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Revision: 1.49
Committed: Thu Jan 8 01:26:55 2009 UTC (15 years, 4 months ago) by root
Branch: MAIN
Changes since 1.48: +44 -0 lines
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File Contents

# Content
1 =head1 NAME
2
3 Deliantra::Data - various data structures useful for understanding archs and objects
4
5 =head1
6
7 THIS FILE IS AUTOGENERATED, DO NOT EDIT!
8
9 It's a translation of the following files:
10
11 res/spells.xml
12 res/types.xml
13 res/typenumbers.xml
14
15 See F<res/README> for more info.
16
17 =cut
18
19 package Deliantra::Data;
20
21 our %BITMASK = (
22 attacktype => {
23 0 => 'Physical',
24 1 => 'Magical',
25 2 => 'Fire',
26 3 => 'Electricity',
27 4 => 'Cold',
28 5 => 'Confusion',
29 6 => 'Acid',
30 7 => 'Drain',
31 8 => 'Weaponmagic',
32 9 => 'Ghosthit',
33 10 => 'Poison',
34 11 => 'Slow',
35 12 => 'Paralyze',
36 13 => 'Turn Undead',
37 14 => 'Fear',
38 15 => 'Cancellation',
39 16 => 'Depletion',
40 17 => 'Death',
41 18 => 'Chaos',
42 19 => 'Counterspell',
43 20 => 'God Power',
44 21 => 'Holy Power',
45 22 => 'Blinding'
46 },
47 material => {
48 0 => 'Paper',
49 1 => 'Iron',
50 2 => 'Glass',
51 3 => 'Leather',
52 4 => 'Wood',
53 5 => 'Organics',
54 6 => 'Stone',
55 7 => 'Cloth',
56 8 => 'Adamantite',
57 9 => 'Liquid',
58 10 => 'Soft Metal',
59 11 => 'Bone',
60 12 => 'Ice',
61 13 => '(supress name on display)'
62 },
63 movement_type => {
64 0 => 'Walk',
65 1 => 'Fly Low',
66 2 => 'Fly High',
67 3 => 'Swim',
68 4 => 'Boat',
69 16 => 'Other'
70 },
71 pick_up => {
72 0 => 'Nothing',
73 1 => 'Wealth',
74 2 => 'Food',
75 3 => 'Weapons',
76 4 => 'Armour',
77 5 => 'Inverse',
78 6 => 'All'
79 },
80 spellpath => {
81 0 => 'Protection',
82 1 => 'Fire',
83 2 => 'Frost',
84 3 => 'Electricity',
85 4 => 'Missiles',
86 5 => 'Self',
87 6 => 'Summoning',
88 7 => 'Abjuration',
89 8 => 'Restoration',
90 9 => 'Detonation',
91 10 => 'Mind',
92 11 => 'Creation',
93 12 => 'Teleportation',
94 13 => 'Information',
95 14 => 'Transmutation',
96 15 => 'Transferrence',
97 16 => 'Turning',
98 17 => 'Wounding',
99 18 => 'Death',
100 19 => 'Light'
101 },
102 will_apply => {
103 0 => 'Apply Handles',
104 1 => 'Open Chests',
105 2 => 'Break Walls',
106 3 => 'Open Doors'
107 }
108 );
109
110 our %LIST = (
111 attack_movement_bits_0_3 => {
112 0 => 'default',
113 1 => 'attack from distance',
114 2 => 'run away',
115 3 => 'hit and run',
116 4 => 'wait, then hit, then move',
117 5 => 'rush blindly',
118 6 => 'always run',
119 7 => 'attack from distance if hit',
120 8 => 'do not approach'
121 },
122 attack_movement_bits_4_7 => {
123 0 => 'none',
124 16 => 'pet',
125 32 => 'small circle',
126 48 => 'large circle',
127 64 => 'small horizontal',
128 80 => 'large horizontal',
129 96 => 'random direction',
130 112 => 'random movement',
131 128 => 'small vertical',
132 144 => 'large vertical'
133 },
134 direction => {
135 0 => '<none>',
136 1 => 'north',
137 2 => 'northeast',
138 3 => 'east',
139 4 => 'southeast',
140 5 => 'south',
141 6 => 'southwest',
142 7 => 'west',
143 8 => 'northwest'
144 },
145 event_type => {
146 0 => 'none',
147 1 => 'apply',
148 2 => 'attack',
149 3 => 'death',
150 4 => 'drop',
151 5 => 'pickup',
152 6 => 'say',
153 7 => 'stop',
154 8 => 'time',
155 9 => 'throw',
156 10 => 'trigger',
157 11 => 'close',
158 12 => 'timer',
159 28 => 'move',
160 41 => 'drop_on'
161 },
162 mood => {
163 0 => 'furious',
164 1 => 'angry',
165 2 => 'calm',
166 3 => 'sleep',
167 4 => 'charm'
168 },
169 potion_effect => {
170 0 => '<none>',
171 65536 => 'life restoration',
172 1048576 => 'improvement'
173 },
174 skill_type => {
175 1 => 'lockpicking',
176 2 => 'hiding',
177 3 => 'smithery',
178 4 => 'bowyer',
179 5 => 'jeweler',
180 6 => 'alchemy',
181 7 => 'stealing',
182 8 => 'literacy',
183 9 => 'bargaining',
184 10 => 'jumping',
185 11 => 'detect magic',
186 12 => 'oratory',
187 13 => 'singing',
188 14 => 'detect curse',
189 15 => 'find traps',
190 16 => 'mediatation',
191 17 => 'punching',
192 18 => 'flame touch',
193 19 => 'karate',
194 20 => 'climbing',
195 21 => 'woodsman',
196 22 => 'inscription',
197 23 => 'one handed weapons',
198 24 => 'missile weapons',
199 25 => 'throwing',
200 26 => 'use magic item',
201 27 => 'disarm traps',
202 28 => 'set traps',
203 29 => 'thaumaturgy',
204 30 => 'praying',
205 31 => 'clawing',
206 32 => 'levitation',
207 33 => 'summoning',
208 34 => 'pyromancy',
209 35 => 'evocation',
210 36 => 'sorcery',
211 37 => 'two handed weapons'
212 },
213 spell_type => {
214 1 => 'raise dead',
215 2 => 'rune',
216 3 => 'make mark',
217 4 => 'bolt',
218 5 => 'bullet',
219 6 => 'explosion',
220 7 => 'cone',
221 8 => 'bomb',
222 9 => 'wonder',
223 10 => 'smite',
224 11 => 'magic missile',
225 12 => 'summon golem',
226 13 => 'dimension door',
227 14 => 'magic mapping',
228 15 => 'magic wall',
229 16 => 'destruction',
230 17 => 'perceive self',
231 18 => 'word of recall',
232 19 => 'invisible',
233 20 => 'probe',
234 21 => 'healing',
235 22 => 'create food',
236 23 => 'earth to dust',
237 24 => 'change ability',
238 25 => 'bless',
239 26 => 'curse',
240 27 => 'summon monster',
241 28 => 'recharge',
242 29 => 'polymorph',
243 30 => 'alchemy',
244 31 => 'remove curse',
245 32 => 'identify',
246 33 => 'detection',
247 34 => 'mood change',
248 35 => 'moving ball',
249 36 => 'swarm',
250 37 => 'charge mana',
251 38 => 'dispel rune',
252 39 => 'create missile',
253 40 => 'consecrate',
254 41 => 'animate weapon',
255 42 => 'light',
256 43 => 'change map light',
257 44 => 'faery fire',
258 45 => 'disease',
259 46 => 'aura',
260 47 => 'town portal'
261 },
262 weapon_type => {
263 0 => '<unknown>',
264 1 => 'sword',
265 2 => 'arrows',
266 3 => 'axe',
267 4 => 'katana',
268 5 => 'knife, dagger',
269 6 => 'whip, chain',
270 7 => 'hammer, flail',
271 8 => 'club, stick'
272 }
273 );
274
275 our %IGNORE_LIST = (
276 non_pickable => [
277 'value',
278 'nrof',
279 'weight',
280 'name_pl',
281 'material',
282 'no_pick',
283 'unpaid',
284 'title',
285 'identified'
286 ],
287 system_object => [
288 'value',
289 'nrof',
290 'weight',
291 'name_pl',
292 'material',
293 'no_pick',
294 'unpaid',
295 'title',
296 'glow_radius',
297 'identified',
298 'blocksview',
299 'invisible'
300 ]
301 );
302
303 our %DEFAULT_ATTR = (
304 attr => [
305 [
306 'name',
307 {
308 desc => 'This is the name of the object, displayed to the player.',
309 name => 'name',
310 type => 'string'
311 }
312 ],
313 [
314 'name_pl',
315 {
316 desc => 'This is the plural name of the object. A plural name must be set for all items that can be picked up and collected by the player.',
317 name => 'plural name',
318 type => 'string'
319 }
320 ],
321 [
322 'title',
323 {
324 desc => 'This is the object\'s title. Once an object is identified the title is attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.',
325 name => 'title',
326 type => 'string'
327 }
328 ],
329 [
330 'face',
331 {
332 desc => 'The image-name defines what image is displayed for this object in-game. 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 'Map Script' => {
3806 attr => [
3807 [
3808 'connected',
3809 {
3810 desc => 'When the map script object is triggered, it will execute the perl script with the triggering object as $activator.',
3811 name => 'connection',
3812 type => 'int'
3813 }
3814 ],
3815 [
3816 'activate_on_push',
3817 {
3818 desc => 'Whether the teleporter should only be activated on push.',
3819 name => 'activate on push',
3820 type => 'bool'
3821 }
3822 ],
3823 [
3824 'activate_on_release',
3825 {
3826 desc => 'Whether the teleporter should only be activated on release.',
3827 name => 'activate on release',
3828 type => 'bool'
3829 }
3830 ],
3831 [
3832 'msg',
3833 {
3834 desc => 'This perl script will be executed each time the objetc is triggered.',
3835 end => 'endmsg',
3836 name => 'script',
3837 type => 'text'
3838 }
3839 ]
3840 ],
3841 desc => 'The map script object is a very special object that can react to connected events and executes a perl script.',
3842 ignore => [
3843 $IGNORE_LIST{system_object}
3844 ],
3845 name => 'Map Script',
3846 use => 'The perl script gets passed an $activator object and can use the set/get/find/timer functions to react to/trigger other objects.'
3847 },
3848 Marker => {
3849 attr => [
3850 [
3851 'no_pick',
3852 {
3853 type => 'fixed',
3854 value => 1
3855 }
3856 ],
3857 [
3858 'slaying',
3859 {
3860 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.',
3861 name => 'key string',
3862 type => 'string'
3863 }
3864 ],
3865 [
3866 'connected',
3867 {
3868 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3869 name => 'connection',
3870 type => 'int'
3871 }
3872 ],
3873 [
3874 'speed',
3875 {
3876 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.',
3877 name => 'marking speed',
3878 type => 'float'
3879 }
3880 ],
3881 [
3882 'speed_left',
3883 {
3884 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.',
3885 name => 'speed left',
3886 type => 'float'
3887 }
3888 ],
3889 [
3890 'food',
3891 {
3892 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.',
3893 name => 'mark duration',
3894 type => 'int'
3895 }
3896 ],
3897 [
3898 'name',
3899 {
3900 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.',
3901 name => 'delete mark',
3902 type => 'string'
3903 }
3904 ],
3905 [
3906 'msg',
3907 {
3908 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.',
3909 end => 'endmsg',
3910 name => 'marking message',
3911 type => 'text'
3912 }
3913 ]
3914 ],
3915 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.',
3916 ignore => [
3917 $IGNORE_LIST{system_object}
3918 ],
3919 name => 'Marker',
3920 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.'
3921 },
3922 Misc => {
3923 attr => [
3924 [
3925 'move_block',
3926 {
3927 desc => 'Objects using these movement types cannot move over this space.',
3928 name => 'blocked movement',
3929 type => 'movement_type'
3930 }
3931 ],
3932 [
3933 'move_allow',
3934 {
3935 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3936 name => 'allowed movement',
3937 type => 'movement_type'
3938 }
3939 ],
3940 [
3941 'move_slow',
3942 {
3943 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3944 name => 'slowed movement',
3945 type => 'movement_type'
3946 }
3947 ],
3948 [
3949 'move_slow_penalty',
3950 {
3951 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)',
3952 name => 'slow movement penalty',
3953 type => 'int'
3954 }
3955 ],
3956 [
3957 'cursed',
3958 {
3959 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3960 name => 'cursed',
3961 type => 'bool'
3962 }
3963 ],
3964 [
3965 'damned',
3966 {
3967 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.',
3968 name => 'damned',
3969 type => 'bool'
3970 }
3971 ],
3972 [
3973 'unique',
3974 {
3975 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3976 name => 'unique item',
3977 type => 'bool'
3978 }
3979 ],
3980 [
3981 'startequip',
3982 {
3983 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3984 name => 'godgiven item',
3985 type => 'bool'
3986 }
3987 ],
3988 [
3989 'msg',
3990 {
3991 desc => 'This text may describe the object.',
3992 end => 'endmsg',
3993 name => 'description',
3994 type => 'text'
3995 }
3996 ]
3997 ],
3998 name => 'Misc'
3999 },
4000 Money => {
4001 attr => [
4002 [
4003 'race',
4004 {
4005 type => 'fixed',
4006 value => 'gold and jewels'
4007 }
4008 ]
4009 ],
4010 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.',
4011 ignore => [
4012 'unpaid'
4013 ],
4014 name => 'Money'
4015 },
4016 'Monster & NPC' => {
4017 attr => [
4018 [
4019 'alive',
4020 {
4021 type => 'fixed',
4022 value => 1
4023 }
4024 ],
4025 [
4026 'randomitems',
4027 {
4028 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>.',
4029 name => 'treasurelist',
4030 type => 'treasurelist'
4031 }
4032 ],
4033 [
4034 'treasure_env',
4035 {
4036 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
4037 name => 'treasure in env',
4038 type => 'bool'
4039 }
4040 ],
4041 [
4042 'level',
4043 {
4044 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
4045 name => 'level',
4046 type => 'int'
4047 }
4048 ],
4049 [
4050 'race',
4051 {
4052 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.',
4053 name => 'race',
4054 type => 'string'
4055 }
4056 ],
4057 [
4058 'exp',
4059 {
4060 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!',
4061 name => 'experience',
4062 type => 'int'
4063 }
4064 ],
4065 [
4066 'speed',
4067 {
4068 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4069 name => 'speed',
4070 type => 'float'
4071 }
4072 ],
4073 [
4074 'speed_left',
4075 {
4076 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.',
4077 name => 'speed left',
4078 type => 'float'
4079 }
4080 ],
4081 [
4082 'other_arch',
4083 {
4084 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.',
4085 name => 'breed monster',
4086 type => 'string'
4087 }
4088 ],
4089 [
4090 'generator',
4091 {
4092 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.',
4093 name => 'multiply',
4094 type => 'bool'
4095 }
4096 ],
4097 [
4098 'use_content_on_gen',
4099 {
4100 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.',
4101 name => 'template generation',
4102 type => 'bool'
4103 }
4104 ],
4105 [
4106 'move_type',
4107 {
4108 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4109 name => 'movement type',
4110 type => 'movement_type'
4111 }
4112 ],
4113 [
4114 'undead',
4115 {
4116 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4117 name => 'undead',
4118 type => 'bool'
4119 }
4120 ],
4121 [
4122 'carrying',
4123 {
4124 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4125 name => 'carries weight',
4126 type => 'int'
4127 }
4128 ],
4129 [
4130 'precious',
4131 {
4132 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.',
4133 name => 'precious',
4134 type => 'bool'
4135 }
4136 ],
4137 [
4138 'msg',
4139 {
4140 end => 'endmsg',
4141 name => 'npc message',
4142 type => 'text'
4143 }
4144 ]
4145 ],
4146 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.',
4147 ignore => [
4148 'material',
4149 'name_pl',
4150 'nrof',
4151 'value',
4152 'unpaid'
4153 ],
4154 name => 'Monster & NPC',
4155 section => [
4156 [
4157 'melee',
4158 [
4159 [
4160 'attacktype',
4161 {
4162 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.',
4163 name => 'attacktype',
4164 type => 'bitmask',
4165 value => $BITMASK{attacktype}
4166 }
4167 ],
4168 [
4169 'dam',
4170 {
4171 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.',
4172 name => 'damage',
4173 type => 'int'
4174 }
4175 ],
4176 [
4177 'wc',
4178 {
4179 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4180 name => 'weapon class',
4181 type => 'int'
4182 }
4183 ],
4184 [
4185 'hp',
4186 {
4187 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>.',
4188 name => 'health points',
4189 type => 'int'
4190 }
4191 ],
4192 [
4193 'maxhp',
4194 {
4195 desc => '<max health> is the maximum amount of <health points> this monster can have.',
4196 name => 'max health',
4197 type => 'int'
4198 }
4199 ],
4200 [
4201 'ac',
4202 {
4203 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).',
4204 name => 'armour class',
4205 type => 'int'
4206 }
4207 ],
4208 [
4209 'Con',
4210 {
4211 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4212 name => 'healing rate',
4213 type => 'int'
4214 }
4215 ],
4216 [
4217 'reflect_missile',
4218 {
4219 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4220 name => 'reflect missiles',
4221 type => 'bool'
4222 }
4223 ],
4224 [
4225 'hitback',
4226 {
4227 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.',
4228 name => 'hitback',
4229 type => 'bool'
4230 }
4231 ],
4232 [
4233 'one_hit',
4234 {
4235 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4236 name => 'one hit only',
4237 type => 'bool'
4238 }
4239 ]
4240 ]
4241 ],
4242 [
4243 'spellcraft',
4244 [
4245 [
4246 'can_cast_spell',
4247 {
4248 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4249 name => 'can cast spell',
4250 type => 'bool'
4251 }
4252 ],
4253 [
4254 'reflect_spell',
4255 {
4256 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.',
4257 name => 'reflect spells',
4258 type => 'bool'
4259 }
4260 ],
4261 [
4262 'sp',
4263 {
4264 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>.',
4265 name => 'spellpoints',
4266 type => 'int'
4267 }
4268 ],
4269 [
4270 'maxsp',
4271 {
4272 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.',
4273 name => 'max spellpoints',
4274 type => 'int'
4275 }
4276 ],
4277 [
4278 'Pow',
4279 {
4280 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.',
4281 name => 'spellpoint regen.',
4282 type => 'int'
4283 }
4284 ],
4285 [
4286 'path_attuned',
4287 {
4288 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4289 name => 'attuned paths',
4290 type => 'bitmask',
4291 value => $BITMASK{spellpath}
4292 }
4293 ],
4294 [
4295 'path_repelled',
4296 {
4297 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4298 name => 'repelled paths',
4299 type => 'bitmask',
4300 value => $BITMASK{spellpath}
4301 }
4302 ],
4303 [
4304 'path_denied',
4305 {
4306 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4307 name => 'denied paths',
4308 type => 'bitmask',
4309 value => $BITMASK{spellpath}
4310 }
4311 ]
4312 ]
4313 ],
4314 [
4315 'ability',
4316 [
4317 [
4318 'Int',
4319 {
4320 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.',
4321 name => 'detect hidden',
4322 type => 'int'
4323 }
4324 ],
4325 [
4326 'see_invisible',
4327 {
4328 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.',
4329 name => 'see invisible',
4330 type => 'bool'
4331 }
4332 ],
4333 [
4334 'can_see_in_dark',
4335 {
4336 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.',
4337 name => 'see in darkness',
4338 type => 'bool'
4339 }
4340 ],
4341 [
4342 'can_use_weapon',
4343 {
4344 desc => 'Monster is able to wield weapon type objects.',
4345 name => 'can use weapons',
4346 type => 'bool'
4347 }
4348 ],
4349 [
4350 'can_use_bow',
4351 {
4352 desc => 'Monster is able to use missile-weapon type objects.',
4353 name => 'can use bows',
4354 type => 'bool'
4355 }
4356 ],
4357 [
4358 'can_use_armour',
4359 {
4360 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4361 name => 'can use armour',
4362 type => 'bool'
4363 }
4364 ],
4365 [
4366 'can_use_ring',
4367 {
4368 desc => 'Monster is able to wear rings.',
4369 name => 'can use rings',
4370 type => 'bool'
4371 }
4372 ],
4373 [
4374 'can_use_wand',
4375 {
4376 desc => 'Monster is able to use wands and staves.',
4377 name => 'can use wands',
4378 type => 'bool'
4379 }
4380 ],
4381 [
4382 'can_use_rod',
4383 {
4384 desc => 'Monster is able to use rods.',
4385 name => 'can use rods',
4386 type => 'bool'
4387 }
4388 ],
4389 [
4390 'can_use_scroll',
4391 {
4392 desc => 'Monster is able to read scrolls.',
4393 name => 'can use scrolls',
4394 type => 'bool'
4395 }
4396 ],
4397 [
4398 'can_use_skill',
4399 {
4400 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>.',
4401 name => 'can use skills',
4402 type => 'bool'
4403 }
4404 ]
4405 ]
4406 ],
4407 [
4408 'behave',
4409 [
4410 [
4411 'monster',
4412 {
4413 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.',
4414 name => 'monster behaviour',
4415 type => 'bool'
4416 }
4417 ],
4418 [
4419 'unaggressive',
4420 {
4421 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4422 name => 'unaggressive',
4423 type => 'bool'
4424 }
4425 ],
4426 [
4427 'friendly',
4428 {
4429 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4430 name => 'friendly',
4431 type => 'bool'
4432 }
4433 ],
4434 [
4435 'stand_still',
4436 {
4437 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.',
4438 name => 'stand still',
4439 type => 'bool'
4440 }
4441 ],
4442 [
4443 'sleep',
4444 {
4445 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.',
4446 name => 'asleep',
4447 type => 'bool'
4448 }
4449 ],
4450 [
4451 'will_apply',
4452 {
4453 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4454 name => 'misc. actions',
4455 type => 'bitmask',
4456 value => $BITMASK{will_apply}
4457 }
4458 ],
4459 [
4460 'pick_up',
4461 {
4462 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.',
4463 name => 'pick up',
4464 type => 'bitmask',
4465 value => $BITMASK{pick_up}
4466 }
4467 ],
4468 [
4469 'Wis',
4470 {
4471 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.',
4472 name => 'sensing range',
4473 type => 'int'
4474 }
4475 ],
4476 [
4477 'attack_movement_bits_0_3',
4478 {
4479 desc => 'If this is set to default, the standard mode of movement will be used.',
4480 name => 'attack movement',
4481 type => 'list',
4482 value => $LIST{attack_movement_bits_0_3}
4483 }
4484 ],
4485 [
4486 'attack_movement_bits_4_7',
4487 {
4488 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4489 name => 'normal movement',
4490 type => 'list',
4491 value => $LIST{attack_movement_bits_4_7}
4492 }
4493 ],
4494 [
4495 'run_away',
4496 {
4497 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.',
4498 name => 'run at % health',
4499 type => 'int'
4500 }
4501 ]
4502 ]
4503 ],
4504 [
4505 'resistance',
4506 [
4507 [
4508 'resist_physical',
4509 {
4510 name => 'resist physical %',
4511 type => 'int'
4512 }
4513 ],
4514 [
4515 'resist_magic',
4516 {
4517 name => 'resist magic %',
4518 type => 'int'
4519 }
4520 ],
4521 [
4522 'resist_fire',
4523 {
4524 name => 'resist fire %',
4525 type => 'int'
4526 }
4527 ],
4528 [
4529 'resist_electricity',
4530 {
4531 name => 'resist electricity %',
4532 type => 'int'
4533 }
4534 ],
4535 [
4536 'resist_cold',
4537 {
4538 name => 'resist cold %',
4539 type => 'int'
4540 }
4541 ],
4542 [
4543 'resist_confusion',
4544 {
4545 name => 'resist confusion %',
4546 type => 'int'
4547 }
4548 ],
4549 [
4550 'resist_acid',
4551 {
4552 name => 'resist acid %',
4553 type => 'int'
4554 }
4555 ],
4556 [
4557 'resist_drain',
4558 {
4559 name => 'resist draining %',
4560 type => 'int'
4561 }
4562 ],
4563 [
4564 'resist_weaponmagic',
4565 {
4566 name => 'resist weaponmagic %',
4567 type => 'int'
4568 }
4569 ],
4570 [
4571 'resist_ghosthit',
4572 {
4573 name => 'resist ghosthit %',
4574 type => 'int'
4575 }
4576 ],
4577 [
4578 'resist_poison',
4579 {
4580 name => 'resist poison %',
4581 type => 'int'
4582 }
4583 ],
4584 [
4585 'resist_slow',
4586 {
4587 name => 'resist slow %',
4588 type => 'int'
4589 }
4590 ],
4591 [
4592 'resist_paralyze',
4593 {
4594 name => 'resist paralyze %',
4595 type => 'int'
4596 }
4597 ],
4598 [
4599 'resist_fear',
4600 {
4601 name => 'resist fear %',
4602 type => 'int'
4603 }
4604 ],
4605 [
4606 'resist_deplete',
4607 {
4608 name => 'resist depletion %',
4609 type => 'int'
4610 }
4611 ],
4612 [
4613 'resist_death',
4614 {
4615 name => 'resist death-attack %',
4616 type => 'int'
4617 }
4618 ],
4619 [
4620 'resist_chaos',
4621 {
4622 name => 'resist chaos %',
4623 type => 'int'
4624 }
4625 ],
4626 [
4627 'resist_blind',
4628 {
4629 name => 'resist blinding %',
4630 type => 'int'
4631 }
4632 ],
4633 [
4634 'resist_holyword',
4635 {
4636 name => 'resist holy power %',
4637 type => 'int'
4638 }
4639 ],
4640 [
4641 'resist_godpower',
4642 {
4643 name => 'resist godpower %',
4644 type => 'int'
4645 }
4646 ]
4647 ]
4648 ]
4649 ],
4650 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. :-)'
4651 },
4652 'Monster (Grimreaper)' => {
4653 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4654 ignore => [
4655 'material',
4656 'name_pl',
4657 'nrof',
4658 'value',
4659 'unpaid'
4660 ],
4661 import => [
4662 'Monster & NPC'
4663 ],
4664 name => 'Monster (Grimreaper)',
4665 section => [
4666 [
4667 'grimreaper',
4668 [
4669 [
4670 'value',
4671 {
4672 desc => 'The object vanishes after this number of draining attacks.',
4673 name => 'attacks',
4674 type => 'int'
4675 }
4676 ]
4677 ]
4678 ]
4679 ]
4680 },
4681 'Mood Floor' => {
4682 attr => [
4683 [
4684 'no_pick',
4685 {
4686 type => 'fixed',
4687 value => 1
4688 }
4689 ],
4690 [
4691 'last_sp',
4692 {
4693 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!',
4694 name => 'mood',
4695 type => 'list',
4696 value => $LIST{mood}
4697 }
4698 ],
4699 [
4700 'connected',
4701 {
4702 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!',
4703 name => 'connection',
4704 type => 'int'
4705 }
4706 ],
4707 [
4708 'no_magic',
4709 {
4710 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4711 name => 'no spells',
4712 type => 'bool'
4713 }
4714 ],
4715 [
4716 'damned',
4717 {
4718 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4719 name => 'no prayers',
4720 type => 'bool'
4721 }
4722 ]
4723 ],
4724 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.',
4725 ignore => [
4726 $IGNORE_LIST{system_object}
4727 ],
4728 name => 'Mood Floor',
4729 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.)'
4730 },
4731 Mover => {
4732 attr => [
4733 [
4734 'attacktype',
4735 {
4736 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.',
4737 name => 'forced movement',
4738 type => 'bool'
4739 }
4740 ],
4741 [
4742 'maxsp',
4743 {
4744 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.',
4745 name => 'freeze duration',
4746 type => 'int'
4747 }
4748 ],
4749 [
4750 'speed',
4751 {
4752 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4753 name => 'movement speed',
4754 type => 'float'
4755 }
4756 ],
4757 [
4758 'speed_left',
4759 {
4760 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.',
4761 name => 'speed left',
4762 type => 'float'
4763 }
4764 ],
4765 [
4766 'sp',
4767 {
4768 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.',
4769 name => 'direction',
4770 type => 'list',
4771 value => $LIST{direction}
4772 }
4773 ],
4774 [
4775 'lifesave',
4776 {
4777 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.',
4778 name => 'gets used up',
4779 type => 'bool'
4780 }
4781 ],
4782 [
4783 'hp',
4784 {
4785 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).',
4786 name => 'number of uses',
4787 type => 'int'
4788 }
4789 ]
4790 ],
4791 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.',
4792 ignore => [
4793 $IGNORE_LIST{non_pickable}
4794 ],
4795 name => 'Mover',
4796 section => [
4797 [
4798 'targets',
4799 [
4800 [
4801 'level',
4802 {
4803 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.',
4804 name => 'move players',
4805 type => 'bool'
4806 }
4807 ],
4808 [
4809 'move_on',
4810 {
4811 desc => 'Which movement types activate the mover.',
4812 name => 'movement type',
4813 type => 'movement_type'
4814 }
4815 ]
4816 ]
4817 ]
4818 ],
4819 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).'
4820 },
4821 Pedestal => {
4822 attr => [
4823 [
4824 'no_pick',
4825 {
4826 type => 'fixed',
4827 value => 1
4828 }
4829 ],
4830 [
4831 'slaying',
4832 {
4833 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.',
4834 name => 'match race',
4835 type => 'string'
4836 }
4837 ],
4838 [
4839 'connected',
4840 {
4841 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4842 name => 'connection',
4843 type => 'int'
4844 }
4845 ],
4846 [
4847 'move_on',
4848 {
4849 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4850 name => 'movement type',
4851 type => 'movement_type'
4852 }
4853 ]
4854 ],
4855 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.',
4856 ignore => [
4857 $IGNORE_LIST{non_pickable}
4858 ],
4859 name => 'Pedestal',
4860 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.'
4861 },
4862 Pit => {
4863 attr => [
4864 [
4865 'no_pick',
4866 {
4867 type => 'fixed',
4868 value => 1
4869 }
4870 ],
4871 [
4872 'range',
4873 {
4874 desc => 'The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).',
4875 name => 'spread radius',
4876 type => 'int'
4877 }
4878 ],
4879 [
4880 'connected',
4881 {
4882 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4883 name => 'connection',
4884 type => 'int'
4885 }
4886 ],
4887 [
4888 'activate_on_push',
4889 {
4890 desc => 'Whether the teleporter should only be activated on push.',
4891 name => 'activate on push',
4892 type => 'bool'
4893 }
4894 ],
4895 [
4896 'activate_on_release',
4897 {
4898 desc => 'Whether the teleporter should only be activated on release.',
4899 name => 'activate on release',
4900 type => 'bool'
4901 }
4902 ],
4903 [
4904 'hp',
4905 {
4906 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!',
4907 name => 'destination X',
4908 type => 'int'
4909 }
4910 ],
4911 [
4912 'sp',
4913 {
4914 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!',
4915 name => 'destination Y',
4916 type => 'int'
4917 }
4918 ],
4919 [
4920 'wc',
4921 {
4922 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.',
4923 name => 'position state',
4924 type => 'int'
4925 }
4926 ],
4927 [
4928 'move_on',
4929 {
4930 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4931 name => 'movement type',
4932 type => 'movement_type'
4933 }
4934 ]
4935 ],
4936 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.',
4937 ignore => [
4938 $IGNORE_LIST{non_pickable}
4939 ],
4940 name => 'Pit',
4941 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.'
4942 },
4943 'Poison Food' => {
4944 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.',
4945 name => 'Poison Food'
4946 },
4947 Potion => {
4948 attr => [
4949 [
4950 'level',
4951 {
4952 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.',
4953 name => 'potion level',
4954 type => 'int'
4955 }
4956 ],
4957 [
4958 'sp',
4959 {
4960 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".',
4961 name => 'spell',
4962 type => 'spell'
4963 }
4964 ],
4965 [
4966 'attacktype',
4967 {
4968 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.',
4969 name => 'special effect',
4970 type => 'list',
4971 value => $LIST{potion_effect}
4972 }
4973 ],
4974 [
4975 'cursed',
4976 {
4977 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 >:)',
4978 name => 'cursed',
4979 type => 'bool'
4980 }
4981 ],
4982 [
4983 'startequip',
4984 {
4985 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4986 name => 'godgiven item',
4987 type => 'bool'
4988 }
4989 ]
4990 ],
4991 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4992 name => 'Potion',
4993 section => [
4994 [
4995 'stats',
4996 [
4997 [
4998 'Str',
4999 {
5000 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
5001 name => 'strength',
5002 type => 'int'
5003 }
5004 ],
5005 [
5006 'Dex',
5007 {
5008 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
5009 name => 'dexterity',
5010 type => 'int'
5011 }
5012 ],
5013 [
5014 'Con',
5015 {
5016 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.',
5017 name => 'constitution',
5018 type => 'int'
5019 }
5020 ],
5021 [
5022 'Int',
5023 {
5024 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.',
5025 name => 'intelligence',
5026 type => 'int'
5027 }
5028 ],
5029 [
5030 'Pow',
5031 {
5032 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.',
5033 name => 'power',
5034 type => 'int'
5035 }
5036 ],
5037 [
5038 'Wis',
5039 {
5040 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.',
5041 name => 'wisdom',
5042 type => 'int'
5043 }
5044 ],
5045 [
5046 'Cha',
5047 {
5048 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.',
5049 name => 'charisma',
5050 type => 'int'
5051 }
5052 ]
5053 ]
5054 ],
5055 [
5056 'resistance',
5057 [
5058 [
5059 'resist_physical',
5060 {
5061 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5062 name => 'resist physical %',
5063 type => 'int'
5064 }
5065 ],
5066 [
5067 'resist_magic',
5068 {
5069 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5070 name => 'resist magic %',
5071 type => 'int'
5072 }
5073 ],
5074 [
5075 'resist_fire',
5076 {
5077 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5078 name => 'resist fire %',
5079 type => 'int'
5080 }
5081 ],
5082 [
5083 'resist_electricity',
5084 {
5085 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5086 name => 'resist electricity %',
5087 type => 'int'
5088 }
5089 ],
5090 [
5091 'resist_cold',
5092 {
5093 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5094 name => 'resist cold %',
5095 type => 'int'
5096 }
5097 ],
5098 [
5099 'resist_acid',
5100 {
5101 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5102 name => 'resist acid %',
5103 type => 'int'
5104 }
5105 ],
5106 [
5107 'resist_confusion',
5108 {
5109 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5110 name => 'resist confusion %',
5111 type => 'int'
5112 }
5113 ],
5114 [
5115 'resist_weaponmagic',
5116 {
5117 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5118 name => 'resist weaponmagic %',
5119 type => 'int'
5120 }
5121 ],
5122 [
5123 'resist_ghosthit',
5124 {
5125 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5126 name => 'resist ghosthit %',
5127 type => 'int'
5128 }
5129 ],
5130 [
5131 'resist_slow',
5132 {
5133 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5134 name => 'resist slow %',
5135 type => 'int'
5136 }
5137 ],
5138 [
5139 'resist_fear',
5140 {
5141 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5142 name => 'resist fear %',
5143 type => 'int'
5144 }
5145 ],
5146 [
5147 'resist_death',
5148 {
5149 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5150 name => 'resist death-attack %',
5151 type => 'int'
5152 }
5153 ],
5154 [
5155 'resist_chaos',
5156 {
5157 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5158 name => 'resist chaos %',
5159 type => 'int'
5160 }
5161 ],
5162 [
5163 'resist_blind',
5164 {
5165 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5166 name => 'resist blinding %',
5167 type => 'int'
5168 }
5169 ],
5170 [
5171 'resist_holyword',
5172 {
5173 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5174 name => 'resist holy power %',
5175 type => 'int'
5176 }
5177 ],
5178 [
5179 'resist_godpower',
5180 {
5181 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5182 name => 'resist godpower %',
5183 type => 'int'
5184 }
5185 ],
5186 [
5187 'resist_paralyze',
5188 {
5189 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5190 name => 'resist paralyze %',
5191 type => 'int'
5192 }
5193 ],
5194 [
5195 'resist_drain',
5196 {
5197 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5198 name => 'resist draining %',
5199 type => 'int'
5200 }
5201 ],
5202 [
5203 'resist_deplete',
5204 {
5205 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5206 name => 'resist depletion %',
5207 type => 'int'
5208 }
5209 ],
5210 [
5211 'resist_poison',
5212 {
5213 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5214 name => 'resist poison %',
5215 type => 'int'
5216 }
5217 ]
5218 ]
5219 ]
5220 ],
5221 use => 'One potion should never give multiple benefits at once.'
5222 },
5223 'Power Crystal' => {
5224 attr => [
5225 [
5226 'sp',
5227 {
5228 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5229 name => 'initial mana',
5230 type => 'int'
5231 }
5232 ],
5233 [
5234 'maxsp',
5235 {
5236 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.',
5237 name => 'mana capacity',
5238 type => 'int'
5239 }
5240 ]
5241 ],
5242 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.',
5243 name => 'Power Crystal'
5244 },
5245 Projectile => {
5246 attr => [
5247 [
5248 'attacktype',
5249 {
5250 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.',
5251 name => 'attacktype',
5252 type => 'bitmask',
5253 value => $BITMASK{attacktype}
5254 }
5255 ],
5256 [
5257 'race',
5258 {
5259 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>.',
5260 name => 'ammunition class',
5261 type => 'string'
5262 }
5263 ],
5264 [
5265 'slaying',
5266 {
5267 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.',
5268 name => 'slaying race',
5269 type => 'string'
5270 }
5271 ],
5272 [
5273 'dam',
5274 {
5275 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5276 name => 'damage',
5277 type => 'int'
5278 }
5279 ],
5280 [
5281 'wc',
5282 {
5283 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.',
5284 name => 'weaponclass',
5285 type => 'int'
5286 }
5287 ],
5288 [
5289 'food',
5290 {
5291 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).',
5292 name => 'chance to break',
5293 type => 'int'
5294 }
5295 ],
5296 [
5297 'magic',
5298 {
5299 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5300 name => 'magic bonus',
5301 type => 'int'
5302 }
5303 ],
5304 [
5305 'unique',
5306 {
5307 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5308 name => 'unique item',
5309 type => 'bool'
5310 }
5311 ],
5312 [
5313 'startequip',
5314 {
5315 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5316 name => 'godgiven item',
5317 type => 'bool'
5318 }
5319 ],
5320 [
5321 'no_drop',
5322 {
5323 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.',
5324 name => 'don\'t drop',
5325 type => 'bool'
5326 }
5327 ],
5328 [
5329 'msg',
5330 {
5331 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5332 end => 'endmsg',
5333 name => 'description',
5334 type => 'text'
5335 }
5336 ]
5337 ],
5338 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.',
5339 name => 'Projectile',
5340 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.'
5341 },
5342 Ring => {
5343 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.',
5344 import => [
5345 'Amulet'
5346 ],
5347 name => 'Ring',
5348 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.'
5349 },
5350 Rod => {
5351 attr => [
5352 [
5353 'sp',
5354 {
5355 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!',
5356 name => 'spell',
5357 type => 'spell'
5358 }
5359 ],
5360 [
5361 'level',
5362 {
5363 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5364 name => 'casting level',
5365 type => 'int'
5366 }
5367 ],
5368 [
5369 'hp',
5370 {
5371 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5372 name => 'initial spellpoints',
5373 type => 'int'
5374 }
5375 ],
5376 [
5377 'maxhp',
5378 {
5379 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.',
5380 name => 'max. spellpoints',
5381 type => 'int'
5382 }
5383 ],
5384 [
5385 'startequip',
5386 {
5387 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5388 name => 'godgiven item',
5389 type => 'bool'
5390 }
5391 ],
5392 [
5393 'msg',
5394 {
5395 desc => 'This text may contain a description of the rod.',
5396 end => 'endmsg',
5397 name => 'description',
5398 type => 'text'
5399 }
5400 ]
5401 ],
5402 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.',
5403 ignore => [
5404 'title'
5405 ],
5406 name => 'Rod',
5407 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>'
5408 },
5409 Rune => {
5410 attr => [
5411 [
5412 'no_pick',
5413 {
5414 type => 'fixed',
5415 value => 1
5416 }
5417 ],
5418 [
5419 'move_on',
5420 {
5421 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5422 name => 'movement type',
5423 type => 'movement_type'
5424 }
5425 ],
5426 [
5427 'level',
5428 {
5429 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.',
5430 name => 'rune level',
5431 type => 'int'
5432 }
5433 ],
5434 [
5435 'Cha',
5436 {
5437 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.',
5438 name => 'visibility',
5439 type => 'int'
5440 }
5441 ],
5442 [
5443 'hp',
5444 {
5445 desc => 'The rune will detonate <number of charges> times before disappearing.',
5446 name => 'number of charges',
5447 type => 'int'
5448 }
5449 ],
5450 [
5451 'dam',
5452 {
5453 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.',
5454 name => 'direct damage',
5455 type => 'int'
5456 }
5457 ],
5458 [
5459 'attacktype',
5460 {
5461 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.',
5462 name => 'attacktype',
5463 type => 'bitmask',
5464 value => $BITMASK{attacktype}
5465 }
5466 ],
5467 [
5468 'msg',
5469 {
5470 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5471 end => 'endmsg',
5472 name => 'detonation text',
5473 type => 'text'
5474 }
5475 ]
5476 ],
5477 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.',
5478 ignore => [
5479 'no_pick',
5480 'title',
5481 'name_pl',
5482 'weight',
5483 'value',
5484 'material',
5485 'unpaid'
5486 ],
5487 name => 'Rune',
5488 section => [
5489 [
5490 'spellcraft',
5491 [
5492 [
5493 'sp',
5494 {
5495 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5496 name => 'spell',
5497 type => 'spell'
5498 }
5499 ],
5500 [
5501 'slaying',
5502 {
5503 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5504 name => 'spell name',
5505 type => 'string'
5506 }
5507 ],
5508 [
5509 'other_arch',
5510 {
5511 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.',
5512 name => 'spell arch',
5513 type => 'string'
5514 }
5515 ],
5516 [
5517 'maxsp',
5518 {
5519 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.',
5520 name => 'direction',
5521 type => 'list',
5522 value => $LIST{direction}
5523 }
5524 ],
5525 [
5526 'race',
5527 {
5528 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.',
5529 name => 'summon monster',
5530 type => 'string'
5531 }
5532 ],
5533 [
5534 'maxhp',
5535 {
5536 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5537 name => 'summon amount',
5538 type => 'int'
5539 }
5540 ]
5541 ]
5542 ]
5543 ],
5544 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5545 },
5546 'Safe ground' => {
5547 attr => [
5548 [
5549 'move_block',
5550 {
5551 desc => 'Objects using these movement types cannot move over this space.',
5552 name => 'blocked movement',
5553 type => 'movement_type'
5554 }
5555 ],
5556 [
5557 'move_allow',
5558 {
5559 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5560 name => 'allowed movement',
5561 type => 'movement_type'
5562 }
5563 ],
5564 [
5565 'move_slow',
5566 {
5567 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5568 name => 'slowed movement',
5569 type => 'movement_type'
5570 }
5571 ],
5572 [
5573 'move_slow_penalty',
5574 {
5575 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)',
5576 name => 'slow movement penalty',
5577 type => 'int'
5578 }
5579 ],
5580 [
5581 'no_pick',
5582 {
5583 type => 'fixed',
5584 value => 1
5585 }
5586 ]
5587 ],
5588 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.',
5589 ignore => [
5590 $IGNORE_LIST{non_pickable}
5591 ],
5592 name => 'Safe ground',
5593 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.'
5594 },
5595 Savebed => {
5596 attr => [
5597 [
5598 'no_pick',
5599 {
5600 type => 'fixed',
5601 value => 1
5602 }
5603 ],
5604 [
5605 'no_magic',
5606 {
5607 type => 'fixed',
5608 value => 1
5609 }
5610 ],
5611 [
5612 'damned',
5613 {
5614 type => 'fixed',
5615 value => 1
5616 }
5617 ]
5618 ],
5619 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.',
5620 ignore => [
5621 $IGNORE_LIST{non_pickable}
5622 ],
5623 name => 'Savebed',
5624 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>'
5625 },
5626 Scroll => {
5627 attr => [
5628 [
5629 'level',
5630 {
5631 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5632 name => 'casting level',
5633 type => 'int'
5634 }
5635 ],
5636 [
5637 'sp',
5638 {
5639 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5640 name => 'spell',
5641 type => 'spell'
5642 }
5643 ],
5644 [
5645 'startequip',
5646 {
5647 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5648 name => 'godgiven item',
5649 type => 'bool'
5650 }
5651 ]
5652 ],
5653 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.',
5654 ignore => [
5655 'title'
5656 ],
5657 name => 'Scroll',
5658 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5659 },
5660 Shield => {
5661 attr => [
5662 [
5663 'magic',
5664 {
5665 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.',
5666 name => 'magic bonus',
5667 type => 'int'
5668 }
5669 ]
5670 ],
5671 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.',
5672 import => [
5673 'Amulet'
5674 ],
5675 name => 'Shield',
5676 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5677 },
5678 'Shooting Weapon' => {
5679 attr => [
5680 [
5681 'race',
5682 {
5683 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.',
5684 name => 'ammunition class',
5685 type => 'string'
5686 }
5687 ],
5688 [
5689 'sp',
5690 {
5691 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).',
5692 name => 'shooting speed',
5693 type => 'int'
5694 }
5695 ],
5696 [
5697 'dam',
5698 {
5699 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.',
5700 name => 'base damage',
5701 type => 'int'
5702 }
5703 ],
5704 [
5705 'wc',
5706 {
5707 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.',
5708 name => 'weaponclass',
5709 type => 'int'
5710 }
5711 ],
5712 [
5713 'item_power',
5714 {
5715 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>.',
5716 name => 'item power',
5717 type => 'int'
5718 }
5719 ],
5720 [
5721 'no_strength',
5722 {
5723 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.',
5724 name => 'ignore strength',
5725 type => 'bool'
5726 }
5727 ],
5728 [
5729 'damned',
5730 {
5731 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5732 name => 'damnation',
5733 type => 'bool'
5734 }
5735 ],
5736 [
5737 'cursed',
5738 {
5739 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5740 name => 'curse',
5741 type => 'bool'
5742 }
5743 ],
5744 [
5745 'unique',
5746 {
5747 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5748 name => 'unique item',
5749 type => 'bool'
5750 }
5751 ],
5752 [
5753 'startequip',
5754 {
5755 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5756 name => 'godgiven item',
5757 type => 'bool'
5758 }
5759 ],
5760 [
5761 'msg',
5762 {
5763 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5764 end => 'endmsg',
5765 name => 'description',
5766 type => 'text'
5767 }
5768 ]
5769 ],
5770 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.',
5771 name => 'Shooting Weapon',
5772 section => [
5773 [
5774 'stats',
5775 [
5776 [
5777 'Str',
5778 {
5779 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5780 name => 'strength',
5781 type => 'int'
5782 }
5783 ],
5784 [
5785 'Dex',
5786 {
5787 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5788 name => 'dexterity',
5789 type => 'int'
5790 }
5791 ],
5792 [
5793 'Con',
5794 {
5795 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5796 name => 'constitution',
5797 type => 'int'
5798 }
5799 ],
5800 [
5801 'Int',
5802 {
5803 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5804 name => 'intelligence',
5805 type => 'int'
5806 }
5807 ],
5808 [
5809 'Pow',
5810 {
5811 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5812 name => 'power',
5813 type => 'int'
5814 }
5815 ],
5816 [
5817 'Wis',
5818 {
5819 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5820 name => 'wisdom',
5821 type => 'int'
5822 }
5823 ],
5824 [
5825 'Cha',
5826 {
5827 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5828 name => 'charisma',
5829 type => 'int'
5830 }
5831 ]
5832 ]
5833 ],
5834 [
5835 'bonus',
5836 [
5837 [
5838 'luck',
5839 {
5840 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.',
5841 name => 'luck bonus',
5842 type => 'int'
5843 }
5844 ],
5845 [
5846 'magic',
5847 {
5848 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.',
5849 name => 'magic bonus',
5850 type => 'int'
5851 }
5852 ]
5853 ]
5854 ]
5855 ],
5856 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.'
5857 },
5858 'Shop Floor' => {
5859 attr => [
5860 [
5861 'is_floor',
5862 {
5863 type => 'fixed',
5864 value => 1
5865 }
5866 ],
5867 [
5868 'no_pick',
5869 {
5870 type => 'fixed',
5871 value => 1
5872 }
5873 ],
5874 [
5875 'no_magic',
5876 {
5877 type => 'fixed',
5878 value => 1
5879 }
5880 ],
5881 [
5882 'auto_apply',
5883 {
5884 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.',
5885 name => 'generate goods',
5886 type => 'bool'
5887 }
5888 ],
5889 [
5890 'randomitems',
5891 {
5892 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.',
5893 name => 'treasurelist',
5894 type => 'treasurelist'
5895 }
5896 ],
5897 [
5898 'exp',
5899 {
5900 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.',
5901 name => 'quality level',
5902 type => 'int'
5903 }
5904 ],
5905 [
5906 'damned',
5907 {
5908 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.)',
5909 name => 'no prayers',
5910 type => 'bool'
5911 }
5912 ]
5913 ],
5914 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).',
5915 ignore => [
5916 $IGNORE_LIST{non_pickable}
5917 ],
5918 name => 'Shop Floor',
5919 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.'
5920 },
5921 'Shop Inventory' => {
5922 attr => [
5923 [
5924 'shop_coords',
5925 {
5926 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.',
5927 name => 'shop rectangle',
5928 type => 'string'
5929 }
5930 ]
5931 ],
5932 desc => 'The purpose of a sign is to display the contents of a shop.',
5933 ignore => [
5934 $IGNORE_LIST{non_pickable}
5935 ],
5936 name => 'Shop Inventory',
5937 use => 'Use these signs to present the player a list of the items in the shop'
5938 },
5939 'Shop Mat' => {
5940 attr => [
5941 [
5942 'no_pick',
5943 {
5944 type => 'fixed',
5945 value => 1
5946 }
5947 ],
5948 [
5949 'move_on',
5950 {
5951 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5952 name => 'movement type',
5953 type => 'movement_type'
5954 }
5955 ]
5956 ],
5957 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).',
5958 ignore => [
5959 $IGNORE_LIST{non_pickable}
5960 ],
5961 name => 'Shop Mat',
5962 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5963 },
5964 'Sign & MagicMouth' => {
5965 attr => [
5966 [
5967 'connected',
5968 {
5969 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.',
5970 name => 'connection',
5971 type => 'int'
5972 }
5973 ],
5974 [
5975 'activate_on_push',
5976 {
5977 desc => 'Whether the teleporter should only be activated on push.',
5978 name => 'activate on push',
5979 type => 'bool'
5980 }
5981 ],
5982 [
5983 'activate_on_release',
5984 {
5985 desc => 'Whether the teleporter should only be activated on release.',
5986 name => 'activate on release',
5987 type => 'bool'
5988 }
5989 ],
5990 [
5991 'move_on',
5992 {
5993 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5994 name => 'movement type',
5995 type => 'movement_type'
5996 }
5997 ],
5998 [
5999 'food',
6000 {
6001 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).',
6002 name => 'counter',
6003 type => 'int'
6004 }
6005 ],
6006 [
6007 'msg',
6008 {
6009 desc => 'This text will be displayed to the player.',
6010 end => 'endmsg',
6011 name => 'message',
6012 type => 'text'
6013 }
6014 ]
6015 ],
6016 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).',
6017 ignore => [
6018 $IGNORE_LIST{non_pickable}
6019 ],
6020 name => 'Sign & MagicMouth',
6021 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.'
6022 },
6023 Skill => {
6024 attr => [
6025 [
6026 'invisible',
6027 {
6028 type => 'fixed',
6029 value => 1
6030 }
6031 ],
6032 [
6033 'no_drop',
6034 {
6035 type => 'fixed',
6036 value => 1
6037 }
6038 ],
6039 [
6040 'skill',
6041 {
6042 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.',
6043 name => 'skill name',
6044 type => 'string'
6045 }
6046 ],
6047 [
6048 'expmul',
6049 {
6050 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.',
6051 name => 'exp multiplier',
6052 type => 'float'
6053 }
6054 ],
6055 [
6056 'subtype',
6057 {
6058 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.',
6059 name => 'skill type',
6060 type => 'list',
6061 value => $LIST{skill_type}
6062 }
6063 ],
6064 [
6065 'level',
6066 {
6067 name => 'level',
6068 type => 'int'
6069 }
6070 ],
6071 [
6072 'exp',
6073 {
6074 name => 'experience',
6075 type => 'int'
6076 }
6077 ],
6078 [
6079 'can_use_skill',
6080 {
6081 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.',
6082 name => 'is native skill',
6083 type => 'bool'
6084 }
6085 ]
6086 ],
6087 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.',
6088 ignore => [
6089 $IGNORE_LIST{system_object}
6090 ],
6091 name => 'Skill',
6092 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>'
6093 },
6094 'Skill Scroll' => {
6095 attr => [
6096 [
6097 'race',
6098 {
6099 type => 'fixed',
6100 value => 'scrolls'
6101 }
6102 ],
6103 [
6104 'skill',
6105 {
6106 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6107 name => 'skill name',
6108 type => 'string'
6109 }
6110 ]
6111 ],
6112 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6113 name => 'Skill Scroll',
6114 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.'
6115 },
6116 'Skill Tool' => {
6117 attr => [
6118 [
6119 'skill',
6120 {
6121 desc => 'This field describes which skill the player will be able to use wearing this item.',
6122 name => 'skill name',
6123 type => 'string'
6124 }
6125 ]
6126 ],
6127 desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6128 name => 'Skill Tool',
6129 section => [
6130 [
6131 'stats',
6132 [
6133 [
6134 'Str',
6135 {
6136 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6137 name => 'strength',
6138 type => 'int'
6139 }
6140 ],
6141 [
6142 'Dex',
6143 {
6144 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
6145 name => 'dexterity',
6146 type => 'int'
6147 }
6148 ],
6149 [
6150 'Con',
6151 {
6152 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.',
6153 name => 'constitution',
6154 type => 'int'
6155 }
6156 ],
6157 [
6158 'Int',
6159 {
6160 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.',
6161 name => 'intelligence',
6162 type => 'int'
6163 }
6164 ],
6165 [
6166 'Pow',
6167 {
6168 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.',
6169 name => 'power',
6170 type => 'int'
6171 }
6172 ],
6173 [
6174 'Wis',
6175 {
6176 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.',
6177 name => 'wisdom',
6178 type => 'int'
6179 }
6180 ],
6181 [
6182 'Cha',
6183 {
6184 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.',
6185 name => 'charisma',
6186 type => 'int'
6187 }
6188 ]
6189 ]
6190 ],
6191 [
6192 'resistance',
6193 [
6194 [
6195 'resist_physical',
6196 {
6197 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6198 name => 'resist physical %',
6199 type => 'int'
6200 }
6201 ],
6202 [
6203 'resist_magic',
6204 {
6205 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6206 name => 'resist magic %',
6207 type => 'int'
6208 }
6209 ],
6210 [
6211 'resist_fire',
6212 {
6213 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6214 name => 'resist fire %',
6215 type => 'int'
6216 }
6217 ],
6218 [
6219 'resist_electricity',
6220 {
6221 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6222 name => 'resist electricity %',
6223 type => 'int'
6224 }
6225 ],
6226 [
6227 'resist_cold',
6228 {
6229 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6230 name => 'resist cold %',
6231 type => 'int'
6232 }
6233 ],
6234 [
6235 'resist_acid',
6236 {
6237 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6238 name => 'resist acid %',
6239 type => 'int'
6240 }
6241 ],
6242 [
6243 'resist_confusion',
6244 {
6245 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6246 name => 'resist confusion %',
6247 type => 'int'
6248 }
6249 ],
6250 [
6251 'resist_weaponmagic',
6252 {
6253 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6254 name => 'resist weaponmagic %',
6255 type => 'int'
6256 }
6257 ],
6258 [
6259 'resist_ghosthit',
6260 {
6261 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6262 name => 'resist ghosthit %',
6263 type => 'int'
6264 }
6265 ],
6266 [
6267 'resist_slow',
6268 {
6269 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6270 name => 'resist slow %',
6271 type => 'int'
6272 }
6273 ],
6274 [
6275 'resist_fear',
6276 {
6277 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6278 name => 'resist fear %',
6279 type => 'int'
6280 }
6281 ],
6282 [
6283 'resist_death',
6284 {
6285 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6286 name => 'resist death-attack %',
6287 type => 'int'
6288 }
6289 ],
6290 [
6291 'resist_chaos',
6292 {
6293 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6294 name => 'resist chaos %',
6295 type => 'int'
6296 }
6297 ],
6298 [
6299 'resist_blind',
6300 {
6301 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6302 name => 'resist blinding %',
6303 type => 'int'
6304 }
6305 ],
6306 [
6307 'resist_holyword',
6308 {
6309 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6310 name => 'resist holy power %',
6311 type => 'int'
6312 }
6313 ],
6314 [
6315 'resist_godpower',
6316 {
6317 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6318 name => 'resist godpower %',
6319 type => 'int'
6320 }
6321 ],
6322 [
6323 'resist_paralyze',
6324 {
6325 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6326 name => 'resist paralyze %',
6327 type => 'int'
6328 }
6329 ],
6330 [
6331 'resist_drain',
6332 {
6333 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6334 name => 'resist draining %',
6335 type => 'int'
6336 }
6337 ],
6338 [
6339 'resist_deplete',
6340 {
6341 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6342 name => 'resist depletion %',
6343 type => 'int'
6344 }
6345 ],
6346 [
6347 'resist_poison',
6348 {
6349 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6350 name => 'resist poison %',
6351 type => 'int'
6352 }
6353 ]
6354 ]
6355 ]
6356 ],
6357 use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6358 },
6359 'Special Key' => {
6360 attr => [
6361 [
6362 'slaying',
6363 {
6364 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.',
6365 name => 'key string',
6366 type => 'string'
6367 }
6368 ],
6369 [
6370 'material',
6371 {
6372 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6373 name => 'material',
6374 type => 'bitmask',
6375 value => $BITMASK{material}
6376 }
6377 ],
6378 [
6379 'unique',
6380 {
6381 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.',
6382 name => 'unique item',
6383 type => 'bool'
6384 }
6385 ],
6386 [
6387 'startequip',
6388 {
6389 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6390 name => 'godgiven item',
6391 type => 'bool'
6392 }
6393 ],
6394 [
6395 'msg',
6396 {
6397 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.',
6398 end => 'endmsg',
6399 name => 'description',
6400 type => 'text'
6401 }
6402 ]
6403 ],
6404 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.',
6405 ignore => [
6406 'material'
6407 ],
6408 name => 'Special Key',
6409 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".'
6410 },
6411 Spell => {
6412 attr => [
6413 [
6414 'no_drop',
6415 {
6416 type => 'fixed',
6417 value => 1
6418 }
6419 ],
6420 [
6421 'invisible',
6422 {
6423 type => 'fixed',
6424 value => 1
6425 }
6426 ],
6427 [
6428 'skill',
6429 {
6430 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.',
6431 name => 'skill name',
6432 type => 'string'
6433 }
6434 ],
6435 [
6436 'subtype',
6437 {
6438 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6439 name => 'spell type',
6440 type => 'list',
6441 value => $LIST{spell_type}
6442 }
6443 ],
6444 [
6445 'level',
6446 {
6447 name => 'spell level',
6448 type => 'int'
6449 }
6450 ],
6451 [
6452 'casting_time',
6453 {
6454 name => 'casting time',
6455 type => 'int'
6456 }
6457 ],
6458 [
6459 'duration',
6460 {
6461 name => 'duration',
6462 type => 'int'
6463 }
6464 ],
6465 [
6466 'other_arch',
6467 {
6468 name => 'create object',
6469 type => 'string'
6470 }
6471 ],
6472 [
6473 'sp',
6474 {
6475 name => 'cost spellpoints',
6476 type => 'int'
6477 }
6478 ],
6479 [
6480 'grace',
6481 {
6482 name => 'cost grace',
6483 type => 'int'
6484 }
6485 ],
6486 [
6487 'maxsp',
6488 {
6489 name => 'double cost per level',
6490 type => 'int'
6491 }
6492 ]
6493 ],
6494 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.',
6495 ignore => [
6496 $IGNORE_LIST{system_object}
6497 ],
6498 name => 'Spell',
6499 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.'
6500 },
6501 Spellbook => {
6502 attr => [
6503 [
6504 'skill',
6505 {
6506 type => 'fixed',
6507 value => 'literacy'
6508 }
6509 ],
6510 [
6511 'randomitems',
6512 {
6513 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.',
6514 name => 'treasurelist',
6515 type => 'treasurelist'
6516 }
6517 ],
6518 [
6519 'startequip',
6520 {
6521 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6522 name => 'godgiven item',
6523 type => 'bool'
6524 }
6525 ],
6526 [
6527 'msg',
6528 {
6529 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6530 end => 'endmsg',
6531 name => 'description',
6532 type => 'text'
6533 }
6534 ]
6535 ],
6536 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.',
6537 name => 'Spellbook',
6538 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.'
6539 },
6540 Spinner => {
6541 attr => [
6542 [
6543 'sp',
6544 {
6545 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.',
6546 name => 'direction number',
6547 type => 'int'
6548 }
6549 ],
6550 [
6551 'move_on',
6552 {
6553 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6554 name => 'movement type',
6555 type => 'movement_type'
6556 }
6557 ]
6558 ],
6559 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.',
6560 ignore => [
6561 $IGNORE_LIST{non_pickable}
6562 ],
6563 name => 'Spinner',
6564 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.'
6565 },
6566 Swamp => {
6567 attr => [
6568 [
6569 'is_floor',
6570 {
6571 type => 'fixed',
6572 value => 1
6573 }
6574 ],
6575 [
6576 'is_wooded',
6577 {
6578 type => 'fixed',
6579 value => 1
6580 }
6581 ],
6582 [
6583 'speed',
6584 {
6585 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.',
6586 name => 'drowning speed',
6587 type => 'float'
6588 }
6589 ],
6590 [
6591 'speed_left',
6592 {
6593 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.',
6594 name => 'speed left',
6595 type => 'float'
6596 }
6597 ],
6598 [
6599 'move_on',
6600 {
6601 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6602 name => 'movement type',
6603 type => 'movement_type'
6604 }
6605 ],
6606 [
6607 'move_block',
6608 {
6609 desc => 'Objects using these movement types cannot move over this space.',
6610 name => 'blocked movement',
6611 type => 'movement_type'
6612 }
6613 ],
6614 [
6615 'move_allow',
6616 {
6617 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6618 name => 'allowed movement',
6619 type => 'movement_type'
6620 }
6621 ],
6622 [
6623 'move_slow',
6624 {
6625 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6626 name => 'slowed movement',
6627 type => 'movement_type'
6628 }
6629 ],
6630 [
6631 'move_slow_penalty',
6632 {
6633 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)',
6634 name => 'slow movement penalty',
6635 type => 'int'
6636 }
6637 ],
6638 [
6639 'no_magic',
6640 {
6641 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6642 name => 'no spells',
6643 type => 'bool'
6644 }
6645 ],
6646 [
6647 'damned',
6648 {
6649 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6650 name => 'no prayers',
6651 type => 'bool'
6652 }
6653 ]
6654 ],
6655 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.',
6656 ignore => [
6657 $IGNORE_LIST{non_pickable}
6658 ],
6659 name => 'Swamp'
6660 },
6661 Teleporter => {
6662 attr => [
6663 [
6664 'slaying',
6665 {
6666 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.',
6667 name => 'exit path',
6668 type => 'string'
6669 }
6670 ],
6671 [
6672 'hp',
6673 {
6674 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.',
6675 name => 'destination X',
6676 type => 'int'
6677 }
6678 ],
6679 [
6680 'sp',
6681 {
6682 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.',
6683 name => 'destination Y',
6684 type => 'int'
6685 }
6686 ],
6687 [
6688 'connected',
6689 {
6690 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.',
6691 name => 'connection',
6692 type => 'int'
6693 }
6694 ],
6695 [
6696 'activate_on_push',
6697 {
6698 desc => 'Whether the teleporter should only be activated on push.',
6699 name => 'activate on push',
6700 type => 'bool'
6701 }
6702 ],
6703 [
6704 'activate_on_release',
6705 {
6706 desc => 'Whether the teleporter should only be activated on release.',
6707 name => 'activate on release',
6708 type => 'bool'
6709 }
6710 ],
6711 [
6712 'speed',
6713 {
6714 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!',
6715 name => 'activation speed',
6716 type => 'float'
6717 }
6718 ],
6719 [
6720 'speed_left',
6721 {
6722 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.',
6723 name => 'speed left',
6724 type => 'float'
6725 }
6726 ]
6727 ],
6728 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.',
6729 ignore => [
6730 $IGNORE_LIST{non_pickable}
6731 ],
6732 name => 'Teleporter',
6733 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.'
6734 },
6735 'Timed Gate' => {
6736 attr => [
6737 [
6738 'no_pick',
6739 {
6740 type => 'fixed',
6741 value => 1
6742 }
6743 ],
6744 [
6745 'connected',
6746 {
6747 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.',
6748 name => 'connection',
6749 type => 'int'
6750 }
6751 ],
6752 [
6753 'activate_on_push',
6754 {
6755 desc => 'Whether the teleporter should only be activated on push.',
6756 name => 'activate on push',
6757 type => 'bool'
6758 }
6759 ],
6760 [
6761 'activate_on_release',
6762 {
6763 desc => 'Whether the teleporter should only be activated on release.',
6764 name => 'activate on release',
6765 type => 'bool'
6766 }
6767 ],
6768 [
6769 'wc',
6770 {
6771 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.',
6772 name => 'position state',
6773 type => 'int'
6774 }
6775 ],
6776 [
6777 'move_block',
6778 {
6779 desc => 'Objects using these movement types cannot move over this space.',
6780 name => 'blocked movement',
6781 type => 'movement_type'
6782 }
6783 ],
6784 [
6785 'move_allow',
6786 {
6787 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6788 name => 'allowed movement',
6789 type => 'movement_type'
6790 }
6791 ],
6792 [
6793 'move_slow',
6794 {
6795 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6796 name => 'slowed movement',
6797 type => 'movement_type'
6798 }
6799 ],
6800 [
6801 'move_slow_penalty',
6802 {
6803 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)',
6804 name => 'slow movement penalty',
6805 type => 'int'
6806 }
6807 ],
6808 [
6809 'no_magic',
6810 {
6811 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6812 name => 'restrict spells',
6813 type => 'bool'
6814 }
6815 ],
6816 [
6817 'damned',
6818 {
6819 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6820 name => 'restrict prayers',
6821 type => 'bool'
6822 }
6823 ],
6824 [
6825 'hp',
6826 {
6827 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6828 name => 'open duration',
6829 type => 'int'
6830 }
6831 ]
6832 ],
6833 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.',
6834 ignore => [
6835 $IGNORE_LIST{non_pickable}
6836 ],
6837 name => 'Timed Gate',
6838 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".'
6839 },
6840 Trap => {
6841 attr => [
6842 [
6843 'no_pick',
6844 {
6845 type => 'fixed',
6846 value => 1
6847 }
6848 ],
6849 [
6850 'move_on',
6851 {
6852 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6853 name => 'movement type',
6854 type => 'movement_type'
6855 }
6856 ],
6857 [
6858 'level',
6859 {
6860 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.',
6861 name => 'trap level',
6862 type => 'int'
6863 }
6864 ],
6865 [
6866 'Cha',
6867 {
6868 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.',
6869 name => 'visibility',
6870 type => 'int'
6871 }
6872 ],
6873 [
6874 'hp',
6875 {
6876 desc => 'The trap will detonate <number of charges> times before disappearing.',
6877 name => 'number of charges',
6878 type => 'int'
6879 }
6880 ],
6881 [
6882 'dam',
6883 {
6884 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6885 name => 'direct damage',
6886 type => 'int'
6887 }
6888 ],
6889 [
6890 'attacktype',
6891 {
6892 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6893 name => 'attacktype',
6894 type => 'bitmask',
6895 value => $BITMASK{attacktype}
6896 }
6897 ],
6898 [
6899 'connected',
6900 {
6901 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6902 name => 'connection',
6903 type => 'int'
6904 }
6905 ],
6906 [
6907 'msg',
6908 {
6909 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6910 end => 'endmsg',
6911 name => 'detonation text',
6912 type => 'text'
6913 }
6914 ]
6915 ],
6916 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.',
6917 ignore => [
6918 'no_pick',
6919 'title',
6920 'name_pl',
6921 'weight',
6922 'value',
6923 'material',
6924 'unpaid'
6925 ],
6926 name => 'Trap',
6927 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.'
6928 },
6929 Trapdoor => {
6930 attr => [
6931 [
6932 'no_pick',
6933 {
6934 type => 'fixed',
6935 value => 1
6936 }
6937 ],
6938 [
6939 'move_on',
6940 {
6941 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6942 name => 'movement type',
6943 type => 'movement_type'
6944 }
6945 ],
6946 [
6947 'weight',
6948 {
6949 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.',
6950 name => 'hold weight',
6951 type => 'int'
6952 }
6953 ],
6954 [
6955 'hp',
6956 {
6957 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!',
6958 name => 'destination X',
6959 type => 'int'
6960 }
6961 ],
6962 [
6963 'sp',
6964 {
6965 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!',
6966 name => 'destination Y',
6967 type => 'int'
6968 }
6969 ]
6970 ],
6971 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.',
6972 ignore => [
6973 $IGNORE_LIST{non_pickable}
6974 ],
6975 name => 'Trapdoor',
6976 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.'
6977 },
6978 Treasure => {
6979 attr => [
6980 [
6981 'randomitems',
6982 {
6983 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6984 name => 'treasurelist',
6985 type => 'treasurelist'
6986 }
6987 ],
6988 [
6989 'auto_apply',
6990 {
6991 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.',
6992 name => 'auto-generate',
6993 type => 'bool'
6994 }
6995 ],
6996 [
6997 'hp',
6998 {
6999 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.',
7000 name => 'create number',
7001 type => 'int'
7002 }
7003 ],
7004 [
7005 'exp',
7006 {
7007 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).',
7008 name => 'quality level',
7009 type => 'int'
7010 }
7011 ]
7012 ],
7013 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
7014 ignore => [
7015 'nrof',
7016 'title',
7017 'name_pl',
7018 'weight',
7019 'value',
7020 'material'
7021 ],
7022 name => 'Treasure',
7023 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.'
7024 },
7025 'Trigger Marker' => {
7026 attr => [
7027 [
7028 'no_pick',
7029 {
7030 type => 'fixed',
7031 value => 1
7032 }
7033 ],
7034 [
7035 'slaying',
7036 {
7037 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.',
7038 name => 'key string',
7039 type => 'string'
7040 }
7041 ],
7042 [
7043 'connected',
7044 {
7045 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
7046 name => 'connection',
7047 type => 'int'
7048 }
7049 ],
7050 [
7051 'food',
7052 {
7053 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.',
7054 name => 'mark duration',
7055 type => 'int'
7056 }
7057 ],
7058 [
7059 'name',
7060 {
7061 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.',
7062 name => 'delete mark',
7063 type => 'string'
7064 }
7065 ],
7066 [
7067 'msg',
7068 {
7069 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.',
7070 end => 'endmsg',
7071 name => 'marking message',
7072 type => 'text'
7073 }
7074 ]
7075 ],
7076 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.',
7077 ignore => [
7078 $IGNORE_LIST{system_object}
7079 ],
7080 name => 'Trigger Marker',
7081 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.'
7082 },
7083 Wall => {
7084 attr => [
7085 [
7086 'move_block',
7087 {
7088 desc => 'Objects using these movement types cannot move over this space.',
7089 name => 'blocked movement',
7090 type => 'movement_type'
7091 }
7092 ],
7093 [
7094 'move_allow',
7095 {
7096 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7097 name => 'allowed movement',
7098 type => 'movement_type'
7099 }
7100 ],
7101 [
7102 'move_slow',
7103 {
7104 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7105 name => 'slowed movement',
7106 type => 'movement_type'
7107 }
7108 ],
7109 [
7110 'move_slow_penalty',
7111 {
7112 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)',
7113 name => 'slow movement penalty',
7114 type => 'int'
7115 }
7116 ],
7117 [
7118 'can_roll',
7119 {
7120 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7121 name => 'moveable',
7122 type => 'bool'
7123 }
7124 ],
7125 [
7126 'no_magic',
7127 {
7128 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7129 name => 'restrict spells',
7130 type => 'bool'
7131 }
7132 ],
7133 [
7134 'damned',
7135 {
7136 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7137 name => 'restrict prayers',
7138 type => 'bool'
7139 }
7140 ]
7141 ],
7142 desc => 'Walls usually block passage and sight.',
7143 ignore => [
7144 'nrof',
7145 'title',
7146 'name_pl',
7147 'value',
7148 'unpaid'
7149 ],
7150 name => 'Wall'
7151 },
7152 'Wand & Staff' => {
7153 attr => [
7154 [
7155 'sp',
7156 {
7157 desc => 'The <spell> specifies the contained spell.',
7158 name => 'spell',
7159 type => 'spell'
7160 }
7161 ],
7162 [
7163 'level',
7164 {
7165 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7166 name => 'casting level',
7167 type => 'int'
7168 }
7169 ],
7170 [
7171 'food',
7172 {
7173 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7174 name => 'number of charges',
7175 type => 'int'
7176 }
7177 ],
7178 [
7179 'startequip',
7180 {
7181 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7182 name => 'godgiven item',
7183 type => 'bool'
7184 }
7185 ],
7186 [
7187 'msg',
7188 {
7189 desc => 'This text may contain a description of the wand.',
7190 end => 'endmsg',
7191 name => 'description',
7192 type => 'text'
7193 }
7194 ]
7195 ],
7196 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.',
7197 name => 'Wand & Staff',
7198 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.'
7199 },
7200 'Weak Wall' => {
7201 attr => [
7202 [
7203 'alive',
7204 {
7205 type => 'fixed',
7206 value => 1
7207 }
7208 ],
7209 [
7210 'no_pick',
7211 {
7212 type => 'fixed',
7213 value => 1
7214 }
7215 ],
7216 [
7217 'tear_down',
7218 {
7219 type => 'fixed',
7220 value => 1
7221 }
7222 ],
7223 [
7224 'race',
7225 {
7226 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.',
7227 name => 'race',
7228 type => 'string'
7229 }
7230 ],
7231 [
7232 'level',
7233 {
7234 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.',
7235 name => 'level',
7236 type => 'int'
7237 }
7238 ],
7239 [
7240 'hp',
7241 {
7242 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.',
7243 name => 'health points',
7244 type => 'int'
7245 }
7246 ],
7247 [
7248 'maxhp',
7249 {
7250 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.',
7251 name => 'max health',
7252 type => 'int'
7253 }
7254 ],
7255 [
7256 'ac',
7257 {
7258 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7259 name => 'armour class',
7260 type => 'int'
7261 }
7262 ]
7263 ],
7264 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.',
7265 ignore => [
7266 $IGNORE_LIST{non_pickable}
7267 ],
7268 name => 'Weak Wall',
7269 section => [
7270 [
7271 'resistance',
7272 [
7273 [
7274 'resist_physical',
7275 {
7276 name => 'resist physical %',
7277 type => 'int'
7278 }
7279 ],
7280 [
7281 'resist_magic',
7282 {
7283 name => 'resist magic %',
7284 type => 'int'
7285 }
7286 ],
7287 [
7288 'resist_fire',
7289 {
7290 name => 'resist fire %',
7291 type => 'int'
7292 }
7293 ],
7294 [
7295 'resist_electricity',
7296 {
7297 name => 'resist electricity %',
7298 type => 'int'
7299 }
7300 ],
7301 [
7302 'resist_cold',
7303 {
7304 name => 'resist cold %',
7305 type => 'int'
7306 }
7307 ],
7308 [
7309 'resist_confusion',
7310 {
7311 name => 'resist confusion %',
7312 type => 'int'
7313 }
7314 ],
7315 [
7316 'resist_acid',
7317 {
7318 name => 'resist acid %',
7319 type => 'int'
7320 }
7321 ],
7322 [
7323 'resist_drain',
7324 {
7325 name => 'resist draining %',
7326 type => 'int'
7327 }
7328 ],
7329 [
7330 'resist_weaponmagic',
7331 {
7332 name => 'resist weaponmagic %',
7333 type => 'int'
7334 }
7335 ],
7336 [
7337 'resist_ghosthit',
7338 {
7339 name => 'resist ghosthit %',
7340 type => 'int'
7341 }
7342 ],
7343 [
7344 'resist_poison',
7345 {
7346 name => 'resist poison %',
7347 type => 'int'
7348 }
7349 ],
7350 [
7351 'resist_slow',
7352 {
7353 name => 'resist slow %',
7354 type => 'int'
7355 }
7356 ],
7357 [
7358 'resist_paralyze',
7359 {
7360 name => 'resist paralyze %',
7361 type => 'int'
7362 }
7363 ],
7364 [
7365 'resist_fear',
7366 {
7367 name => 'resist fear %',
7368 type => 'int'
7369 }
7370 ],
7371 [
7372 'resist_deplete',
7373 {
7374 name => 'resist depletion %',
7375 type => 'int'
7376 }
7377 ],
7378 [
7379 'resist_death',
7380 {
7381 name => 'resist death-attack %',
7382 type => 'int'
7383 }
7384 ],
7385 [
7386 'resist_chaos',
7387 {
7388 name => 'resist chaos %',
7389 type => 'int'
7390 }
7391 ],
7392 [
7393 'resist_blind',
7394 {
7395 name => 'resist blinding %',
7396 type => 'int'
7397 }
7398 ],
7399 [
7400 'resist_holyword',
7401 {
7402 name => 'resist holy power %',
7403 type => 'int'
7404 }
7405 ],
7406 [
7407 'resist_godpower',
7408 {
7409 name => 'resist godpower %',
7410 type => 'int'
7411 }
7412 ]
7413 ]
7414 ]
7415 ],
7416 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.'
7417 },
7418 Weapon => {
7419 attr => [
7420 [
7421 'attacktype',
7422 {
7423 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.',
7424 name => 'attacktype',
7425 type => 'bitmask',
7426 value => $BITMASK{attacktype}
7427 }
7428 ],
7429 [
7430 'weapontype',
7431 {
7432 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.',
7433 name => 'weapontype',
7434 type => 'list',
7435 value => $LIST{weapon_type}
7436 }
7437 ],
7438 [
7439 'skill',
7440 {
7441 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7442 name => 'skill name',
7443 type => 'string'
7444 }
7445 ],
7446 [
7447 'dam',
7448 {
7449 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.',
7450 name => 'damage',
7451 type => 'int'
7452 }
7453 ],
7454 [
7455 'slaying',
7456 {
7457 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.',
7458 name => 'slaying race',
7459 type => 'string'
7460 }
7461 ],
7462 [
7463 'last_sp',
7464 {
7465 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.',
7466 name => 'weapon speed',
7467 type => 'int'
7468 }
7469 ],
7470 [
7471 'wc',
7472 {
7473 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.',
7474 name => 'weapon class',
7475 type => 'int'
7476 }
7477 ],
7478 [
7479 'magic',
7480 {
7481 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.',
7482 name => 'magic bonus',
7483 type => 'int'
7484 }
7485 ],
7486 [
7487 'item_power',
7488 {
7489 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>.',
7490 name => 'item power',
7491 type => 'int'
7492 }
7493 ],
7494 [
7495 'damned',
7496 {
7497 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7498 name => 'damnation',
7499 type => 'bool'
7500 }
7501 ],
7502 [
7503 'cursed',
7504 {
7505 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7506 name => 'curse',
7507 type => 'bool'
7508 }
7509 ],
7510 [
7511 'lifesave',
7512 {
7513 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!',
7514 name => 'save life',
7515 type => 'bool'
7516 }
7517 ],
7518 [
7519 'unique',
7520 {
7521 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7522 name => 'unique item',
7523 type => 'bool'
7524 }
7525 ],
7526 [
7527 'startequip',
7528 {
7529 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7530 name => 'godgiven item',
7531 type => 'bool'
7532 }
7533 ],
7534 [
7535 'msg',
7536 {
7537 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7538 end => 'endmsg',
7539 name => 'description',
7540 type => 'text'
7541 }
7542 ]
7543 ],
7544 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.',
7545 name => 'Weapon',
7546 section => [
7547 [
7548 'stats',
7549 [
7550 [
7551 'Str',
7552 {
7553 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7554 name => 'strength',
7555 type => 'int'
7556 }
7557 ],
7558 [
7559 'Dex',
7560 {
7561 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
7562 name => 'dexterity',
7563 type => 'int'
7564 }
7565 ],
7566 [
7567 'Con',
7568 {
7569 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.',
7570 name => 'constitution',
7571 type => 'int'
7572 }
7573 ],
7574 [
7575 'Int',
7576 {
7577 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.',
7578 name => 'intelligence',
7579 type => 'int'
7580 }
7581 ],
7582 [
7583 'Pow',
7584 {
7585 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.',
7586 name => 'power',
7587 type => 'int'
7588 }
7589 ],
7590 [
7591 'Wis',
7592 {
7593 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.',
7594 name => 'wisdom',
7595 type => 'int'
7596 }
7597 ],
7598 [
7599 'Cha',
7600 {
7601 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.',
7602 name => 'charisma',
7603 type => 'int'
7604 }
7605 ]
7606 ]
7607 ],
7608 [
7609 'resistance',
7610 [
7611 [
7612 'resist_physical',
7613 {
7614 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7615 name => 'resist physical %',
7616 type => 'int'
7617 }
7618 ],
7619 [
7620 'resist_magic',
7621 {
7622 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7623 name => 'resist magic %',
7624 type => 'int'
7625 }
7626 ],
7627 [
7628 'resist_fire',
7629 {
7630 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7631 name => 'resist fire %',
7632 type => 'int'
7633 }
7634 ],
7635 [
7636 'resist_electricity',
7637 {
7638 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7639 name => 'resist electricity %',
7640 type => 'int'
7641 }
7642 ],
7643 [
7644 'resist_cold',
7645 {
7646 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7647 name => 'resist cold %',
7648 type => 'int'
7649 }
7650 ],
7651 [
7652 'resist_acid',
7653 {
7654 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7655 name => 'resist acid %',
7656 type => 'int'
7657 }
7658 ],
7659 [
7660 'resist_confusion',
7661 {
7662 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7663 name => 'resist confusion %',
7664 type => 'int'
7665 }
7666 ],
7667 [
7668 'resist_weaponmagic',
7669 {
7670 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7671 name => 'resist weaponmagic %',
7672 type => 'int'
7673 }
7674 ],
7675 [
7676 'resist_ghosthit',
7677 {
7678 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7679 name => 'resist ghosthit %',
7680 type => 'int'
7681 }
7682 ],
7683 [
7684 'resist_slow',
7685 {
7686 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7687 name => 'resist slow %',
7688 type => 'int'
7689 }
7690 ],
7691 [
7692 'resist_fear',
7693 {
7694 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7695 name => 'resist fear %',
7696 type => 'int'
7697 }
7698 ],
7699 [
7700 'resist_death',
7701 {
7702 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7703 name => 'resist death-attack %',
7704 type => 'int'
7705 }
7706 ],
7707 [
7708 'resist_chaos',
7709 {
7710 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7711 name => 'resist chaos %',
7712 type => 'int'
7713 }
7714 ],
7715 [
7716 'resist_blind',
7717 {
7718 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7719 name => 'resist blinding %',
7720 type => 'int'
7721 }
7722 ],
7723 [
7724 'resist_holyword',
7725 {
7726 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7727 name => 'resist holy power %',
7728 type => 'int'
7729 }
7730 ],
7731 [
7732 'resist_godpower',
7733 {
7734 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7735 name => 'resist godpower %',
7736 type => 'int'
7737 }
7738 ],
7739 [
7740 'resist_paralyze',
7741 {
7742 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7743 name => 'resist paralyze %',
7744 type => 'int'
7745 }
7746 ],
7747 [
7748 'resist_drain',
7749 {
7750 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7751 name => 'resist draining %',
7752 type => 'int'
7753 }
7754 ],
7755 [
7756 'resist_deplete',
7757 {
7758 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7759 name => 'resist depletion %',
7760 type => 'int'
7761 }
7762 ],
7763 [
7764 'resist_poison',
7765 {
7766 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7767 name => 'resist poison %',
7768 type => 'int'
7769 }
7770 ]
7771 ]
7772 ],
7773 [
7774 'misc',
7775 [
7776 [
7777 'luck',
7778 {
7779 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.',
7780 name => 'luck bonus',
7781 type => 'int'
7782 }
7783 ],
7784 [
7785 'hp',
7786 {
7787 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7788 name => 'health regen.',
7789 type => 'int'
7790 }
7791 ],
7792 [
7793 'sp',
7794 {
7795 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7796 name => 'mana regen.',
7797 type => 'int'
7798 }
7799 ],
7800 [
7801 'grace',
7802 {
7803 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!!',
7804 name => 'grace regen.',
7805 type => 'int'
7806 }
7807 ],
7808 [
7809 'food',
7810 {
7811 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.',
7812 name => 'food bonus',
7813 type => 'int'
7814 }
7815 ],
7816 [
7817 'xrays',
7818 {
7819 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.',
7820 name => 'xray vision',
7821 type => 'bool'
7822 }
7823 ],
7824 [
7825 'stealth',
7826 {
7827 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)',
7828 name => 'stealth',
7829 type => 'bool'
7830 }
7831 ],
7832 [
7833 'reflect_spell',
7834 {
7835 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!',
7836 name => 'reflect spells',
7837 type => 'bool'
7838 }
7839 ],
7840 [
7841 'reflect_missile',
7842 {
7843 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.',
7844 name => 'reflect missiles',
7845 type => 'bool'
7846 }
7847 ],
7848 [
7849 'path_attuned',
7850 {
7851 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7852 name => 'attuned paths',
7853 type => 'bitmask',
7854 value => $BITMASK{spellpath}
7855 }
7856 ],
7857 [
7858 'path_repelled',
7859 {
7860 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7861 name => 'repelled paths',
7862 type => 'bitmask',
7863 value => $BITMASK{spellpath}
7864 }
7865 ],
7866 [
7867 'path_denied',
7868 {
7869 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7870 name => 'denied paths',
7871 type => 'bitmask',
7872 value => $BITMASK{spellpath}
7873 }
7874 ]
7875 ]
7876 ]
7877 ],
7878 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.'
7879 }
7880 );
7881
7882 our %ATTR = (
7883 3 => $TYPE{Rod},
7884 4 => $TYPE{Treasure},
7885 5 => $TYPE{Potion},
7886 6 => $TYPE{Food},
7887 7 => $TYPE{'Poison Food'},
7888 8 => $TYPE{Book},
7889 9 => $TYPE{Clock},
7890 13 => $TYPE{Projectile},
7891 14 => $TYPE{'Shooting Weapon'},
7892 15 => $TYPE{Weapon},
7893 16 => $TYPE{'Brestplate Armour'},
7894 17 => $TYPE{Pedestal},
7895 18 => $TYPE{Altar},
7896 20 => $TYPE{'Locked Door'},
7897 21 => $TYPE{'Special Key'},
7898 23 => $TYPE{Door},
7899 24 => $TYPE{Key},
7900 26 => $TYPE{'Timed Gate'},
7901 27 => $TYPE{'Handle Trigger'},
7902 28 => $TYPE{'Monster (Grimreaper)'},
7903 29 => $TYPE{'Magic Ear'},
7904 30 => $TYPE{'Button Trigger'},
7905 31 => $TYPE{'Altar Trigger'},
7906 33 => $TYPE{Shield},
7907 34 => $TYPE{Helmet},
7908 35 => $TYPE{Horn},
7909 36 => $TYPE{Money},
7910 37 => $TYPE{'Class Changer'},
7911 39 => $TYPE{Amulet},
7912 40 => $TYPE{Mover},
7913 41 => $TYPE{Teleporter},
7914 42 => $TYPE{Creator},
7915 43 => $TYPE{Skill},
7916 51 => $TYPE{Detector},
7917 52 => $TYPE{'Trigger Marker'},
7918 55 => $TYPE{Marker},
7919 56 => $TYPE{'Holy Altar'},
7920 58 => $TYPE{Battleground},
7921 60 => $TYPE{Jewel},
7922 62 => $TYPE{'Magic Wall'},
7923 64 => $TYPE{'Inventory Checker'},
7924 65 => $TYPE{'Mood Floor'},
7925 66 => $TYPE{Exit},
7926 67 => $TYPE{'Floor (Encounter)'},
7927 68 => $TYPE{'Shop Floor'},
7928 69 => $TYPE{'Shop Mat'},
7929 70 => $TYPE{Ring},
7930 72 => $TYPE{Flesh},
7931 73 => $TYPE{Inorganic},
7932 74 => $TYPE{'Skill Tool'},
7933 83 => $TYPE{Duplicator},
7934 85 => $TYPE{Spellbook},
7935 87 => $TYPE{Cloak},
7936 88 => $TYPE{'Hazard Floor'},
7937 90 => $TYPE{Spinner},
7938 91 => $TYPE{Gate},
7939 92 => $TYPE{Button},
7940 93 => $TYPE{Handle},
7941 94 => $TYPE{Pit},
7942 95 => $TYPE{Trapdoor},
7943 98 => $TYPE{'Sign & MagicMouth'},
7944 99 => $TYPE{Boots},
7945 100 => $TYPE{Gloves},
7946 101 => $TYPE{Spell},
7947 103 => $TYPE{Converter},
7948 104 => $TYPE{Bracers},
7949 106 => $TYPE{Savebed},
7950 109 => $TYPE{'Wand & Staff'},
7951 111 => $TYPE{Scroll},
7952 112 => $TYPE{Director},
7953 113 => $TYPE{Girdle},
7954 116 => $TYPE{'Event Connector'},
7955 122 => $TYPE{Container},
7956 130 => $TYPE{'Skill Scroll'},
7957 138 => $TYPE{Swamp},
7958 150 => $TYPE{'Shop Inventory'},
7959 154 => $TYPE{Rune},
7960 155 => $TYPE{Trap},
7961 156 => $TYPE{'Power Crystal'},
7962 158 => $TYPE{Disease},
7963 163 => $TYPE{'Item Transformer'},
7964 164 => $TYPE{'Map Script'},
7965 165 => $TYPE{'Safe ground'},
7966 999 => $TYPE{Ability}
7967 );
7968
7969 our %TYPENAME = (
7970 0 => '*NONE*',
7971 1 => 'PLAYER',
7972 2 => 'TRANSPORT',
7973 3 => 'ROD',
7974 4 => 'TREASURE',
7975 5 => 'POTION',
7976 6 => 'FOOD',
7977 7 => 'POISON',
7978 8 => 'BOOK',
7979 9 => 'CLOCK',
7980 12 => 'LIGHTNING',
7981 13 => 'ARROW',
7982 14 => 'BOW',
7983 15 => 'WEAPON',
7984 16 => 'ARMOUR',
7985 17 => 'PEDESTAL',
7986 18 => 'ALTAR',
7987 20 => 'LOCKED_DOOR',
7988 21 => 'SPECIAL_KEY',
7989 22 => 'MAP',
7990 23 => 'DOOR',
7991 24 => 'KEY',
7992 26 => 'TIMED_GATE',
7993 27 => 'TRIGGER',
7994 28 => 'GRIMREAPER',
7995 29 => 'MAGIC_EAR',
7996 30 => 'TRIGGER_BUTTON',
7997 31 => 'TRIGGER_ALTAR',
7998 32 => 'TRIGGER_PEDESTAL',
7999 33 => 'SHIELD',
8000 34 => 'HELMET',
8001 35 => 'HORN',
8002 36 => 'MONEY',
8003 37 => 'CLASS',
8004 38 => 'GRAVESTONE',
8005 39 => 'AMULET',
8006 40 => 'PLAYERMOVER',
8007 41 => 'TELEPORTER',
8008 42 => 'CREATOR',
8009 43 => 'SKILL',
8010 44 => 'EXPERIENCE',
8011 45 => 'EARTHWALL',
8012 46 => 'GOLEM',
8013 48 => 'THROWN_OBJ',
8014 49 => 'BLINDNESS',
8015 50 => 'GOD',
8016 51 => 'DETECTOR',
8017 52 => 'TRIGGER_MARKER',
8018 53 => 'DEAD_OBJECT',
8019 54 => 'DRINK',
8020 55 => 'MARKER',
8021 56 => 'HOLY_ALTAR',
8022 57 => 'PLAYER_CHANGER',
8023 58 => 'BATTLEGROUND',
8024 59 => 'PEACEMAKER',
8025 60 => 'GEM',
8026 62 => 'FIREWALL',
8027 63 => 'ANVIL',
8028 64 => 'CHECK_INV',
8029 65 => 'MOOD_FLOOR',
8030 66 => 'EXIT',
8031 67 => 'ENCOUNTER',
8032 68 => 'SHOP_FLOOR',
8033 69 => 'SHOP_MAT',
8034 70 => 'RING',
8035 71 => 'FLOOR',
8036 72 => 'FLESH',
8037 73 => 'INORGANIC',
8038 74 => 'SKILL_TOOL',
8039 75 => 'LIGHTER',
8040 76 => 'TRAP_PART',
8041 77 => 'WALL',
8042 78 => 'LIGHT_SOURCE',
8043 79 => 'MISC_OBJECT',
8044 80 => 'MONSTER',
8045 81 => 'SPAWN_GENERATOR',
8046 82 => 'LAMP',
8047 83 => 'DUPLICATOR',
8048 84 => 'TOOL',
8049 85 => 'SPELLBOOK',
8050 86 => 'BUILDFAC',
8051 87 => 'CLOAK',
8052 90 => 'SPINNER',
8053 91 => 'GATE',
8054 92 => 'BUTTON',
8055 93 => 'CF_HANDLE',
8056 94 => 'HOLE',
8057 95 => 'TRAPDOOR',
8058 98 => 'SIGN',
8059 99 => 'BOOTS',
8060 100 => 'GLOVES',
8061 101 => 'SPELL',
8062 102 => 'SPELL_EFFECT',
8063 103 => 'CONVERTER',
8064 104 => 'BRACERS',
8065 105 => 'POISONING',
8066 106 => 'SAVEBED',
8067 107 => 'POISONCLOUD',
8068 108 => 'FIREHOLES',
8069 109 => 'WAND',
8070 111 => 'SCROLL',
8071 112 => 'DIRECTOR',
8072 113 => 'GIRDLE',
8073 114 => 'FORCE',
8074 115 => 'POTION_EFFECT',
8075 116 => 'EVENT_CONNECTOR',
8076 121 => 'CLOSE_CON',
8077 122 => 'CONTAINER',
8078 123 => 'ARMOUR_IMPROVER',
8079 124 => 'WEAPON_IMPROVER',
8080 130 => 'SKILLSCROLL',
8081 138 => 'DEEP_SWAMP',
8082 139 => 'IDENTIFY_ALTAR',
8083 150 => 'MENU',
8084 154 => 'RUNE',
8085 155 => 'TRAP',
8086 156 => 'POWER_CRYSTAL',
8087 157 => 'CORPSE',
8088 158 => 'DISEASE',
8089 159 => 'SYMPTOM',
8090 160 => 'BUILDER',
8091 161 => 'MATERIAL',
8092 162 => 'GPS',
8093 163 => 'ITEM_TRANSFORMER',
8094 164 => 'QUEST'
8095 );
8096
8097 our %SPELL = (
8098 0 => 'magic bullet',
8099 1 => 'small fireball',
8100 2 => 'medium fireball',
8101 3 => 'large fireball',
8102 4 => 'burning hands',
8103 5 => 'small lightning',
8104 6 => 'large lightning',
8105 7 => 'magic missile',
8106 8 => 'create bomb',
8107 9 => 'summon golem',
8108 10 => 'summon fire elemental',
8109 11 => 'summon earth elemental',
8110 12 => 'summon water elemental',
8111 13 => 'summon air elemental',
8112 14 => 'dimension door',
8113 15 => 'create earth wall',
8114 16 => 'paralyze',
8115 17 => 'icestorm',
8116 18 => 'magic mapping',
8117 19 => 'turn undead',
8118 20 => 'fear',
8119 21 => 'poison cloud',
8120 22 => 'wonder',
8121 23 => 'destruction',
8122 24 => 'perceive self',
8123 25 => 'word of recall',
8124 26 => 'invisible',
8125 27 => 'invisible to undead',
8126 28 => 'probe',
8127 29 => 'large bullet',
8128 30 => 'improved invisibility',
8129 31 => 'holy word',
8130 32 => 'minor healing',
8131 33 => 'medium healing',
8132 34 => 'major healing',
8133 35 => 'heal',
8134 36 => 'create food',
8135 37 => 'earth to dust',
8136 38 => 'armour',
8137 39 => 'strength',
8138 40 => 'dexterity',
8139 41 => 'constitution',
8140 42 => 'charisma',
8141 43 => 'create fire wall',
8142 44 => 'create frost wall',
8143 45 => 'protection from cold',
8144 46 => 'protection from electricity',
8145 47 => 'protection from fire',
8146 48 => 'protection from poison',
8147 49 => 'protection from slow',
8148 50 => 'protection from paralysis',
8149 51 => 'protection from draining',
8150 52 => 'protection from magic',
8151 53 => 'protection from attack',
8152 54 => 'levitate',
8153 55 => 'small speedball',
8154 56 => 'large speedball',
8155 57 => 'hellfire',
8156 58 => 'dragonbreath',
8157 59 => 'large icestorm',
8158 60 => 'charging',
8159 61 => 'polymorph',
8160 62 => 'cancellation',
8161 63 => 'confusion',
8162 64 => 'mass confusion',
8163 65 => 'summon pet monster',
8164 66 => 'slow',
8165 67 => 'regenerate spellpoints',
8166 68 => 'cure poison',
8167 69 => 'protection from confusion',
8168 70 => 'protection from cancellation',
8169 71 => 'protection from depletion',
8170 72 => 'alchemy',
8171 73 => 'remove curse',
8172 74 => 'remove damnation',
8173 75 => 'identify',
8174 76 => 'detect magic',
8175 77 => 'detect monster',
8176 78 => 'detect evil',
8177 79 => 'detect curse',
8178 80 => 'heroism',
8179 81 => 'aggravation',
8180 82 => 'firebolt',
8181 83 => 'frostbolt',
8182 84 => 'shockwave',
8183 85 => 'color spray',
8184 86 => 'haste',
8185 87 => 'face of death',
8186 88 => 'ball lightning',
8187 89 => 'meteor swarm',
8188 90 => 'comet',
8189 91 => 'mystic fist',
8190 92 => 'raise dead',
8191 93 => 'resurrection',
8192 94 => 'reincarnation',
8193 95 => 'immunity to cold',
8194 96 => 'immunity to electricity',
8195 97 => 'immunity to fire',
8196 98 => 'immunity to poison',
8197 99 => 'immunity to slow',
8198 100 => 'immunity to paralysis',
8199 101 => 'immunity to draining',
8200 102 => 'immunity to magic',
8201 103 => 'immunity to attack',
8202 104 => 'invulnerability',
8203 105 => 'defense',
8204 106 => 'rune of fire',
8205 107 => 'rune of frost',
8206 108 => 'rune of shocking',
8207 109 => 'rune of blasting',
8208 110 => 'rune of death',
8209 111 => 'marking rune',
8210 112 => 'build director',
8211 113 => 'create pool of chaos',
8212 114 => 'build bullet wall',
8213 115 => 'build lightning wall',
8214 116 => 'build fireball wall',
8215 117 => 'magic rune',
8216 118 => 'rune of magic drain',
8217 119 => 'antimagic rune',
8218 120 => 'rune of transferrence',
8219 121 => 'transferrence',
8220 122 => 'magic drain',
8221 123 => 'counterspell',
8222 124 => 'disarm',
8223 125 => 'cure confusion',
8224 126 => 'restoration',
8225 127 => 'summon evil monster',
8226 128 => 'counterwall',
8227 129 => 'cause light wounds',
8228 130 => 'cause medium wounds',
8229 131 => 'cause serious wounds',
8230 132 => 'charm monsters',
8231 133 => 'banishment',
8232 134 => 'create missile',
8233 135 => 'show invisible',
8234 136 => 'xray',
8235 137 => 'pacify',
8236 138 => 'summon fog',
8237 139 => 'steambolt',
8238 140 => 'command undead',
8239 141 => 'holy orb',
8240 142 => 'summon avatar',
8241 143 => 'holy possession',
8242 144 => 'bless',
8243 145 => 'curse',
8244 146 => 'regeneration',
8245 147 => 'consecrate',
8246 148 => 'summon cult monsters',
8247 149 => 'cause critical wounds',
8248 150 => 'holy wrath',
8249 151 => 'retributive strike',
8250 152 => 'finger of death',
8251 153 => 'insect plague',
8252 154 => 'call holy servant',
8253 155 => 'wall of thorns',
8254 156 => 'staff to snake',
8255 157 => 'light',
8256 158 => 'darkness',
8257 159 => 'nightfall',
8258 160 => 'daylight',
8259 161 => 'sunspear',
8260 162 => 'faery fire',
8261 163 => 'cure blindness',
8262 164 => 'dark vision',
8263 165 => 'bullet swarm',
8264 166 => 'bullet storm',
8265 167 => 'cause many wounds',
8266 168 => 'small snowstorm',
8267 169 => 'medium snowstorm',
8268 170 => 'large snowstorm',
8269 171 => 'cure disease',
8270 172 => 'cause red death',
8271 173 => 'cause flu',
8272 174 => 'cause black death',
8273 175 => 'cause leprosy',
8274 176 => 'cause smallpox',
8275 177 => 'cause white death',
8276 178 => 'cause anthrax',
8277 179 => 'cause typhoid',
8278 180 => 'mana blast',
8279 181 => 'small manaball',
8280 182 => 'medium manaball',
8281 183 => 'large manaball',
8282 184 => 'mana bolt',
8283 185 => 'dancing sword',
8284 186 => 'animate weapon',
8285 187 => 'cause cold',
8286 188 => 'divine shock',
8287 189 => 'windstorm',
8288 190 => 'sanctuary',
8289 191 => 'peace',
8290 192 => 'spiderweb',
8291 193 => 'conflict',
8292 194 => 'rage',
8293 195 => 'forked lightning',
8294 196 => 'poison fog',
8295 197 => 'flaming aura',
8296 198 => 'vitriol',
8297 199 => 'vitriol splash',
8298 200 => 'ironwood skin',
8299 201 => 'wrathful eye',
8300 202 => 'town portal',
8301 203 => 'missile swarm',
8302 204 => 'cause rabies',
8303 205 => 'glyph'
8304 );
8305
8306
8307 =head1 AUTHOR
8308
8309 Marc Lehmann <schmorp.de>
8310 http://home.schmorp.de/
8311
8312 The source files are part of the CFJavaEditor.
8313
8314 =cut
8315
8316 1