=head1 NAME Deliantra::Data - various data structures useful for understanding archs and objects =head1 THIS FILE IS AUTOGENERATED, DO NOT EDIT! It's a translation of the following files: res/spells.xml res/types.xml res/typenumbers.xml See F for more info. =cut package Deliantra::Data; our %BITMASK = ( attacktype => { 0 => 'Physical', 1 => 'Magical', 2 => 'Fire', 3 => 'Electricity', 4 => 'Cold', 5 => 'Confusion', 6 => 'Acid', 7 => 'Drain', 8 => 'Weaponmagic', 9 => 'Ghosthit', 10 => 'Poison', 11 => 'Slow', 12 => 'Paralyze', 13 => 'Turn Undead', 14 => 'Fear', 15 => 'Cancellation', 16 => 'Depletion', 17 => 'Death', 18 => 'Chaos', 19 => 'Counterspell', 20 => 'God Power', 21 => 'Holy Power', 22 => 'Blinding' }, material => { 0 => 'Paper', 1 => 'Iron', 2 => 'Glass', 3 => 'Leather', 4 => 'Wood', 5 => 'Organics', 6 => 'Stone', 7 => 'Cloth', 8 => 'Adamantite', 9 => 'Liquid', 10 => 'Soft Metal', 11 => 'Bone', 12 => 'Ice', 13 => '(supress name on display)' }, movement_type => { 0 => 'Walk', 1 => 'Fly Low', 2 => 'Fly High', 3 => 'Swim', 4 => 'Boat', 16 => 'Other' }, pick_up => { 0 => 'Nothing', 1 => 'Wealth', 2 => 'Food', 3 => 'Weapons', 4 => 'Armour', 5 => 'Inverse', 6 => 'All' }, spellpath => { 0 => 'Protection', 1 => 'Fire', 2 => 'Frost', 3 => 'Electricity', 4 => 'Missiles', 5 => 'Self', 6 => 'Summoning', 7 => 'Abjuration', 8 => 'Restoration', 9 => 'Detonation', 10 => 'Mind', 11 => 'Creation', 12 => 'Teleportation', 13 => 'Information', 14 => 'Transmutation', 15 => 'Transferrence', 16 => 'Turning', 17 => 'Wounding', 18 => 'Death', 19 => 'Light' }, will_apply => { 0 => 'Apply Handles', 1 => 'Open Chests', 2 => 'Break Walls', 3 => 'Open Doors' } ); our %LIST = ( attack_movement_bits_0_3 => { 0 => 'default', 1 => 'attack from distance', 2 => 'run away', 3 => 'hit and run', 4 => 'wait, then hit, then move', 5 => 'rush blindly', 6 => 'always run', 7 => 'attack from distance if hit', 8 => 'do not approach' }, attack_movement_bits_4_7 => { 0 => 'none', 16 => 'pet', 32 => 'small circle', 48 => 'large circle', 64 => 'small horizontal', 80 => 'large horizontal', 96 => 'random direction', 112 => 'random movement', 128 => 'small vertical', 144 => 'large vertical' }, direction => { 0 => '', 1 => 'north', 2 => 'northeast', 3 => 'east', 4 => 'southeast', 5 => 'south', 6 => 'southwest', 7 => 'west', 8 => 'northwest' }, event_type => { 0 => 'none', 1 => 'apply', 2 => 'attack', 3 => 'death', 4 => 'drop', 5 => 'pickup', 6 => 'say', 7 => 'stop', 8 => 'time', 9 => 'throw', 10 => 'trigger', 11 => 'close', 12 => 'timer', 28 => 'move', 41 => 'drop_on' }, mood => { 0 => 'furious', 1 => 'angry', 2 => 'calm', 3 => 'sleep', 4 => 'charm' }, potion_effect => { 0 => '', 65536 => 'life restoration', 1048576 => 'improvement' }, skill_type => { 1 => 'lockpicking', 2 => 'hiding', 3 => 'smithery', 4 => 'bowyer', 5 => 'jeweler', 6 => 'alchemy', 7 => 'stealing', 8 => 'literacy', 9 => 'bargaining', 10 => 'jumping', 11 => 'detect magic', 12 => 'oratory', 13 => 'singing', 14 => 'detect curse', 15 => 'find traps', 16 => 'mediatation', 17 => 'punching', 18 => 'flame touch', 19 => 'karate', 20 => 'climbing', 21 => 'woodsman', 22 => 'inscription', 23 => 'one handed weapons', 24 => 'missile weapons', 25 => 'throwing', 26 => 'use magic item', 27 => 'disarm traps', 28 => 'set traps', 29 => 'thaumaturgy', 30 => 'praying', 31 => 'clawing', 32 => 'levitation', 33 => 'summoning', 34 => 'pyromancy', 35 => 'evocation', 36 => 'sorcery', 37 => 'two handed weapons' }, spell_type => { 1 => 'raise dead', 2 => 'rune', 3 => 'make mark', 4 => 'bolt', 5 => 'bullet', 6 => 'explosion', 7 => 'cone', 8 => 'bomb', 9 => 'wonder', 10 => 'smite', 11 => 'magic missile', 12 => 'summon golem', 13 => 'dimension door', 14 => 'magic mapping', 15 => 'magic wall', 16 => 'destruction', 17 => 'perceive self', 18 => 'word of recall', 19 => 'invisible', 20 => 'probe', 21 => 'healing', 22 => 'create food', 23 => 'earth to dust', 24 => 'change ability', 25 => 'bless', 26 => 'curse', 27 => 'summon monster', 28 => 'recharge', 29 => 'polymorph', 30 => 'alchemy', 31 => 'remove curse', 32 => 'identify', 33 => 'detection', 34 => 'mood change', 35 => 'moving ball', 36 => 'swarm', 37 => 'charge mana', 38 => 'dispel rune', 39 => 'create missile', 40 => 'consecrate', 41 => 'animate weapon', 42 => 'light', 43 => 'change map light', 44 => 'faery fire', 45 => 'disease', 46 => 'aura', 47 => 'town portal' }, weapon_type => { 0 => '', 1 => 'sword', 2 => 'arrows', 3 => 'axe', 4 => 'katana', 5 => 'knife, dagger', 6 => 'whip, chain', 7 => 'hammer, flail', 8 => 'club, stick' } ); our %IGNORE_LIST = ( non_pickable => [ 'value', 'nrof', 'weight', 'name_pl', 'material', 'no_pick', 'unpaid', 'title', 'identified' ], system_object => [ 'value', 'nrof', 'weight', 'name_pl', 'material', 'no_pick', 'unpaid', 'title', 'glow_radius', 'identified', 'blocksview', 'invisible' ] ); our %DEFAULT_ATTR = ( attr => [ [ 'name', { desc => 'This is the name of the object, displayed to the player.', name => 'name', type => 'string' } ], [ 'name_pl', { 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.', name => 'plural name', type => 'string' } ], [ 'title', { 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.', name => 'title', type => 'string' } ], [ 'face', { 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.', name => 'image', type => 'string' } ], [ 'animation', { 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.', name => 'animation', type => 'string' } ], [ 'tag', { 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.', name => 'tag', type => 'string' } ], [ 'nrof', { 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.', name => 'number', type => 'int' } ], [ 'weight', { 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 ;) ).', name => 'weight', type => 'int' } ], [ 'value', { 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.', name => 'value', type => 'int' } ], [ 'glow_radius', { desc => 'If is set to a value greater zero, the object appears lit up on dark maps. can be a value between 0 and 9, the higher, the more light does the object emit.', name => 'glow radius', type => 'int' } ], [ 'material', { 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.', name => 'material', type => 'bitmask', value => $BITMASK{material} } ], [ 'no_pick', { desc => 'If set, the object cannot be picked up (Neither by players nor monsters).', name => 'non-pickable', type => 'bool' } ], [ 'invisible', { 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.', name => 'invisible', type => 'bool' } ], [ 'blocksview', { desc => 'If an item is set to block view, players (and monsters) cannot see beyond it unless they cross it or manage to stand ontop.', name => 'block view', type => 'bool' } ], [ 'identified', { desc => 'If an item is identified, the player has full knowledge about it.', name => 'identified', type => 'bool' } ], [ 'unpaid', { desc => 'An 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.', name => 'unpaid', type => 'bool' } ], [ 'sound', { 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 in this field it will point to sound/.ext', name => 'sound', type => 'string' } ], [ 'sound_destroy', { 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 in this field it will point to sound/.ext', name => 'destroy sound', type => 'string' } ] ] ); our %TYPE = ( Ability => { attr => [ [ 'invisible', { type => 'fixed', value => 1 } ], [ 'no_drop', { type => 'fixed', value => 1 } ], [ 'sp', { desc => 'The monster will use the specified when the player is within 6-square radius (of the monster\'s head).', name => 'short range spell', type => 'spell' } ], [ 'hp', { desc => 'The monster will use the specified when the player is at least 6 squares away (from the monster\'s head). Setting a is optional. If unset, the gets used all the time.', name => 'long range spell', type => 'nz_spell' } ], [ 'maxsp', { desc => 'Sometimes you\'ll want a monster to use one ability more than others. To achieve this, set the to a value greater than one. Abilities with this value zero/unset are counted to be of one. Example: A monster with "small fireball" of 3 and "paralyze" of 1 will averagely cast three out of four times the "small fireball".', name => 'importance', type => 'int' } ], [ 'attacktype', { desc => 'This flag specifies whether the ability 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.', name => 'is magical', type => 'bool', value => [ 0, 2 ] } ] ], 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.

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 <treasurelist>.', ignore => [ $IGNORE_LIST{system_object} ], name => 'Ability', 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.

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?' }, Altar => { attr => [ [ 'no_pick', { type => 'fixed', value => 1 } ], [ 'move_on', { desc => 'Which movement types automatically (as opposed to manually) activate this object.', name => 'movement type', type => 'movement_type' } ], [ 'slaying', { 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.', name => 'match item name', type => 'string' } ], [ 'food', { desc => 'The drop amount specifies the amount of items (specified in ) that must be dropped to activate the altar. If is set to "money", then the value of the sacrificed money must be equal to (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for is 32767.', name => 'drop amount', type => 'int' } ], [ 'connected', { desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.', name => 'connection', type => 'string' } ], [ 'sp', { desc => 'When activated, the selected 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 and for one altar.', name => 'spell', type => 'spell' } ], [ 'msg', { desc => 'This text will be displayed to the player in the exact moment when the altar is activated.', end => 'endmsg', name => 'message', type => 'text' } ] ], 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.', ignore => [ $IGNORE_LIST{non_pickable} ], name => 'Altar' }, 'Altar Trigger' => { attr => [ [ 'no_pick', { type => 'fixed', value => 1 } ], [ 'slaying', { 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.', name => 'match item name', type => 'string' } ], [ 'food', { desc => 'The drop amount specifies the amount of items (specified in ) that must be dropped to activate the altar. If is set to "money", then the value of the sacrificed money must be equal to (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for is 32767.', name => 'drop amount', type => 'int' } ], [ 'connected', { desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.', name => 'connection', type => 'string' } ], [ 'sp', { desc => 'When activated, this 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 and for one altar.', name => 'spell', type => 'spell' } ], [ 'exp', { desc => 'Being activated, the altar will reset after ticks. After reset, the altar is ready to be activated once again. The default is 30.', name => 'reset time', type => 'int' } ], [ 'last_sp', { 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.', name => 'ignore reset', type => 'bool' } ], [ 'move_on', { desc => 'Which movement types automatically (as opposed to manually) activate this object.', name => 'movement type', type => 'movement_type' } ], [ 'msg', { desc => 'This text will be displayed to the player in the exact moment when the altar is activated.', end => 'endmsg', name => 'message', type => 'text' } ] ], 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.', ignore => [ $IGNORE_LIST{non_pickable} ], name => 'Altar Trigger', use => 'Altar_triggers are very useful if you want to charge a price for...
  • ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
  • ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
  • ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
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. =)' }, Amulet => { attr => [ [ 'ac', { desc => 'This value defines the amount of armour-class bonus for wearing this item. lessens the chance of being hit. Lower values are better. It should usually be set only for armour-like equipment.', name => 'armour class', type => 'int' } ], [ 'wc', { desc => 'The 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 . It should usually be set only for weapon-like items. Lower values are better.', name => 'weapon class', type => 'int' } ], [ 'item_power', { desc => 'The value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of , 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 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 .', name => 'item power', type => 'int' } ], [ 'damned', { desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.', name => 'damnation', type => 'bool' } ], [ 'cursed', { desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.', name => 'curse', type => 'bool' } ], [ 'lifesave', { 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 should not have any decent additional bonuses!', name => 'save life', type => 'bool' } ], [ 'unique', { desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.', name => 'unique item', type => 'bool' } ], [ 'startequip', { desc => 'A godgiven item vanishes as soon as the player drops it to the ground.', name => 'godgiven item', type => 'bool' } ], [ 'applied', { 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 . Enabling this flag doesn\'t make any sense if the item is NOT in a monster\'s inventory.', name => 'is applied', type => 'bool' } ], [ 'msg', { desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.', end => 'endmsg', name => 'description', type => 'text' } ] ], desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.', name => 'Amulet', section => [ [ 'stats', [ [ 'Str', { 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.', name => 'strength', type => 'int' } ], [ 'Dex', { 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.', name => 'dexterity', type => 'int' } ], [ 'Con', { 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.', name => 'constitution', type => 'int' } ], [ 'Int', { 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.', name => 'intelligence', type => 'int' } ], [ 'Pow', { 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.', name => 'power', type => 'int' } ], [ 'Wis', { 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.', name => 'wisdom', type => 'int' } ], [ 'Cha', { 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.', name => 'charisma', type => 'int' } ] ] ], [ 'resistance', [ [ 'resist_physical', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist physical %', type => 'int' } ], [ 'resist_magic', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist magic %', type => 'int' } ], [ 'resist_fire', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist fire %', type => 'int' } ], [ 'resist_electricity', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist electricity %', type => 'int' } ], [ 'resist_cold', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist cold %', type => 'int' } ], [ 'resist_acid', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist acid %', type => 'int' } ], [ 'resist_confusion', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist confusion %', type => 'int' } ], [ 'resist_weaponmagic', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist weaponmagic %', type => 'int' } ], [ 'resist_ghosthit', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist ghosthit %', type => 'int' } ], [ 'resist_slow', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist slow %', type => 'int' } ], [ 'resist_fear', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist fear %', type => 'int' } ], [ 'resist_death', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist death-attack %', type => 'int' } ], [ 'resist_chaos', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist chaos %', type => 'int' } ], [ 'resist_blind', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist blinding %', type => 'int' } ], [ 'resist_holyword', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist holy power %', type => 'int' } ], [ 'resist_godpower', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist godpower %', type => 'int' } ], [ 'resist_paralyze', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist paralyze %', type => 'int' } ], [ 'resist_drain', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist draining %', type => 'int' } ], [ 'resist_deplete', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist depletion %', type => 'int' } ], [ 'resist_poison', { desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!', name => 'resist poison %', type => 'int' } ] ] ], [ 'misc', [ [ 'luck', { desc => 'With positive luck bonus, the player is more likely to succeed in all sorts of things (spellcasting, praying,...). Unless the 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.', name => 'luck bonus', type => 'int' } ], [ 'hp', { desc => 'Positive bonus speeds up the player\'s healing process. Negative values slow it down.', name => 'health regen.', type => 'int' } ], [ 'sp', { desc => 'Positive bonus speeds up the player\'s mana regeneration. Negative values slow it down.', name => 'mana regen.', type => 'int' } ], [ 'grace', { desc => 'Positive bonus speeds up the player\'s grace regeneration. Negative values slow it down. Since grace can be regenerated rather easy with praying, additional bonus should be VERY RARE!!', name => 'grace regen.', type => 'int' } ], [ 'food', { desc => 'Positive 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. only affects the amount of food consumed for "being alive". Hence, even with high , during a fight a player can run out of food quickly.', name => 'food bonus', type => 'int' } ], [ 'xrays', { 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.', name => 'xray vision', type => 'bool' } ], [ 'stealth', { 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)', name => 'stealth', type => 'bool' } ], [ 'reflect_spell', { desc => 'If a player is wearing any piece of equipment with the ability to , 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!', name => 'reflect spells', type => 'bool' } ], [ 'reflect_missile', { desc => 'If a player is wearing any piece of equipment with the ability to , 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.', name => 'reflect missiles', type => 'bool' } ], [ 'move_type', { desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).', name => 'movement type', type => 'movement_type' } ], [ 'path_attuned', { desc => 'Click on the button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.', name => 'attuned paths', type => 'bitmask', value => $BITMASK{spellpath} } ], [ 'path_repelled', { desc => 'Click on the button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.', name => 'repelled paths', type => 'bitmask', value => $BITMASK{spellpath} } ], [ 'path_denied', { desc => 'Click on the button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.', name => 'denied paths', type => 'bitmask', value => $BITMASK{spellpath} } ] ] ] ], use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.' }, Battleground => { attr => [ [ 'no_pick', { type => 'fixed', value => 1 } ], [ 'is_floor', { type => 'fixed', value => 1 } ], [ 'hp', { desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.', name => 'destination X', type => 'int' } ], [ 'sp', { desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.', name => 'destination Y', type => 'int' } ] ], 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.', ignore => [ $IGNORE_LIST{non_pickable} ], name => 'Battleground', use => 'Battleground is only meant for player vs. player duels. You can design combat arenas similiar to the one in scorn.
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.

(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.)' }, Book => { attr => [ [ 'level', { 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 - 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.', name => 'literacy level', type => 'int' } ], [ 'startequip', { desc => 'A godgiven item vanishes as soon as the player drops it to the ground.', name => 'godgiven item', type => 'bool' } ], [ 'unique', { desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.', name => 'unique item', type => 'bool' } ], [ 'msg', { desc => 'This is the text that appears "written" in the book.', end => 'endmsg', name => 'book content', type => 'text' } ], [ 'slaying', { 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)', name => 'key string', type => 'string' } ], [ 'no_skill_ident', { desc => 'If this flag is true the player won\'t be able to identify this item with by using a skill.', name => 'no skill ident', type => 'bool' } ] ], desc => 'Applying a book, the containing message is displayed to the player.', name => 'Book' }, Boots => { attr => [ [ 'exp', { desc => 'Boots with 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 anymore. Still, this bonus is good for nice artifacts - not everything has to be for highest level.', name => 'speed bonus', type => 'int' } ], [ 'magic', { desc => ' 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: on boots has no effect if there is no set. It only works in combination with .', name => 'magic bonus', type => 'int' } ] ], desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.', import => [ 'Amulet' ], name => 'Boots', use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.' }, Bracers => { attr => [ [ 'magic', { desc => ' 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.', name => 'magic bonus', type => 'int' } ] ], 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.', import => [ 'Amulet' ], name => 'Bracers', use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.' }, 'Brestplate Armour' => { attr => [ [ 'last_heal', { desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.', name => 'spellpoint penalty', type => 'int' } ], [ 'last_sp', { desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.', name => 'slowdown penalty', type => 'int' } ], [ 'magic', { desc => ' 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.', name => 'magic bonus', type => 'int' } ] ], desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.', import => [ 'Amulet' ], name => 'Brestplate Armour', use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.' }, Button => { attr => [ [ 'move_on', { desc => 'Which movement types automatically (as opposed to manually) activate this object.', name => 'movement type', type => 'movement_type' } ], [ 'move_off', { desc => 'Which movement types deactivate this object (e.g. button).', name => 'movement type', type => 'movement_type' } ], [ 'no_pick', { type => 'fixed', value => 1 } ], [ 'weight', { desc => 'The button is pressed (triggered), as soon as gram are placed ontop of it.', name => 'press weight', type => 'int' } ], [ 'connected', { desc => 'Every time the button is pressed or released, all objects with the same value are activated.', name => 'connection', type => 'string' } ], [ 'msg', { desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.', end => 'endmsg', name => 'description', type => 'text' } ] ], desc => 'When a predefined amount of weigh is placed on a button, the <connection> value is triggered. In most cases this happens when a player or monster steps on it. When the button is "released", the <connection> value get\'s triggered a second time.', ignore => [ $IGNORE_LIST{non_pickable} ], name => 'Button' }, 'Button Trigger' => { desc => 'Handle buttons are buttons which reset after a short period of time. Every time it is either applied or reset, the <connection> value is triggered.', ignore => [ $IGNORE_LIST{non_pickable} ], import => [ 'Button' ], name => 'Button Trigger' }, 'Class Changer' => { attr => [ [ 'randomitems', { desc => 'This entry determines which initial items the character receives.', name => 'class items', type => 'treasurelist' } ] ], desc => 'Class changer are used while creating a character.', ignore => [ $IGNORE_LIST{non_pickable} ], name => 'Class Changer', section => [ [ 'stats', [ [ 'Str', { desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)', name => 'strength', type => 'int' } ], [ 'Dex', { desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)', name => 'dexterity', type => 'int' } ], [ 'Con', { desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)', name => 'constitution', type => 'int' } ], [ 'Int', { desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)', name => 'intelligence', type => 'int' } ], [ 'Pow', { desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)', name => 'power', type => 'int' } ], [ 'Wis', { desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)', name => 'wisdom', type => 'int' } ], [ 'Cha', { desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)', name => 'charisma', type => 'int' } ] ] ] ] }, Cloak => { attr => [ [ 'magic', { desc => ' 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: on cloaks has no effect if there is no set. It only works in combination with .', name => 'magic bonus', type => 'int' } ] ], desc => 'Wearing a cloak, the object\'s stats will directly be inherited to the player. Cloaks usually add minor <armour class> and sometimes a bit of resistance.', import => [ 'Amulet' ], name => 'Cloak', use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.' }, Clock => { attr => [ [ 'msg', { desc => 'This text may describe the item', end => 'endmsg', name => 'description', type => 'text' } ] ], desc => 'Applying a clock, the time is displayed to the player.', name => 'Clock' }, Container => { attr => [ [ 'race', { desc => 'If set, the container will hold only certain types of objects. Possible choices for 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 before they can be put inside a container. This attribute ("race") is set only for the existing container classes.', name => 'container class', type => 'string' } ], [ 'slaying', { desc => 'If is set, only players with a special key of matching are able to open the container.', name => 'key string', type => 'string' } ], [ 'container', { 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 () has been applied.', name => 'maximum weight', type => 'int' } ], [ 'Str', { desc => 'This value determines how much the weight of items is reduced in percent, when put inside the container. 0 means no reduction, 100 means items are weightless inside. Most default values are in the range of ten.', name => 'reduce weight %', type => 'int' } ], [ 'is_cauldron', { 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.', name => 'alchemy cauldron', type => 'bool' } ], [ 'unique', { 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.', name => 'unique item', type => 'bool' } ], [ 'startequip', { desc => 'A godgiven item vanishes as soon as the player drops it to the ground.', name => 'godgiven item', type => 'bool' } ], [ 'other_arch', { 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.', name => 'animation arch', type => 'string' } ], [ 'msg', { desc => 'This text may contain a description of the container.', end => 'endmsg', name => 'description', type => 'text' } ] ], 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.

A special feature of containers is the "cauldron", capable of mixing alchemical receipes.', name => 'Container', use => 'Note on chests - There are two types of chests:
  • First the random treasure chests - Those are NOT containers (but object type Treasure), they create random treasures when applied. Archetype name is "chest".
  • Second there are the permanent chests - Those are containers, they can be opened and closed again. Archetype name is "chest_2".
' }, Converter => { attr => [ [ 'no_pick', { type => 'fixed', value => 1 } ], [ 'slaying', { desc => ' is the name of the archetype the player has to put on the converter, as payment.', name => 'cost arch', type => 'string' } ], [ 'food', { desc => 'The player has to put items of on the converter, in order to get items of .', name => 'cost number', type => 'int' } ], [ 'other_arch', { desc => ' 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.', name => 'receive arch', type => 'string' } ], [ 'sp', { desc => 'The player has to put items of on the converter, in order to get items of .', name => 'receive number', type => 'int' } ], [ 'msg', { desc => 'This text may contain a description of the converter.', end => 'endmsg', name => 'description', type => 'text' } ], [ 'precious', { 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.)', name => 'output unpaid', type => 'bool' } ] ], 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.', ignore => [ 'value', 'nrof', 'name_pl', 'no_pick', 'unpaid', 'title' ], name => 'Converter', 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.

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.' }, Creator => { attr => [ [ 'no_pick', { type => 'fixed', value => 1 } ], [ 'other_arch', { 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.', name => 'create arch', type => 'string' } ], [ 'connected', { desc => 'Whenever the connection value is activated, the creator gets triggered.', name => 'connection', type => 'string' } ], [ 'activate_on_push', { desc => 'Whether the teleporter should only be activated on push.', name => 'activate on push', type => 'bool' } ], [ 'activate_on_release', { desc => 'Whether the teleporter should only be activated on release.', name => 'activate on release', type => 'bool' } ], [ 'lifesave', { desc => 'If is set, the creator will work infinitely, regardless of the value in .', name => 'infinit uses', type => 'bool' } ], [ 'speed', { 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.', name => 'speed', type => 'float' } ], [ 'hp', { desc => 'The creator can be triggered times, thus creating that many objects, before it dissappears. Default is 1 (-> one-time usage).', name => 'number of uses', type => 'int' } ], [ 'slaying', { desc => 'The created object will bear the name and title specified in . If nothing is set, the standard name and title of the archetype is used.', name => 'name of creation', type => 'string' } ], [ 'level', { desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.', name => 'level of creation', type => 'int' } ] ], 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.', ignore => [ $IGNORE_LIST{system_object} ], name => 'Creator', use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.' }, Detector => { attr => [ [ 'no_pick', { type => 'fixed', value => 1 } ], [ 'slaying', { desc => ' specifies the name of the object we are looking for. Actually it does also check for the in key-objects, but for this case inventory checkers are often more powerful to use.', name => 'match name', type => 'string' } ], [ 'connected', { desc => 'When the detector is triggered, all objects with the same connection value get activated.', name => 'connection', type => 'string' } ], [ 'speed', { 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 1.0.', name => 'detection speed', type => 'float' } ], [ 'speed_left', { 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 on every tick.', name => 'speed left', type => 'float' } ], [ 'speed_left', { desc => 'The speed left. This value is incremented by on every tick. If it is larger than 0, the detector checks, and the speed is decremented by 1.', name => 'speed left', type => 'float' } ] ], desc => 'Detectors work quite much like inv. checkers/pedestals: If the detector finds a specific object, it toggles its connected value.

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.', ignore => [ $IGNORE_LIST{system_object} ], name => 'Detector', 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.' }, Director => { attr => [ [ 'sp', { desc => 'Projectiles will leave the director flying in the selected . A director with direction simply stops projectiles. (The latter works out a bit strange for some spells).', name => 'direction', type => 'list', value => $LIST{direction} } ], [ 'move_on', { desc => 'Which movement types automatically (as opposed to manually) activate this object.', name => 'movement type', type => 'movement_type' } ] ], 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.
Directors are visible per default.', ignore => [ $IGNORE_LIST{non_pickable} ], name => 'Director', 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, never place directors facing each other with magic walls fireing into them! 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.

You\'d better not place directors in monster vs. player combat areas too much, because that freaks out wizard-type players.' }, Disease => { attr => [ [ 'invisible', { type => 'fixed', value => 1 } ], [ 'level', { desc => 'The is proportional to the disease\'s deadliness. This mainly reflects in the . It has no effect on most other symptoms. Neverthless, it is a very important value for all damage-inflicting diseases.', name => 'plaque level', type => 'int' } ], [ 'race', { desc => 'The disease will only infect creatures of the specified . " *" means every creature can be infected.', name => 'infect race', type => 'string' } ], [ 'ac', { desc => 'Every time the disease "moves" the severity of the symptoms are increased by /100. (severity = 1 + (accumlated progression)/100)', name => 'progressiveness', type => 'int' } ], [ 'msg', { desc => 'This text is displayed to the player every time the symptoms strike.', end => 'endmsg', name => 'message', type => 'text' } ] ], 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.', ignore => [ $IGNORE_LIST{system_object} ], name => 'Disease', section => [ [ 'spreading', [ [ 'wc', { desc => 'The defines the chance of new creatures getting infected. If you set this too high, the disease is very likely to be too effective. /127 is the chance of someone in range catching it.', name => 'infectiosness', type => 'int' } ], [ 'last_grace', { desc => 'The value reduces the diseases\' everytime it infects someone new. This limits how many generations a disease can propagate.', name => 'attenuation', type => 'int' } ], [ 'magic', { desc => ' sets the range at which infection may occur. If positive, the is level dependant - If negative, it is not: E.g. " -6" means creatures can be infected in six square range, and doesn\'t modify that.', name => 'infection range', type => 'int' } ], [ 'maxhp', { desc => ' defines how long the disease can persist OUTSIDE a host. The disease can "move" 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).', name => 'persistence', type => 'int' } ], [ 'maxgrace', { desc => 'The disease will last in the host for "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.', name => 'curing duration', type => 'int' } ], [ 'speed', { desc => 'The of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.', name => 'moving speed', type => 'float' } ], [ 'speed_left', { 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 on every tick.', name => 'speed left', type => 'float' } ] ] ], [ 'symptoms', [ [ 'attacktype', { desc => 'The disease will attack the host with the given . Godpower attacktype is commonly used for "unresistable" diseases.', name => 'attacktype', type => 'bitmask', value => $BITMASK{attacktype} } ], [ 'dam', { desc => 'A disease with a positive value will strike the player for that amount of damage every time the symptoms occur. A negative value produces %-based 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.', name => 'damage', type => 'int' } ], [ 'other_arch', { 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.', name => 'create arch', type => 'string' } ], [ 'last_sp', { desc => 'If set, the disease imposes a while being infected. The player\'s speed is reduced by % of normal value.', name => 'slowdown penalty', type => 'int' } ], [ 'exp', { desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with experience.', name => 'exp. for curing', type => 'int' } ], [ 'maxsp', { desc => 'Every time the disease "moves", the player\'s mana is reduced by the value of . For negative values, a %-based amount is taken.', name => 'mana depletion', type => 'int' } ], [ 'last_eat', { desc => 'Every time the disease "moves", the player\'s food is reduced by the value of . For negative values, a %-based amount is taken.', name => 'food depletion', type => 'int' } ], [ 'hp', { desc => 'This value increases the player\'s healing rate. Negative values decrease it.', name => 'health regen.', type => 'int' } ], [ 'sp', { desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.', name => 'mana regen.', type => 'int' } ] ] ], [ 'disability', [ [ 'Str', { desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)', name => 'strength', type => 'int' } ], [ 'Dex', { desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)', name => 'dexterity', type => 'int' } ], [ 'Con', { desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)', name => 'constitution', type => 'int' } ], [ 'Int', { desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)', name => 'intelligence', type => 'int' } ], [ 'Pow', { desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)', name => 'power', type => 'int' } ], [ 'Wis', { desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)', name => 'wisdom', type => 'int' } ], [ 'Cha', { desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)', name => 'charisma', type => 'int' } ] ] ] ], 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.' }, Door => { attr => [ [ 'no_pick', { type => 'fixed', value => 1 } ], [ 'alive', { type => 'fixed', value => 1 } ], [ 'move_block', { desc => 'Objects using these movement types cannot move over this space.', name => 'blocked movement', type => 'movement_type' } ], [ 'move_allow', { desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.', name => 'allowed movement', type => 'movement_type' } ], [ 'move_slow', { desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.', name => 'slowed movement', type => 'movement_type' } ], [ 'move_slow_penalty', { desc => 'If is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. 1 - rough terrain 2 - very rough terrain ... 5 - default for deep swamp ... 7 - spider web (sticky as hell)', name => 'slow movement penalty', type => 'int' } ], [ 'hp', { desc => 'The more the door has, the longer it takes to be broken.', name => 'hitpoints', type => 'int' } ], [ 'ac', { desc => 'Doors of high are less likely to get hit. can be considered the "counterpiece" to .', name => 'armour class', type => 'int' } ], [ 'other_arch', { desc => 'This string defines the object that will be created when the door was defeated.', name => 'drop arch', type => 'string' } ], [ 'randomitems', { desc => 'This entry determines what kind of traps will appear in the door.', name => 'treasurelist', type => 'treasurelist' } ], [ 'treasure_env', { desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.', name => 'treasure in env', type => 'bool' } ] ], 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.', ignore => [ $IGNORE_LIST{non_pickable} ], name => 'Door' }, Duplicator => { attr => [ [ 'other_arch', { desc => 'Only objects of matching archtype, lying ontop of the duplicator will be duplicated, multiplied or removed. All other objects will be ignored.', name => 'target arch', type => 'string' } ], [ 'level', { desc => 'The number of items in the target pile will be multiplied by the . If it is set to zero, all target objects will be destroyed.', name => 'multiply factor', type => 'int' } ], [ 'connected', { 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!', name => 'connection', type => 'string' } ], [ 'activate_on_push', { desc => 'Whether the teleporter should only be activated on push.', name => 'activate on push', type => 'bool' } ], [ 'activate_on_release', { desc => 'Whether the teleporter should only be activated on release.', name => 'activate on release', type => 'bool' } ] ], 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 <target arch>, and only objects of this archetype can be affected.
It will multiply the number of items in the pile, by the <multiply factor>. If the latter is set to zero, it will destroy objects.', ignore => [ $IGNORE_LIST{system_object} ], name => 'Duplicator', use => 'I hope it is clear that one must be very cautious when inserting a duplicator anywhere with <multiply factor> greater than one. It is designed to be used for betting mechanisms only (bet -> win/loose). It is not acceptable 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.
A duplicator with <multiply factor> 3 for example should have a loosing rate of 2/3 = 67%.' }, 'Event Connector' => { desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in. They are not used at all in Deliantra.', name => 'Event Connector' }, Exit => { attr => [ [ 'slaying', { 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".', name => 'exit path', type => 'string' } ], [ 'hp', { 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.', name => 'destination X', type => 'int' } ], [ 'sp', { 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.', name => 'destination Y', type => 'int' } ], [ 'move_on', { desc => 'Which movement types automatically (as opposed to manually) activate this object.', name => 'movement type', type => 'movement_type' } ], [ 'msg', { 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. =)', end => 'endmsg', name => 'exit message', type => 'text' } ], [ 'damned', { desc => 'If set, then players using this exit will have their savebed position set to the destination of the exit when passing through.', name => 'set savebed', type => 'bool' } ] ], 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 <a>pply when standing on the exit.', ignore => [ $IGNORE_LIST{non_pickable} ], name => 'Exit', use => 'If you want to have an invisible exit, set <invisible> (, of course <apply by walking>), and put it *under* the floor. Otherwise it could be detected with the show_invisible spell.

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.' }, Flesh => { attr => [ [ 'food', { desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by /50 hp.', name => 'foodpoints', type => 'int' } ], [ 'level', { desc => 'The 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.', name => 'flesh level', type => 'int' } ], [ 'startequip', { desc => 'A godgiven item vanishes as soon as the player drops it to the ground.', name => 'godgiven item', type => 'bool' } ], [ 'msg', { desc => 'This text may describe the item.', end => 'endmsg', name => 'description', type => 'text' } ] ], desc => 'Just like with food, the player can fill his stomache and gain a little health by eating flesh-objects.
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 <flesh level>. Don\'t forget that flesh items with resistances have to be balanced according to map/monster difficulty.', name => 'Flesh', section => [ [ 'resistance', [ [ 'resist_physical', { 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.', name => 'resist physical %', type => 'int' } ], [ 'resist_magic', { 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.', name => 'resist magic %', type => 'int' } ], [ 'resist_fire', { 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.', name => 'resist fire %', type => 'int' } ], [ 'resist_electricity', { 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.', name => 'resist electricity %', type => 'int' } ], [ 'resist_cold', { 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.', name => 'resist cold %', type => 'int' } ], [ 'resist_confusion', { 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.', name => 'resist confusion %', type => 'int' } ], [ 'resist_acid', { 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.', name => 'resist acid %', type => 'int' } ], [ 'resist_drain', { 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.', name => 'resist draining %', type => 'int' } ], [ 'resist_weaponmagic', { 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.', name => 'resist weaponmagic %', type => 'int' } ], [ 'resist_ghosthit', { 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.', name => 'resist ghosthit %', type => 'int' } ], [ 'resist_poison', { 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.', name => 'resist poison %', type => 'int' } ], [ 'resist_slow', { 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.', name => 'resist slow %', type => 'int' } ], [ 'resist_paralyze', { 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.', name => 'resist paralyze %', type => 'int' } ], [ 'resist_fear', { 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.', name => 'resist fear %', type => 'int' } ], [ 'resist_deplete', { 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.', name => 'resist depletion %', type => 'int' } ], [ 'resist_death', { 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.', name => 'resist death-attack %', type => 'int' } ], [ 'resist_chaos', { 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.', name => 'resist chaos %', type => 'int' } ], [ 'resist_blind', { 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.', name => 'resist blinding %', type => 'int' } ] ] ] ], use => 'For dragon players, flesh items can be highly valuable. Note that many standard monsters carry flesh items from their <treasurelist>. 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.

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.' }, Floor => { attr => [ [ 'is_floor', { type => 'fixed', value => 1 } ], [ 'no_pick', { type => 'fixed', value => 1 } ], [ 'no_magic', { desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.', name => 'no spells', type => 'bool' } ], [ 'damned', { desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.', name => 'no prayers', type => 'bool' } ], [ 'unique', { desc => 'Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor tiles must be set .', name => 'unique map', type => 'bool' } ], [ 'msg', { desc => 'This text may describe the object.', end => 'endmsg', name => 'description', type => 'text' } ] ], desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.', ignore => [ $IGNORE_LIST{non_pickable} ], name => 'Floor', section => [ [ 'terrain', [ [ 'move_block', { desc => 'Objects using these movement types cannot move over this space.', name => 'blocked movement', type => 'movement_type' } ], [ 'move_allow', { desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.', name => 'allowed movement', type => 'movement_type' } ], [ 'move_slow', { desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.', name => 'slowed movement', type => 'movement_type' } ], [ 'move_slow_penalty', { desc => 'If is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. 1 - rough terrain 2 - very rough terrain ... 5 - default for deep swamp ... 7 - spider web (sticky as hell)', name => 'slow movement penalty', type => 'int' } ], [ 'is_wooded', { desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.', name => 'wooded terrain', type => 'bool' } ], [ 'is_hilly', { desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.', name => 'hilly terrain', type => 'bool' } ] ] ] ] }, 'Floor (Encounter)' => { attr => [ [ 'is_floor', { type => 'fixed', value => 1 } ], [ 'no_pick', { type => 'fixed', value => 1 } ], [ 'no_magic', { desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.', name => 'no spells', type => 'bool' } ], [ 'damned', { desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.', name => 'no prayers', type => 'bool' } ], [ 'unique', { desc => 'Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor tiles must be set .', name => 'unique map', type => 'bool' } ], [ 'msg', { desc => 'This text may describe the object.', end => 'endmsg', name => 'description', type => 'text' } ] ], 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.', ignore => [ $IGNORE_LIST{non_pickable} ], name => 'Floor (Encounter)', section => [ [ 'terrain', [ [ 'move_block', { desc => 'Objects using these movement types cannot move over this space.', name => 'blocked movement', type => 'movement_type' } ], [ 'move_allow', { desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.', name => 'allowed movement', type => 'movement_type' } ], [ 'move_slow', { desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.', name => 'slowed movement', type => 'movement_type' } ], [ 'move_slow_penalty', { desc => 'If is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. 1 - rough terrain 2 - very rough terrain ... 5 - default for deep swamp ... 7 - spider web (sticky as hell)', name => 'slow movement penalty', type => 'int' } ], [ 'is_wooded', { desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.', name => 'wooded terrain', type => 'bool' } ], [ 'is_hilly', { desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.', name => 'hilly terrain', type => 'bool' } ] ] ] ] }, Food => { attr => [ [ 'food', { desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by /50 hp.', name => 'foodpoints', type => 'int' } ], [ 'startequip', { desc => 'A godgiven item vanishes as soon as the player drops it to the ground.', name => 'godgiven item', type => 'bool' } ] ], desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.', name => 'Food' }, Gate => { attr => [ [ 'no_pick', { type => 'fixed', value => 1 } ], [ 'speed', { desc => 'The speed of the gate affects how fast it is closing/opening.', type => 'float' } ], [ 'connected', { desc => 'Whenever the inventory checker is triggered, all objects with identical value get activated. This only makes sense together with disabled.', name => 'connection', type => 'string' } ], [ 'wc', { desc => 'The 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.', name => 'position state', type => 'int' } ], [ 'move_block', { desc => 'Objects using these movement types cannot move over this space.', name => 'blocked movement', type => 'movement_type' } ], [ 'move_allow', { desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.', name => 'allowed movement', type => 'movement_type' } ], [ 'move_slow', { desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.', name => 'slowed movement', type => 'movement_type' } ], [ 'move_slow_penalty', { desc => 'If is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. 1 - rough terrain 2 - very rough terrain ... 5 - default for deep swamp ... 7 - spider web (sticky as hell)', name => 'slow movement penalty', type => 'int' } ], [ 'no_magic', { desc => 'Restricting the use of spells to pass this gate. This has an effect only if is disabled.', name => 'restrict spells', type => 'bool' } ], [ 'damned', { desc => 'Restricting the use of prayers to pass this door. This has an effect only if is disabled.', name => 'restrict prayers', type => 'bool' } ] ], 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.', ignore => [ $IGNORE_LIST{non_pickable} ], name => 'Gate', 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".' }, Girdle => { attr => [ [ 'magic', { desc => ' 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: on girdles has no effect if there is no set. Girdles shouldn\'t have , thus is pointless here.', name => 'magic bonus', type => 'int' } ] ], 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.', import => [ 'Amulet' ], name => 'Girdle', use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.' }, Gloves => { attr => [ [ 'magic', { desc => 'If the gloves provide , will increase it. If the gloves have instead, then will increase that.', name => 'magic bonus', type => 'int' } ] ], desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.', import => [ 'Amulet' ], name => 'Gloves', use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.' }, Handle => { attr => [ [ 'no_pick', { type => 'fixed', value => 1 } ], [ 'connected', { desc => 'Every time the handle is applied, all objects with the same value are activated.', name => 'connection', type => 'string' } ], [ 'msg', { desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.', end => 'endmsg', name => 'description', type => 'text' } ] ], desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the <connection> value is triggered.', ignore => [ $IGNORE_LIST{non_pickable} ], name => 'Handle', 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.' }, 'Handle Trigger' => { desc => 'Handle triggers are handles which reset after a short period of time. Every time it is either applied or reset, the <connection> value is triggered.', ignore => [ $IGNORE_LIST{non_pickable} ], import => [ 'Handle' ], name => 'Handle Trigger', 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.' }, 'Hazard Floor' => { attr => [ [ 'is_floor', { type => 'fixed', value => 1 } ], [ 'lifesave', { type => 'fixed', value => 1 } ], [ 'move_on', { desc => 'Which movement types automatically (as opposed to manually) activate this object.', name => 'movement type', type => 'movement_type' } ], [ 'no_pick', { type => 'fixed', value => 1 } ], [ 'attacktype', { 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.', name => 'attacktype', type => 'bitmask', value => $BITMASK{attacktype} } ], [ 'dam', { desc => 'The 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.', name => 'base damage', type => 'int' } ], [ 'wc', { desc => ' 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, should be set to something like -30.', name => 'weaponclass', type => 'int' } ], [ 'level', { 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.', name => 'attack level', type => 'int' } ], [ 'no_magic', { desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.', name => 'no spells', type => 'bool' } ], [ 'damned', { desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.', name => 'no prayers', type => 'bool' } ], [ 'unique', { desc => 'Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor tiles must be set .', name => 'unique map', type => 'bool' } ] ], 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.', ignore => [ $IGNORE_LIST{non_pickable} ], name => 'Hazard Floor', section => [ [ 'terrain', [ [ 'move_block', { desc => 'Objects using these movement types cannot move over this space.', name => 'blocked movement', type => 'movement_type' } ], [ 'move_allow', { desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.', name => 'allowed movement', type => 'movement_type' } ], [ 'move_slow', { desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.', name => 'slowed movement', type => 'movement_type' } ], [ 'move_slow_penalty', { desc => 'If is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. 1 - rough terrain 2 - very rough terrain ... 5 - default for deep swamp ... 7 - spider web (sticky as hell)', name => 'slow movement penalty', type => 'int' } ], [ 'is_wooded', { desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.', name => 'wooded terrain', type => 'bool' } ], [ 'is_hilly', { desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.', name => 'hilly terrain', type => 'bool' } ] ] ] ], use => 'The default lava for example does minor damage. But you can turn it up so that your hazard floor poses a real threat.
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.' }, Helmet => { attr => [ [ 'magic', { desc => ' 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: on helmets has no effect if there is no set. It only works in combination with . Crowns for instance typically provide no .', name => 'magic bonus', type => 'int' } ] ], 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.', import => [ 'Amulet' ], name => 'Helmet', use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.' }, 'Holy Altar' => { attr => [ [ 'no_pick', { type => 'fixed', value => 1 } ], [ 'other_arch', { desc => 'The altar belongs to the god of the given name. Possible options for are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, Gorokh, Valriel and Sorig. If you want to have an unconsecrated altar, set 0 and eventually 0.', name => 'god name', type => 'string' } ], [ 'level', { 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 120. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult.', name => 'reconsecrate level', type => 'int' } ] ], 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.', ignore => [ $IGNORE_LIST{non_pickable} ], name => 'Holy Altar' }, Horn => { attr => [ [ 'sp', { desc => 'Sets the 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!', name => 'spell', type => 'spell' } ], [ 'level', { desc => 'The casting level of the determines it\'s power. For attack spells, level should not be set too high.', name => 'casting level', type => 'int' } ], [ 'hp', { desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.', name => 'initial spellpoints', type => 'int' } ], [ 'maxhp', { 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.', name => 'max. spellpoints', type => 'int' } ], [ 'startequip', { desc => 'A godgiven item vanishes as soon as the player drops it to the ground.', name => 'godgiven item', type => 'bool' } ], [ 'msg', { desc => 'This text may contain a description of the horn.', end => 'endmsg', name => 'description', type => 'text' } ] ], desc => 'Horns are very similar to rods. The difference is that horns regenerate spellpoints faster and thus are more valuable than rods.

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.', ignore => [ 'title' ], name => 'Horn', 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.' }, Inorganic => { attr => [ [ 'is_dust', { name => 'is dust', type => 'bool' } ] ], desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.', name => 'Inorganic', section => [ [ 'resistance', [ [ 'resist_physical', { name => 'resist physical %', type => 'int' } ], [ 'resist_magic', { name => 'resist magic %', type => 'int' } ], [ 'resist_fire', { name => 'resist fire %', type => 'int' } ], [ 'resist_electricity', { name => 'resist electricity %', type => 'int' } ], [ 'resist_cold', { name => 'resist cold %', type => 'int' } ], [ 'resist_confusion', { name => 'resist confusion %', type => 'int' } ], [ 'resist_acid', { name => 'resist acid %', type => 'int' } ], [ 'resist_drain', { name => 'resist draining %', type => 'int' } ], [ 'resist_weaponmagic', { name => 'resist weaponmagic %', type => 'int' } ], [ 'resist_ghosthit', { name => 'resist ghosthit %', type => 'int' } ], [ 'resist_poison', { name => 'resist poison %', type => 'int' } ], [ 'resist_slow', { name => 'resist slow %', type => 'int' } ], [ 'resist_paralyze', { name => 'resist paralyze %', type => 'int' } ], [ 'resist_fear', { name => 'resist fear %', type => 'int' } ], [ 'resist_deplete', { name => 'resist depletion %', type => 'int' } ], [ 'resist_death', { name => 'resist death-attack %', type => 'int' } ], [ 'resist_chaos', { name => 'resist chaos %', type => 'int' } ], [ 'resist_blind', { name => 'resist blinding %', type => 'int' } ], [ 'resist_holyword', { name => 'resist holy power %', type => 'int' } ], [ 'resist_godpower', { name => 'resist godpower %', type => 'int' } ] ] ] ] }, 'Inventory Checker' => { attr => [ [ 'no_pick', { type => 'fixed', value => 1 } ], [ 'slaying', { 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 . Note that key objects usually appear as "passports" in this context. A typical example is the city gate mechanism of scorn.', name => 'match key string', type => 'string' } ], [ 'race', { 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 .', name => 'match arch name', type => 'string' } ], [ 'hp', { 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 . Example: Set 15 (type 15 => weapon) and 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. ;)', name => 'match type', type => 'int' } ], [ 'last_sp', { desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.', name => 'match = having', type => 'bool' } ], [ 'connected', { desc => 'Whenever the inventory checker is triggered, all objects with identical value get activated. This only makes sense together with disabled.', name => 'connection', type => 'string' } ], [ 'move_block', { desc => 'Objects using these movement types cannot move over this space.', name => 'blocked movement', type => 'movement_type' } ], [ 'move_allow', { desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.', name => 'allowed movement', type => 'movement_type' } ], [ 'move_slow', { desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.', name => 'slowed movement', type => 'movement_type' } ], [ 'move_slow_penalty', { desc => 'If is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. 1 - rough terrain 2 - very rough terrain ... 5 - default for deep swamp ... 7 - spider web (sticky as hell)', name => 'slow movement penalty', type => 'int' } ], [ 'last_heal', { desc => ' 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 , make sure to inform the player what\'s going on!', name => 'remove match', type => 'bool' } ] ], 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 (-> "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").

Alternatively, you can set your inv. checker to block all players that do/don\'t carry the matching object.

As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.', ignore => [ $IGNORE_LIST{system_object} ], name => 'Inventory Checker', 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.' }, 'Item Transformer' => { attr => [ [ 'food', { desc => ' controls how many times the item transformer can be used. The value 0 means "unlimited"', name => 'number of uses', type => 'int' } ], [ 'slaying', { desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.', name => 'verb', type => 'string' } ], [ 'startequip', { desc => 'A godgiven item vanishes as soon as the player drops it to the ground.', name => 'godgiven item', type => 'bool' } ], [ 'msg', { desc => 'This text may contain a description of the item transformer.', end => 'endmsg', name => 'description', type => 'text' } ] ], 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.', name => 'Item Transformer', use => 'To make an item transformable, you just have to fill the \'slaying\' field. The syntax is:
slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*

with [] denoting optional part, and * any number of preceding []. \'new_item\' must be the name of an existing archetype.

Example, for object apple: slaying knife:2 half_apple

This means that, when applying a knife (should be an Item Transformer), one \'apple\' will be transformed into 2 \'half_apple\'.' }, Jewel => { attr => [ [ 'race', { type => 'fixed', value => 'gold and jewels' } ], [ 'msg', { desc => 'This text may describe the object.', end => 'endmsg', name => 'description', type => 'text' } ] ], desc => 'Items of the type Gold & Jewels are handled like a currency. Unlike for any other type of item, in shops, the buy- and selling prices differ only marginally.', name => 'Jewel' }, Key => { attr => [ [ 'startequip', { desc => 'A godgiven item vanishes as soon as the player drops it to the ground.', name => 'godgiven item', type => 'bool' } ] ], desc => 'When carrying a key, a normal door can be opened. The key will disappear.', name => 'Key' }, Lamp => { attr => [ [ 'speed', { desc => 'This field is the speed of the lamp. (If the value 0.00208 is given here the fuel field will specify the burning duration in minutes.)', name => 'burn speed', type => 'float' } ], [ 'food', { desc => 'This field sets the burning duration of the lamp, which depends on the speed field of this object.', name => 'fuel', type => 'int' } ], [ 'range', { desc => 'This field sets the glow radius of the lamp if it is enabled. If you want to make a lamp that is already burning set the "glow radius" field.', name => 'enabled glow radius', type => 'int' } ], [ 'level', { desc => 'If this field specyfies the cursed effect\'s level. If it is 0 no cursed effect will be generate. See also the "cursed" flag.', name => 'level', type => 'int' } ], [ 'cursed', { desc => 'Cursed lamps, which have a level above 0, explode if the player applies them.', name => 'cursed', type => 'bool' } ] ], desc => 'Lamps are carryable light sources for players with a fuel tank.', name => 'Lamp' }, 'Locked Door' => { attr => [ [ 'move_type', { type => 'fixed', value => 0 } ], [ 'no_pick', { type => 'fixed', value => 1 } ], [ 'slaying', { desc => 'The in the door must be identical with the in the special key, then the door is unlocked. It is VERY important to set the to something that is unique among the Deliantra mapset. DONT EVER USE the default string "set_individual_value".', name => 'key string', type => 'string' } ], [ 'no_magic', { 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).', name => 'restrict spells', type => 'bool' } ], [ 'damned', { desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.', name => 'restrict prayers', type => 'bool' } ], [ 'msg', { 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.', end => 'endmsg', name => 'lock message', type => 'text' } ] ], desc => 'A locked door can be opened only when carrying the appropriate special key.', ignore => [ $IGNORE_LIST{non_pickable} ], name => 'Locked Door', use => 'If you want to create a locked door that cannot be opened (no key), set a <key string> 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).' }, 'Magic Ear' => { attr => [ [ 'no_pick', { type => 'fixed', value => 1 } ], [ 'connected', { desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.', name => 'connection', type => 'string' } ], [ 'msg', { desc => 'This textfield contains the keyword-matching-syntax. The text should have the following format: "@match ||... ". 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!', end => 'endmsg', name => 'keyword-matching', type => 'text' } ] ], desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.', ignore => [ $IGNORE_LIST{system_object} ], name => 'Magic Ear', 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.

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.' }, 'Magic Wall' => { attr => [ [ 'dam', { desc => 'The magic wall will cast this .', name => 'spell', type => 'spell' } ], [ 'level', { desc => 'The wall will cast it\'s spells at 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.', name => 'spell level', type => 'int' } ], [ 'connected', { desc => 'Every time the value is triggered, the wall will cast it\'s spell. You should set to zero, or this won\'t have much visible effect.', name => 'connection', type => 'string' } ], [ 'activate_on_push', { desc => 'Whether the teleporter should only be activated on push.', name => 'activate on push', type => 'bool' } ], [ 'activate_on_release', { desc => 'Whether the teleporter should only be activated on release.', name => 'activate on release', type => 'bool' } ], [ 'speed', { desc => 'The 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".', name => 'casting speed', type => 'float' } ], [ 'speed_left', { 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 on every tick.', name => 'speed left', type => 'float' } ], [ 'sp', { desc => 'The magic wall will cast it\'s spells always in the specified . A magic wall with direction set to will always fire in a random direction.', name => 'direction', type => 'list', value => $LIST{direction} } ], [ 'move_block', { desc => 'Objects using these movement types cannot move over this space.', name => 'blocked movement', type => 'movement_type' } ], [ 'move_allow', { desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.', name => 'allowed movement', type => 'movement_type' } ], [ 'move_slow', { desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.', name => 'slowed movement', type => 'movement_type' } ], [ 'move_slow_penalty', { desc => 'If is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. 1 - rough terrain 2 - very rough terrain ... 5 - default for deep swamp ... 7 - spider web (sticky as hell)', name => 'slow movement penalty', type => 'int' } ] ], 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.

Several types of magical walls are predefined for you in the archetypes, and can be found on the "connected" Pickmap.', ignore => [ $IGNORE_LIST{non_pickable} ], name => 'Magic Wall', section => [ [ 'destroyable', [ [ 'alive', { desc => 'Walls with enabled can be attacked and (eventually) destroyed by the player. If disabled, all other attributes on this tab, as well as resistances, are meaningless.', name => 'is destroyable', type => 'bool' } ], [ 'hp', { desc => 'The more the wall has, the longer it takes to be destroyed.', name => 'hitpoints', type => 'int' } ], [ 'maxhp', { desc => ' are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.', name => 'max hitpoints', type => 'int' } ], [ 'ac', { desc => 'A magic wall of high is less likely to get hit from an opponent. can be considered the "counterpiece" to .', name => 'armour class', type => 'int' } ] ] ], [ 'resistance', [ [ 'resist_physical', { name => 'resist physical %', type => 'int' } ], [ 'resist_magic', { name => 'resist magic %', type => 'int' } ], [ 'resist_fire', { name => 'resist fire %', type => 'int' } ], [ 'resist_electricity', { name => 'resist electricity %', type => 'int' } ], [ 'resist_cold', { name => 'resist cold %', type => 'int' } ], [ 'resist_confusion', { name => 'resist confusion %', type => 'int' } ], [ 'resist_acid', { name => 'resist acid %', type => 'int' } ], [ 'resist_drain', { name => 'resist draining %', type => 'int' } ], [ 'resist_weaponmagic', { name => 'resist weaponmagic %', type => 'int' } ], [ 'resist_ghosthit', { name => 'resist ghosthit %', type => 'int' } ], [ 'resist_poison', { name => 'resist poison %', type => 'int' } ], [ 'resist_slow', { name => 'resist slow %', type => 'int' } ], [ 'resist_paralyze', { name => 'resist paralyze %', type => 'int' } ], [ 'resist_fear', { name => 'resist fear %', type => 'int' } ], [ 'resist_deplete', { name => 'resist depletion %', type => 'int' } ], [ 'resist_death', { name => 'resist death-attack %', type => 'int' } ], [ 'resist_chaos', { name => 'resist chaos %', type => 'int' } ], [ 'resist_blind', { name => 'resist blinding %', type => 'int' } ], [ 'resist_holyword', { name => 'resist holy power %', type => 'int' } ], [ 'resist_godpower', { name => 'resist godpower %', type => 'int' } ] ] ] ], 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.

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.

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).

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".' }, 'Map Script' => { attr => [ [ 'connected', { desc => 'When the map script object is triggered, it will execute the perl script with the triggering object as $activator.', name => 'connection', type => 'string' } ], [ 'activate_on_push', { desc => 'Whether the teleporter should only be activated on push.', name => 'activate on push', type => 'bool' } ], [ 'activate_on_release', { desc => 'Whether the teleporter should only be activated on release.', name => 'activate on release', type => 'bool' } ], [ 'msg', { desc => 'This perl script will be executed each time the objetc is triggered.', end => 'endmsg', name => 'script', type => 'text' } ] ], desc => 'The map script object is a very special object that can react to connected events and executes a perl script.', ignore => [ $IGNORE_LIST{system_object} ], name => 'Map Script', use => 'The perl script gets passed an $activator object and can use the set/get/find/timer functions to react to/trigger other objects.' }, Marker => { attr => [ [ 'no_pick', { type => 'fixed', value => 1 } ], [ 'slaying', { desc => 'The can be detected by inv. checkers/detectors. If the player already has a force with that , there won\'t be inserted a second one.', name => 'key string', type => 'string' } ], [ 'connected', { desc => 'When the detector is triggered, all objects with the same connection value get activated.', name => 'connection', type => 'string' } ], [ 'speed', { desc => 'The 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 1.0 should do fine.', name => 'marking speed', type => 'float' } ], [ 'speed_left', { 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 on every tick.', name => 'speed left', type => 'float' } ], [ 'food', { 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. zero/unset means the mark will stay on the player forever.', name => 'mark duration', type => 'int' } ], [ 'name', { desc => 'When the player steps onto the marker, all existing forces in the players inventory with a matching will be removed. If you don\'t want to remove any marks, leave this textfield empty. Note that the string 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.', name => 'delete mark', type => 'string' } ], [ 'msg', { 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.', end => 'endmsg', name => 'marking message', type => 'text' } ] ], 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 <key string> which can be discovered by detectors or inventory checkers. It is also possible to use markers for removing marks again.

Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.', ignore => [ $IGNORE_LIST{system_object} ], name => 'Marker', 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.

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.' }, Misc => { attr => [ [ 'move_block', { desc => 'Objects using these movement types cannot move over this space.', name => 'blocked movement', type => 'movement_type' } ], [ 'move_allow', { desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.', name => 'allowed movement', type => 'movement_type' } ], [ 'move_slow', { desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.', name => 'slowed movement', type => 'movement_type' } ], [ 'move_slow_penalty', { desc => 'If is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. 1 - rough terrain 2 - very rough terrain ... 5 - default for deep swamp ... 7 - spider web (sticky as hell)', name => 'slow movement penalty', type => 'int' } ], [ 'cursed', { desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.', name => 'cursed', type => 'bool' } ], [ 'damned', { 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.', name => 'damned', type => 'bool' } ], [ 'unique', { desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.', name => 'unique item', type => 'bool' } ], [ 'startequip', { desc => 'A godgiven item vanishes as soon as the player drops it to the ground.', name => 'godgiven item', type => 'bool' } ], [ 'msg', { desc => 'This text may describe the object.', end => 'endmsg', name => 'description', type => 'text' } ] ], name => 'Misc' }, Money => { attr => [ [ 'race', { type => 'fixed', value => 'gold and jewels' } ] ], 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.
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.

For money, always use the default arches. Don\'t modify them.', ignore => [ 'unpaid' ], name => 'Money' }, 'Monster & NPC' => { attr => [ [ 'alive', { type => 'fixed', value => 1 } ], [ 'randomitems', { 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 .', name => 'treasurelist', type => 'treasurelist' } ], [ 'treasure_env', { desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.', name => 'treasure in env', type => 'bool' } ], [ 'level', { desc => 'A monster\'s is the most important attribute. affects the power of a monster in various ways.', name => 'level', type => 'int' } ], [ 'race', { desc => 'Every monster should have a race set to categorize it. The monster\'s can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god.', name => 'race', type => 'string' } ], [ 'exp', { desc => 'When a player kills this monster, he will get exactly this amount of . 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 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!', name => 'experience', type => 'int' } ], [ 'speed', { desc => 'The determines how fast a monster will both move and fight. High makes a monster considerably stronger.', name => 'speed', type => 'float' } ], [ 'speed_left', { 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 on every tick.', name => 'speed left', type => 'float' } ], [ 'other_arch', { desc => 'This only takes effect if is enabled. The monster will create a every once in a while. can be set to any valid arch-name of a monster. Multipart monster should not be used.', name => 'breed monster', type => 'string' } ], [ 'generator', { desc => 'Monsters with enabled will create a every once in a while. Mice are a good example for this effect. If enabled, you must also set or check