hp',
3633 {
3634 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3635 name => 'hitpoints',
3636 type => 'int'
3637 }
3638 ],
3639 [
3640 'maxhp',
3641 {
3642 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3643 name => 'max hitpoints',
3644 type => 'int'
3645 }
3646 ],
3647 [
3648 'ac',
3649 {
3650 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>.',
3651 name => 'armour class',
3652 type => 'int'
3653 }
3654 ]
3655 ]
3656 ],
3657 [
3658 'resistance',
3659 [
3660 [
3661 'resist_physical',
3662 {
3663 name => 'resist physical %',
3664 type => 'int'
3665 }
3666 ],
3667 [
3668 'resist_magic',
3669 {
3670 name => 'resist magic %',
3671 type => 'int'
3672 }
3673 ],
3674 [
3675 'resist_fire',
3676 {
3677 name => 'resist fire %',
3678 type => 'int'
3679 }
3680 ],
3681 [
3682 'resist_electricity',
3683 {
3684 name => 'resist electricity %',
3685 type => 'int'
3686 }
3687 ],
3688 [
3689 'resist_cold',
3690 {
3691 name => 'resist cold %',
3692 type => 'int'
3693 }
3694 ],
3695 [
3696 'resist_confusion',
3697 {
3698 name => 'resist confusion %',
3699 type => 'int'
3700 }
3701 ],
3702 [
3703 'resist_acid',
3704 {
3705 name => 'resist acid %',
3706 type => 'int'
3707 }
3708 ],
3709 [
3710 'resist_drain',
3711 {
3712 name => 'resist draining %',
3713 type => 'int'
3714 }
3715 ],
3716 [
3717 'resist_weaponmagic',
3718 {
3719 name => 'resist weaponmagic %',
3720 type => 'int'
3721 }
3722 ],
3723 [
3724 'resist_ghosthit',
3725 {
3726 name => 'resist ghosthit %',
3727 type => 'int'
3728 }
3729 ],
3730 [
3731 'resist_poison',
3732 {
3733 name => 'resist poison %',
3734 type => 'int'
3735 }
3736 ],
3737 [
3738 'resist_slow',
3739 {
3740 name => 'resist slow %',
3741 type => 'int'
3742 }
3743 ],
3744 [
3745 'resist_paralyze',
3746 {
3747 name => 'resist paralyze %',
3748 type => 'int'
3749 }
3750 ],
3751 [
3752 'resist_fear',
3753 {
3754 name => 'resist fear %',
3755 type => 'int'
3756 }
3757 ],
3758 [
3759 'resist_deplete',
3760 {
3761 name => 'resist depletion %',
3762 type => 'int'
3763 }
3764 ],
3765 [
3766 'resist_death',
3767 {
3768 name => 'resist death-attack %',
3769 type => 'int'
3770 }
3771 ],
3772 [
3773 'resist_chaos',
3774 {
3775 name => 'resist chaos %',
3776 type => 'int'
3777 }
3778 ],
3779 [
3780 'resist_blind',
3781 {
3782 name => 'resist blinding %',
3783 type => 'int'
3784 }
3785 ],
3786 [
3787 'resist_holyword',
3788 {
3789 name => 'resist holy power %',
3790 type => 'int'
3791 }
3792 ],
3793 [
3794 'resist_godpower',
3795 {
3796 name => 'resist godpower %',
3797 type => 'int'
3798 }
3799 ]
3800 ]
3801 ]
3802 ],
3803 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".'
3804 },
3805 Marker => {
3806 attr => [
3807 [
3808 'no_pick',
3809 {
3810 type => 'fixed',
3811 value => 1
3812 }
3813 ],
3814 [
3815 'slaying',
3816 {
3817 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.',
3818 name => 'key string',
3819 type => 'string'
3820 }
3821 ],
3822 [
3823 'connected',
3824 {
3825 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3826 name => 'connection',
3827 type => 'int'
3828 }
3829 ],
3830 [
3831 'speed',
3832 {
3833 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.',
3834 name => 'marking speed',
3835 type => 'float'
3836 }
3837 ],
3838 [
3839 'speed_left',
3840 {
3841 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.',
3842 name => 'speed left',
3843 type => 'float'
3844 }
3845 ],
3846 [
3847 'food',
3848 {
3849 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.',
3850 name => 'mark duration',
3851 type => 'int'
3852 }
3853 ],
3854 [
3855 'name',
3856 {
3857 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.',
3858 name => 'delete mark',
3859 type => 'string'
3860 }
3861 ],
3862 [
3863 'msg',
3864 {
3865 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.',
3866 end => 'endmsg',
3867 name => 'marking message',
3868 type => 'text'
3869 }
3870 ]
3871 ],
3872 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.',
3873 ignore => [
3874 $IGNORE_LIST{system_object}
3875 ],
3876 name => 'Marker',
3877 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.'
3878 },
3879 Misc => {
3880 attr => [
3881 [
3882 'move_block',
3883 {
3884 desc => 'Objects using these movement types cannot move over this space.',
3885 name => 'blocked movement',
3886 type => 'movement_type'
3887 }
3888 ],
3889 [
3890 'move_allow',
3891 {
3892 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3893 name => 'allowed movement',
3894 type => 'movement_type'
3895 }
3896 ],
3897 [
3898 'move_slow',
3899 {
3900 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3901 name => 'slowed movement',
3902 type => 'movement_type'
3903 }
3904 ],
3905 [
3906 'move_slow_penalty',
3907 {
3908 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)',
3909 name => 'slow movement penalty',
3910 type => 'int'
3911 }
3912 ],
3913 [
3914 'cursed',
3915 {
3916 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3917 name => 'cursed',
3918 type => 'bool'
3919 }
3920 ],
3921 [
3922 'damned',
3923 {
3924 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.',
3925 name => 'damned',
3926 type => 'bool'
3927 }
3928 ],
3929 [
3930 'unique',
3931 {
3932 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3933 name => 'unique item',
3934 type => 'bool'
3935 }
3936 ],
3937 [
3938 'startequip',
3939 {
3940 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3941 name => 'godgiven item',
3942 type => 'bool'
3943 }
3944 ],
3945 [
3946 'msg',
3947 {
3948 desc => 'This text may describe the object.',
3949 end => 'endmsg',
3950 name => 'description',
3951 type => 'text'
3952 }
3953 ]
3954 ],
3955 name => 'Misc'
3956 },
3957 Money => {
3958 attr => [
3959 [
3960 'race',
3961 {
3962 type => 'fixed',
3963 value => 'gold and jewels'
3964 }
3965 ]
3966 ],
3967 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.',
3968 ignore => [
3969 'unpaid'
3970 ],
3971 name => 'Money'
3972 },
3973 'Monster & NPC' => {
3974 attr => [
3975 [
3976 'alive',
3977 {
3978 type => 'fixed',
3979 value => 1
3980 }
3981 ],
3982 [
3983 'randomitems',
3984 {
3985 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>.',
3986 name => 'treasurelist',
3987 type => 'treasurelist'
3988 }
3989 ],
3990 [
3991 'treasure_env',
3992 {
3993 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
3994 name => 'treasure in env',
3995 type => 'bool'
3996 }
3997 ],
3998 [
3999 'level',
4000 {
4001 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
4002 name => 'level',
4003 type => 'int'
4004 }
4005 ],
4006 [
4007 'race',
4008 {
4009 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.',
4010 name => 'race',
4011 type => 'string'
4012 }
4013 ],
4014 [
4015 'exp',
4016 {
4017 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!',
4018 name => 'experience',
4019 type => 'int'
4020 }
4021 ],
4022 [
4023 'speed',
4024 {
4025 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4026 name => 'speed',
4027 type => 'float'
4028 }
4029 ],
4030 [
4031 'speed_left',
4032 {
4033 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.',
4034 name => 'speed left',
4035 type => 'float'
4036 }
4037 ],
4038 [
4039 'other_arch',
4040 {
4041 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.',
4042 name => 'breed monster',
4043 type => 'string'
4044 }
4045 ],
4046 [
4047 'generator',
4048 {
4049 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.',
4050 name => 'multiply',
4051 type => 'bool'
4052 }
4053 ],
4054 [
4055 'use_content_on_gen',
4056 {
4057 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.',
4058 name => 'template generation',
4059 type => 'bool'
4060 }
4061 ],
4062 [
4063 'move_type',
4064 {
4065 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4066 name => 'movement type',
4067 type => 'movement_type'
4068 }
4069 ],
4070 [
4071 'undead',
4072 {
4073 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4074 name => 'undead',
4075 type => 'bool'
4076 }
4077 ],
4078 [
4079 'carrying',
4080 {
4081 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4082 name => 'carries weight',
4083 type => 'int'
4084 }
4085 ],
4086 [
4087 'precious',
4088 {
4089 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.',
4090 name => 'precious',
4091 type => 'bool'
4092 }
4093 ],
4094 [
4095 'msg',
4096 {
4097 end => 'endmsg',
4098 name => 'npc message',
4099 type => 'text'
4100 }
4101 ]
4102 ],
4103 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.',
4104 ignore => [
4105 'material',
4106 'name_pl',
4107 'nrof',
4108 'value',
4109 'unpaid'
4110 ],
4111 name => 'Monster & NPC',
4112 section => [
4113 [
4114 'melee',
4115 [
4116 [
4117 'attacktype',
4118 {
4119 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.',
4120 name => 'attacktype',
4121 type => 'bitmask',
4122 value => $BITMASK{attacktype}
4123 }
4124 ],
4125 [
4126 'dam',
4127 {
4128 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.',
4129 name => 'damage',
4130 type => 'int'
4131 }
4132 ],
4133 [
4134 'wc',
4135 {
4136 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4137 name => 'weapon class',
4138 type => 'int'
4139 }
4140 ],
4141 [
4142 'hp',
4143 {
4144 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>.',
4145 name => 'health points',
4146 type => 'int'
4147 }
4148 ],
4149 [
4150 'maxhp',
4151 {
4152 desc => '<max health> is the maximum amount of <health points> this monster can have.',
4153 name => 'max health',
4154 type => 'int'
4155 }
4156 ],
4157 [
4158 'ac',
4159 {
4160 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).',
4161 name => 'armour class',
4162 type => 'int'
4163 }
4164 ],
4165 [
4166 'Con',
4167 {
4168 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4169 name => 'healing rate',
4170 type => 'int'
4171 }
4172 ],
4173 [
4174 'reflect_missile',
4175 {
4176 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4177 name => 'reflect missiles',
4178 type => 'bool'
4179 }
4180 ],
4181 [
4182 'hitback',
4183 {
4184 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.',
4185 name => 'hitback',
4186 type => 'bool'
4187 }
4188 ],
4189 [
4190 'one_hit',
4191 {
4192 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4193 name => 'one hit only',
4194 type => 'bool'
4195 }
4196 ]
4197 ]
4198 ],
4199 [
4200 'spellcraft',
4201 [
4202 [
4203 'can_cast_spell',
4204 {
4205 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4206 name => 'can cast spell',
4207 type => 'bool'
4208 }
4209 ],
4210 [
4211 'reflect_spell',
4212 {
4213 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.',
4214 name => 'reflect spells',
4215 type => 'bool'
4216 }
4217 ],
4218 [
4219 'sp',
4220 {
4221 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>.',
4222 name => 'spellpoints',
4223 type => 'int'
4224 }
4225 ],
4226 [
4227 'maxsp',
4228 {
4229 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.',
4230 name => 'max spellpoints',
4231 type => 'int'
4232 }
4233 ],
4234 [
4235 'Pow',
4236 {
4237 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.',
4238 name => 'spellpoint regen.',
4239 type => 'int'
4240 }
4241 ],
4242 [
4243 'path_attuned',
4244 {
4245 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4246 name => 'attuned paths',
4247 type => 'bitmask',
4248 value => $BITMASK{spellpath}
4249 }
4250 ],
4251 [
4252 'path_repelled',
4253 {
4254 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4255 name => 'repelled paths',
4256 type => 'bitmask',
4257 value => $BITMASK{spellpath}
4258 }
4259 ],
4260 [
4261 'path_denied',
4262 {
4263 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4264 name => 'denied paths',
4265 type => 'bitmask',
4266 value => $BITMASK{spellpath}
4267 }
4268 ]
4269 ]
4270 ],
4271 [
4272 'ability',
4273 [
4274 [
4275 'Int',
4276 {
4277 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.',
4278 name => 'detect hidden',
4279 type => 'int'
4280 }
4281 ],
4282 [
4283 'see_invisible',
4284 {
4285 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.',
4286 name => 'see invisible',
4287 type => 'bool'
4288 }
4289 ],
4290 [
4291 'can_see_in_dark',
4292 {
4293 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.',
4294 name => 'see in darkness',
4295 type => 'bool'
4296 }
4297 ],
4298 [
4299 'can_use_weapon',
4300 {
4301 desc => 'Monster is able to wield weapon type objects.',
4302 name => 'can use weapons',
4303 type => 'bool'
4304 }
4305 ],
4306 [
4307 'can_use_bow',
4308 {
4309 desc => 'Monster is able to use missile-weapon type objects.',
4310 name => 'can use bows',
4311 type => 'bool'
4312 }
4313 ],
4314 [
4315 'can_use_armour',
4316 {
4317 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4318 name => 'can use armour',
4319 type => 'bool'
4320 }
4321 ],
4322 [
4323 'can_use_ring',
4324 {
4325 desc => 'Monster is able to wear rings.',
4326 name => 'can use rings',
4327 type => 'bool'
4328 }
4329 ],
4330 [
4331 'can_use_wand',
4332 {
4333 desc => 'Monster is able to use wands and staves.',
4334 name => 'can use wands',
4335 type => 'bool'
4336 }
4337 ],
4338 [
4339 'can_use_rod',
4340 {
4341 desc => 'Monster is able to use rods.',
4342 name => 'can use rods',
4343 type => 'bool'
4344 }
4345 ],
4346 [
4347 'can_use_scroll',
4348 {
4349 desc => 'Monster is able to read scrolls.',
4350 name => 'can use scrolls',
4351 type => 'bool'
4352 }
4353 ],
4354 [
4355 'can_use_skill',
4356 {
4357 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>.',
4358 name => 'can use skills',
4359 type => 'bool'
4360 }
4361 ]
4362 ]
4363 ],
4364 [
4365 'behave',
4366 [
4367 [
4368 'monster',
4369 {
4370 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.',
4371 name => 'monster behaviour',
4372 type => 'bool'
4373 }
4374 ],
4375 [
4376 'unaggressive',
4377 {
4378 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4379 name => 'unaggressive',
4380 type => 'bool'
4381 }
4382 ],
4383 [
4384 'friendly',
4385 {
4386 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4387 name => 'friendly',
4388 type => 'bool'
4389 }
4390 ],
4391 [
4392 'stand_still',
4393 {
4394 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.',
4395 name => 'stand still',
4396 type => 'bool'
4397 }
4398 ],
4399 [
4400 'sleep',
4401 {
4402 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.',
4403 name => 'asleep',
4404 type => 'bool'
4405 }
4406 ],
4407 [
4408 'will_apply',
4409 {
4410 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4411 name => 'misc. actions',
4412 type => 'bitmask',
4413 value => $BITMASK{will_apply}
4414 }
4415 ],
4416 [
4417 'pick_up',
4418 {
4419 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.',
4420 name => 'pick up',
4421 type => 'bitmask',
4422 value => $BITMASK{pick_up}
4423 }
4424 ],
4425 [
4426 'Wis',
4427 {
4428 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.',
4429 name => 'sensing range',
4430 type => 'int'
4431 }
4432 ],
4433 [
4434 'attack_movement_bits_0_3',
4435 {
4436 desc => 'If this is set to default, the standard mode of movement will be used.',
4437 name => 'attack movement',
4438 type => 'list',
4439 value => $LIST{attack_movement_bits_0_3}
4440 }
4441 ],
4442 [
4443 'attack_movement_bits_4_7',
4444 {
4445 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4446 name => 'normal movement',
4447 type => 'list',
4448 value => $LIST{attack_movement_bits_4_7}
4449 }
4450 ],
4451 [
4452 'run_away',
4453 {
4454 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.',
4455 name => 'run at % health',
4456 type => 'int'
4457 }
4458 ]
4459 ]
4460 ],
4461 [
4462 'resistance',
4463 [
4464 [
4465 'resist_physical',
4466 {
4467 name => 'resist physical %',
4468 type => 'int'
4469 }
4470 ],
4471 [
4472 'resist_magic',
4473 {
4474 name => 'resist magic %',
4475 type => 'int'
4476 }
4477 ],
4478 [
4479 'resist_fire',
4480 {
4481 name => 'resist fire %',
4482 type => 'int'
4483 }
4484 ],
4485 [
4486 'resist_electricity',
4487 {
4488 name => 'resist electricity %',
4489 type => 'int'
4490 }
4491 ],
4492 [
4493 'resist_cold',
4494 {
4495 name => 'resist cold %',
4496 type => 'int'
4497 }
4498 ],
4499 [
4500 'resist_confusion',
4501 {
4502 name => 'resist confusion %',
4503 type => 'int'
4504 }
4505 ],
4506 [
4507 'resist_acid',
4508 {
4509 name => 'resist acid %',
4510 type => 'int'
4511 }
4512 ],
4513 [
4514 'resist_drain',
4515 {
4516 name => 'resist draining %',
4517 type => 'int'
4518 }
4519 ],
4520 [
4521 'resist_weaponmagic',
4522 {
4523 name => 'resist weaponmagic %',
4524 type => 'int'
4525 }
4526 ],
4527 [
4528 'resist_ghosthit',
4529 {
4530 name => 'resist ghosthit %',
4531 type => 'int'
4532 }
4533 ],
4534 [
4535 'resist_poison',
4536 {
4537 name => 'resist poison %',
4538 type => 'int'
4539 }
4540 ],
4541 [
4542 'resist_slow',
4543 {
4544 name => 'resist slow %',
4545 type => 'int'
4546 }
4547 ],
4548 [
4549 'resist_paralyze',
4550 {
4551 name => 'resist paralyze %',
4552 type => 'int'
4553 }
4554 ],
4555 [
4556 'resist_fear',
4557 {
4558 name => 'resist fear %',
4559 type => 'int'
4560 }
4561 ],
4562 [
4563 'resist_deplete',
4564 {
4565 name => 'resist depletion %',
4566 type => 'int'
4567 }
4568 ],
4569 [
4570 'resist_death',
4571 {
4572 name => 'resist death-attack %',
4573 type => 'int'
4574 }
4575 ],
4576 [
4577 'resist_chaos',
4578 {
4579 name => 'resist chaos %',
4580 type => 'int'
4581 }
4582 ],
4583 [
4584 'resist_blind',
4585 {
4586 name => 'resist blinding %',
4587 type => 'int'
4588 }
4589 ],
4590 [
4591 'resist_holyword',
4592 {
4593 name => 'resist holy power %',
4594 type => 'int'
4595 }
4596 ],
4597 [
4598 'resist_godpower',
4599 {
4600 name => 'resist godpower %',
4601 type => 'int'
4602 }
4603 ]
4604 ]
4605 ]
4606 ],
4607 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. :-)'
4608 },
4609 'Monster (Grimreaper)' => {
4610 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4611 ignore => [
4612 'material',
4613 'name_pl',
4614 'nrof',
4615 'value',
4616 'unpaid'
4617 ],
4618 import => [
4619 'Monster & NPC'
4620 ],
4621 name => 'Monster (Grimreaper)',
4622 section => [
4623 [
4624 'grimreaper',
4625 [
4626 [
4627 'value',
4628 {
4629 desc => 'The object vanishes after this number of draining attacks.',
4630 name => 'attacks',
4631 type => 'int'
4632 }
4633 ]
4634 ]
4635 ]
4636 ]
4637 },
4638 'Mood Floor' => {
4639 attr => [
4640 [
4641 'no_pick',
4642 {
4643 type => 'fixed',
4644 value => 1
4645 }
4646 ],
4647 [
4648 'last_sp',
4649 {
4650 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!',
4651 name => 'mood',
4652 type => 'list',
4653 value => $LIST{mood}
4654 }
4655 ],
4656 [
4657 'connected',
4658 {
4659 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!',
4660 name => 'connection',
4661 type => 'int'
4662 }
4663 ],
4664 [
4665 'no_magic',
4666 {
4667 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4668 name => 'no spells',
4669 type => 'bool'
4670 }
4671 ],
4672 [
4673 'damned',
4674 {
4675 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4676 name => 'no prayers',
4677 type => 'bool'
4678 }
4679 ]
4680 ],
4681 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.',
4682 ignore => [
4683 $IGNORE_LIST{system_object}
4684 ],
4685 name => 'Mood Floor',
4686 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.)'
4687 },
4688 Mover => {
4689 attr => [
4690 [
4691 'attacktype',
4692 {
4693 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.',
4694 name => 'forced movement',
4695 type => 'bool'
4696 }
4697 ],
4698 [
4699 'maxsp',
4700 {
4701 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.',
4702 name => 'freeze duration',
4703 type => 'int'
4704 }
4705 ],
4706 [
4707 'speed',
4708 {
4709 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4710 name => 'movement speed',
4711 type => 'float'
4712 }
4713 ],
4714 [
4715 'speed_left',
4716 {
4717 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.',
4718 name => 'speed left',
4719 type => 'float'
4720 }
4721 ],
4722 [
4723 'sp',
4724 {
4725 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.',
4726 name => 'direction',
4727 type => 'list',
4728 value => $LIST{direction}
4729 }
4730 ],
4731 [
4732 'lifesave',
4733 {
4734 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.',
4735 name => 'gets used up',
4736 type => 'bool'
4737 }
4738 ],
4739 [
4740 'hp',
4741 {
4742 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).',
4743 name => 'number of uses',
4744 type => 'int'
4745 }
4746 ]
4747 ],
4748 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.',
4749 ignore => [
4750 $IGNORE_LIST{non_pickable}
4751 ],
4752 name => 'Mover',
4753 section => [
4754 [
4755 'targets',
4756 [
4757 [
4758 'level',
4759 {
4760 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.',
4761 name => 'move players',
4762 type => 'bool'
4763 }
4764 ],
4765 [
4766 'move_on',
4767 {
4768 desc => 'Which movement types activate the mover.',
4769 name => 'movement type',
4770 type => 'movement_type'
4771 }
4772 ]
4773 ]
4774 ]
4775 ],
4776 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).'
4777 },
4778 Pedestal => {
4779 attr => [
4780 [
4781 'no_pick',
4782 {
4783 type => 'fixed',
4784 value => 1
4785 }
4786 ],
4787 [
4788 'slaying',
4789 {
4790 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.',
4791 name => 'match race',
4792 type => 'string'
4793 }
4794 ],
4795 [
4796 'connected',
4797 {
4798 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4799 name => 'connection',
4800 type => 'int'
4801 }
4802 ],
4803 [
4804 'move_on',
4805 {
4806 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4807 name => 'movement type',
4808 type => 'movement_type'
4809 }
4810 ]
4811 ],
4812 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.',
4813 ignore => [
4814 $IGNORE_LIST{non_pickable}
4815 ],
4816 name => 'Pedestal',
4817 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.'
4818 },
4819 Pit => {
4820 attr => [
4821 [
4822 'no_pick',
4823 {
4824 type => 'fixed',
4825 value => 1
4826 }
4827 ],
4828 [
4829 'range',
4830 {
4831 desc => 'The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).',
4832 name => 'spread radius',
4833 type => 'int'
4834 }
4835 ],
4836 [
4837 'connected',
4838 {
4839 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4840 name => 'connection',
4841 type => 'int'
4842 }
4843 ],
4844 [
4845 'activate_on_push',
4846 {
4847 desc => 'Whether the teleporter should only be activated on push.',
4848 name => 'activate on push',
4849 type => 'bool'
4850 }
4851 ],
4852 [
4853 'activate_on_release',
4854 {
4855 desc => 'Whether the teleporter should only be activated on release.',
4856 name => 'activate on release',
4857 type => 'bool'
4858 }
4859 ],
4860 [
4861 'hp',
4862 {
4863 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!',
4864 name => 'destination X',
4865 type => 'int'
4866 }
4867 ],
4868 [
4869 'sp',
4870 {
4871 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!',
4872 name => 'destination Y',
4873 type => 'int'
4874 }
4875 ],
4876 [
4877 'wc',
4878 {
4879 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.',
4880 name => 'position state',
4881 type => 'int'
4882 }
4883 ],
4884 [
4885 'move_on',
4886 {
4887 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4888 name => 'movement type',
4889 type => 'movement_type'
4890 }
4891 ]
4892 ],
4893 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.',
4894 ignore => [
4895 $IGNORE_LIST{non_pickable}
4896 ],
4897 name => 'Pit',
4898 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.'
4899 },
4900 'Poison Food' => {
4901 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.',
4902 name => 'Poison Food'
4903 },
4904 Potion => {
4905 attr => [
4906 [
4907 'level',
4908 {
4909 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.',
4910 name => 'potion level',
4911 type => 'int'
4912 }
4913 ],
4914 [
4915 'sp',
4916 {
4917 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".',
4918 name => 'spell',
4919 type => 'spell'
4920 }
4921 ],
4922 [
4923 'attacktype',
4924 {
4925 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.',
4926 name => 'special effect',
4927 type => 'list',
4928 value => $LIST{potion_effect}
4929 }
4930 ],
4931 [
4932 'cursed',
4933 {
4934 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 >:)',
4935 name => 'cursed',
4936 type => 'bool'
4937 }
4938 ],
4939 [
4940 'startequip',
4941 {
4942 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4943 name => 'godgiven item',
4944 type => 'bool'
4945 }
4946 ]
4947 ],
4948 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4949 name => 'Potion',
4950 section => [
4951 [
4952 'stats',
4953 [
4954 [
4955 'Str',
4956 {
4957 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4958 name => 'strength',
4959 type => 'int'
4960 }
4961 ],
4962 [
4963 'Dex',
4964 {
4965 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4966 name => 'dexterity',
4967 type => 'int'
4968 }
4969 ],
4970 [
4971 'Con',
4972 {
4973 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4974 name => 'constitution',
4975 type => 'int'
4976 }
4977 ],
4978 [
4979 'Int',
4980 {
4981 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.',
4982 name => 'intelligence',
4983 type => 'int'
4984 }
4985 ],
4986 [
4987 'Pow',
4988 {
4989 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.',
4990 name => 'power',
4991 type => 'int'
4992 }
4993 ],
4994 [
4995 'Wis',
4996 {
4997 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.',
4998 name => 'wisdom',
4999 type => 'int'
5000 }
5001 ],
5002 [
5003 'Cha',
5004 {
5005 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.',
5006 name => 'charisma',
5007 type => 'int'
5008 }
5009 ]
5010 ]
5011 ],
5012 [
5013 'resistance',
5014 [
5015 [
5016 'resist_physical',
5017 {
5018 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5019 name => 'resist physical %',
5020 type => 'int'
5021 }
5022 ],
5023 [
5024 'resist_magic',
5025 {
5026 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5027 name => 'resist magic %',
5028 type => 'int'
5029 }
5030 ],
5031 [
5032 'resist_fire',
5033 {
5034 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5035 name => 'resist fire %',
5036 type => 'int'
5037 }
5038 ],
5039 [
5040 'resist_electricity',
5041 {
5042 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5043 name => 'resist electricity %',
5044 type => 'int'
5045 }
5046 ],
5047 [
5048 'resist_cold',
5049 {
5050 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5051 name => 'resist cold %',
5052 type => 'int'
5053 }
5054 ],
5055 [
5056 'resist_acid',
5057 {
5058 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5059 name => 'resist acid %',
5060 type => 'int'
5061 }
5062 ],
5063 [
5064 'resist_confusion',
5065 {
5066 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5067 name => 'resist confusion %',
5068 type => 'int'
5069 }
5070 ],
5071 [
5072 'resist_weaponmagic',
5073 {
5074 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5075 name => 'resist weaponmagic %',
5076 type => 'int'
5077 }
5078 ],
5079 [
5080 'resist_ghosthit',
5081 {
5082 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5083 name => 'resist ghosthit %',
5084 type => 'int'
5085 }
5086 ],
5087 [
5088 'resist_slow',
5089 {
5090 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5091 name => 'resist slow %',
5092 type => 'int'
5093 }
5094 ],
5095 [
5096 'resist_fear',
5097 {
5098 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5099 name => 'resist fear %',
5100 type => 'int'
5101 }
5102 ],
5103 [
5104 'resist_death',
5105 {
5106 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5107 name => 'resist death-attack %',
5108 type => 'int'
5109 }
5110 ],
5111 [
5112 'resist_chaos',
5113 {
5114 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5115 name => 'resist chaos %',
5116 type => 'int'
5117 }
5118 ],
5119 [
5120 'resist_blind',
5121 {
5122 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5123 name => 'resist blinding %',
5124 type => 'int'
5125 }
5126 ],
5127 [
5128 'resist_holyword',
5129 {
5130 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5131 name => 'resist holy power %',
5132 type => 'int'
5133 }
5134 ],
5135 [
5136 'resist_godpower',
5137 {
5138 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5139 name => 'resist godpower %',
5140 type => 'int'
5141 }
5142 ],
5143 [
5144 'resist_paralyze',
5145 {
5146 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5147 name => 'resist paralyze %',
5148 type => 'int'
5149 }
5150 ],
5151 [
5152 'resist_drain',
5153 {
5154 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5155 name => 'resist draining %',
5156 type => 'int'
5157 }
5158 ],
5159 [
5160 'resist_deplete',
5161 {
5162 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5163 name => 'resist depletion %',
5164 type => 'int'
5165 }
5166 ],
5167 [
5168 'resist_poison',
5169 {
5170 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5171 name => 'resist poison %',
5172 type => 'int'
5173 }
5174 ]
5175 ]
5176 ]
5177 ],
5178 use => 'One potion should never give multiple benefits at once.'
5179 },
5180 'Power Crystal' => {
5181 attr => [
5182 [
5183 'sp',
5184 {
5185 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5186 name => 'initial mana',
5187 type => 'int'
5188 }
5189 ],
5190 [
5191 'maxsp',
5192 {
5193 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.',
5194 name => 'mana capacity',
5195 type => 'int'
5196 }
5197 ]
5198 ],
5199 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.',
5200 name => 'Power Crystal'
5201 },
5202 Projectile => {
5203 attr => [
5204 [
5205 'attacktype',
5206 {
5207 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.',
5208 name => 'attacktype',
5209 type => 'bitmask',
5210 value => $BITMASK{attacktype}
5211 }
5212 ],
5213 [
5214 'race',
5215 {
5216 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>.',
5217 name => 'ammunition class',
5218 type => 'string'
5219 }
5220 ],
5221 [
5222 'slaying',
5223 {
5224 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.',
5225 name => 'slaying race',
5226 type => 'string'
5227 }
5228 ],
5229 [
5230 'dam',
5231 {
5232 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5233 name => 'damage',
5234 type => 'int'
5235 }
5236 ],
5237 [
5238 'wc',
5239 {
5240 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.',
5241 name => 'weaponclass',
5242 type => 'int'
5243 }
5244 ],
5245 [
5246 'food',
5247 {
5248 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).',
5249 name => 'chance to break',
5250 type => 'int'
5251 }
5252 ],
5253 [
5254 'magic',
5255 {
5256 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5257 name => 'magic bonus',
5258 type => 'int'
5259 }
5260 ],
5261 [
5262 'unique',
5263 {
5264 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5265 name => 'unique item',
5266 type => 'bool'
5267 }
5268 ],
5269 [
5270 'startequip',
5271 {
5272 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5273 name => 'godgiven item',
5274 type => 'bool'
5275 }
5276 ],
5277 [
5278 'no_drop',
5279 {
5280 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.',
5281 name => 'don\'t drop',
5282 type => 'bool'
5283 }
5284 ],
5285 [
5286 'msg',
5287 {
5288 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5289 end => 'endmsg',
5290 name => 'description',
5291 type => 'text'
5292 }
5293 ]
5294 ],
5295 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.',
5296 name => 'Projectile',
5297 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.'
5298 },
5299 Ring => {
5300 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.',
5301 import => [
5302 'Amulet'
5303 ],
5304 name => 'Ring',
5305 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.'
5306 },
5307 Rod => {
5308 attr => [
5309 [
5310 'sp',
5311 {
5312 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!',
5313 name => 'spell',
5314 type => 'spell'
5315 }
5316 ],
5317 [
5318 'level',
5319 {
5320 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5321 name => 'casting level',
5322 type => 'int'
5323 }
5324 ],
5325 [
5326 'hp',
5327 {
5328 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5329 name => 'initial spellpoints',
5330 type => 'int'
5331 }
5332 ],
5333 [
5334 'maxhp',
5335 {
5336 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.',
5337 name => 'max. spellpoints',
5338 type => 'int'
5339 }
5340 ],
5341 [
5342 'startequip',
5343 {
5344 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5345 name => 'godgiven item',
5346 type => 'bool'
5347 }
5348 ],
5349 [
5350 'msg',
5351 {
5352 desc => 'This text may contain a description of the rod.',
5353 end => 'endmsg',
5354 name => 'description',
5355 type => 'text'
5356 }
5357 ]
5358 ],
5359 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.',
5360 ignore => [
5361 'title'
5362 ],
5363 name => 'Rod',
5364 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>'
5365 },
5366 Rune => {
5367 attr => [
5368 [
5369 'no_pick',
5370 {
5371 type => 'fixed',
5372 value => 1
5373 }
5374 ],
5375 [
5376 'move_on',
5377 {
5378 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5379 name => 'movement type',
5380 type => 'movement_type'
5381 }
5382 ],
5383 [
5384 'level',
5385 {
5386 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.',
5387 name => 'rune level',
5388 type => 'int'
5389 }
5390 ],
5391 [
5392 'Cha',
5393 {
5394 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.',
5395 name => 'visibility',
5396 type => 'int'
5397 }
5398 ],
5399 [
5400 'hp',
5401 {
5402 desc => 'The rune will detonate <number of charges> times before disappearing.',
5403 name => 'number of charges',
5404 type => 'int'
5405 }
5406 ],
5407 [
5408 'dam',
5409 {
5410 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.',
5411 name => 'direct damage',
5412 type => 'int'
5413 }
5414 ],
5415 [
5416 'attacktype',
5417 {
5418 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.',
5419 name => 'attacktype',
5420 type => 'bitmask',
5421 value => $BITMASK{attacktype}
5422 }
5423 ],
5424 [
5425 'msg',
5426 {
5427 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5428 end => 'endmsg',
5429 name => 'detonation text',
5430 type => 'text'
5431 }
5432 ]
5433 ],
5434 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.',
5435 ignore => [
5436 'no_pick',
5437 'title',
5438 'name_pl',
5439 'weight',
5440 'value',
5441 'material',
5442 'unpaid'
5443 ],
5444 name => 'Rune',
5445 section => [
5446 [
5447 'spellcraft',
5448 [
5449 [
5450 'sp',
5451 {
5452 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5453 name => 'spell',
5454 type => 'spell'
5455 }
5456 ],
5457 [
5458 'slaying',
5459 {
5460 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5461 name => 'spell name',
5462 type => 'string'
5463 }
5464 ],
5465 [
5466 'other_arch',
5467 {
5468 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.',
5469 name => 'spell arch',
5470 type => 'string'
5471 }
5472 ],
5473 [
5474 'maxsp',
5475 {
5476 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.',
5477 name => 'direction',
5478 type => 'list',
5479 value => $LIST{direction}
5480 }
5481 ],
5482 [
5483 'race',
5484 {
5485 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.',
5486 name => 'summon monster',
5487 type => 'string'
5488 }
5489 ],
5490 [
5491 'maxhp',
5492 {
5493 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5494 name => 'summon amount',
5495 type => 'int'
5496 }
5497 ]
5498 ]
5499 ]
5500 ],
5501 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5502 },
5503 'Safe ground' => {
5504 attr => [
5505 [
5506 'move_block',
5507 {
5508 desc => 'Objects using these movement types cannot move over this space.',
5509 name => 'blocked movement',
5510 type => 'movement_type'
5511 }
5512 ],
5513 [
5514 'move_allow',
5515 {
5516 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5517 name => 'allowed movement',
5518 type => 'movement_type'
5519 }
5520 ],
5521 [
5522 'move_slow',
5523 {
5524 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5525 name => 'slowed movement',
5526 type => 'movement_type'
5527 }
5528 ],
5529 [
5530 'move_slow_penalty',
5531 {
5532 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)',
5533 name => 'slow movement penalty',
5534 type => 'int'
5535 }
5536 ],
5537 [
5538 'no_pick',
5539 {
5540 type => 'fixed',
5541 value => 1
5542 }
5543 ]
5544 ],
5545 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.',
5546 ignore => [
5547 $IGNORE_LIST{non_pickable}
5548 ],
5549 name => 'Safe ground',
5550 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.'
5551 },
5552 Savebed => {
5553 attr => [
5554 [
5555 'no_pick',
5556 {
5557 type => 'fixed',
5558 value => 1
5559 }
5560 ],
5561 [
5562 'no_magic',
5563 {
5564 type => 'fixed',
5565 value => 1
5566 }
5567 ],
5568 [
5569 'damned',
5570 {
5571 type => 'fixed',
5572 value => 1
5573 }
5574 ]
5575 ],
5576 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.',
5577 ignore => [
5578 $IGNORE_LIST{non_pickable}
5579 ],
5580 name => 'Savebed',
5581 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>'
5582 },
5583 Scroll => {
5584 attr => [
5585 [
5586 'level',
5587 {
5588 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5589 name => 'casting level',
5590 type => 'int'
5591 }
5592 ],
5593 [
5594 'sp',
5595 {
5596 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5597 name => 'spell',
5598 type => 'spell'
5599 }
5600 ],
5601 [
5602 'startequip',
5603 {
5604 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5605 name => 'godgiven item',
5606 type => 'bool'
5607 }
5608 ]
5609 ],
5610 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.',
5611 ignore => [
5612 'title'
5613 ],
5614 name => 'Scroll',
5615 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5616 },
5617 Shield => {
5618 attr => [
5619 [
5620 'magic',
5621 {
5622 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.',
5623 name => 'magic bonus',
5624 type => 'int'
5625 }
5626 ]
5627 ],
5628 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.',
5629 import => [
5630 'Amulet'
5631 ],
5632 name => 'Shield',
5633 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5634 },
5635 'Shooting Weapon' => {
5636 attr => [
5637 [
5638 'race',
5639 {
5640 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.',
5641 name => 'ammunition class',
5642 type => 'string'
5643 }
5644 ],
5645 [
5646 'sp',
5647 {
5648 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).',
5649 name => 'shooting speed',
5650 type => 'int'
5651 }
5652 ],
5653 [
5654 'dam',
5655 {
5656 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.',
5657 name => 'base damage',
5658 type => 'int'
5659 }
5660 ],
5661 [
5662 'wc',
5663 {
5664 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.',
5665 name => 'weaponclass',
5666 type => 'int'
5667 }
5668 ],
5669 [
5670 'item_power',
5671 {
5672 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>.',
5673 name => 'item power',
5674 type => 'int'
5675 }
5676 ],
5677 [
5678 'no_strength',
5679 {
5680 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.',
5681 name => 'ignore strength',
5682 type => 'bool'
5683 }
5684 ],
5685 [
5686 'damned',
5687 {
5688 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5689 name => 'damnation',
5690 type => 'bool'
5691 }
5692 ],
5693 [
5694 'cursed',
5695 {
5696 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5697 name => 'curse',
5698 type => 'bool'
5699 }
5700 ],
5701 [
5702 'unique',
5703 {
5704 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5705 name => 'unique item',
5706 type => 'bool'
5707 }
5708 ],
5709 [
5710 'startequip',
5711 {
5712 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5713 name => 'godgiven item',
5714 type => 'bool'
5715 }
5716 ],
5717 [
5718 'msg',
5719 {
5720 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5721 end => 'endmsg',
5722 name => 'description',
5723 type => 'text'
5724 }
5725 ]
5726 ],
5727 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.',
5728 name => 'Shooting Weapon',
5729 section => [
5730 [
5731 'stats',
5732 [
5733 [
5734 'Str',
5735 {
5736 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5737 name => 'strength',
5738 type => 'int'
5739 }
5740 ],
5741 [
5742 'Dex',
5743 {
5744 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5745 name => 'dexterity',
5746 type => 'int'
5747 }
5748 ],
5749 [
5750 'Con',
5751 {
5752 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5753 name => 'constitution',
5754 type => 'int'
5755 }
5756 ],
5757 [
5758 'Int',
5759 {
5760 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5761 name => 'intelligence',
5762 type => 'int'
5763 }
5764 ],
5765 [
5766 'Pow',
5767 {
5768 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5769 name => 'power',
5770 type => 'int'
5771 }
5772 ],
5773 [
5774 'Wis',
5775 {
5776 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5777 name => 'wisdom',
5778 type => 'int'
5779 }
5780 ],
5781 [
5782 'Cha',
5783 {
5784 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5785 name => 'charisma',
5786 type => 'int'
5787 }
5788 ]
5789 ]
5790 ],
5791 [
5792 'bonus',
5793 [
5794 [
5795 'luck',
5796 {
5797 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.',
5798 name => 'luck bonus',
5799 type => 'int'
5800 }
5801 ],
5802 [
5803 'magic',
5804 {
5805 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.',
5806 name => 'magic bonus',
5807 type => 'int'
5808 }
5809 ]
5810 ]
5811 ]
5812 ],
5813 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.'
5814 },
5815 'Shop Floor' => {
5816 attr => [
5817 [
5818 'is_floor',
5819 {
5820 type => 'fixed',
5821 value => 1
5822 }
5823 ],
5824 [
5825 'no_pick',
5826 {
5827 type => 'fixed',
5828 value => 1
5829 }
5830 ],
5831 [
5832 'no_magic',
5833 {
5834 type => 'fixed',
5835 value => 1
5836 }
5837 ],
5838 [
5839 'auto_apply',
5840 {
5841 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.',
5842 name => 'generate goods',
5843 type => 'bool'
5844 }
5845 ],
5846 [
5847 'randomitems',
5848 {
5849 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.',
5850 name => 'treasurelist',
5851 type => 'treasurelist'
5852 }
5853 ],
5854 [
5855 'exp',
5856 {
5857 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.',
5858 name => 'quality level',
5859 type => 'int'
5860 }
5861 ],
5862 [
5863 'damned',
5864 {
5865 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.)',
5866 name => 'no prayers',
5867 type => 'bool'
5868 }
5869 ]
5870 ],
5871 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).',
5872 ignore => [
5873 $IGNORE_LIST{non_pickable}
5874 ],
5875 name => 'Shop Floor',
5876 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.'
5877 },
5878 'Shop Inventory' => {
5879 attr => [
5880 [
5881 'shop_coords',
5882 {
5883 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.',
5884 name => 'shop rectangle',
5885 type => 'string'
5886 }
5887 ]
5888 ],
5889 desc => 'The purpose of a sign is to display the contents of a shop.',
5890 ignore => [
5891 $IGNORE_LIST{non_pickable}
5892 ],
5893 name => 'Shop Inventory',
5894 use => 'Use these signs to present the player a list of the items in the shop'
5895 },
5896 'Shop Mat' => {
5897 attr => [
5898 [
5899 'no_pick',
5900 {
5901 type => 'fixed',
5902 value => 1
5903 }
5904 ],
5905 [
5906 'move_on',
5907 {
5908 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5909 name => 'movement type',
5910 type => 'movement_type'
5911 }
5912 ]
5913 ],
5914 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).',
5915 ignore => [
5916 $IGNORE_LIST{non_pickable}
5917 ],
5918 name => 'Shop Mat',
5919 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5920 },
5921 'Sign & MagicMouth' => {
5922 attr => [
5923 [
5924 'connected',
5925 {
5926 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.',
5927 name => 'connection',
5928 type => 'int'
5929 }
5930 ],
5931 [
5932 'activate_on_push',
5933 {
5934 desc => 'Whether the teleporter should only be activated on push.',
5935 name => 'activate on push',
5936 type => 'bool'
5937 }
5938 ],
5939 [
5940 'activate_on_release',
5941 {
5942 desc => 'Whether the teleporter should only be activated on release.',
5943 name => 'activate on release',
5944 type => 'bool'
5945 }
5946 ],
5947 [
5948 'move_on',
5949 {
5950 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5951 name => 'movement type',
5952 type => 'movement_type'
5953 }
5954 ],
5955 [
5956 'food',
5957 {
5958 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).',
5959 name => 'counter',
5960 type => 'int'
5961 }
5962 ],
5963 [
5964 'msg',
5965 {
5966 desc => 'This text will be displayed to the player.',
5967 end => 'endmsg',
5968 name => 'message',
5969 type => 'text'
5970 }
5971 ]
5972 ],
5973 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).',
5974 ignore => [
5975 $IGNORE_LIST{non_pickable}
5976 ],
5977 name => 'Sign & MagicMouth',
5978 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.'
5979 },
5980 Skill => {
5981 attr => [
5982 [
5983 'invisible',
5984 {
5985 type => 'fixed',
5986 value => 1
5987 }
5988 ],
5989 [
5990 'no_drop',
5991 {
5992 type => 'fixed',
5993 value => 1
5994 }
5995 ],
5996 [
5997 'skill',
5998 {
5999 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.',
6000 name => 'skill name',
6001 type => 'string'
6002 }
6003 ],
6004 [
6005 'expmul',
6006 {
6007 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.',
6008 name => 'exp multiplier',
6009 type => 'float'
6010 }
6011 ],
6012 [
6013 'subtype',
6014 {
6015 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.',
6016 name => 'skill type',
6017 type => 'list',
6018 value => $LIST{skill_type}
6019 }
6020 ],
6021 [
6022 'level',
6023 {
6024 name => 'level',
6025 type => 'int'
6026 }
6027 ],
6028 [
6029 'exp',
6030 {
6031 name => 'experience',
6032 type => 'int'
6033 }
6034 ],
6035 [
6036 'can_use_skill',
6037 {
6038 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.',
6039 name => 'is native skill',
6040 type => 'bool'
6041 }
6042 ]
6043 ],
6044 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.',
6045 ignore => [
6046 $IGNORE_LIST{system_object}
6047 ],
6048 name => 'Skill',
6049 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>'
6050 },
6051 'Skill Scroll' => {
6052 attr => [
6053 [
6054 'race',
6055 {
6056 type => 'fixed',
6057 value => 'scrolls'
6058 }
6059 ],
6060 [
6061 'skill',
6062 {
6063 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6064 name => 'skill name',
6065 type => 'string'
6066 }
6067 ]
6068 ],
6069 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6070 name => 'Skill Scroll',
6071 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.'
6072 },
6073 'Skill Tool' => {
6074 attr => [
6075 [
6076 'skill',
6077 {
6078 desc => 'This field describes which skill the player will be able to use wearing this item.',
6079 name => 'skill name',
6080 type => 'string'
6081 }
6082 ]
6083 ],
6084 desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6085 name => 'Skill Tool',
6086 section => [
6087 [
6088 'stats',
6089 [
6090 [
6091 'Str',
6092 {
6093 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6094 name => 'strength',
6095 type => 'int'
6096 }
6097 ],
6098 [
6099 'Dex',
6100 {
6101 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6102 name => 'dexterity',
6103 type => 'int'
6104 }
6105 ],
6106 [
6107 'Con',
6108 {
6109 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6110 name => 'constitution',
6111 type => 'int'
6112 }
6113 ],
6114 [
6115 'Int',
6116 {
6117 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.',
6118 name => 'intelligence',
6119 type => 'int'
6120 }
6121 ],
6122 [
6123 'Pow',
6124 {
6125 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.',
6126 name => 'power',
6127 type => 'int'
6128 }
6129 ],
6130 [
6131 'Wis',
6132 {
6133 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.',
6134 name => 'wisdom',
6135 type => 'int'
6136 }
6137 ],
6138 [
6139 'Cha',
6140 {
6141 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.',
6142 name => 'charisma',
6143 type => 'int'
6144 }
6145 ]
6146 ]
6147 ],
6148 [
6149 'resistance',
6150 [
6151 [
6152 'resist_physical',
6153 {
6154 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6155 name => 'resist physical %',
6156 type => 'int'
6157 }
6158 ],
6159 [
6160 'resist_magic',
6161 {
6162 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6163 name => 'resist magic %',
6164 type => 'int'
6165 }
6166 ],
6167 [
6168 'resist_fire',
6169 {
6170 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6171 name => 'resist fire %',
6172 type => 'int'
6173 }
6174 ],
6175 [
6176 'resist_electricity',
6177 {
6178 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6179 name => 'resist electricity %',
6180 type => 'int'
6181 }
6182 ],
6183 [
6184 'resist_cold',
6185 {
6186 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6187 name => 'resist cold %',
6188 type => 'int'
6189 }
6190 ],
6191 [
6192 'resist_acid',
6193 {
6194 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6195 name => 'resist acid %',
6196 type => 'int'
6197 }
6198 ],
6199 [
6200 'resist_confusion',
6201 {
6202 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6203 name => 'resist confusion %',
6204 type => 'int'
6205 }
6206 ],
6207 [
6208 'resist_weaponmagic',
6209 {
6210 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6211 name => 'resist weaponmagic %',
6212 type => 'int'
6213 }
6214 ],
6215 [
6216 'resist_ghosthit',
6217 {
6218 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6219 name => 'resist ghosthit %',
6220 type => 'int'
6221 }
6222 ],
6223 [
6224 'resist_slow',
6225 {
6226 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6227 name => 'resist slow %',
6228 type => 'int'
6229 }
6230 ],
6231 [
6232 'resist_fear',
6233 {
6234 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6235 name => 'resist fear %',
6236 type => 'int'
6237 }
6238 ],
6239 [
6240 'resist_death',
6241 {
6242 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6243 name => 'resist death-attack %',
6244 type => 'int'
6245 }
6246 ],
6247 [
6248 'resist_chaos',
6249 {
6250 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6251 name => 'resist chaos %',
6252 type => 'int'
6253 }
6254 ],
6255 [
6256 'resist_blind',
6257 {
6258 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6259 name => 'resist blinding %',
6260 type => 'int'
6261 }
6262 ],
6263 [
6264 'resist_holyword',
6265 {
6266 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6267 name => 'resist holy power %',
6268 type => 'int'
6269 }
6270 ],
6271 [
6272 'resist_godpower',
6273 {
6274 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6275 name => 'resist godpower %',
6276 type => 'int'
6277 }
6278 ],
6279 [
6280 'resist_paralyze',
6281 {
6282 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6283 name => 'resist paralyze %',
6284 type => 'int'
6285 }
6286 ],
6287 [
6288 'resist_drain',
6289 {
6290 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6291 name => 'resist draining %',
6292 type => 'int'
6293 }
6294 ],
6295 [
6296 'resist_deplete',
6297 {
6298 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6299 name => 'resist depletion %',
6300 type => 'int'
6301 }
6302 ],
6303 [
6304 'resist_poison',
6305 {
6306 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6307 name => 'resist poison %',
6308 type => 'int'
6309 }
6310 ]
6311 ]
6312 ]
6313 ],
6314 use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6315 },
6316 'Special Key' => {
6317 attr => [
6318 [
6319 'slaying',
6320 {
6321 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.',
6322 name => 'key string',
6323 type => 'string'
6324 }
6325 ],
6326 [
6327 'material',
6328 {
6329 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6330 name => 'material',
6331 type => 'bitmask',
6332 value => $BITMASK{material}
6333 }
6334 ],
6335 [
6336 'unique',
6337 {
6338 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.',
6339 name => 'unique item',
6340 type => 'bool'
6341 }
6342 ],
6343 [
6344 'startequip',
6345 {
6346 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6347 name => 'godgiven item',
6348 type => 'bool'
6349 }
6350 ],
6351 [
6352 'msg',
6353 {
6354 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.',
6355 end => 'endmsg',
6356 name => 'description',
6357 type => 'text'
6358 }
6359 ]
6360 ],
6361 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.',
6362 ignore => [
6363 'material'
6364 ],
6365 name => 'Special Key',
6366 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".'
6367 },
6368 Spell => {
6369 attr => [
6370 [
6371 'no_drop',
6372 {
6373 type => 'fixed',
6374 value => 1
6375 }
6376 ],
6377 [
6378 'invisible',
6379 {
6380 type => 'fixed',
6381 value => 1
6382 }
6383 ],
6384 [
6385 'skill',
6386 {
6387 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.',
6388 name => 'skill name',
6389 type => 'string'
6390 }
6391 ],
6392 [
6393 'subtype',
6394 {
6395 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6396 name => 'spell type',
6397 type => 'list',
6398 value => $LIST{spell_type}
6399 }
6400 ],
6401 [
6402 'level',
6403 {
6404 name => 'spell level',
6405 type => 'int'
6406 }
6407 ],
6408 [
6409 'casting_time',
6410 {
6411 name => 'casting time',
6412 type => 'int'
6413 }
6414 ],
6415 [
6416 'duration',
6417 {
6418 name => 'duration',
6419 type => 'int'
6420 }
6421 ],
6422 [
6423 'other_arch',
6424 {
6425 name => 'create object',
6426 type => 'string'
6427 }
6428 ],
6429 [
6430 'sp',
6431 {
6432 name => 'cost spellpoints',
6433 type => 'int'
6434 }
6435 ],
6436 [
6437 'grace',
6438 {
6439 name => 'cost grace',
6440 type => 'int'
6441 }
6442 ],
6443 [
6444 'maxsp',
6445 {
6446 name => 'double cost per level',
6447 type => 'int'
6448 }
6449 ]
6450 ],
6451 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.',
6452 ignore => [
6453 $IGNORE_LIST{system_object}
6454 ],
6455 name => 'Spell',
6456 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.'
6457 },
6458 Spellbook => {
6459 attr => [
6460 [
6461 'skill',
6462 {
6463 type => 'fixed',
6464 value => 'literacy'
6465 }
6466 ],
6467 [
6468 'randomitems',
6469 {
6470 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.',
6471 name => 'treasurelist',
6472 type => 'treasurelist'
6473 }
6474 ],
6475 [
6476 'startequip',
6477 {
6478 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6479 name => 'godgiven item',
6480 type => 'bool'
6481 }
6482 ],
6483 [
6484 'msg',
6485 {
6486 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6487 end => 'endmsg',
6488 name => 'description',
6489 type => 'text'
6490 }
6491 ]
6492 ],
6493 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.',
6494 name => 'Spellbook',
6495 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.'
6496 },
6497 Spinner => {
6498 attr => [
6499 [
6500 'sp',
6501 {
6502 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.',
6503 name => 'direction number',
6504 type => 'int'
6505 }
6506 ],
6507 [
6508 'move_on',
6509 {
6510 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6511 name => 'movement type',
6512 type => 'movement_type'
6513 }
6514 ]
6515 ],
6516 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.',
6517 ignore => [
6518 $IGNORE_LIST{non_pickable}
6519 ],
6520 name => 'Spinner',
6521 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.'
6522 },
6523 Swamp => {
6524 attr => [
6525 [
6526 'is_floor',
6527 {
6528 type => 'fixed',
6529 value => 1
6530 }
6531 ],
6532 [
6533 'is_wooded',
6534 {
6535 type => 'fixed',
6536 value => 1
6537 }
6538 ],
6539 [
6540 'speed',
6541 {
6542 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.',
6543 name => 'drowning speed',
6544 type => 'float'
6545 }
6546 ],
6547 [
6548 'speed_left',
6549 {
6550 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.',
6551 name => 'speed left',
6552 type => 'float'
6553 }
6554 ],
6555 [
6556 'move_on',
6557 {
6558 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6559 name => 'movement type',
6560 type => 'movement_type'
6561 }
6562 ],
6563 [
6564 'move_block',
6565 {
6566 desc => 'Objects using these movement types cannot move over this space.',
6567 name => 'blocked movement',
6568 type => 'movement_type'
6569 }
6570 ],
6571 [
6572 'move_allow',
6573 {
6574 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6575 name => 'allowed movement',
6576 type => 'movement_type'
6577 }
6578 ],
6579 [
6580 'move_slow',
6581 {
6582 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6583 name => 'slowed movement',
6584 type => 'movement_type'
6585 }
6586 ],
6587 [
6588 'move_slow_penalty',
6589 {
6590 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)',
6591 name => 'slow movement penalty',
6592 type => 'int'
6593 }
6594 ],
6595 [
6596 'no_magic',
6597 {
6598 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6599 name => 'no spells',
6600 type => 'bool'
6601 }
6602 ],
6603 [
6604 'damned',
6605 {
6606 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6607 name => 'no prayers',
6608 type => 'bool'
6609 }
6610 ]
6611 ],
6612 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.',
6613 ignore => [
6614 $IGNORE_LIST{non_pickable}
6615 ],
6616 name => 'Swamp'
6617 },
6618 Teleporter => {
6619 attr => [
6620 [
6621 'slaying',
6622 {
6623 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.',
6624 name => 'exit path',
6625 type => 'string'
6626 }
6627 ],
6628 [
6629 'hp',
6630 {
6631 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.',
6632 name => 'destination X',
6633 type => 'int'
6634 }
6635 ],
6636 [
6637 'sp',
6638 {
6639 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.',
6640 name => 'destination Y',
6641 type => 'int'
6642 }
6643 ],
6644 [
6645 'connected',
6646 {
6647 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.',
6648 name => 'connection',
6649 type => 'int'
6650 }
6651 ],
6652 [
6653 'activate_on_push',
6654 {
6655 desc => 'Whether the teleporter should only be activated on push.',
6656 name => 'activate on push',
6657 type => 'bool'
6658 }
6659 ],
6660 [
6661 'activate_on_release',
6662 {
6663 desc => 'Whether the teleporter should only be activated on release.',
6664 name => 'activate on release',
6665 type => 'bool'
6666 }
6667 ],
6668 [
6669 'speed',
6670 {
6671 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!',
6672 name => 'activation speed',
6673 type => 'float'
6674 }
6675 ],
6676 [
6677 'speed_left',
6678 {
6679 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.',
6680 name => 'speed left',
6681 type => 'float'
6682 }
6683 ]
6684 ],
6685 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.',
6686 ignore => [
6687 $IGNORE_LIST{non_pickable}
6688 ],
6689 name => 'Teleporter',
6690 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.'
6691 },
6692 'Timed Gate' => {
6693 attr => [
6694 [
6695 'no_pick',
6696 {
6697 type => 'fixed',
6698 value => 1
6699 }
6700 ],
6701 [
6702 'connected',
6703 {
6704 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.',
6705 name => 'connection',
6706 type => 'int'
6707 }
6708 ],
6709 [
6710 'activate_on_push',
6711 {
6712 desc => 'Whether the teleporter should only be activated on push.',
6713 name => 'activate on push',
6714 type => 'bool'
6715 }
6716 ],
6717 [
6718 'activate_on_release',
6719 {
6720 desc => 'Whether the teleporter should only be activated on release.',
6721 name => 'activate on release',
6722 type => 'bool'
6723 }
6724 ],
6725 [
6726 'wc',
6727 {
6728 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.',
6729 name => 'position state',
6730 type => 'int'
6731 }
6732 ],
6733 [
6734 'move_block',
6735 {
6736 desc => 'Objects using these movement types cannot move over this space.',
6737 name => 'blocked movement',
6738 type => 'movement_type'
6739 }
6740 ],
6741 [
6742 'move_allow',
6743 {
6744 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6745 name => 'allowed movement',
6746 type => 'movement_type'
6747 }
6748 ],
6749 [
6750 'move_slow',
6751 {
6752 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6753 name => 'slowed movement',
6754 type => 'movement_type'
6755 }
6756 ],
6757 [
6758 'move_slow_penalty',
6759 {
6760 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)',
6761 name => 'slow movement penalty',
6762 type => 'int'
6763 }
6764 ],
6765 [
6766 'no_magic',
6767 {
6768 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6769 name => 'restrict spells',
6770 type => 'bool'
6771 }
6772 ],
6773 [
6774 'damned',
6775 {
6776 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6777 name => 'restrict prayers',
6778 type => 'bool'
6779 }
6780 ],
6781 [
6782 'hp',
6783 {
6784 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6785 name => 'open duration',
6786 type => 'int'
6787 }
6788 ]
6789 ],
6790 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.',
6791 ignore => [
6792 $IGNORE_LIST{non_pickable}
6793 ],
6794 name => 'Timed Gate',
6795 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".'
6796 },
6797 Trap => {
6798 attr => [
6799 [
6800 'no_pick',
6801 {
6802 type => 'fixed',
6803 value => 1
6804 }
6805 ],
6806 [
6807 'move_on',
6808 {
6809 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6810 name => 'movement type',
6811 type => 'movement_type'
6812 }
6813 ],
6814 [
6815 'level',
6816 {
6817 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.',
6818 name => 'trap level',
6819 type => 'int'
6820 }
6821 ],
6822 [
6823 'Cha',
6824 {
6825 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.',
6826 name => 'visibility',
6827 type => 'int'
6828 }
6829 ],
6830 [
6831 'hp',
6832 {
6833 desc => 'The trap will detonate <number of charges> times before disappearing.',
6834 name => 'number of charges',
6835 type => 'int'
6836 }
6837 ],
6838 [
6839 'dam',
6840 {
6841 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6842 name => 'direct damage',
6843 type => 'int'
6844 }
6845 ],
6846 [
6847 'attacktype',
6848 {
6849 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6850 name => 'attacktype',
6851 type => 'bitmask',
6852 value => $BITMASK{attacktype}
6853 }
6854 ],
6855 [
6856 'connected',
6857 {
6858 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6859 name => 'connection',
6860 type => 'int'
6861 }
6862 ],
6863 [
6864 'msg',
6865 {
6866 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6867 end => 'endmsg',
6868 name => 'detonation text',
6869 type => 'text'
6870 }
6871 ]
6872 ],
6873 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.',
6874 ignore => [
6875 'no_pick',
6876 'title',
6877 'name_pl',
6878 'weight',
6879 'value',
6880 'material',
6881 'unpaid'
6882 ],
6883 name => 'Trap',
6884 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.'
6885 },
6886 Trapdoor => {
6887 attr => [
6888 [
6889 'no_pick',
6890 {
6891 type => 'fixed',
6892 value => 1
6893 }
6894 ],
6895 [
6896 'move_on',
6897 {
6898 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6899 name => 'movement type',
6900 type => 'movement_type'
6901 }
6902 ],
6903 [
6904 'weight',
6905 {
6906 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.',
6907 name => 'hold weight',
6908 type => 'int'
6909 }
6910 ],
6911 [
6912 'hp',
6913 {
6914 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!',
6915 name => 'destination X',
6916 type => 'int'
6917 }
6918 ],
6919 [
6920 'sp',
6921 {
6922 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!',
6923 name => 'destination Y',
6924 type => 'int'
6925 }
6926 ]
6927 ],
6928 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.',
6929 ignore => [
6930 $IGNORE_LIST{non_pickable}
6931 ],
6932 name => 'Trapdoor',
6933 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.'
6934 },
6935 Treasure => {
6936 attr => [
6937 [
6938 'randomitems',
6939 {
6940 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6941 name => 'treasurelist',
6942 type => 'treasurelist'
6943 }
6944 ],
6945 [
6946 'auto_apply',
6947 {
6948 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.',
6949 name => 'auto-generate',
6950 type => 'bool'
6951 }
6952 ],
6953 [
6954 'hp',
6955 {
6956 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.',
6957 name => 'create number',
6958 type => 'int'
6959 }
6960 ],
6961 [
6962 'exp',
6963 {
6964 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).',
6965 name => 'quality level',
6966 type => 'int'
6967 }
6968 ]
6969 ],
6970 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6971 ignore => [
6972 'nrof',
6973 'title',
6974 'name_pl',
6975 'weight',
6976 'value',
6977 'material'
6978 ],
6979 name => 'Treasure',
6980 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.'
6981 },
6982 'Trigger Marker' => {
6983 attr => [
6984 [
6985 'no_pick',
6986 {
6987 type => 'fixed',
6988 value => 1
6989 }
6990 ],
6991 [
6992 'slaying',
6993 {
6994 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.',
6995 name => 'key string',
6996 type => 'string'
6997 }
6998 ],
6999 [
7000 'connected',
7001 {
7002 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
7003 name => 'connection',
7004 type => 'int'
7005 }
7006 ],
7007 [
7008 'food',
7009 {
7010 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.',
7011 name => 'mark duration',
7012 type => 'int'
7013 }
7014 ],
7015 [
7016 'name',
7017 {
7018 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.',
7019 name => 'delete mark',
7020 type => 'string'
7021 }
7022 ],
7023 [
7024 'msg',
7025 {
7026 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.',
7027 end => 'endmsg',
7028 name => 'marking message',
7029 type => 'text'
7030 }
7031 ]
7032 ],
7033 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.',
7034 ignore => [
7035 $IGNORE_LIST{system_object}
7036 ],
7037 name => 'Trigger Marker',
7038 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.'
7039 },
7040 Wall => {
7041 attr => [
7042 [
7043 'move_block',
7044 {
7045 desc => 'Objects using these movement types cannot move over this space.',
7046 name => 'blocked movement',
7047 type => 'movement_type'
7048 }
7049 ],
7050 [
7051 'move_allow',
7052 {
7053 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7054 name => 'allowed movement',
7055 type => 'movement_type'
7056 }
7057 ],
7058 [
7059 'move_slow',
7060 {
7061 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7062 name => 'slowed movement',
7063 type => 'movement_type'
7064 }
7065 ],
7066 [
7067 'move_slow_penalty',
7068 {
7069 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)',
7070 name => 'slow movement penalty',
7071 type => 'int'
7072 }
7073 ],
7074 [
7075 'can_roll',
7076 {
7077 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7078 name => 'moveable',
7079 type => 'bool'
7080 }
7081 ],
7082 [
7083 'no_magic',
7084 {
7085 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7086 name => 'restrict spells',
7087 type => 'bool'
7088 }
7089 ],
7090 [
7091 'damned',
7092 {
7093 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7094 name => 'restrict prayers',
7095 type => 'bool'
7096 }
7097 ]
7098 ],
7099 desc => 'Walls usually block passage and sight.',
7100 ignore => [
7101 'nrof',
7102 'title',
7103 'name_pl',
7104 'value',
7105 'unpaid'
7106 ],
7107 name => 'Wall'
7108 },
7109 'Wand & Staff' => {
7110 attr => [
7111 [
7112 'sp',
7113 {
7114 desc => 'The <spell> specifies the contained spell.',
7115 name => 'spell',
7116 type => 'spell'
7117 }
7118 ],
7119 [
7120 'level',
7121 {
7122 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7123 name => 'casting level',
7124 type => 'int'
7125 }
7126 ],
7127 [
7128 'food',
7129 {
7130 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7131 name => 'number of charges',
7132 type => 'int'
7133 }
7134 ],
7135 [
7136 'startequip',
7137 {
7138 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7139 name => 'godgiven item',
7140 type => 'bool'
7141 }
7142 ],
7143 [
7144 'msg',
7145 {
7146 desc => 'This text may contain a description of the wand.',
7147 end => 'endmsg',
7148 name => 'description',
7149 type => 'text'
7150 }
7151 ]
7152 ],
7153 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.',
7154 name => 'Wand & Staff',
7155 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.'
7156 },
7157 'Weak Wall' => {
7158 attr => [
7159 [
7160 'alive',
7161 {
7162 type => 'fixed',
7163 value => 1
7164 }
7165 ],
7166 [
7167 'no_pick',
7168 {
7169 type => 'fixed',
7170 value => 1
7171 }
7172 ],
7173 [
7174 'tear_down',
7175 {
7176 type => 'fixed',
7177 value => 1
7178 }
7179 ],
7180 [
7181 'race',
7182 {
7183 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.',
7184 name => 'race',
7185 type => 'string'
7186 }
7187 ],
7188 [
7189 'level',
7190 {
7191 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.',
7192 name => 'level',
7193 type => 'int'
7194 }
7195 ],
7196 [
7197 'hp',
7198 {
7199 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.',
7200 name => 'health points',
7201 type => 'int'
7202 }
7203 ],
7204 [
7205 'maxhp',
7206 {
7207 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.',
7208 name => 'max health',
7209 type => 'int'
7210 }
7211 ],
7212 [
7213 'ac',
7214 {
7215 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7216 name => 'armour class',
7217 type => 'int'
7218 }
7219 ]
7220 ],
7221 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.',
7222 ignore => [
7223 $IGNORE_LIST{non_pickable}
7224 ],
7225 name => 'Weak Wall',
7226 section => [
7227 [
7228 'resistance',
7229 [
7230 [
7231 'resist_physical',
7232 {
7233 name => 'resist physical %',
7234 type => 'int'
7235 }
7236 ],
7237 [
7238 'resist_magic',
7239 {
7240 name => 'resist magic %',
7241 type => 'int'
7242 }
7243 ],
7244 [
7245 'resist_fire',
7246 {
7247 name => 'resist fire %',
7248 type => 'int'
7249 }
7250 ],
7251 [
7252 'resist_electricity',
7253 {
7254 name => 'resist electricity %',
7255 type => 'int'
7256 }
7257 ],
7258 [
7259 'resist_cold',
7260 {
7261 name => 'resist cold %',
7262 type => 'int'
7263 }
7264 ],
7265 [
7266 'resist_confusion',
7267 {
7268 name => 'resist confusion %',
7269 type => 'int'
7270 }
7271 ],
7272 [
7273 'resist_acid',
7274 {
7275 name => 'resist acid %',
7276 type => 'int'
7277 }
7278 ],
7279 [
7280 'resist_drain',
7281 {
7282 name => 'resist draining %',
7283 type => 'int'
7284 }
7285 ],
7286 [
7287 'resist_weaponmagic',
7288 {
7289 name => 'resist weaponmagic %',
7290 type => 'int'
7291 }
7292 ],
7293 [
7294 'resist_ghosthit',
7295 {
7296 name => 'resist ghosthit %',
7297 type => 'int'
7298 }
7299 ],
7300 [
7301 'resist_poison',
7302 {
7303 name => 'resist poison %',
7304 type => 'int'
7305 }
7306 ],
7307 [
7308 'resist_slow',
7309 {
7310 name => 'resist slow %',
7311 type => 'int'
7312 }
7313 ],
7314 [
7315 'resist_paralyze',
7316 {
7317 name => 'resist paralyze %',
7318 type => 'int'
7319 }
7320 ],
7321 [
7322 'resist_fear',
7323 {
7324 name => 'resist fear %',
7325 type => 'int'
7326 }
7327 ],
7328 [
7329 'resist_deplete',
7330 {
7331 name => 'resist depletion %',
7332 type => 'int'
7333 }
7334 ],
7335 [
7336 'resist_death',
7337 {
7338 name => 'resist death-attack %',
7339 type => 'int'
7340 }
7341 ],
7342 [
7343 'resist_chaos',
7344 {
7345 name => 'resist chaos %',
7346 type => 'int'
7347 }
7348 ],
7349 [
7350 'resist_blind',
7351 {
7352 name => 'resist blinding %',
7353 type => 'int'
7354 }
7355 ],
7356 [
7357 'resist_holyword',
7358 {
7359 name => 'resist holy power %',
7360 type => 'int'
7361 }
7362 ],
7363 [
7364 'resist_godpower',
7365 {
7366 name => 'resist godpower %',
7367 type => 'int'
7368 }
7369 ]
7370 ]
7371 ]
7372 ],
7373 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.'
7374 },
7375 Weapon => {
7376 attr => [
7377 [
7378 'attacktype',
7379 {
7380 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.',
7381 name => 'attacktype',
7382 type => 'bitmask',
7383 value => $BITMASK{attacktype}
7384 }
7385 ],
7386 [
7387 'weapontype',
7388 {
7389 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.',
7390 name => 'weapontype',
7391 type => 'list',
7392 value => $LIST{weapon_type}
7393 }
7394 ],
7395 [
7396 'skill',
7397 {
7398 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7399 name => 'skill name',
7400 type => 'string'
7401 }
7402 ],
7403 [
7404 'dam',
7405 {
7406 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.',
7407 name => 'damage',
7408 type => 'int'
7409 }
7410 ],
7411 [
7412 'slaying',
7413 {
7414 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.',
7415 name => 'slaying race',
7416 type => 'string'
7417 }
7418 ],
7419 [
7420 'last_sp',
7421 {
7422 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.',
7423 name => 'weapon speed',
7424 type => 'int'
7425 }
7426 ],
7427 [
7428 'wc',
7429 {
7430 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.',
7431 name => 'weapon class',
7432 type => 'int'
7433 }
7434 ],
7435 [
7436 'magic',
7437 {
7438 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.',
7439 name => 'magic bonus',
7440 type => 'int'
7441 }
7442 ],
7443 [
7444 'item_power',
7445 {
7446 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>.',
7447 name => 'item power',
7448 type => 'int'
7449 }
7450 ],
7451 [
7452 'damned',
7453 {
7454 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7455 name => 'damnation',
7456 type => 'bool'
7457 }
7458 ],
7459 [
7460 'cursed',
7461 {
7462 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7463 name => 'curse',
7464 type => 'bool'
7465 }
7466 ],
7467 [
7468 'lifesave',
7469 {
7470 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!',
7471 name => 'save life',
7472 type => 'bool'
7473 }
7474 ],
7475 [
7476 'unique',
7477 {
7478 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7479 name => 'unique item',
7480 type => 'bool'
7481 }
7482 ],
7483 [
7484 'startequip',
7485 {
7486 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7487 name => 'godgiven item',
7488 type => 'bool'
7489 }
7490 ],
7491 [
7492 'msg',
7493 {
7494 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7495 end => 'endmsg',
7496 name => 'description',
7497 type => 'text'
7498 }
7499 ]
7500 ],
7501 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.',
7502 name => 'Weapon',
7503 section => [
7504 [
7505 'stats',
7506 [
7507 [
7508 'Str',
7509 {
7510 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7511 name => 'strength',
7512 type => 'int'
7513 }
7514 ],
7515 [
7516 'Dex',
7517 {
7518 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7519 name => 'dexterity',
7520 type => 'int'
7521 }
7522 ],
7523 [
7524 'Con',
7525 {
7526 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7527 name => 'constitution',
7528 type => 'int'
7529 }
7530 ],
7531 [
7532 'Int',
7533 {
7534 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.',
7535 name => 'intelligence',
7536 type => 'int'
7537 }
7538 ],
7539 [
7540 'Pow',
7541 {
7542 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.',
7543 name => 'power',
7544 type => 'int'
7545 }
7546 ],
7547 [
7548 'Wis',
7549 {
7550 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.',
7551 name => 'wisdom',
7552 type => 'int'
7553 }
7554 ],
7555 [
7556 'Cha',
7557 {
7558 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.',
7559 name => 'charisma',
7560 type => 'int'
7561 }
7562 ]
7563 ]
7564 ],
7565 [
7566 'resistance',
7567 [
7568 [
7569 'resist_physical',
7570 {
7571 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7572 name => 'resist physical %',
7573 type => 'int'
7574 }
7575 ],
7576 [
7577 'resist_magic',
7578 {
7579 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7580 name => 'resist magic %',
7581 type => 'int'
7582 }
7583 ],
7584 [
7585 'resist_fire',
7586 {
7587 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7588 name => 'resist fire %',
7589 type => 'int'
7590 }
7591 ],
7592 [
7593 'resist_electricity',
7594 {
7595 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7596 name => 'resist electricity %',
7597 type => 'int'
7598 }
7599 ],
7600 [
7601 'resist_cold',
7602 {
7603 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7604 name => 'resist cold %',
7605 type => 'int'
7606 }
7607 ],
7608 [
7609 'resist_acid',
7610 {
7611 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7612 name => 'resist acid %',
7613 type => 'int'
7614 }
7615 ],
7616 [
7617 'resist_confusion',
7618 {
7619 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7620 name => 'resist confusion %',
7621 type => 'int'
7622 }
7623 ],
7624 [
7625 'resist_weaponmagic',
7626 {
7627 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7628 name => 'resist weaponmagic %',
7629 type => 'int'
7630 }
7631 ],
7632 [
7633 'resist_ghosthit',
7634 {
7635 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7636 name => 'resist ghosthit %',
7637 type => 'int'
7638 }
7639 ],
7640 [
7641 'resist_slow',
7642 {
7643 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7644 name => 'resist slow %',
7645 type => 'int'
7646 }
7647 ],
7648 [
7649 'resist_fear',
7650 {
7651 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7652 name => 'resist fear %',
7653 type => 'int'
7654 }
7655 ],
7656 [
7657 'resist_death',
7658 {
7659 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7660 name => 'resist death-attack %',
7661 type => 'int'
7662 }
7663 ],
7664 [
7665 'resist_chaos',
7666 {
7667 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7668 name => 'resist chaos %',
7669 type => 'int'
7670 }
7671 ],
7672 [
7673 'resist_blind',
7674 {
7675 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7676 name => 'resist blinding %',
7677 type => 'int'
7678 }
7679 ],
7680 [
7681 'resist_holyword',
7682 {
7683 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7684 name => 'resist holy power %',
7685 type => 'int'
7686 }
7687 ],
7688 [
7689 'resist_godpower',
7690 {
7691 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7692 name => 'resist godpower %',
7693 type => 'int'
7694 }
7695 ],
7696 [
7697 'resist_paralyze',
7698 {
7699 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7700 name => 'resist paralyze %',
7701 type => 'int'
7702 }
7703 ],
7704 [
7705 'resist_drain',
7706 {
7707 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7708 name => 'resist draining %',
7709 type => 'int'
7710 }
7711 ],
7712 [
7713 'resist_deplete',
7714 {
7715 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7716 name => 'resist depletion %',
7717 type => 'int'
7718 }
7719 ],
7720 [
7721 'resist_poison',
7722 {
7723 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7724 name => 'resist poison %',
7725 type => 'int'
7726 }
7727 ]
7728 ]
7729 ],
7730 [
7731 'misc',
7732 [
7733 [
7734 'luck',
7735 {
7736 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.',
7737 name => 'luck bonus',
7738 type => 'int'
7739 }
7740 ],
7741 [
7742 'hp',
7743 {
7744 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7745 name => 'health regen.',
7746 type => 'int'
7747 }
7748 ],
7749 [
7750 'sp',
7751 {
7752 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7753 name => 'mana regen.',
7754 type => 'int'
7755 }
7756 ],
7757 [
7758 'grace',
7759 {
7760 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!!',
7761 name => 'grace regen.',
7762 type => 'int'
7763 }
7764 ],
7765 [
7766 'food',
7767 {
7768 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.',
7769 name => 'food bonus',
7770 type => 'int'
7771 }
7772 ],
7773 [
7774 'xrays',
7775 {
7776 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.',
7777 name => 'xray vision',
7778 type => 'bool'
7779 }
7780 ],
7781 [
7782 'stealth',
7783 {
7784 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)',
7785 name => 'stealth',
7786 type => 'bool'
7787 }
7788 ],
7789 [
7790 'reflect_spell',
7791 {
7792 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!',
7793 name => 'reflect spells',
7794 type => 'bool'
7795 }
7796 ],
7797 [
7798 'reflect_missile',
7799 {
7800 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.',
7801 name => 'reflect missiles',
7802 type => 'bool'
7803 }
7804 ],
7805 [
7806 'path_attuned',
7807 {
7808 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7809 name => 'attuned paths',
7810 type => 'bitmask',
7811 value => $BITMASK{spellpath}
7812 }
7813 ],
7814 [
7815 'path_repelled',
7816 {
7817 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7818 name => 'repelled paths',
7819 type => 'bitmask',
7820 value => $BITMASK{spellpath}
7821 }
7822 ],
7823 [
7824 'path_denied',
7825 {
7826 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7827 name => 'denied paths',
7828 type => 'bitmask',
7829 value => $BITMASK{spellpath}
7830 }
7831 ]
7832 ]
7833 ]
7834 ],
7835 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.'
7836 }
7837 );
7838
7839 our %ATTR = (
7840 3 => $TYPE{Rod},
7841 4 => $TYPE{Treasure},
7842 5 => $TYPE{Potion},
7843 6 => $TYPE{Food},
7844 7 => $TYPE{'Poison Food'},
7845 8 => $TYPE{Book},
7846 9 => $TYPE{Clock},
7847 13 => $TYPE{Projectile},
7848 14 => $TYPE{'Shooting Weapon'},
7849 15 => $TYPE{Weapon},
7850 16 => $TYPE{'Brestplate Armour'},
7851 17 => $TYPE{Pedestal},
7852 18 => $TYPE{Altar},
7853 20 => $TYPE{'Locked Door'},
7854 21 => $TYPE{'Special Key'},
7855 23 => $TYPE{Door},
7856 24 => $TYPE{Key},
7857 26 => $TYPE{'Timed Gate'},
7858 27 => $TYPE{'Handle Trigger'},
7859 28 => $TYPE{'Monster (Grimreaper)'},
7860 29 => $TYPE{'Magic Ear'},
7861 30 => $TYPE{'Button Trigger'},
7862 31 => $TYPE{'Altar Trigger'},
7863 33 => $TYPE{Shield},
7864 34 => $TYPE{Helmet},
7865 35 => $TYPE{Horn},
7866 36 => $TYPE{Money},
7867 37 => $TYPE{'Class Changer'},
7868 39 => $TYPE{Amulet},
7869 40 => $TYPE{Mover},
7870 41 => $TYPE{Teleporter},
7871 42 => $TYPE{Creator},
7872 43 => $TYPE{Skill},
7873 51 => $TYPE{Detector},
7874 52 => $TYPE{'Trigger Marker'},
7875 55 => $TYPE{Marker},
7876 56 => $TYPE{'Holy Altar'},
7877 58 => $TYPE{Battleground},
7878 60 => $TYPE{Jewel},
7879 62 => $TYPE{'Magic Wall'},
7880 64 => $TYPE{'Inventory Checker'},
7881 65 => $TYPE{'Mood Floor'},
7882 66 => $TYPE{Exit},
7883 67 => $TYPE{'Floor (Encounter)'},
7884 68 => $TYPE{'Shop Floor'},
7885 69 => $TYPE{'Shop Mat'},
7886 70 => $TYPE{Ring},
7887 72 => $TYPE{Flesh},
7888 73 => $TYPE{Inorganic},
7889 74 => $TYPE{'Skill Tool'},
7890 83 => $TYPE{Duplicator},
7891 85 => $TYPE{Spellbook},
7892 87 => $TYPE{Cloak},
7893 88 => $TYPE{'Hazard Floor'},
7894 90 => $TYPE{Spinner},
7895 91 => $TYPE{Gate},
7896 92 => $TYPE{Button},
7897 93 => $TYPE{Handle},
7898 94 => $TYPE{Pit},
7899 95 => $TYPE{Trapdoor},
7900 98 => $TYPE{'Sign & MagicMouth'},
7901 99 => $TYPE{Boots},
7902 100 => $TYPE{Gloves},
7903 101 => $TYPE{Spell},
7904 103 => $TYPE{Converter},
7905 104 => $TYPE{Bracers},
7906 106 => $TYPE{Savebed},
7907 109 => $TYPE{'Wand & Staff'},
7908 111 => $TYPE{Scroll},
7909 112 => $TYPE{Director},
7910 113 => $TYPE{Girdle},
7911 116 => $TYPE{'Event Connector'},
7912 122 => $TYPE{Container},
7913 130 => $TYPE{'Skill Scroll'},
7914 138 => $TYPE{Swamp},
7915 150 => $TYPE{'Shop Inventory'},
7916 154 => $TYPE{Rune},
7917 155 => $TYPE{Trap},
7918 156 => $TYPE{'Power Crystal'},
7919 158 => $TYPE{Disease},
7920 163 => $TYPE{'Item Transformer'},
7921 165 => $TYPE{'Safe ground'},
7922 999 => $TYPE{Ability}
7923 );
7924
7925 our %TYPENAME = (
7926 0 => '*NONE*',
7927 1 => 'PLAYER',
7928 2 => 'TRANSPORT',
7929 3 => 'ROD',
7930 4 => 'TREASURE',
7931 5 => 'POTION',
7932 6 => 'FOOD',
7933 7 => 'POISON',
7934 8 => 'BOOK',
7935 9 => 'CLOCK',
7936 12 => 'LIGHTNING',
7937 13 => 'ARROW',
7938 14 => 'BOW',
7939 15 => 'WEAPON',
7940 16 => 'ARMOUR',
7941 17 => 'PEDESTAL',
7942 18 => 'ALTAR',
7943 20 => 'LOCKED_DOOR',
7944 21 => 'SPECIAL_KEY',
7945 22 => 'MAP',
7946 23 => 'DOOR',
7947 24 => 'KEY',
7948 26 => 'TIMED_GATE',
7949 27 => 'TRIGGER',
7950 28 => 'GRIMREAPER',
7951 29 => 'MAGIC_EAR',
7952 30 => 'TRIGGER_BUTTON',
7953 31 => 'TRIGGER_ALTAR',
7954 32 => 'TRIGGER_PEDESTAL',
7955 33 => 'SHIELD',
7956 34 => 'HELMET',
7957 35 => 'HORN',
7958 36 => 'MONEY',
7959 37 => 'CLASS',
7960 38 => 'GRAVESTONE',
7961 39 => 'AMULET',
7962 40 => 'PLAYERMOVER',
7963 41 => 'TELEPORTER',
7964 42 => 'CREATOR',
7965 43 => 'SKILL',
7966 44 => 'EXPERIENCE',
7967 45 => 'EARTHWALL',
7968 46 => 'GOLEM',
7969 48 => 'THROWN_OBJ',
7970 49 => 'BLINDNESS',
7971 50 => 'GOD',
7972 51 => 'DETECTOR',
7973 52 => 'TRIGGER_MARKER',
7974 53 => 'DEAD_OBJECT',
7975 54 => 'DRINK',
7976 55 => 'MARKER',
7977 56 => 'HOLY_ALTAR',
7978 57 => 'PLAYER_CHANGER',
7979 58 => 'BATTLEGROUND',
7980 59 => 'PEACEMAKER',
7981 60 => 'GEM',
7982 62 => 'FIREWALL',
7983 63 => 'ANVIL',
7984 64 => 'CHECK_INV',
7985 65 => 'MOOD_FLOOR',
7986 66 => 'EXIT',
7987 67 => 'ENCOUNTER',
7988 68 => 'SHOP_FLOOR',
7989 69 => 'SHOP_MAT',
7990 70 => 'RING',
7991 71 => 'FLOOR',
7992 72 => 'FLESH',
7993 73 => 'INORGANIC',
7994 74 => 'SKILL_TOOL',
7995 75 => 'LIGHTER',
7996 76 => 'TRAP_PART',
7997 77 => 'WALL',
7998 78 => 'LIGHT_SOURCE',
7999 79 => 'MISC_OBJECT',
8000 80 => 'MONSTER',
8001 81 => 'SPAWN_GENERATOR',
8002 82 => 'LAMP',
8003 83 => 'DUPLICATOR',
8004 84 => 'TOOL',
8005 85 => 'SPELLBOOK',
8006 86 => 'BUILDFAC',
8007 87 => 'CLOAK',
8008 90 => 'SPINNER',
8009 91 => 'GATE',
8010 92 => 'BUTTON',
8011 93 => 'CF_HANDLE',
8012 94 => 'HOLE',
8013 95 => 'TRAPDOOR',
8014 98 => 'SIGN',
8015 99 => 'BOOTS',
8016 100 => 'GLOVES',
8017 101 => 'SPELL',
8018 102 => 'SPELL_EFFECT',
8019 103 => 'CONVERTER',
8020 104 => 'BRACERS',
8021 105 => 'POISONING',
8022 106 => 'SAVEBED',
8023 107 => 'POISONCLOUD',
8024 108 => 'FIREHOLES',
8025 109 => 'WAND',
8026 111 => 'SCROLL',
8027 112 => 'DIRECTOR',
8028 113 => 'GIRDLE',
8029 114 => 'FORCE',
8030 115 => 'POTION_EFFECT',
8031 116 => 'EVENT_CONNECTOR',
8032 121 => 'CLOSE_CON',
8033 122 => 'CONTAINER',
8034 123 => 'ARMOUR_IMPROVER',
8035 124 => 'WEAPON_IMPROVER',
8036 130 => 'SKILLSCROLL',
8037 138 => 'DEEP_SWAMP',
8038 139 => 'IDENTIFY_ALTAR',
8039 150 => 'MENU',
8040 154 => 'RUNE',
8041 155 => 'TRAP',
8042 156 => 'POWER_CRYSTAL',
8043 157 => 'CORPSE',
8044 158 => 'DISEASE',
8045 159 => 'SYMPTOM',
8046 160 => 'BUILDER',
8047 161 => 'MATERIAL',
8048 162 => 'GPS',
8049 163 => 'ITEM_TRANSFORMER',
8050 164 => 'QUEST'
8051 );
8052
8053 our %SPELL = (
8054 0 => 'magic bullet',
8055 1 => 'small fireball',
8056 2 => 'medium fireball',
8057 3 => 'large fireball',
8058 4 => 'burning hands',
8059 5 => 'small lightning',
8060 6 => 'large lightning',
8061 7 => 'magic missile',
8062 8 => 'create bomb',
8063 9 => 'summon golem',
8064 10 => 'summon fire elemental',
8065 11 => 'summon earth elemental',
8066 12 => 'summon water elemental',
8067 13 => 'summon air elemental',
8068 14 => 'dimension door',
8069 15 => 'create earth wall',
8070 16 => 'paralyze',
8071 17 => 'icestorm',
8072 18 => 'magic mapping',
8073 19 => 'turn undead',
8074 20 => 'fear',
8075 21 => 'poison cloud',
8076 22 => 'wonder',
8077 23 => 'destruction',
8078 24 => 'perceive self',
8079 25 => 'word of recall',
8080 26 => 'invisible',
8081 27 => 'invisible to undead',
8082 28 => 'probe',
8083 29 => 'large bullet',
8084 30 => 'improved invisibility',
8085 31 => 'holy word',
8086 32 => 'minor healing',
8087 33 => 'medium healing',
8088 34 => 'major healing',
8089 35 => 'heal',
8090 36 => 'create food',
8091 37 => 'earth to dust',
8092 38 => 'armour',
8093 39 => 'strength',
8094 40 => 'dexterity',
8095 41 => 'constitution',
8096 42 => 'charisma',
8097 43 => 'create fire wall',
8098 44 => 'create frost wall',
8099 45 => 'protection from cold',
8100 46 => 'protection from electricity',
8101 47 => 'protection from fire',
8102 48 => 'protection from poison',
8103 49 => 'protection from slow',
8104 50 => 'protection from paralysis',
8105 51 => 'protection from draining',
8106 52 => 'protection from magic',
8107 53 => 'protection from attack',
8108 54 => 'levitate',
8109 55 => 'small speedball',
8110 56 => 'large speedball',
8111 57 => 'hellfire',
8112 58 => 'dragonbreath',
8113 59 => 'large icestorm',
8114 60 => 'charging',
8115 61 => 'polymorph',
8116 62 => 'cancellation',
8117 63 => 'confusion',
8118 64 => 'mass confusion',
8119 65 => 'summon pet monster',
8120 66 => 'slow',
8121 67 => 'regenerate spellpoints',
8122 68 => 'cure poison',
8123 69 => 'protection from confusion',
8124 70 => 'protection from cancellation',
8125 71 => 'protection from depletion',
8126 72 => 'alchemy',
8127 73 => 'remove curse',
8128 74 => 'remove damnation',
8129 75 => 'identify',
8130 76 => 'detect magic',
8131 77 => 'detect monster',
8132 78 => 'detect evil',
8133 79 => 'detect curse',
8134 80 => 'heroism',
8135 81 => 'aggravation',
8136 82 => 'firebolt',
8137 83 => 'frostbolt',
8138 84 => 'shockwave',
8139 85 => 'color spray',
8140 86 => 'haste',
8141 87 => 'face of death',
8142 88 => 'ball lightning',
8143 89 => 'meteor swarm',
8144 90 => 'comet',
8145 91 => 'mystic fist',
8146 92 => 'raise dead',
8147 93 => 'resurrection',
8148 94 => 'reincarnation',
8149 95 => 'immunity to cold',
8150 96 => 'immunity to electricity',
8151 97 => 'immunity to fire',
8152 98 => 'immunity to poison',
8153 99 => 'immunity to slow',
8154 100 => 'immunity to paralysis',
8155 101 => 'immunity to draining',
8156 102 => 'immunity to magic',
8157 103 => 'immunity to attack',
8158 104 => 'invulnerability',
8159 105 => 'defense',
8160 106 => 'rune of fire',
8161 107 => 'rune of frost',
8162 108 => 'rune of shocking',
8163 109 => 'rune of blasting',
8164 110 => 'rune of death',
8165 111 => 'marking rune',
8166 112 => 'build director',
8167 113 => 'create pool of chaos',
8168 114 => 'build bullet wall',
8169 115 => 'build lightning wall',
8170 116 => 'build fireball wall',
8171 117 => 'magic rune',
8172 118 => 'rune of magic drain',
8173 119 => 'antimagic rune',
8174 120 => 'rune of transferrence',
8175 121 => 'transferrence',
8176 122 => 'magic drain',
8177 123 => 'counterspell',
8178 124 => 'disarm',
8179 125 => 'cure confusion',
8180 126 => 'restoration',
8181 127 => 'summon evil monster',
8182 128 => 'counterwall',
8183 129 => 'cause light wounds',
8184 130 => 'cause medium wounds',
8185 131 => 'cause serious wounds',
8186 132 => 'charm monsters',
8187 133 => 'banishment',
8188 134 => 'create missile',
8189 135 => 'show invisible',
8190 136 => 'xray',
8191 137 => 'pacify',
8192 138 => 'summon fog',
8193 139 => 'steambolt',
8194 140 => 'command undead',
8195 141 => 'holy orb',
8196 142 => 'summon avatar',
8197 143 => 'holy possession',
8198 144 => 'bless',
8199 145 => 'curse',
8200 146 => 'regeneration',
8201 147 => 'consecrate',
8202 148 => 'summon cult monsters',
8203 149 => 'cause critical wounds',
8204 150 => 'holy wrath',
8205 151 => 'retributive strike',
8206 152 => 'finger of death',
8207 153 => 'insect plague',
8208 154 => 'call holy servant',
8209 155 => 'wall of thorns',
8210 156 => 'staff to snake',
8211 157 => 'light',
8212 158 => 'darkness',
8213 159 => 'nightfall',
8214 160 => 'daylight',
8215 161 => 'sunspear',
8216 162 => 'faery fire',
8217 163 => 'cure blindness',
8218 164 => 'dark vision',
8219 165 => 'bullet swarm',
8220 166 => 'bullet storm',
8221 167 => 'cause many wounds',
8222 168 => 'small snowstorm',
8223 169 => 'medium snowstorm',
8224 170 => 'large snowstorm',
8225 171 => 'cure disease',
8226 172 => 'cause red death',
8227 173 => 'cause flu',
8228 174 => 'cause black death',
8229 175 => 'cause leprosy',
8230 176 => 'cause smallpox',
8231 177 => 'cause white death',
8232 178 => 'cause anthrax',
8233 179 => 'cause typhoid',
8234 180 => 'mana blast',
8235 181 => 'small manaball',
8236 182 => 'medium manaball',
8237 183 => 'large manaball',
8238 184 => 'mana bolt',
8239 185 => 'dancing sword',
8240 186 => 'animate weapon',
8241 187 => 'cause cold',
8242 188 => 'divine shock',
8243 189 => 'windstorm',
8244 190 => 'sanctuary',
8245 191 => 'peace',
8246 192 => 'spiderweb',
8247 193 => 'conflict',
8248 194 => 'rage',
8249 195 => 'forked lightning',
8250 196 => 'poison fog',
8251 197 => 'flaming aura',
8252 198 => 'vitriol',
8253 199 => 'vitriol splash',
8254 200 => 'ironwood skin',
8255 201 => 'wrathful eye',
8256 202 => 'town portal',
8257 203 => 'missile swarm',
8258 204 => 'cause rabies',
8259 205 => 'glyph'
8260 );
8261
8262
8263 =head1 AUTHOR
8264
8265 Marc Lehmann <schmorp.de>
8266 http://home.schmorp.de/
8267
8268 The source files are part of the CFJavaEditor.
8269
8270 =cut
8271
8272 1