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Revision: 1.56
Committed: Mon Oct 12 02:58:49 2009 UTC (14 years, 7 months ago) by root
Branch: MAIN
Changes since 1.55: +3 -3 lines
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File Contents

# Content
1 =head1 NAME
2
3 Deliantra::Data - various data structures useful for understanding archs and objects
4
5 =head1
6
7 THIS FILE IS AUTOGENERATED, DO NOT EDIT!
8
9 It's a translation of the following files:
10
11 res/spells.xml
12 res/types.xml
13 res/typenumbers.xml
14
15 See F<res/README> for more info.
16
17 =cut
18
19 package Deliantra::Data;
20
21 our %BITMASK = (
22 attacktype => {
23 0 => 'Physical',
24 1 => 'Magical',
25 2 => 'Fire',
26 3 => 'Electricity',
27 4 => 'Cold',
28 5 => 'Confusion',
29 6 => 'Acid',
30 7 => 'Drain',
31 8 => 'Weaponmagic',
32 9 => 'Ghosthit',
33 10 => 'Poison',
34 11 => 'Slow',
35 12 => 'Paralyze',
36 13 => 'Turn Undead',
37 14 => 'Fear',
38 15 => 'Cancellation',
39 16 => 'Depletion',
40 17 => 'Death',
41 18 => 'Chaos',
42 19 => 'Counterspell',
43 20 => 'God Power',
44 21 => 'Holy Power',
45 22 => 'Blinding'
46 },
47 material => {
48 0 => 'Paper',
49 1 => 'Iron',
50 2 => 'Glass',
51 3 => 'Leather',
52 4 => 'Wood',
53 5 => 'Organics',
54 6 => 'Stone',
55 7 => 'Cloth',
56 8 => 'Adamantite',
57 9 => 'Liquid',
58 10 => 'Soft Metal',
59 11 => 'Bone',
60 12 => 'Ice',
61 13 => '(supress name on display)'
62 },
63 movement_type => {
64 0 => 'Walk',
65 1 => 'Fly Low',
66 2 => 'Fly High',
67 3 => 'Swim',
68 4 => 'Boat',
69 16 => 'Other'
70 },
71 pick_up => {
72 0 => 'Nothing',
73 1 => 'Wealth',
74 2 => 'Food',
75 3 => 'Weapons',
76 4 => 'Armour',
77 5 => 'Inverse',
78 6 => 'All'
79 },
80 spellpath => {
81 0 => 'Protection',
82 1 => 'Fire',
83 2 => 'Frost',
84 3 => 'Electricity',
85 4 => 'Missiles',
86 5 => 'Self',
87 6 => 'Summoning',
88 7 => 'Abjuration',
89 8 => 'Restoration',
90 9 => 'Detonation',
91 10 => 'Mind',
92 11 => 'Creation',
93 12 => 'Teleportation',
94 13 => 'Information',
95 14 => 'Transmutation',
96 15 => 'Transferrence',
97 16 => 'Turning',
98 17 => 'Wounding',
99 18 => 'Death',
100 19 => 'Light'
101 },
102 will_apply => {
103 0 => 'Apply Handles',
104 1 => 'Open Chests',
105 2 => 'Break Walls',
106 3 => 'Open Doors'
107 }
108 );
109
110 our %LIST = (
111 attack_movement_bits_0_3 => {
112 0 => 'default',
113 1 => 'attack from distance',
114 2 => 'run away',
115 3 => 'hit and run',
116 4 => 'wait, then hit, then move',
117 5 => 'rush blindly',
118 6 => 'always run',
119 7 => 'attack from distance if hit',
120 8 => 'do not approach'
121 },
122 attack_movement_bits_4_7 => {
123 0 => 'none',
124 16 => 'pet',
125 32 => 'small circle',
126 48 => 'large circle',
127 64 => 'small horizontal',
128 80 => 'large horizontal',
129 96 => 'random direction',
130 112 => 'random movement',
131 128 => 'small vertical',
132 144 => 'large vertical'
133 },
134 direction => {
135 0 => '<none>',
136 1 => 'north',
137 2 => 'northeast',
138 3 => 'east',
139 4 => 'southeast',
140 5 => 'south',
141 6 => 'southwest',
142 7 => 'west',
143 8 => 'northwest'
144 },
145 event_type => {
146 0 => 'none',
147 1 => 'apply',
148 2 => 'attack',
149 3 => 'death',
150 4 => 'drop',
151 5 => 'pickup',
152 6 => 'say',
153 7 => 'stop',
154 8 => 'time',
155 9 => 'throw',
156 10 => 'trigger',
157 11 => 'close',
158 12 => 'timer',
159 28 => 'move',
160 41 => 'drop_on'
161 },
162 mood => {
163 0 => 'furious',
164 1 => 'angry',
165 2 => 'calm',
166 3 => 'sleep',
167 4 => 'charm'
168 },
169 potion_effect => {
170 0 => '<none>',
171 65536 => 'life restoration',
172 1048576 => 'improvement'
173 },
174 skill_type => {
175 1 => 'lockpicking',
176 2 => 'hiding',
177 3 => 'smithery',
178 4 => 'bowyer',
179 5 => 'jeweler',
180 6 => 'alchemy',
181 7 => 'stealing',
182 8 => 'literacy',
183 9 => 'bargaining',
184 10 => 'jumping',
185 11 => 'detect magic',
186 12 => 'oratory',
187 13 => 'singing',
188 14 => 'detect curse',
189 15 => 'find traps',
190 16 => 'mediatation',
191 17 => 'punching',
192 18 => 'flame touch',
193 19 => 'karate',
194 20 => 'climbing',
195 21 => 'woodsman',
196 22 => 'inscription',
197 23 => 'one handed weapons',
198 24 => 'missile weapons',
199 25 => 'throwing',
200 26 => 'use magic item',
201 27 => 'disarm traps',
202 28 => 'set traps',
203 29 => 'thaumaturgy',
204 30 => 'praying',
205 31 => 'clawing',
206 32 => 'levitation',
207 33 => 'summoning',
208 34 => 'pyromancy',
209 35 => 'evocation',
210 36 => 'sorcery',
211 37 => 'two handed weapons'
212 },
213 spell_type => {
214 1 => 'raise dead',
215 2 => 'rune',
216 3 => 'make mark',
217 4 => 'bolt',
218 5 => 'bullet',
219 6 => 'explosion',
220 7 => 'cone',
221 8 => 'bomb',
222 9 => 'wonder',
223 10 => 'smite',
224 11 => 'magic missile',
225 12 => 'summon golem',
226 13 => 'dimension door',
227 14 => 'magic mapping',
228 15 => 'magic wall',
229 16 => 'destruction',
230 17 => 'perceive self',
231 18 => 'word of recall',
232 19 => 'invisible',
233 20 => 'probe',
234 21 => 'healing',
235 22 => 'create food',
236 23 => 'earth to dust',
237 24 => 'change ability',
238 25 => 'bless',
239 26 => 'curse',
240 27 => 'summon monster',
241 28 => 'recharge',
242 29 => 'polymorph',
243 30 => 'alchemy',
244 31 => 'remove curse',
245 32 => 'identify',
246 33 => 'detection',
247 34 => 'mood change',
248 35 => 'moving ball',
249 36 => 'swarm',
250 37 => 'charge mana',
251 38 => 'dispel rune',
252 39 => 'create missile',
253 40 => 'consecrate',
254 41 => 'animate weapon',
255 42 => 'light',
256 43 => 'change map light',
257 44 => 'faery fire',
258 45 => 'disease',
259 46 => 'aura',
260 47 => 'town portal'
261 },
262 weapon_type => {
263 0 => '<unknown>',
264 1 => 'sword',
265 2 => 'arrows',
266 3 => 'axe',
267 4 => 'katana',
268 5 => 'knife, dagger',
269 6 => 'whip, chain',
270 7 => 'hammer, flail',
271 8 => 'club, stick'
272 }
273 );
274
275 our %IGNORE_LIST = (
276 non_pickable => [
277 'value',
278 'nrof',
279 'weight',
280 'name_pl',
281 'material',
282 'no_pick',
283 'unpaid',
284 'title',
285 'identified'
286 ],
287 system_object => [
288 'value',
289 'nrof',
290 'weight',
291 'name_pl',
292 'material',
293 'no_pick',
294 'unpaid',
295 'title',
296 'glow_radius',
297 'identified',
298 'blocksview',
299 'invisible'
300 ]
301 );
302
303 our %DEFAULT_ATTR = (
304 attr => [
305 [
306 'name',
307 {
308 desc => 'This is the name of the object, displayed to the player.',
309 name => 'name',
310 type => 'string'
311 }
312 ],
313 [
314 'name_pl',
315 {
316 desc => 'This is the plural name of the object. A plural name must be set for all items that can be picked up and collected by the player.',
317 name => 'plural name',
318 type => 'string'
319 }
320 ],
321 [
322 'title',
323 {
324 desc => 'This is the object\'s title. Once an object is identified the title is attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.',
325 name => 'title',
326 type => 'string'
327 }
328 ],
329 [
330 'face',
331 {
332 desc => 'The image-name defines what image is displayed for this object in-game. Take care if the archetype of the object has an animation! See also the \'animation\' attribute.',
333 name => 'image',
334 type => 'string'
335 }
336 ],
337 [
338 'animation',
339 {
340 desc => 'The animation-name of the object. If you assign custom faces and the archetype defines an animation you can disable the animation of an archetype by setting this field to NONE.',
341 name => 'animation',
342 type => 'string'
343 }
344 ],
345 [
346 'tag',
347 {
348 desc => 'You can tag objects with an identifier. Tagged objects can be found quickly from their tag, which makes them useful to tag exits and refer to those by their name.',
349 name => 'tag',
350 type => 'string'
351 }
352 ],
353 [
354 'nrof',
355 {
356 desc => 'This value determines the number of objects in one stack (for example: 100 goldcoins => "number = 100"). You should set this at least to one, for any pickable object - otherwise it won\'t be mergeable into a stack.',
357 name => 'number',
358 type => 'int'
359 }
360 ],
361 [
362 'weight',
363 {
364 desc => 'This value defines the object\'s weight in grams (1000g is 1kg). Objects with zero weight are not pickable for players. Still, set the "non-pickable"-flag for explicitly non-pickable objects (hey, this is opensource.. you never know ;) ).',
365 name => 'weight',
366 type => 'int'
367 }
368 ],
369 [
370 'value',
371 {
372 desc => 'Determines the value of the object, in units of silver coins (one platinum coin == 50 silver coins). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.',
373 name => 'value',
374 type => 'int'
375 }
376 ],
377 [
378 'glow_radius',
379 {
380 desc => 'If <glow radius> is set to a value greater zero, the object appears lit up on dark maps. <glow radius> can be a value between 0 and 9, the higher, the more light does the object emit.',
381 name => 'glow radius',
382 type => 'int'
383 }
384 ],
385 [
386 'material',
387 {
388 desc => 'This bitmask-value informs the player of which material(s) the object consists. Material does also affect how likely the object can be destroyed by hazardous spell-effects.',
389 name => 'material',
390 type => 'bitmask',
391 value => $BITMASK{material}
392 }
393 ],
394 [
395 'no_pick',
396 {
397 desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
398 name => 'non-pickable',
399 type => 'bool'
400 }
401 ],
402 [
403 'invisible',
404 {
405 desc => 'Generally makes the object invisible. Depending on the object-type, some can be made visible by the show_invisible spell. If in doubt, test it. Putting an invisible object under the floor always prevents it from being shown.',
406 name => 'invisible',
407 type => 'bool'
408 }
409 ],
410 [
411 'blocksview',
412 {
413 desc => 'If an item is set to block view, players (and monsters) cannot see beyond it unless they cross it or manage to stand ontop.',
414 name => 'block view',
415 type => 'bool'
416 }
417 ],
418 [
419 'identified',
420 {
421 desc => 'If an item is identified, the player has full knowledge about it.',
422 name => 'identified',
423 type => 'bool'
424 }
425 ],
426 [
427 'unpaid',
428 {
429 desc => 'An <unpaid> item cannot be used unless a player carried it over a shop mat, paying the demanded price. Setting this flag makes sense only for pickable items inside shops.',
430 name => 'unpaid',
431 type => 'bool'
432 }
433 ],
434 [
435 'sound',
436 {
437 desc => 'The sound this objects makes on a map. Enter either a sound alias from arch/res/sound.conf.res or a path. If you enter <path> in this field it will point to sound/<path>.ext',
438 name => 'sound',
439 type => 'string'
440 }
441 ],
442 [
443 'sound_destroy',
444 {
445 desc => 'The sound this objects makes when it is destroyed. Enter either a sound alias from arch/res/sound.conf.res or a path. If you enter <path> in this field it will point to sound/<path>.ext',
446 name => 'destroy sound',
447 type => 'string'
448 }
449 ]
450 ]
451 );
452
453 our %TYPE = (
454 Ability => {
455 attr => [
456 [
457 'invisible',
458 {
459 type => 'fixed',
460 value => 1
461 }
462 ],
463 [
464 'no_drop',
465 {
466 type => 'fixed',
467 value => 1
468 }
469 ],
470 [
471 'sp',
472 {
473 desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
474 name => 'short range spell',
475 type => 'spell'
476 }
477 ],
478 [
479 'hp',
480 {
481 desc => 'The monster will use the specified <long range spell> when the player is at least 6 squares away (from the monster\'s head). Setting a <long range spell> is optional. If unset, the <short range spell> gets used all the time.',
482 name => 'long range spell',
483 type => 'nz_spell'
484 }
485 ],
486 [
487 'maxsp',
488 {
489 desc => 'Sometimes you\'ll want a monster to use one ability more than others. To achieve this, set the <importance> to a value greater than one. Abilities with this value zero/unset are counted to be of <importance> one. Example: A monster with "small fireball" of <importance> 3 and "paralyze" of <importance> 1 will averagely cast three out of four times the "small fireball".',
490 name => 'importance',
491 type => 'int'
492 }
493 ],
494 [
495 'attacktype',
496 {
497 desc => 'This flag specifies whether the ability <is magical> in nature. If enabled, all spells produced by this ability will have magic attacktype added to the usual attacktypes. This should always be set for spell-like abilities. "Natural" abilities like a dragon\'s firebreath are an exception. Note that non-magical abilities are more dangerous because magic resistance does not protect from those.',
498 name => 'is magical',
499 type => 'bool',
500 value => [
501 0,
502 2
503 ]
504 }
505 ]
506 ],
507 desc => 'Abilities are to be put in a monster\'s inventory. They grant monsters the knowledge to cast spells. Spells from abilities are usually magical in nature, thus adding magic attacktype to the spell-damage they produce. <br><br> A particularly nice feature of abilities is that they can hold two spells: One for short range - and one for long range use. \\n\\n You should know that spellcasting monsters receive abilities via &lt;treasurelist&gt;.',
508 ignore => [
509 $IGNORE_LIST{system_object}
510 ],
511 name => 'Ability',
512 use => 'If you want to create "customized" spellcasting monsters, you should use abilities (rather than spellbooks/wands or something). The long/short-range spell feature can make boss-monsters more interesting and challenging. <br><br> You should keep in mind that magic abilities allow players to get better resistance. You can turn off the magic part to make the spells more dangerous. However, this really shouldn\'t be neccessary unless you work on very high level maps. And what fun is a magic resistance cloak when it has no effect?'
513 },
514 Altar => {
515 attr => [
516 [
517 'no_pick',
518 {
519 type => 'fixed',
520 value => 1
521 }
522 ],
523 [
524 'move_on',
525 {
526 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
527 name => 'movement type',
528 type => 'movement_type'
529 }
530 ],
531 [
532 'slaying',
533 {
534 desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. If you want the player to have to drop a specific amount of money use "money". See also the "drop amount" attribute. If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm',
535 name => 'match item name',
536 type => 'string'
537 }
538 ],
539 [
540 'food',
541 {
542 desc => 'The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767.',
543 name => 'drop amount',
544 type => 'int'
545 }
546 ],
547 [
548 'connected',
549 {
550 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
551 name => 'connection',
552 type => 'string'
553 }
554 ],
555 [
556 'sp',
557 {
558 desc => 'When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
559 name => 'spell',
560 type => 'spell'
561 }
562 ],
563 [
564 'msg',
565 {
566 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
567 end => 'endmsg',
568 name => 'message',
569 type => 'text'
570 }
571 ]
572 ],
573 desc => 'When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. Either way, the sacrificed item disappears.',
574 ignore => [
575 $IGNORE_LIST{non_pickable}
576 ],
577 name => 'Altar'
578 },
579 'Altar Trigger' => {
580 attr => [
581 [
582 'no_pick',
583 {
584 type => 'fixed',
585 value => 1
586 }
587 ],
588 [
589 'slaying',
590 {
591 desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. If you want the player to have to drop a specific amount of money use "money". See also the "drop amount" attribute. If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm',
592 name => 'match item name',
593 type => 'string'
594 }
595 ],
596 [
597 'food',
598 {
599 desc => 'The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767.',
600 name => 'drop amount',
601 type => 'int'
602 }
603 ],
604 [
605 'connected',
606 {
607 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
608 name => 'connection',
609 type => 'string'
610 }
611 ],
612 [
613 'sp',
614 {
615 desc => 'When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
616 name => 'spell',
617 type => 'spell'
618 }
619 ],
620 [
621 'exp',
622 {
623 desc => 'Being activated, the altar will reset after <reset time> ticks. After reset, the altar is ready to be activated once again. The default <reset time> is 30.',
624 name => 'reset time',
625 type => 'int'
626 }
627 ],
628 [
629 'last_sp',
630 {
631 desc => 'If this attribute is enabled, the altar_trigger won\'t push the connected value by altar reset. Only ONCE by dropping the sacrifice. This is typically used when the altar is connected to a creator, e.g. for selling tickets. If this attribute is disabled (default), the altar_trigger will push the connected value TWICE per sacrifice: First by dropping sacrifice, second by reset. This mode is typically used for altars being connected to gates, resulting in the gate being opened and closed again.',
632 name => 'ignore reset',
633 type => 'bool'
634 }
635 ],
636 [
637 'move_on',
638 {
639 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
640 name => 'movement type',
641 type => 'movement_type'
642 }
643 ],
644 [
645 'msg',
646 {
647 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
648 end => 'endmsg',
649 name => 'message',
650 type => 'text'
651 }
652 ]
653 ],
654 desc => 'Altar_triggers work pretty much like normal altars (drop sacrifice -> connection activated), except for the fact that they reset after usage. Hence, altar_triggers can be used infinitely.',
655 ignore => [
656 $IGNORE_LIST{non_pickable}
657 ],
658 name => 'Altar Trigger',
659 use => 'Altar_triggers are very useful if you want to charge a price for... <UL> <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. </UL> The big advantage over normal altars is the infinite usability of altar_triggers! If there are ten players on one server, they\'re quite grateful if things work more than once. =)'
660 },
661 Amulet => {
662 attr => [
663 [
664 'ac',
665 {
666 desc => 'This value defines the amount of armour-class bonus for wearing this item. <Armour class> lessens the chance of being hit. Lower values are better. It should usually be set only for armour-like equipment.',
667 name => 'armour class',
668 type => 'int'
669 }
670 ],
671 [
672 'wc',
673 {
674 desc => 'The <weapon class> value adds to the overall weapon class of the wielder\'s melee attacks. Weapon class improves the chance of hitting the opponent. Weapon class is the "counterpiece" of <armour class>. It should usually be set only for weapon-like items. Lower values are better.',
675 name => 'weapon class',
676 type => 'int'
677 }
678 ],
679 [
680 'item_power',
681 {
682 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
683 name => 'item power',
684 type => 'int'
685 }
686 ],
687 [
688 'damned',
689 {
690 desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
691 name => 'damnation',
692 type => 'bool'
693 }
694 ],
695 [
696 'cursed',
697 {
698 desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
699 name => 'curse',
700 type => 'bool'
701 }
702 ],
703 [
704 'lifesave',
705 {
706 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
707 name => 'save life',
708 type => 'bool'
709 }
710 ],
711 [
712 'unique',
713 {
714 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
715 name => 'unique item',
716 type => 'bool'
717 }
718 ],
719 [
720 'startequip',
721 {
722 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
723 name => 'godgiven item',
724 type => 'bool'
725 }
726 ],
727 [
728 'applied',
729 {
730 desc => 'If you put this item into the inventory of a monster, and you want the monster to use/wear the item - you must set <is applied>. Enabling this flag doesn\'t make any sense if the item is NOT in a monster\'s inventory.',
731 name => 'is applied',
732 type => 'bool'
733 }
734 ],
735 [
736 'msg',
737 {
738 desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
739 end => 'endmsg',
740 name => 'description',
741 type => 'text'
742 }
743 ]
744 ],
745 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
746 name => 'Amulet',
747 section => [
748 [
749 'stats',
750 [
751 [
752 'Str',
753 {
754 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
755 name => 'strength',
756 type => 'int'
757 }
758 ],
759 [
760 'Dex',
761 {
762 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
763 name => 'dexterity',
764 type => 'int'
765 }
766 ],
767 [
768 'Con',
769 {
770 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
771 name => 'constitution',
772 type => 'int'
773 }
774 ],
775 [
776 'Int',
777 {
778 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
779 name => 'intelligence',
780 type => 'int'
781 }
782 ],
783 [
784 'Pow',
785 {
786 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
787 name => 'power',
788 type => 'int'
789 }
790 ],
791 [
792 'Wis',
793 {
794 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
795 name => 'wisdom',
796 type => 'int'
797 }
798 ],
799 [
800 'Cha',
801 {
802 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
803 name => 'charisma',
804 type => 'int'
805 }
806 ]
807 ]
808 ],
809 [
810 'resistance',
811 [
812 [
813 'resist_physical',
814 {
815 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
816 name => 'resist physical %',
817 type => 'int'
818 }
819 ],
820 [
821 'resist_magic',
822 {
823 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
824 name => 'resist magic %',
825 type => 'int'
826 }
827 ],
828 [
829 'resist_fire',
830 {
831 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
832 name => 'resist fire %',
833 type => 'int'
834 }
835 ],
836 [
837 'resist_electricity',
838 {
839 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
840 name => 'resist electricity %',
841 type => 'int'
842 }
843 ],
844 [
845 'resist_cold',
846 {
847 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
848 name => 'resist cold %',
849 type => 'int'
850 }
851 ],
852 [
853 'resist_acid',
854 {
855 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
856 name => 'resist acid %',
857 type => 'int'
858 }
859 ],
860 [
861 'resist_confusion',
862 {
863 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
864 name => 'resist confusion %',
865 type => 'int'
866 }
867 ],
868 [
869 'resist_weaponmagic',
870 {
871 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
872 name => 'resist weaponmagic %',
873 type => 'int'
874 }
875 ],
876 [
877 'resist_ghosthit',
878 {
879 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
880 name => 'resist ghosthit %',
881 type => 'int'
882 }
883 ],
884 [
885 'resist_slow',
886 {
887 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
888 name => 'resist slow %',
889 type => 'int'
890 }
891 ],
892 [
893 'resist_fear',
894 {
895 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
896 name => 'resist fear %',
897 type => 'int'
898 }
899 ],
900 [
901 'resist_death',
902 {
903 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
904 name => 'resist death-attack %',
905 type => 'int'
906 }
907 ],
908 [
909 'resist_chaos',
910 {
911 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
912 name => 'resist chaos %',
913 type => 'int'
914 }
915 ],
916 [
917 'resist_blind',
918 {
919 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
920 name => 'resist blinding %',
921 type => 'int'
922 }
923 ],
924 [
925 'resist_holyword',
926 {
927 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
928 name => 'resist holy power %',
929 type => 'int'
930 }
931 ],
932 [
933 'resist_godpower',
934 {
935 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
936 name => 'resist godpower %',
937 type => 'int'
938 }
939 ],
940 [
941 'resist_paralyze',
942 {
943 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
944 name => 'resist paralyze %',
945 type => 'int'
946 }
947 ],
948 [
949 'resist_drain',
950 {
951 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
952 name => 'resist draining %',
953 type => 'int'
954 }
955 ],
956 [
957 'resist_deplete',
958 {
959 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
960 name => 'resist depletion %',
961 type => 'int'
962 }
963 ],
964 [
965 'resist_poison',
966 {
967 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
968 name => 'resist poison %',
969 type => 'int'
970 }
971 ]
972 ]
973 ],
974 [
975 'misc',
976 [
977 [
978 'luck',
979 {
980 desc => 'With positive luck bonus, the player is more likely to succeed in all sorts of things (spellcasting, praying,...). Unless the <luck bonus> is very high, the effect will be barely visible in-game. Luck bonus on one piece of equipment should never exceed 3, and such bonus should not be too frequently available.',
981 name => 'luck bonus',
982 type => 'int'
983 }
984 ],
985 [
986 'hp',
987 {
988 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
989 name => 'health regen.',
990 type => 'int'
991 }
992 ],
993 [
994 'sp',
995 {
996 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
997 name => 'mana regen.',
998 type => 'int'
999 }
1000 ],
1001 [
1002 'grace',
1003 {
1004 desc => 'Positive <grace regen.> bonus speeds up the player\'s grace regeneration. Negative values slow it down. Since grace can be regenerated rather easy with praying, additional <grace regen.> bonus should be VERY RARE!!',
1005 name => 'grace regen.',
1006 type => 'int'
1007 }
1008 ],
1009 [
1010 'food',
1011 {
1012 desc => 'Positive <food bonus> slows down the player\'s digestion, thus he consumes less food. Negative values speed it up. Note that food is consumed not only for "being alive", but also for healing and mana-regeneration. <food bonus> only affects the amount of food consumed for "being alive". Hence, even with high <food bonus>, during a fight a player can run out of food quickly.',
1013 name => 'food bonus',
1014 type => 'int'
1015 }
1016 ],
1017 [
1018 'xrays',
1019 {
1020 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
1021 name => 'xray vision',
1022 type => 'bool'
1023 }
1024 ],
1025 [
1026 'stealth',
1027 {
1028 desc => 'Stealth allows the player to move silently. This comes to effect if a player turns himself invisible and tries to sneak around monsters. (At least that was the idea behind it)',
1029 name => 'stealth',
1030 type => 'bool'
1031 }
1032 ],
1033 [
1034 'reflect_spell',
1035 {
1036 desc => 'If a player is wearing any piece of equipment with the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks. This is a very powerful ability and it shouldn\'t be handed out cheap!',
1037 name => 'reflect spells',
1038 type => 'bool'
1039 }
1040 ],
1041 [
1042 'reflect_missile',
1043 {
1044 desc => 'If a player is wearing any piece of equipment with the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks.',
1045 name => 'reflect missiles',
1046 type => 'bool'
1047 }
1048 ],
1049 [
1050 'move_type',
1051 {
1052 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1053 name => 'movement type',
1054 type => 'movement_type'
1055 }
1056 ],
1057 [
1058 'path_attuned',
1059 {
1060 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1061 name => 'attuned paths',
1062 type => 'bitmask',
1063 value => $BITMASK{spellpath}
1064 }
1065 ],
1066 [
1067 'path_repelled',
1068 {
1069 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1070 name => 'repelled paths',
1071 type => 'bitmask',
1072 value => $BITMASK{spellpath}
1073 }
1074 ],
1075 [
1076 'path_denied',
1077 {
1078 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1079 name => 'denied paths',
1080 type => 'bitmask',
1081 value => $BITMASK{spellpath}
1082 }
1083 ]
1084 ]
1085 ]
1086 ],
1087 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1088 },
1089 Battleground => {
1090 attr => [
1091 [
1092 'no_pick',
1093 {
1094 type => 'fixed',
1095 value => 1
1096 }
1097 ],
1098 [
1099 'is_floor',
1100 {
1101 type => 'fixed',
1102 value => 1
1103 }
1104 ],
1105 [
1106 'hp',
1107 {
1108 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1109 name => 'destination X',
1110 type => 'int'
1111 }
1112 ],
1113 [
1114 'sp',
1115 {
1116 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1117 name => 'destination Y',
1118 type => 'int'
1119 }
1120 ]
1121 ],
1122 desc => 'Battleground is very special: In short, players can die on battleground without any death penalties. They don\'t loose or gain experience while on battleground. Acid, draining and depletion effects don\'t work either. When a player dies on battleground, he gets teleported to an exit location which is defined in the battleground object.',
1123 ignore => [
1124 $IGNORE_LIST{non_pickable}
1125 ],
1126 name => 'Battleground',
1127 use => 'Battleground is only meant for player vs. player duels. You can design combat arenas similiar to the one in scorn.<br> What should NEVER be done is placing battleground tiles in open dungeons or other free kinds of land. It must not be possible to gain significant treasure for fighting on battleground, because it bears no risk.<br><br> (Battleground will cease to work when the image or name is changed, or when it is placed beneath another floor tile. This is not a bug, it is there to prevent any attempts of placing "hidden" battleground tiles anywhere.)'
1128 },
1129 Book => {
1130 attr => [
1131 [
1132 'level',
1133 {
1134 desc => 'If this value is set to be greater than zero, the player needs a certain literacy level to succeed reading the book. The book can be read if: mental_level greater <literacy level> - 5. Adding level to a book can be a nice idea, personally I like it when a player needs more than his fighting skills to solve a quest. However, keep the booklevel at least below 15 because it is quite hard to gain high mental levels.',
1135 name => 'literacy level',
1136 type => 'int'
1137 }
1138 ],
1139 [
1140 'startequip',
1141 {
1142 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1143 name => 'godgiven item',
1144 type => 'bool'
1145 }
1146 ],
1147 [
1148 'unique',
1149 {
1150 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1151 name => 'unique item',
1152 type => 'bool'
1153 }
1154 ],
1155 [
1156 'msg',
1157 {
1158 desc => 'This is the text that appears "written" in the book.',
1159 end => 'endmsg',
1160 name => 'book content',
1161 type => 'text'
1162 }
1163 ],
1164 [
1165 'slaying',
1166 {
1167 desc => 'This is the key string of the book. The key string is checked by an inventory checker. (This is used eg. for the gate/port passes in scorn)',
1168 name => 'key string',
1169 type => 'string'
1170 }
1171 ],
1172 [
1173 'no_skill_ident',
1174 {
1175 desc => 'If this flag is true the player won\'t be able to identify this item with by using a skill.',
1176 name => 'no skill ident',
1177 type => 'bool'
1178 }
1179 ]
1180 ],
1181 desc => 'Applying a book, the containing message is displayed to the player.',
1182 name => 'Book'
1183 },
1184 Boots => {
1185 attr => [
1186 [
1187 'exp',
1188 {
1189 desc => 'Boots with <speed bonus> will increase the player\'s walking speed while worn. This kind of bonus is quite desirable for players of low- and medium level. High level players usually have fastest possible walking speed and thus don\'t need <speed bonus> anymore. Still, this bonus is good for nice artifacts - not everything has to be for highest level.',
1190 name => 'speed bonus',
1191 type => 'int'
1192 }
1193 ],
1194 [
1195 'magic',
1196 {
1197 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the boots. Important: <magic bonus> on boots has no effect if there is no <armour class> set. It only works in combination with <armour class>.',
1198 name => 'magic bonus',
1199 type => 'int'
1200 }
1201 ]
1202 ],
1203 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1204 import => [
1205 'Amulet'
1206 ],
1207 name => 'Boots',
1208 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1209 },
1210 Bracers => {
1211 attr => [
1212 [
1213 'magic',
1214 {
1215 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the bracers.',
1216 name => 'magic bonus',
1217 type => 'int'
1218 }
1219 ]
1220 ],
1221 desc => 'Bracers are armour-plates worn around the wrists. Wearing bracer, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1222 import => [
1223 'Amulet'
1224 ],
1225 name => 'Bracers',
1226 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1227 },
1228 'Brestplate Armour' => {
1229 attr => [
1230 [
1231 'last_heal',
1232 {
1233 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1234 name => 'spellpoint penalty',
1235 type => 'int'
1236 }
1237 ],
1238 [
1239 'last_sp',
1240 {
1241 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1242 name => 'slowdown penalty',
1243 type => 'int'
1244 }
1245 ],
1246 [
1247 'magic',
1248 {
1249 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the armour.',
1250 name => 'magic bonus',
1251 type => 'int'
1252 }
1253 ]
1254 ],
1255 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1256 import => [
1257 'Amulet'
1258 ],
1259 name => 'Brestplate Armour',
1260 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1261 },
1262 Button => {
1263 attr => [
1264 [
1265 'move_on',
1266 {
1267 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1268 name => 'movement type',
1269 type => 'movement_type'
1270 }
1271 ],
1272 [
1273 'move_off',
1274 {
1275 desc => 'Which movement types deactivate this object (e.g. button).',
1276 name => 'movement type',
1277 type => 'movement_type'
1278 }
1279 ],
1280 [
1281 'no_pick',
1282 {
1283 type => 'fixed',
1284 value => 1
1285 }
1286 ],
1287 [
1288 'weight',
1289 {
1290 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1291 name => 'press weight',
1292 type => 'int'
1293 }
1294 ],
1295 [
1296 'connected',
1297 {
1298 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1299 name => 'connection',
1300 type => 'string'
1301 }
1302 ],
1303 [
1304 'msg',
1305 {
1306 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1307 end => 'endmsg',
1308 name => 'description',
1309 type => 'text'
1310 }
1311 ]
1312 ],
1313 desc => 'When a predefined amount of weigh is placed on a button, the &lt;connection&gt; value is triggered. In most cases this happens when a player or monster steps on it. When the button is "released", the &lt;connection&gt; value get\'s triggered a second time.',
1314 ignore => [
1315 $IGNORE_LIST{non_pickable}
1316 ],
1317 name => 'Button'
1318 },
1319 'Button Trigger' => {
1320 desc => 'Handle buttons are buttons which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
1321 ignore => [
1322 $IGNORE_LIST{non_pickable}
1323 ],
1324 import => [
1325 'Button'
1326 ],
1327 name => 'Button Trigger'
1328 },
1329 'Class Changer' => {
1330 attr => [
1331 [
1332 'randomitems',
1333 {
1334 desc => 'This entry determines which initial items the character receives.',
1335 name => 'class items',
1336 type => 'treasurelist'
1337 }
1338 ]
1339 ],
1340 desc => 'Class changer are used while creating a character.',
1341 ignore => [
1342 $IGNORE_LIST{non_pickable}
1343 ],
1344 name => 'Class Changer',
1345 section => [
1346 [
1347 'stats',
1348 [
1349 [
1350 'Str',
1351 {
1352 desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1353 name => 'strength',
1354 type => 'int'
1355 }
1356 ],
1357 [
1358 'Dex',
1359 {
1360 desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1361 name => 'dexterity',
1362 type => 'int'
1363 }
1364 ],
1365 [
1366 'Con',
1367 {
1368 desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1369 name => 'constitution',
1370 type => 'int'
1371 }
1372 ],
1373 [
1374 'Int',
1375 {
1376 desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1377 name => 'intelligence',
1378 type => 'int'
1379 }
1380 ],
1381 [
1382 'Pow',
1383 {
1384 desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1385 name => 'power',
1386 type => 'int'
1387 }
1388 ],
1389 [
1390 'Wis',
1391 {
1392 desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1393 name => 'wisdom',
1394 type => 'int'
1395 }
1396 ],
1397 [
1398 'Cha',
1399 {
1400 desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1401 name => 'charisma',
1402 type => 'int'
1403 }
1404 ]
1405 ]
1406 ]
1407 ]
1408 },
1409 Cloak => {
1410 attr => [
1411 [
1412 'magic',
1413 {
1414 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the cloak. Important: <magic bonus> on cloaks has no effect if there is no <armour class> set. It only works in combination with <armour class>.',
1415 name => 'magic bonus',
1416 type => 'int'
1417 }
1418 ]
1419 ],
1420 desc => 'Wearing a cloak, the object\'s stats will directly be inherited to the player. Cloaks usually add minor &lt;armour class&gt; and sometimes a bit of resistance.',
1421 import => [
1422 'Amulet'
1423 ],
1424 name => 'Cloak',
1425 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1426 },
1427 Clock => {
1428 attr => [
1429 [
1430 'msg',
1431 {
1432 desc => 'This text may describe the item',
1433 end => 'endmsg',
1434 name => 'description',
1435 type => 'text'
1436 }
1437 ]
1438 ],
1439 desc => 'Applying a clock, the time is displayed to the player.',
1440 name => 'Clock'
1441 },
1442 Container => {
1443 attr => [
1444 [
1445 'race',
1446 {
1447 desc => 'If set, the container will hold only certain types of objects. Possible choices for <container class> are: "gold and jewels", "arrows" and "keys". Unfortunately it is not easy to create new container classes, because items need a matching counterpiece-attribute to the <container class> before they can be put inside a container. This attribute ("race") is set only for the existing container classes.',
1448 name => 'container class',
1449 type => 'string'
1450 }
1451 ],
1452 [
1453 'slaying',
1454 {
1455 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1456 name => 'key string',
1457 type => 'string'
1458 }
1459 ],
1460 [
1461 'container',
1462 {
1463 desc => 'The container can hold a maximum total weight of the given value in gram. Note that this weight limit is calculated *after* the weight reduction (<reduce weight>) has been applied.',
1464 name => 'maximum weight',
1465 type => 'int'
1466 }
1467 ],
1468 [
1469 'Str',
1470 {
1471 desc => 'This value determines how much the weight of items is reduced in percent, when put inside the container. <reduce weight %> 0 means no reduction, <reduce weight %> 100 means items are weightless inside. Most default values are in the range of ten.',
1472 name => 'reduce weight %',
1473 type => 'int'
1474 }
1475 ],
1476 [
1477 'is_cauldron',
1478 {
1479 desc => 'If set, the container can be used as alchemy-cauldron. The player can put ingredients inside, close it, cast alchemy and if his formulae is true, he\'ll get what he longed for.',
1480 name => 'alchemy cauldron',
1481 type => 'bool'
1482 }
1483 ],
1484 [
1485 'unique',
1486 {
1487 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good. All contents of a unique container are unique as well.',
1488 name => 'unique item',
1489 type => 'bool'
1490 }
1491 ],
1492 [
1493 'startequip',
1494 {
1495 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1496 name => 'godgiven item',
1497 type => 'bool'
1498 }
1499 ],
1500 [
1501 'other_arch',
1502 {
1503 desc => 'This is used for a certain kind of... "animation" when opening the container. Stick to the default arches here and you won\'t get into trouble.',
1504 name => 'animation arch',
1505 type => 'string'
1506 }
1507 ],
1508 [
1509 'msg',
1510 {
1511 desc => 'This text may contain a description of the container.',
1512 end => 'endmsg',
1513 name => 'description',
1514 type => 'text'
1515 }
1516 ]
1517 ],
1518 desc => 'A player can put (certain kinds of) items in the container. The overall weight of items is reduced when put inside a container, depending on the settings. <br><br> A special feature of containers is the "cauldron", capable of mixing alchemical receipes.',
1519 name => 'Container',
1520 use => 'Note on chests - There are two types of chests: <UL> <LI> First the random treasure chests - Those are NOT containers (but object type Treasure), they create random treasures when applied. Archetype name is "chest". <LI> Second there are the permanent chests - Those are containers, they can be opened and closed again. Archetype name is "chest_2". </UL>'
1521 },
1522 Converter => {
1523 attr => [
1524 [
1525 'no_pick',
1526 {
1527 type => 'fixed',
1528 value => 1
1529 }
1530 ],
1531 [
1532 'slaying',
1533 {
1534 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1535 name => 'cost arch',
1536 type => 'string'
1537 }
1538 ],
1539 [
1540 'food',
1541 {
1542 desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1543 name => 'cost number',
1544 type => 'int'
1545 }
1546 ],
1547 [
1548 'other_arch',
1549 {
1550 desc => '<receive arch> is the name of the archetype to convert into. This field is ignored if the converter has items in inventory. In this case one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present.',
1551 name => 'receive arch',
1552 type => 'string'
1553 }
1554 ],
1555 [
1556 'sp',
1557 {
1558 desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1559 name => 'receive number',
1560 type => 'int'
1561 }
1562 ],
1563 [
1564 'msg',
1565 {
1566 desc => 'This text may contain a description of the converter.',
1567 end => 'endmsg',
1568 name => 'description',
1569 type => 'text'
1570 }
1571 ],
1572 [
1573 'precious',
1574 {
1575 desc => 'If the converter has this flag set the generated items will be flagged as unpaid. Useful if you want to make a converter in a shop. (For instance for \'dragon scale\' to \'dragon shield\' converters in some armour shops.)',
1576 name => 'output unpaid',
1577 type => 'bool'
1578 }
1579 ]
1580 ],
1581 desc => 'Converters are like "exchange tables". When the player drops a specific type of items, they get converted into other items, at a predefined exchange-ratio.',
1582 ignore => [
1583 'value',
1584 'nrof',
1585 'name_pl',
1586 'no_pick',
1587 'unpaid',
1588 'title'
1589 ],
1590 name => 'Converter',
1591 use => 'Converters are better than shopping with doormats, because the converters never get sold out. For some items like food or jewels those "exchange tables" are really nice, while for the more important stuff like potions converters should not exist. <br><br> VERY IMPORTANT: Be careful with the exchange-ratio! When you drop items on a converter, the stuff you get must be of equal or lesser value than before! (Except if you are using "rare" items like dragonscales for payment). The code will not check if your ratio is sane, so the player could gain infinite wealth by using your converter.'
1592 },
1593 Creator => {
1594 attr => [
1595 [
1596 'no_pick',
1597 {
1598 type => 'fixed',
1599 value => 1
1600 }
1601 ],
1602 [
1603 'other_arch',
1604 {
1605 desc => 'This string defines the object that will be created. You can choose any of the existing arches. This field is ignored if the creator has items in inventory. In this case one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present.',
1606 name => 'create arch',
1607 type => 'string'
1608 }
1609 ],
1610 [
1611 'connected',
1612 {
1613 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1614 name => 'connection',
1615 type => 'string'
1616 }
1617 ],
1618 [
1619 'activate_on_push',
1620 {
1621 desc => 'Whether the teleporter should only be activated on push.',
1622 name => 'activate on push',
1623 type => 'bool'
1624 }
1625 ],
1626 [
1627 'activate_on_release',
1628 {
1629 desc => 'Whether the teleporter should only be activated on release.',
1630 name => 'activate on release',
1631 type => 'bool'
1632 }
1633 ],
1634 [
1635 'lifesave',
1636 {
1637 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1638 name => 'infinit uses',
1639 type => 'bool'
1640 }
1641 ],
1642 [
1643 'speed',
1644 {
1645 desc => 'When this field is set the creator will periodically create stuff (and will still do so when the connection is triggered). A value of 1 means roughly 8 times a second.',
1646 name => 'speed',
1647 type => 'float'
1648 }
1649 ],
1650 [
1651 'hp',
1652 {
1653 desc => 'The creator can be triggered <number of uses> times, thus creating that many objects, before it dissappears. Default is <number of uses> 1 (-> one-time usage).',
1654 name => 'number of uses',
1655 type => 'int'
1656 }
1657 ],
1658 [
1659 'slaying',
1660 {
1661 desc => 'The created object will bear the name and title specified in <name of creation>. If nothing is set, the standard name and title of the archetype is used.',
1662 name => 'name of creation',
1663 type => 'string'
1664 }
1665 ],
1666 [
1667 'level',
1668 {
1669 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1670 name => 'level of creation',
1671 type => 'int'
1672 }
1673 ]
1674 ],
1675 desc => 'A creator is an object which creates another object when it is triggered. The child object can be anything. Creators are VERY useful for all kinds of map-mechanisms. They can even periodically create things.',
1676 ignore => [
1677 $IGNORE_LIST{system_object}
1678 ],
1679 name => 'Creator',
1680 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1681 },
1682 Detector => {
1683 attr => [
1684 [
1685 'no_pick',
1686 {
1687 type => 'fixed',
1688 value => 1
1689 }
1690 ],
1691 [
1692 'slaying',
1693 {
1694 desc => '<match name> specifies the name of the object we are looking for. Actually it does also check for the <key string> in key-objects, but for this case inventory checkers are often more powerful to use.',
1695 name => 'match name',
1696 type => 'string'
1697 }
1698 ],
1699 [
1700 'connected',
1701 {
1702 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1703 name => 'connection',
1704 type => 'string'
1705 }
1706 ],
1707 [
1708 'speed',
1709 {
1710 desc => 'This value defines the time between two detector-checks. If you want the detector to behave almost like pedestals/buttons, set speed rather high, like <detection speed> 1.0.',
1711 name => 'detection speed',
1712 type => 'float'
1713 }
1714 ],
1715 [
1716 'speed_left',
1717 {
1718 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1719 name => 'speed left',
1720 type => 'float'
1721 }
1722 ],
1723 [
1724 'speed_left',
1725 {
1726 desc => 'The speed left. This value is incremented by <speed> on every tick. If it is larger than 0, the detector checks, and the speed is decremented by 1.',
1727 name => 'speed left',
1728 type => 'float'
1729 }
1730 ]
1731 ],
1732 desc => 'Detectors work quite much like inv. checkers/pedestals: If the detector finds a specific object, it toggles its connected value. <br><br> What is "unique" about them, compared to inv. checkers/ pedestals? - First, detectors check their square for a match periodically, not instantly, so generate much higher server load Second, detectors check directly for object names. Third, detectors do not check the inventory of players/monsters.',
1733 ignore => [
1734 $IGNORE_LIST{system_object}
1735 ],
1736 name => 'Detector',
1737 use => 'Best avoid this type at all costs, use a pedestal instead.'
1738 },
1739 Director => {
1740 attr => [
1741 [
1742 'sp',
1743 {
1744 desc => 'Projectiles will leave the director flying in the selected <direction>. A director with direction <none> simply stops projectiles. (The latter works out a bit strange for some spells).',
1745 name => 'direction',
1746 type => 'list',
1747 value => $LIST{direction}
1748 }
1749 ],
1750 [
1751 'move_on',
1752 {
1753 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1754 name => 'movement type',
1755 type => 'movement_type'
1756 }
1757 ]
1758 ],
1759 desc => 'Directors change the direction of spell objects and other projectiles that fly past. Unlike spinners, directors always move objects in the same direction. It does not make a difference from what angle you shoot into it.<br> Directors are visible per default.',
1760 ignore => [
1761 $IGNORE_LIST{non_pickable}
1762 ],
1763 name => 'Director',
1764 use => 'Directors are rarely used in maps. Sometimes they are placed to change the direction of spells coming out of magic walls, "channeling" spell-projectiles in some direction. When doing this, <B>never place directors facing each other with magic walls fireing into them!</B> The spell-projectiles bouncing between the directors would accumulate to huge numbers and at some point slow down the server by eating memory- and CPU-time. <br><br> You\'d better not place directors in monster vs. player combat areas too much, because that freaks out wizard-type players.'
1765 },
1766 Disease => {
1767 attr => [
1768 [
1769 'invisible',
1770 {
1771 type => 'fixed',
1772 value => 1
1773 }
1774 ],
1775 [
1776 'level',
1777 {
1778 desc => 'The <plaque level> is proportional to the disease\'s deadliness. This mainly reflects in the <damage>. It has no effect on most other symptoms. Neverthless, it is a very important value for all damage-inflicting diseases.',
1779 name => 'plaque level',
1780 type => 'int'
1781 }
1782 ],
1783 [
1784 'race',
1785 {
1786 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1787 name => 'infect race',
1788 type => 'string'
1789 }
1790 ],
1791 [
1792 'ac',
1793 {
1794 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1795 name => 'progressiveness',
1796 type => 'int'
1797 }
1798 ],
1799 [
1800 'msg',
1801 {
1802 desc => 'This text is displayed to the player every time the symptoms strike.',
1803 end => 'endmsg',
1804 name => 'message',
1805 type => 'text'
1806 }
1807 ]
1808 ],
1809 desc => 'Diseases are an intersting form of spellcraft in Deliantra. Once casted, they can spread out and infect creatures in a large area. Being infected can have various effects, from amusing farts to horrible damage - almost everything is possible.',
1810 ignore => [
1811 $IGNORE_LIST{system_object}
1812 ],
1813 name => 'Disease',
1814 section => [
1815 [
1816 'spreading',
1817 [
1818 [
1819 'wc',
1820 {
1821 desc => 'The <infectiosness> defines the chance of new creatures getting infected. If you set this too high, the disease is very likely to be too effective. <infectiosness>/127 is the chance of someone in range catching it.',
1822 name => 'infectiosness',
1823 type => 'int'
1824 }
1825 ],
1826 [
1827 'last_grace',
1828 {
1829 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1830 name => 'attenuation',
1831 type => 'int'
1832 }
1833 ],
1834 [
1835 'magic',
1836 {
1837 desc => '<infection range> sets the range at which infection may occur. If positive, the <infection range> is level dependant - If negative, it is not: E.g. "<infection range> -6" means creatures can be infected in six square range, and <plaque level> doesn\'t modify that.',
1838 name => 'infection range',
1839 type => 'int'
1840 }
1841 ],
1842 [
1843 'maxhp',
1844 {
1845 desc => '<persistence> defines how long the disease can persist OUTSIDE a host. The disease can "move" <persistence> times outside a host before it vanishes. A negative value means the disease lasts for permanent (which is only recommended to use in maps without monsters).',
1846 name => 'persistence',
1847 type => 'int'
1848 }
1849 ],
1850 [
1851 'maxgrace',
1852 {
1853 desc => 'The disease will last in the host for <curing duration> "disease moves" (Assuming the host survives and doesn\'t use a curing spell). After this period the disease is naturally cured, which provides the host with immunity from this particular disease of lower or equal level. A negative value means the disease can never be cured naturally. Note that this value can be further modulated by spell-parameters, if the disease is registered as spell in the code. Due to that, most default diseases take a lot longer to cure than it seems.',
1854 name => 'curing duration',
1855 type => 'int'
1856 }
1857 ],
1858 [
1859 'speed',
1860 {
1861 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1862 name => 'moving speed',
1863 type => 'float'
1864 }
1865 ],
1866 [
1867 'speed_left',
1868 {
1869 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1870 name => 'speed left',
1871 type => 'float'
1872 }
1873 ]
1874 ]
1875 ],
1876 [
1877 'symptoms',
1878 [
1879 [
1880 'attacktype',
1881 {
1882 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1883 name => 'attacktype',
1884 type => 'bitmask',
1885 value => $BITMASK{attacktype}
1886 }
1887 ],
1888 [
1889 'dam',
1890 {
1891 desc => 'A disease with a positive <damage> value will strike the player for that amount of damage every time the symptoms occur. A negative <damage> value produces %-based damage: "<damage> -10" means the player\'s health is reduced by 10% every time the symptoms strike. Diseases with %-based damage can be dangerous - but not deadly - for players of all levels.',
1892 name => 'damage',
1893 type => 'int'
1894 }
1895 ],
1896 [
1897 'other_arch',
1898 {
1899 desc => 'If set, the specified arch is created and dropped every time the symptoms strike. This can be various things: farts, body pieces, eggs ... Even monsters can be created that way. You could also make a disease where some exotic stuff like money/gems is created.',
1900 name => 'create arch',
1901 type => 'string'
1902 }
1903 ],
1904 [
1905 'last_sp',
1906 {
1907 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1908 name => 'slowdown penalty',
1909 type => 'int'
1910 }
1911 ],
1912 [
1913 'exp',
1914 {
1915 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1916 name => 'exp. for curing',
1917 type => 'int'
1918 }
1919 ],
1920 [
1921 'maxsp',
1922 {
1923 desc => 'Every time the disease "moves", the player\'s mana is reduced by the value of <mana depletion>. For negative values, a %-based amount is taken.',
1924 name => 'mana depletion',
1925 type => 'int'
1926 }
1927 ],
1928 [
1929 'last_eat',
1930 {
1931 desc => 'Every time the disease "moves", the player\'s food is reduced by the value of <food depletion>. For negative values, a %-based amount is taken.',
1932 name => 'food depletion',
1933 type => 'int'
1934 }
1935 ],
1936 [
1937 'hp',
1938 {
1939 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1940 name => 'health regen.',
1941 type => 'int'
1942 }
1943 ],
1944 [
1945 'sp',
1946 {
1947 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1948 name => 'mana regen.',
1949 type => 'int'
1950 }
1951 ]
1952 ]
1953 ],
1954 [
1955 'disability',
1956 [
1957 [
1958 'Str',
1959 {
1960 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1961 name => 'strength',
1962 type => 'int'
1963 }
1964 ],
1965 [
1966 'Dex',
1967 {
1968 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1969 name => 'dexterity',
1970 type => 'int'
1971 }
1972 ],
1973 [
1974 'Con',
1975 {
1976 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1977 name => 'constitution',
1978 type => 'int'
1979 }
1980 ],
1981 [
1982 'Int',
1983 {
1984 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1985 name => 'intelligence',
1986 type => 'int'
1987 }
1988 ],
1989 [
1990 'Pow',
1991 {
1992 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1993 name => 'power',
1994 type => 'int'
1995 }
1996 ],
1997 [
1998 'Wis',
1999 {
2000 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
2001 name => 'wisdom',
2002 type => 'int'
2003 }
2004 ],
2005 [
2006 'Cha',
2007 {
2008 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
2009 name => 'charisma',
2010 type => 'int'
2011 }
2012 ]
2013 ]
2014 ]
2015 ],
2016 use => 'Diseases are extremely flexible and usable in a many ways. So far they are mostly used for causing bad, unwanted effects. You could just as well create a disease which helps the player (recharging mana for example). Infection with a "positive disease" could even be a quest reward.'
2017 },
2018 Door => {
2019 attr => [
2020 [
2021 'no_pick',
2022 {
2023 type => 'fixed',
2024 value => 1
2025 }
2026 ],
2027 [
2028 'alive',
2029 {
2030 type => 'fixed',
2031 value => 1
2032 }
2033 ],
2034 [
2035 'move_block',
2036 {
2037 desc => 'Objects using these movement types cannot move over this space.',
2038 name => 'blocked movement',
2039 type => 'movement_type'
2040 }
2041 ],
2042 [
2043 'move_allow',
2044 {
2045 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2046 name => 'allowed movement',
2047 type => 'movement_type'
2048 }
2049 ],
2050 [
2051 'move_slow',
2052 {
2053 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2054 name => 'slowed movement',
2055 type => 'movement_type'
2056 }
2057 ],
2058 [
2059 'move_slow_penalty',
2060 {
2061 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2062 name => 'slow movement penalty',
2063 type => 'int'
2064 }
2065 ],
2066 [
2067 'hp',
2068 {
2069 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2070 name => 'hitpoints',
2071 type => 'int'
2072 }
2073 ],
2074 [
2075 'ac',
2076 {
2077 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2078 name => 'armour class',
2079 type => 'int'
2080 }
2081 ],
2082 [
2083 'other_arch',
2084 {
2085 desc => 'This string defines the object that will be created when the door was defeated.',
2086 name => 'drop arch',
2087 type => 'string'
2088 }
2089 ],
2090 [
2091 'randomitems',
2092 {
2093 desc => 'This entry determines what kind of traps will appear in the door.',
2094 name => 'treasurelist',
2095 type => 'treasurelist'
2096 }
2097 ],
2098 [
2099 'treasure_env',
2100 {
2101 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2102 name => 'treasure in env',
2103 type => 'bool'
2104 }
2105 ]
2106 ],
2107 desc => 'A door can be opened with a normal key. It also can be broken by attacking it, and it can be defeated with the lockpicking skill. If a door is defeated, horizontally and vertically adjacent doors are automatically removed.',
2108 ignore => [
2109 $IGNORE_LIST{non_pickable}
2110 ],
2111 name => 'Door'
2112 },
2113 Duplicator => {
2114 attr => [
2115 [
2116 'other_arch',
2117 {
2118 desc => 'Only objects of matching archtype, lying ontop of the duplicator will be duplicated, multiplied or removed. All other objects will be ignored.',
2119 name => 'target arch',
2120 type => 'string'
2121 }
2122 ],
2123 [
2124 'level',
2125 {
2126 desc => 'The number of items in the target pile will be multiplied by the <multiply factor>. If it is set to zero, all target objects will be destroyed.',
2127 name => 'multiply factor',
2128 type => 'int'
2129 }
2130 ],
2131 [
2132 'connected',
2133 {
2134 desc => 'An activator (lever, altar, button, etc) with matching connection value is able to trigger this duplicator. Be very careful that players cannot abuse it to create endless amounts of money or other valuable stuff!',
2135 name => 'connection',
2136 type => 'string'
2137 }
2138 ],
2139 [
2140 'activate_on_push',
2141 {
2142 desc => 'Whether the teleporter should only be activated on push.',
2143 name => 'activate on push',
2144 type => 'bool'
2145 }
2146 ],
2147 [
2148 'activate_on_release',
2149 {
2150 desc => 'Whether the teleporter should only be activated on release.',
2151 name => 'activate on release',
2152 type => 'bool'
2153 }
2154 ]
2155 ],
2156 desc => 'When activated, a duplicator can duplicate, multiply or destroy a pile of objects which lies somewhere on top of the duplicator. The duplicator has one arch name specified as &lt;target arch&gt;, and only objects of this archetype can be affected.<br> It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. If the latter is set to zero, it will destroy objects.',
2157 ignore => [
2158 $IGNORE_LIST{system_object}
2159 ],
2160 name => 'Duplicator',
2161 use => 'I hope it is clear that one must be very cautious when inserting a duplicator anywhere with &lt;multiply factor&gt; greater than one. It is designed to be used for betting mechanisms only (bet -&gt; win/loose). It is <b>not acceptable</b> to allow duplication of anything other than coins, gold and jewels. Besides, it is very important that the chance to loose the input matches the chance to earn winnings.<br> A duplicator with &lt;multiply factor&gt; 3 for example should have a loosing rate of 2/3 = 67%.'
2162 },
2163 'Event Connector' => {
2164 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in. They are not used at all in Deliantra.',
2165 name => 'Event Connector'
2166 },
2167 Exit => {
2168 attr => [
2169 [
2170 'slaying',
2171 {
2172 desc => 'The exit path defines the map that the player is transferred to. You can enter an absolute path, beginning with \'/\' (for example "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning with \'/\' (On the map "/peterm/FireTemple/Fire2" for example I could use the relative path "Fire1"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower case only. It is well possible to have an exit pointing to the same map that the exit is on. If slaying is not set in an exit, the player will see a message like "the exit is closed".',
2173 name => 'exit path',
2174 type => 'string'
2175 }
2176 ],
2177 [
2178 'hp',
2179 {
2180 desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2181 name => 'destination X',
2182 type => 'int'
2183 }
2184 ],
2185 [
2186 'sp',
2187 {
2188 desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2189 name => 'destination Y',
2190 type => 'int'
2191 }
2192 ],
2193 [
2194 'move_on',
2195 {
2196 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2197 name => 'movement type',
2198 type => 'movement_type'
2199 }
2200 ],
2201 [
2202 'msg',
2203 {
2204 desc => 'If set, this message will be displayed to the player when he applies the exit. This is quite useful to throw in some "role-play feeling": "As you enter the dark cave you hear the sound of rustling dragonscales...". Well, my english is poor, but you get the point. =)',
2205 end => 'endmsg',
2206 name => 'exit message',
2207 type => 'text'
2208 }
2209 ],
2210 [
2211 'damned',
2212 {
2213 desc => 'If set, then players using this exit will have their savebed position set to the destination of the exit when passing through.',
2214 name => 'set savebed',
2215 type => 'bool'
2216 }
2217 ]
2218 ],
2219 desc => 'When the player applies an exit, he is transferred to a different location. (Monsters cannot use exits.) Depending on how it is set, the player applies the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on the exit.',
2220 ignore => [
2221 $IGNORE_LIST{non_pickable}
2222 ],
2223 name => 'Exit',
2224 use => 'If you want to have an invisible exit, set &lt;invisible&gt; (, of course &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be detected with the show_invisible spell. <br><br> You can be quite creative with the outlook of secret exits (their "face"). Don\'t forget to give the player relyable hints about them though.'
2225 },
2226 Flesh => {
2227 attr => [
2228 [
2229 'food',
2230 {
2231 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2232 name => 'foodpoints',
2233 type => 'int'
2234 }
2235 ],
2236 [
2237 'level',
2238 {
2239 desc => 'The <flesh level> is not visible to the players and it affects only dragon players. Normally this value reflects the level of the monster from which the flesh item originates. Dragon players always search for flesh of highest level possible, because it bears the best chance to gain high resistances.',
2240 name => 'flesh level',
2241 type => 'int'
2242 }
2243 ],
2244 [
2245 'startequip',
2246 {
2247 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2248 name => 'godgiven item',
2249 type => 'bool'
2250 }
2251 ],
2252 [
2253 'msg',
2254 {
2255 desc => 'This text may describe the item.',
2256 end => 'endmsg',
2257 name => 'description',
2258 type => 'text'
2259 }
2260 ]
2261 ],
2262 desc => 'Just like with food, the player can fill his stomache and gain a little health by eating flesh-objects. <br> For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in those categories. The only constraint to this process is the &lt;flesh level&gt;. Don\'t forget that flesh items with resistances have to be balanced according to map/monster difficulty.',
2263 name => 'Flesh',
2264 section => [
2265 [
2266 'resistance',
2267 [
2268 [
2269 'resist_physical',
2270 {
2271 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2272 name => 'resist physical %',
2273 type => 'int'
2274 }
2275 ],
2276 [
2277 'resist_magic',
2278 {
2279 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2280 name => 'resist magic %',
2281 type => 'int'
2282 }
2283 ],
2284 [
2285 'resist_fire',
2286 {
2287 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2288 name => 'resist fire %',
2289 type => 'int'
2290 }
2291 ],
2292 [
2293 'resist_electricity',
2294 {
2295 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2296 name => 'resist electricity %',
2297 type => 'int'
2298 }
2299 ],
2300 [
2301 'resist_cold',
2302 {
2303 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2304 name => 'resist cold %',
2305 type => 'int'
2306 }
2307 ],
2308 [
2309 'resist_confusion',
2310 {
2311 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2312 name => 'resist confusion %',
2313 type => 'int'
2314 }
2315 ],
2316 [
2317 'resist_acid',
2318 {
2319 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2320 name => 'resist acid %',
2321 type => 'int'
2322 }
2323 ],
2324 [
2325 'resist_drain',
2326 {
2327 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2328 name => 'resist draining %',
2329 type => 'int'
2330 }
2331 ],
2332 [
2333 'resist_weaponmagic',
2334 {
2335 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2336 name => 'resist weaponmagic %',
2337 type => 'int'
2338 }
2339 ],
2340 [
2341 'resist_ghosthit',
2342 {
2343 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2344 name => 'resist ghosthit %',
2345 type => 'int'
2346 }
2347 ],
2348 [
2349 'resist_poison',
2350 {
2351 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2352 name => 'resist poison %',
2353 type => 'int'
2354 }
2355 ],
2356 [
2357 'resist_slow',
2358 {
2359 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2360 name => 'resist slow %',
2361 type => 'int'
2362 }
2363 ],
2364 [
2365 'resist_paralyze',
2366 {
2367 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2368 name => 'resist paralyze %',
2369 type => 'int'
2370 }
2371 ],
2372 [
2373 'resist_fear',
2374 {
2375 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2376 name => 'resist fear %',
2377 type => 'int'
2378 }
2379 ],
2380 [
2381 'resist_deplete',
2382 {
2383 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2384 name => 'resist depletion %',
2385 type => 'int'
2386 }
2387 ],
2388 [
2389 'resist_death',
2390 {
2391 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2392 name => 'resist death-attack %',
2393 type => 'int'
2394 }
2395 ],
2396 [
2397 'resist_chaos',
2398 {
2399 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2400 name => 'resist chaos %',
2401 type => 'int'
2402 }
2403 ],
2404 [
2405 'resist_blind',
2406 {
2407 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2408 name => 'resist blinding %',
2409 type => 'int'
2410 }
2411 ]
2412 ]
2413 ]
2414 ],
2415 use => 'For dragon players, flesh items can be highly valuable. Note that many standard monsters carry flesh items from their &lt;treasurelist&gt;. These flesh items "inherit" resistances and level from the monster they belong to. When you add special flesh items to the inventory of a monster, this is not the case - so you have to set it manually. <br><br> Generally adding special flesh-treaties for dragon players is a great thing to do. Always consider that dragon players might really not be interested in that special piece of weapon or armour, so don\'t let the dragon-fellows miss out on the reward completely.'
2416 },
2417 Floor => {
2418 attr => [
2419 [
2420 'is_floor',
2421 {
2422 type => 'fixed',
2423 value => 1
2424 }
2425 ],
2426 [
2427 'no_pick',
2428 {
2429 type => 'fixed',
2430 value => 1
2431 }
2432 ],
2433 [
2434 'no_magic',
2435 {
2436 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2437 name => 'no spells',
2438 type => 'bool'
2439 }
2440 ],
2441 [
2442 'damned',
2443 {
2444 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2445 name => 'no prayers',
2446 type => 'bool'
2447 }
2448 ],
2449 [
2450 'unique',
2451 {
2452 desc => 'Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2453 name => 'unique map',
2454 type => 'bool'
2455 }
2456 ],
2457 [
2458 'msg',
2459 {
2460 desc => 'This text may describe the object.',
2461 end => 'endmsg',
2462 name => 'description',
2463 type => 'text'
2464 }
2465 ]
2466 ],
2467 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2468 ignore => [
2469 $IGNORE_LIST{non_pickable}
2470 ],
2471 name => 'Floor',
2472 section => [
2473 [
2474 'terrain',
2475 [
2476 [
2477 'move_block',
2478 {
2479 desc => 'Objects using these movement types cannot move over this space.',
2480 name => 'blocked movement',
2481 type => 'movement_type'
2482 }
2483 ],
2484 [
2485 'move_allow',
2486 {
2487 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2488 name => 'allowed movement',
2489 type => 'movement_type'
2490 }
2491 ],
2492 [
2493 'move_slow',
2494 {
2495 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2496 name => 'slowed movement',
2497 type => 'movement_type'
2498 }
2499 ],
2500 [
2501 'move_slow_penalty',
2502 {
2503 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2504 name => 'slow movement penalty',
2505 type => 'int'
2506 }
2507 ],
2508 [
2509 'is_wooded',
2510 {
2511 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2512 name => 'wooded terrain',
2513 type => 'bool'
2514 }
2515 ],
2516 [
2517 'is_hilly',
2518 {
2519 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2520 name => 'hilly terrain',
2521 type => 'bool'
2522 }
2523 ]
2524 ]
2525 ]
2526 ]
2527 },
2528 'Floor (Encounter)' => {
2529 attr => [
2530 [
2531 'is_floor',
2532 {
2533 type => 'fixed',
2534 value => 1
2535 }
2536 ],
2537 [
2538 'no_pick',
2539 {
2540 type => 'fixed',
2541 value => 1
2542 }
2543 ],
2544 [
2545 'no_magic',
2546 {
2547 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2548 name => 'no spells',
2549 type => 'bool'
2550 }
2551 ],
2552 [
2553 'damned',
2554 {
2555 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2556 name => 'no prayers',
2557 type => 'bool'
2558 }
2559 ],
2560 [
2561 'unique',
2562 {
2563 desc => 'Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2564 name => 'unique map',
2565 type => 'bool'
2566 }
2567 ],
2568 [
2569 'msg',
2570 {
2571 desc => 'This text may describe the object.',
2572 end => 'endmsg',
2573 name => 'description',
2574 type => 'text'
2575 }
2576 ]
2577 ],
2578 desc => 'Encounter-Floor is pretty much the same as normal floor. Most outdoor floor/ground-arches are set to be "encounters". That is kind of a relict from former code: When walking over encounter-floor, players sometimes got beamed to little maps with monsters on them. Nowadays this feature is disabled - Hence encounter floor is not different from normal floor.',
2579 ignore => [
2580 $IGNORE_LIST{non_pickable}
2581 ],
2582 name => 'Floor (Encounter)',
2583 section => [
2584 [
2585 'terrain',
2586 [
2587 [
2588 'move_block',
2589 {
2590 desc => 'Objects using these movement types cannot move over this space.',
2591 name => 'blocked movement',
2592 type => 'movement_type'
2593 }
2594 ],
2595 [
2596 'move_allow',
2597 {
2598 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2599 name => 'allowed movement',
2600 type => 'movement_type'
2601 }
2602 ],
2603 [
2604 'move_slow',
2605 {
2606 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2607 name => 'slowed movement',
2608 type => 'movement_type'
2609 }
2610 ],
2611 [
2612 'move_slow_penalty',
2613 {
2614 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2615 name => 'slow movement penalty',
2616 type => 'int'
2617 }
2618 ],
2619 [
2620 'is_wooded',
2621 {
2622 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2623 name => 'wooded terrain',
2624 type => 'bool'
2625 }
2626 ],
2627 [
2628 'is_hilly',
2629 {
2630 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2631 name => 'hilly terrain',
2632 type => 'bool'
2633 }
2634 ]
2635 ]
2636 ]
2637 ]
2638 },
2639 Food => {
2640 attr => [
2641 [
2642 'food',
2643 {
2644 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2645 name => 'foodpoints',
2646 type => 'int'
2647 }
2648 ],
2649 [
2650 'startequip',
2651 {
2652 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2653 name => 'godgiven item',
2654 type => 'bool'
2655 }
2656 ]
2657 ],
2658 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2659 name => 'Food'
2660 },
2661 Gate => {
2662 attr => [
2663 [
2664 'no_pick',
2665 {
2666 type => 'fixed',
2667 value => 1
2668 }
2669 ],
2670 [
2671 'speed',
2672 {
2673 desc => 'The speed of the gate affects how fast it is closing/opening.',
2674 type => 'float'
2675 }
2676 ],
2677 [
2678 'connected',
2679 {
2680 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2681 name => 'connection',
2682 type => 'string'
2683 }
2684 ],
2685 [
2686 'wc',
2687 {
2688 desc => 'The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state. I suggest you don\'t mess with this value - Leave the default in place.',
2689 name => 'position state',
2690 type => 'int'
2691 }
2692 ],
2693 [
2694 'move_block',
2695 {
2696 desc => 'Objects using these movement types cannot move over this space.',
2697 name => 'blocked movement',
2698 type => 'movement_type'
2699 }
2700 ],
2701 [
2702 'move_allow',
2703 {
2704 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2705 name => 'allowed movement',
2706 type => 'movement_type'
2707 }
2708 ],
2709 [
2710 'move_slow',
2711 {
2712 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2713 name => 'slowed movement',
2714 type => 'movement_type'
2715 }
2716 ],
2717 [
2718 'move_slow_penalty',
2719 {
2720 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2721 name => 'slow movement penalty',
2722 type => 'int'
2723 }
2724 ],
2725 [
2726 'no_magic',
2727 {
2728 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2729 name => 'restrict spells',
2730 type => 'bool'
2731 }
2732 ],
2733 [
2734 'damned',
2735 {
2736 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2737 name => 'restrict prayers',
2738 type => 'bool'
2739 }
2740 ]
2741 ],
2742 desc => 'Gates play an important role in Deliantra. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases.',
2743 ignore => [
2744 $IGNORE_LIST{non_pickable}
2745 ],
2746 name => 'Gate',
2747 use => 'Use gates to divide your maps into seperated areas. After solving area A, the player gains access to area B, and so on. Make your maps more complex than "one-way".'
2748 },
2749 Girdle => {
2750 attr => [
2751 [
2752 'magic',
2753 {
2754 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the helmet. Important: <magic bonus> on girdles has no effect if there is no <armour class> set. Girdles shouldn\'t have <armour class>, thus <magic bonus> is pointless here.',
2755 name => 'magic bonus',
2756 type => 'int'
2757 }
2758 ]
2759 ],
2760 desc => 'Wearing a girdle, the object\'s stats will directly be inherited to the player. Girdles usually provide stats- or damage bonuses and no defense.',
2761 import => [
2762 'Amulet'
2763 ],
2764 name => 'Girdle',
2765 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2766 },
2767 Gloves => {
2768 attr => [
2769 [
2770 'magic',
2771 {
2772 desc => 'If the gloves provide <armour class>, <magic bonus> will increase it. If the gloves have <weapon class> instead, then <magic bonus> will increase that.',
2773 name => 'magic bonus',
2774 type => 'int'
2775 }
2776 ]
2777 ],
2778 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2779 import => [
2780 'Amulet'
2781 ],
2782 name => 'Gloves',
2783 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2784 },
2785 Handle => {
2786 attr => [
2787 [
2788 'no_pick',
2789 {
2790 type => 'fixed',
2791 value => 1
2792 }
2793 ],
2794 [
2795 'connected',
2796 {
2797 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2798 name => 'connection',
2799 type => 'string'
2800 }
2801 ],
2802 [
2803 'msg',
2804 {
2805 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2806 end => 'endmsg',
2807 name => 'description',
2808 type => 'text'
2809 }
2810 ]
2811 ],
2812 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2813 ignore => [
2814 $IGNORE_LIST{non_pickable}
2815 ],
2816 name => 'Handle',
2817 use => 'Handles are commonly used to move gates. When placing your lever, don\'t forget that some monsters are able to apply it. The ability to apply levers is rare among monsters - but vampires can do it for example.'
2818 },
2819 'Handle Trigger' => {
2820 desc => 'Handle triggers are handles which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
2821 ignore => [
2822 $IGNORE_LIST{non_pickable}
2823 ],
2824 import => [
2825 'Handle'
2826 ],
2827 name => 'Handle Trigger',
2828 use => 'When you connect an ordinary handle to a gate, the gate normally remains opened after the first player passed. If you want to keep the gate shut, connecting it to a handle trigger is an easy solution.'
2829 },
2830 'Hazard Floor' => {
2831 attr => [
2832 [
2833 'is_floor',
2834 {
2835 type => 'fixed',
2836 value => 1
2837 }
2838 ],
2839 [
2840 'lifesave',
2841 {
2842 type => 'fixed',
2843 value => 1
2844 }
2845 ],
2846 [
2847 'move_on',
2848 {
2849 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2850 name => 'movement type',
2851 type => 'movement_type'
2852 }
2853 ],
2854 [
2855 'no_pick',
2856 {
2857 type => 'fixed',
2858 value => 1
2859 }
2860 ],
2861 [
2862 'attacktype',
2863 {
2864 desc => 'This attribute specifys the attacktypes that this floor uses to damage it\'s victims. Attacktypes are: physical, fire, cold.. etc. If you want a real tough hazard floor, add more than just one attacktype.',
2865 name => 'attacktype',
2866 type => 'bitmask',
2867 value => $BITMASK{attacktype}
2868 }
2869 ],
2870 [
2871 'dam',
2872 {
2873 desc => 'The <base damage> defines how much damage is inflicted to the victim per hit. The final damage is influenced by several other factors like the victim\'s resistance and level.',
2874 name => 'base damage',
2875 type => 'int'
2876 }
2877 ],
2878 [
2879 'wc',
2880 {
2881 desc => '<weapon class> improves the chance of hitting the victim. Lower values are better. Usually, hazard floors like lava are supposed to hit the victim all the time. Therefore, <weaponclass> should be set to something like -30.',
2882 name => 'weaponclass',
2883 type => 'int'
2884 }
2885 ],
2886 [
2887 'level',
2888 {
2889 desc => 'I guess this value is supposed to work similar to monster levels. But in fact, it does not seem to have an effect. Set any non-zero value to be on the safe side.',
2890 name => 'attack level',
2891 type => 'int'
2892 }
2893 ],
2894 [
2895 'no_magic',
2896 {
2897 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2898 name => 'no spells',
2899 type => 'bool'
2900 }
2901 ],
2902 [
2903 'damned',
2904 {
2905 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2906 name => 'no prayers',
2907 type => 'bool'
2908 }
2909 ],
2910 [
2911 'unique',
2912 {
2913 desc => 'Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2914 name => 'unique map',
2915 type => 'bool'
2916 }
2917 ]
2918 ],
2919 desc => 'The best example for Hazard Floor is lava. It works like standard floor, but damages all creatures standing on it. Damage is taken in regular time intervals.',
2920 ignore => [
2921 $IGNORE_LIST{non_pickable}
2922 ],
2923 name => 'Hazard Floor',
2924 section => [
2925 [
2926 'terrain',
2927 [
2928 [
2929 'move_block',
2930 {
2931 desc => 'Objects using these movement types cannot move over this space.',
2932 name => 'blocked movement',
2933 type => 'movement_type'
2934 }
2935 ],
2936 [
2937 'move_allow',
2938 {
2939 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2940 name => 'allowed movement',
2941 type => 'movement_type'
2942 }
2943 ],
2944 [
2945 'move_slow',
2946 {
2947 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2948 name => 'slowed movement',
2949 type => 'movement_type'
2950 }
2951 ],
2952 [
2953 'move_slow_penalty',
2954 {
2955 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2956 name => 'slow movement penalty',
2957 type => 'int'
2958 }
2959 ],
2960 [
2961 'is_wooded',
2962 {
2963 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2964 name => 'wooded terrain',
2965 type => 'bool'
2966 }
2967 ],
2968 [
2969 'is_hilly',
2970 {
2971 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2972 name => 'hilly terrain',
2973 type => 'bool'
2974 }
2975 ]
2976 ]
2977 ]
2978 ],
2979 use => 'The default lava for example does minor damage. But you can turn it up so that your hazard floor poses a real threat.<br> Like magic walls, such floors add a permanent thrill to your map. You can use that to safely chase off too-weak players, or just to have something different.'
2980 },
2981 Helmet => {
2982 attr => [
2983 [
2984 'magic',
2985 {
2986 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the helmet. Important: <magic bonus> on helmets has no effect if there is no <armour class> set. It only works in combination with <armour class>. Crowns for instance typically provide no <amour class>.',
2987 name => 'magic bonus',
2988 type => 'int'
2989 }
2990 ]
2991 ],
2992 desc => 'Wearing a helmet, the object\'s stats will directly be inherited to the player. Normal helmets usually increase defense, while crowns add more special bonuses like stats/resistances paired with low defense.',
2993 import => [
2994 'Amulet'
2995 ],
2996 name => 'Helmet',
2997 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2998 },
2999 'Holy Altar' => {
3000 attr => [
3001 [
3002 'no_pick',
3003 {
3004 type => 'fixed',
3005 value => 1
3006 }
3007 ],
3008 [
3009 'other_arch',
3010 {
3011 desc => 'The altar belongs to the god of the given name. Possible options for <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, Gorokh, Valriel and Sorig. If you want to have an unconsecrated altar, set <god name> 0 and eventually <reconsecrate level> 0.',
3012 name => 'god name',
3013 type => 'string'
3014 }
3015 ],
3016 [
3017 'level',
3018 {
3019 desc => 'To re-consecrate an altar, the player\'s wisdom level must be as high or higher than this value. In that way, some altars can not be re-consecrated, while other altars, like those in dungeons, could be. Altars located in temples should have at least <reconsecrate level> 120. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult.',
3020 name => 'reconsecrate level',
3021 type => 'int'
3022 }
3023 ]
3024 ],
3025 desc => 'Holy Altars are altars for the various religions. Praying at a Holy_altar will make you a follower of that god, and if you already follow that god, you may get some extra bonus.',
3026 ignore => [
3027 $IGNORE_LIST{non_pickable}
3028 ],
3029 name => 'Holy Altar'
3030 },
3031 Horn => {
3032 attr => [
3033 [
3034 'sp',
3035 {
3036 desc => 'Sets the <spell> of the horn. Consider twice before handing out any horns to players, since they can be used endlessly without any mana cost! Horns with heal/ restoration/ protection spells, IF available, MUST be very very VERY hard to get!',
3037 name => 'spell',
3038 type => 'spell'
3039 }
3040 ],
3041 [
3042 'level',
3043 {
3044 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3045 name => 'casting level',
3046 type => 'int'
3047 }
3048 ],
3049 [
3050 'hp',
3051 {
3052 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3053 name => 'initial spellpoints',
3054 type => 'int'
3055 }
3056 ],
3057 [
3058 'maxhp',
3059 {
3060 desc => 'When the horn is fully charged up, it will hold this maximum amount of spellpoints. Make sure it is enough to cast the contained spell at least once. But don\'t set the value too high, as that might make the horn way too effective.',
3061 name => 'max. spellpoints',
3062 type => 'int'
3063 }
3064 ],
3065 [
3066 'startequip',
3067 {
3068 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3069 name => 'godgiven item',
3070 type => 'bool'
3071 }
3072 ],
3073 [
3074 'msg',
3075 {
3076 desc => 'This text may contain a description of the horn.',
3077 end => 'endmsg',
3078 name => 'description',
3079 type => 'text'
3080 }
3081 ]
3082 ],
3083 desc => 'Horns are very similar to rods. The difference is that horns regenerate spellpoints faster and thus are more valuable than rods. <br><br> A horn contains a spell. The player can use this spell by applying and "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be used endlessly.',
3084 ignore => [
3085 'title'
3086 ],
3087 name => 'Horn',
3088 use => 'Horns are powerful due to their fast recharge rate. They should never contain high level attacking spells. Even curing/healing spells are almost too good on a horn.'
3089 },
3090 Inorganic => {
3091 attr => [
3092 [
3093 'is_dust',
3094 {
3095 name => 'is dust',
3096 type => 'bool'
3097 }
3098 ]
3099 ],
3100 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3101 name => 'Inorganic',
3102 section => [
3103 [
3104 'resistance',
3105 [
3106 [
3107 'resist_physical',
3108 {
3109 name => 'resist physical %',
3110 type => 'int'
3111 }
3112 ],
3113 [
3114 'resist_magic',
3115 {
3116 name => 'resist magic %',
3117 type => 'int'
3118 }
3119 ],
3120 [
3121 'resist_fire',
3122 {
3123 name => 'resist fire %',
3124 type => 'int'
3125 }
3126 ],
3127 [
3128 'resist_electricity',
3129 {
3130 name => 'resist electricity %',
3131 type => 'int'
3132 }
3133 ],
3134 [
3135 'resist_cold',
3136 {
3137 name => 'resist cold %',
3138 type => 'int'
3139 }
3140 ],
3141 [
3142 'resist_confusion',
3143 {
3144 name => 'resist confusion %',
3145 type => 'int'
3146 }
3147 ],
3148 [
3149 'resist_acid',
3150 {
3151 name => 'resist acid %',
3152 type => 'int'
3153 }
3154 ],
3155 [
3156 'resist_drain',
3157 {
3158 name => 'resist draining %',
3159 type => 'int'
3160 }
3161 ],
3162 [
3163 'resist_weaponmagic',
3164 {
3165 name => 'resist weaponmagic %',
3166 type => 'int'
3167 }
3168 ],
3169 [
3170 'resist_ghosthit',
3171 {
3172 name => 'resist ghosthit %',
3173 type => 'int'
3174 }
3175 ],
3176 [
3177 'resist_poison',
3178 {
3179 name => 'resist poison %',
3180 type => 'int'
3181 }
3182 ],
3183 [
3184 'resist_slow',
3185 {
3186 name => 'resist slow %',
3187 type => 'int'
3188 }
3189 ],
3190 [
3191 'resist_paralyze',
3192 {
3193 name => 'resist paralyze %',
3194 type => 'int'
3195 }
3196 ],
3197 [
3198 'resist_fear',
3199 {
3200 name => 'resist fear %',
3201 type => 'int'
3202 }
3203 ],
3204 [
3205 'resist_deplete',
3206 {
3207 name => 'resist depletion %',
3208 type => 'int'
3209 }
3210 ],
3211 [
3212 'resist_death',
3213 {
3214 name => 'resist death-attack %',
3215 type => 'int'
3216 }
3217 ],
3218 [
3219 'resist_chaos',
3220 {
3221 name => 'resist chaos %',
3222 type => 'int'
3223 }
3224 ],
3225 [
3226 'resist_blind',
3227 {
3228 name => 'resist blinding %',
3229 type => 'int'
3230 }
3231 ],
3232 [
3233 'resist_holyword',
3234 {
3235 name => 'resist holy power %',
3236 type => 'int'
3237 }
3238 ],
3239 [
3240 'resist_godpower',
3241 {
3242 name => 'resist godpower %',
3243 type => 'int'
3244 }
3245 ]
3246 ]
3247 ]
3248 ]
3249 },
3250 Inscribable => {
3251 attr => [
3252 [
3253 'startequip',
3254 {
3255 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3256 name => 'godgiven item',
3257 type => 'bool'
3258 }
3259 ],
3260 [
3261 'unique',
3262 {
3263 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3264 name => 'unique item',
3265 type => 'bool'
3266 }
3267 ],
3268 [
3269 'other_arch',
3270 {
3271 desc => 'This is the item created after being inscribed - scrolls are treated like spell scrolls, all else will have it\'s message replaced.',
3272 name => 'book/scroll arch',
3273 type => 'string'
3274 }
3275 ]
3276 ],
3277 desc => 'Inscribable Item - when inscribed, it becomes another object.',
3278 name => 'Inscribable'
3279 },
3280 'Inventory Checker' => {
3281 attr => [
3282 [
3283 'no_pick',
3284 {
3285 type => 'fixed',
3286 value => 1
3287 }
3288 ],
3289 [
3290 'slaying',
3291 {
3292 desc => 'This string specifies the object we are looking for: We have a match if the player does/don\'t carry a key object or a mark with identical <key string>. Note that key objects usually appear as "passports" in this context. A typical example is the city gate mechanism of scorn.',
3293 name => 'match key string',
3294 type => 'string'
3295 }
3296 ],
3297 [
3298 'race',
3299 {
3300 desc => 'This string specifies the object we are looking for: We have a match if the player does/don\'t carry an object of archtype <match arch name>.',
3301 name => 'match arch name',
3302 type => 'string'
3303 }
3304 ],
3305 [
3306 'hp',
3307 {
3308 desc => 'This value specifies the object we are looking for: We have a match if the player does/don\'t carry an object that is of type <match type>. Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> enabled. Now you have an inv. checker blocking all players that carry any kind of melee weapon. To pass, a player is forced to leave behind all his weaponry... bad news for a warrior. ;)',
3309 name => 'match type',
3310 type => 'int'
3311 }
3312 ],
3313 [
3314 'last_sp',
3315 {
3316 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3317 name => 'match = having',
3318 type => 'bool'
3319 }
3320 ],
3321 [
3322 'connected',
3323 {
3324 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3325 name => 'connection',
3326 type => 'string'
3327 }
3328 ],
3329 [
3330 'move_block',
3331 {
3332 desc => 'Objects using these movement types cannot move over this space.',
3333 name => 'blocked movement',
3334 type => 'movement_type'
3335 }
3336 ],
3337 [
3338 'move_allow',
3339 {
3340 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3341 name => 'allowed movement',
3342 type => 'movement_type'
3343 }
3344 ],
3345 [
3346 'move_slow',
3347 {
3348 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3349 name => 'slowed movement',
3350 type => 'movement_type'
3351 }
3352 ],
3353 [
3354 'move_slow_penalty',
3355 {
3356 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3357 name => 'slow movement penalty',
3358 type => 'int'
3359 }
3360 ],
3361 [
3362 'last_heal',
3363 {
3364 desc => '<remove match> means remove object if found. Setting this is usually not recommended because inv. checkers are in general invisible. So, unlike for altars/ locked doors, the player won\'t expect to lose an object when walking over that square. And he doesn\'t even get a message either. So, *if* you enable <remove match>, make sure to inform the player what\'s going on!',
3365 name => 'remove match',
3366 type => 'bool'
3367 }
3368 ]
3369 ],
3370 desc => 'Inventory checkers passively check the players inventory for a specific object. You can set a connected value that is triggered either if that object is present or missing (-&gt; "last_sp") when a player walks over the inv. checker. A valid option is to remove the matching object (usually not recommended, see "last_heal"). <br><br> Alternatively, you can set your inv. checker to block all players that do/don\'t carry the matching object. <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.',
3371 ignore => [
3372 $IGNORE_LIST{system_object}
3373 ],
3374 name => 'Inventory Checker',
3375 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.'
3376 },
3377 'Item Transformer' => {
3378 attr => [
3379 [
3380 'food',
3381 {
3382 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3383 name => 'number of uses',
3384 type => 'int'
3385 }
3386 ],
3387 [
3388 'slaying',
3389 {
3390 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3391 name => 'verb',
3392 type => 'string'
3393 }
3394 ],
3395 [
3396 'startequip',
3397 {
3398 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3399 name => 'godgiven item',
3400 type => 'bool'
3401 }
3402 ],
3403 [
3404 'msg',
3405 {
3406 desc => 'This text may contain a description of the item transformer.',
3407 end => 'endmsg',
3408 name => 'description',
3409 type => 'text'
3410 }
3411 ]
3412 ],
3413 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.',
3414 name => 'Item Transformer',
3415 use => 'To make an item transformable, you just have to fill the \'slaying\' field. The syntax is: <br> <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre> <br> with [] denoting optional part, and * any number of preceding []. \'new_item\' must be the name of an existing archetype. <br><br> Example, for object apple: slaying knife:2 half_apple <br><br> This means that, when applying a knife (should be an Item Transformer), one \'apple\' will be transformed into 2 \'half_apple\'.'
3416 },
3417 Jewel => {
3418 attr => [
3419 [
3420 'race',
3421 {
3422 type => 'fixed',
3423 value => 'gold and jewels'
3424 }
3425 ],
3426 [
3427 'msg',
3428 {
3429 desc => 'This text may describe the object.',
3430 end => 'endmsg',
3431 name => 'description',
3432 type => 'text'
3433 }
3434 ]
3435 ],
3436 desc => 'Items of the type Gold &amp; Jewels are handled like a currency. Unlike for any other type of item, in shops, the buy- and selling prices differ only marginally.',
3437 name => 'Jewel'
3438 },
3439 Key => {
3440 attr => [
3441 [
3442 'startequip',
3443 {
3444 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3445 name => 'godgiven item',
3446 type => 'bool'
3447 }
3448 ]
3449 ],
3450 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3451 name => 'Key'
3452 },
3453 Lamp => {
3454 attr => [
3455 [
3456 'speed',
3457 {
3458 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.)',
3459 name => 'burn speed',
3460 type => 'float'
3461 }
3462 ],
3463 [
3464 'food',
3465 {
3466 desc => 'This field sets the burning duration of the lamp, which depends on the speed field of this object.',
3467 name => 'fuel',
3468 type => 'int'
3469 }
3470 ],
3471 [
3472 'range',
3473 {
3474 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.',
3475 name => 'enabled glow radius',
3476 type => 'int'
3477 }
3478 ],
3479 [
3480 'level',
3481 {
3482 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.',
3483 name => 'level',
3484 type => 'int'
3485 }
3486 ],
3487 [
3488 'cursed',
3489 {
3490 desc => 'Cursed lamps, which have a level above 0, explode if the player applies them.',
3491 name => 'cursed',
3492 type => 'bool'
3493 }
3494 ]
3495 ],
3496 desc => 'Lamps are carryable light sources for players with a fuel tank.',
3497 name => 'Lamp'
3498 },
3499 'Locked Door' => {
3500 attr => [
3501 [
3502 'move_type',
3503 {
3504 type => 'fixed',
3505 value => 0
3506 }
3507 ],
3508 [
3509 'no_pick',
3510 {
3511 type => 'fixed',
3512 value => 1
3513 }
3514 ],
3515 [
3516 'slaying',
3517 {
3518 desc => 'The <key string> in the door must be identical with the <key string> in the special key, then the door is unlocked. It is VERY important to set the <key string> to something that is unique among the Deliantra mapset. DONT EVER USE the default string "set_individual_value".',
3519 name => 'key string',
3520 type => 'string'
3521 }
3522 ],
3523 [
3524 'no_magic',
3525 {
3526 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).',
3527 name => 'restrict spells',
3528 type => 'bool'
3529 }
3530 ],
3531 [
3532 'damned',
3533 {
3534 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3535 name => 'restrict prayers',
3536 type => 'bool'
3537 }
3538 ],
3539 [
3540 'msg',
3541 {
3542 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.',
3543 end => 'endmsg',
3544 name => 'lock message',
3545 type => 'text'
3546 }
3547 ]
3548 ],
3549 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3550 ignore => [
3551 $IGNORE_LIST{non_pickable}
3552 ],
3553 name => 'Locked Door',
3554 use => 'If you want to create a locked door that cannot be opened (no key), set a &lt;key string&gt; like "no_key_available". This will clearify things and only a fool would create a key matching that string. Door-objects can not only be used for "doors". In many maps these are used with all kinds of faces/names, especially often as "magic force". A good example is the map "Lake_Country/ebony/masterlev". There you have magic forces (door objects) put under certain artifact items. To get your hands on the artifacts, you need to bring up the appropriate quest items (key objects).'
3555 },
3556 'Magic Ear' => {
3557 attr => [
3558 [
3559 'no_pick',
3560 {
3561 type => 'fixed',
3562 value => 1
3563 }
3564 ],
3565 [
3566 'connected',
3567 {
3568 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3569 name => 'connection',
3570 type => 'string'
3571 }
3572 ],
3573 [
3574 'msg',
3575 {
3576 desc => 'This textfield contains the keyword-matching-syntax. The text should have the following format: "@match <keyword1>|<keyword2>|... ". Any number of keywords from one to infinite is allowed. Make sure they are seperated by a \'|\'. Examples: "@match yes", "@match gold|treasure". The connected value will be triggerd when the player speaks any of the given keywords within a two-square radius. IMPORTANT: Upper/lower case does not make a difference!',
3577 end => 'endmsg',
3578 name => 'keyword-matching',
3579 type => 'text'
3580 }
3581 ]
3582 ],
3583 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3584 ignore => [
3585 $IGNORE_LIST{system_object}
3586 ],
3587 name => 'Magic Ear',
3588 use => 'Whenever you put magic_ears on your maps, make sure there are CLEAR and RELYABLE hints about the keywords somewhere. Don\'t make something like a gate that is opened by speaking "open" or "sesame", expecting the player to figure this out all by himself. <br><br> Magic_ears are typically used for interaction with NPCs. You can create the impression that the NPC actually *does* something according to his conversation with a player. Mostly this means opening a gate or handing out some item, but you could be quite creative here.'
3589 },
3590 'Magic Wall' => {
3591 attr => [
3592 [
3593 'dam',
3594 {
3595 desc => 'The magic wall will cast this <spell>.',
3596 name => 'spell',
3597 type => 'spell'
3598 }
3599 ],
3600 [
3601 'level',
3602 {
3603 desc => 'The wall will cast it\'s spells at level <spell level>. "level 1" walls cast spells at minimal strength. "level 100" walls cast deadly spells. Arch default is level 1 - you should always set this value to meet the overall difficulty of your map.',
3604 name => 'spell level',
3605 type => 'int'
3606 }
3607 ],
3608 [
3609 'connected',
3610 {
3611 desc => 'Every time the <connection> value is triggered, the wall will cast it\'s spell. You should set <casting speed> to zero, or this won\'t have much visible effect.',
3612 name => 'connection',
3613 type => 'string'
3614 }
3615 ],
3616 [
3617 'activate_on_push',
3618 {
3619 desc => 'Whether the teleporter should only be activated on push.',
3620 name => 'activate on push',
3621 type => 'bool'
3622 }
3623 ],
3624 [
3625 'activate_on_release',
3626 {
3627 desc => 'Whether the teleporter should only be activated on release.',
3628 name => 'activate on release',
3629 type => 'bool'
3630 }
3631 ],
3632 [
3633 'speed',
3634 {
3635 desc => 'The <casting speed> defines the spellcasting speed of the wall. You can fine-tune how long the duration between two casts shall be. If you want to create a wall that can be activated (cast per trigger) via connected lever/button/etc, you must set "speed 0".',
3636 name => 'casting speed',
3637 type => 'float'
3638 }
3639 ],
3640 [
3641 'speed_left',
3642 {
3643 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3644 name => 'speed left',
3645 type => 'float'
3646 }
3647 ],
3648 [
3649 'sp',
3650 {
3651 desc => 'The magic wall will cast it\'s spells always in the specified <direction>. A magic wall with direction set to <none> will always fire in a random direction.',
3652 name => 'direction',
3653 type => 'list',
3654 value => $LIST{direction}
3655 }
3656 ],
3657 [
3658 'move_block',
3659 {
3660 desc => 'Objects using these movement types cannot move over this space.',
3661 name => 'blocked movement',
3662 type => 'movement_type'
3663 }
3664 ],
3665 [
3666 'move_allow',
3667 {
3668 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3669 name => 'allowed movement',
3670 type => 'movement_type'
3671 }
3672 ],
3673 [
3674 'move_slow',
3675 {
3676 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3677 name => 'slowed movement',
3678 type => 'movement_type'
3679 }
3680 ],
3681 [
3682 'move_slow_penalty',
3683 {
3684 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3685 name => 'slow movement penalty',
3686 type => 'int'
3687 }
3688 ]
3689 ],
3690 desc => 'Magic walls fire spells in a given direction, in regular intervals. Magic walls can contain any spell. However, some spells do not operate very successfully in them. The only way to know is to test the spell you want to use with a wall. <br><br> Several types of magical walls are predefined for you in the archetypes, and can be found on the "connected" Pickmap.',
3691 ignore => [
3692 $IGNORE_LIST{non_pickable}
3693 ],
3694 name => 'Magic Wall',
3695 section => [
3696 [
3697 'destroyable',
3698 [
3699 [
3700 'alive',
3701 {
3702 desc => 'Walls with <is destroyable> enabled can be attacked and (eventually) destroyed by the player. If disabled, all other attributes on this tab, as well as resistances, are meaningless.',
3703 name => 'is destroyable',
3704 type => 'bool'
3705 }
3706 ],
3707 [
3708 'hp',
3709 {
3710 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3711 name => 'hitpoints',
3712 type => 'int'
3713 }
3714 ],
3715 [
3716 'maxhp',
3717 {
3718 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3719 name => 'max hitpoints',
3720 type => 'int'
3721 }
3722 ],
3723 [
3724 'ac',
3725 {
3726 desc => 'A magic wall of high <armour class> is less likely to get hit from an opponent. <armour class> can be considered the "counterpiece" to <weapon class>.',
3727 name => 'armour class',
3728 type => 'int'
3729 }
3730 ]
3731 ]
3732 ],
3733 [
3734 'resistance',
3735 [
3736 [
3737 'resist_physical',
3738 {
3739 name => 'resist physical %',
3740 type => 'int'
3741 }
3742 ],
3743 [
3744 'resist_magic',
3745 {
3746 name => 'resist magic %',
3747 type => 'int'
3748 }
3749 ],
3750 [
3751 'resist_fire',
3752 {
3753 name => 'resist fire %',
3754 type => 'int'
3755 }
3756 ],
3757 [
3758 'resist_electricity',
3759 {
3760 name => 'resist electricity %',
3761 type => 'int'
3762 }
3763 ],
3764 [
3765 'resist_cold',
3766 {
3767 name => 'resist cold %',
3768 type => 'int'
3769 }
3770 ],
3771 [
3772 'resist_confusion',
3773 {
3774 name => 'resist confusion %',
3775 type => 'int'
3776 }
3777 ],
3778 [
3779 'resist_acid',
3780 {
3781 name => 'resist acid %',
3782 type => 'int'
3783 }
3784 ],
3785 [
3786 'resist_drain',
3787 {
3788 name => 'resist draining %',
3789 type => 'int'
3790 }
3791 ],
3792 [
3793 'resist_weaponmagic',
3794 {
3795 name => 'resist weaponmagic %',
3796 type => 'int'
3797 }
3798 ],
3799 [
3800 'resist_ghosthit',
3801 {
3802 name => 'resist ghosthit %',
3803 type => 'int'
3804 }
3805 ],
3806 [
3807 'resist_poison',
3808 {
3809 name => 'resist poison %',
3810 type => 'int'
3811 }
3812 ],
3813 [
3814 'resist_slow',
3815 {
3816 name => 'resist slow %',
3817 type => 'int'
3818 }
3819 ],
3820 [
3821 'resist_paralyze',
3822 {
3823 name => 'resist paralyze %',
3824 type => 'int'
3825 }
3826 ],
3827 [
3828 'resist_fear',
3829 {
3830 name => 'resist fear %',
3831 type => 'int'
3832 }
3833 ],
3834 [
3835 'resist_deplete',
3836 {
3837 name => 'resist depletion %',
3838 type => 'int'
3839 }
3840 ],
3841 [
3842 'resist_death',
3843 {
3844 name => 'resist death-attack %',
3845 type => 'int'
3846 }
3847 ],
3848 [
3849 'resist_chaos',
3850 {
3851 name => 'resist chaos %',
3852 type => 'int'
3853 }
3854 ],
3855 [
3856 'resist_blind',
3857 {
3858 name => 'resist blinding %',
3859 type => 'int'
3860 }
3861 ],
3862 [
3863 'resist_holyword',
3864 {
3865 name => 'resist holy power %',
3866 type => 'int'
3867 }
3868 ],
3869 [
3870 'resist_godpower',
3871 {
3872 name => 'resist godpower %',
3873 type => 'int'
3874 }
3875 ]
3876 ]
3877 ]
3878 ],
3879 use => 'Spellcasting walls pose an interesting alternative to monsters. Usually they are set to be undestroyable. Thus, while monsters in a map can be cleared out, the magic walls remain. Low level characters for example will not be able to pass through their spell-area, hence they cannot loot a map that a high level character might have cleared out. <br><br> Another point of magic walls is that if the player dies, he has to face them all again. Magic walls can add a kind of "permanent thrill" to your maps. <br><br> Be careful that your magic walls don\'t kill the monsters on a map. If placing monsters, eventually take ones that are immune to the walls\' spell(s). <br><br> It is possible to make walls rotate when triggered. But that is so confusing (and useless IMHO) that I did not mention it above. You can find a working example on the map "/pup_land/castle_eureca/castle_eureca8".'
3880 },
3881 'Map Script' => {
3882 attr => [
3883 [
3884 'connected',
3885 {
3886 desc => 'When the map script object is triggered, it will execute the perl script with the triggering object as $activator.',
3887 name => 'connection',
3888 type => 'string'
3889 }
3890 ],
3891 [
3892 'activate_on_push',
3893 {
3894 desc => 'Whether the teleporter should only be activated on push.',
3895 name => 'activate on push',
3896 type => 'bool'
3897 }
3898 ],
3899 [
3900 'activate_on_release',
3901 {
3902 desc => 'Whether the teleporter should only be activated on release.',
3903 name => 'activate on release',
3904 type => 'bool'
3905 }
3906 ],
3907 [
3908 'msg',
3909 {
3910 desc => 'This perl script will be executed each time the objetc is triggered.',
3911 end => 'endmsg',
3912 name => 'script',
3913 type => 'text'
3914 }
3915 ]
3916 ],
3917 desc => 'The map script object is a very special object that can react to connected events and executes a perl script.',
3918 ignore => [
3919 $IGNORE_LIST{system_object}
3920 ],
3921 name => 'Map Script',
3922 use => 'The perl script gets passed an $activator object and can use the set/get/find/timer functions to react to/trigger other objects.'
3923 },
3924 Marker => {
3925 attr => [
3926 [
3927 'no_pick',
3928 {
3929 type => 'fixed',
3930 value => 1
3931 }
3932 ],
3933 [
3934 'slaying',
3935 {
3936 desc => 'The <key string> can be detected by inv. checkers/detectors. If the player already has a force with that <key string>, there won\'t be inserted a second one.',
3937 name => 'key string',
3938 type => 'string'
3939 }
3940 ],
3941 [
3942 'connected',
3943 {
3944 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3945 name => 'connection',
3946 type => 'string'
3947 }
3948 ],
3949 [
3950 'speed',
3951 {
3952 desc => 'The <marking speed> defines how quickly it will mark something standing on the marker. Set this value rather high to make sure the player really gets his mark. I think <marking speed> 1.0 should do fine.',
3953 name => 'marking speed',
3954 type => 'float'
3955 }
3956 ],
3957 [
3958 'speed_left',
3959 {
3960 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3961 name => 'speed left',
3962 type => 'float'
3963 }
3964 ],
3965 [
3966 'food',
3967 {
3968 desc => 'This value defines the duration of the force it inserts. If nonzero, the duration of the player\'s mark is finite: about 1 food per 10 seconds. <mark duration> zero/unset means the mark will stay on the player forever.',
3969 name => 'mark duration',
3970 type => 'int'
3971 }
3972 ],
3973 [
3974 'name',
3975 {
3976 desc => 'When the player steps onto the marker, all existing forces in the players inventory with a <key string> matching <delete mark> will be removed. If you don\'t want to remove any marks, leave this textfield empty. Note that the string <delete mark> is set as the name of this marker. So don\'t be confused, and remember changing the name will take effect on the marker\'s functionality.',
3977 name => 'delete mark',
3978 type => 'string'
3979 }
3980 ],
3981 [
3982 'msg',
3983 {
3984 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.',
3985 end => 'endmsg',
3986 name => 'marking message',
3987 type => 'text'
3988 }
3989 ]
3990 ],
3991 desc => 'A marker is an object that inserts an invisible force (a mark) into a player stepping on it. This force does nothing except containing a &lt;key string&gt; which can be discovered by detectors or inventory checkers. It is also possible to use markers for removing marks again. <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
3992 ignore => [
3993 $IGNORE_LIST{system_object}
3994 ],
3995 name => 'Marker',
3996 use => 'Markers hold real cool possibilities for map-making. I encourage you to use them frequently. However there is one negative point about markers: Players don\'t "see" what\'s going on with them. It is your task, as map-creator, to make sure the player is always well informed and never confused. <br><br> Please avoid infinite markers when they aren\'t needed. They\'re using a little space in the player file after all, so if there is no real purpose, set an expire time.'
3997 },
3998 Misc => {
3999 attr => [
4000 [
4001 'move_block',
4002 {
4003 desc => 'Objects using these movement types cannot move over this space.',
4004 name => 'blocked movement',
4005 type => 'movement_type'
4006 }
4007 ],
4008 [
4009 'move_allow',
4010 {
4011 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
4012 name => 'allowed movement',
4013 type => 'movement_type'
4014 }
4015 ],
4016 [
4017 'move_slow',
4018 {
4019 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
4020 name => 'slowed movement',
4021 type => 'movement_type'
4022 }
4023 ],
4024 [
4025 'move_slow_penalty',
4026 {
4027 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
4028 name => 'slow movement penalty',
4029 type => 'int'
4030 }
4031 ],
4032 [
4033 'cursed',
4034 {
4035 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
4036 name => 'cursed',
4037 type => 'bool'
4038 }
4039 ],
4040 [
4041 'damned',
4042 {
4043 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.',
4044 name => 'damned',
4045 type => 'bool'
4046 }
4047 ],
4048 [
4049 'unique',
4050 {
4051 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4052 name => 'unique item',
4053 type => 'bool'
4054 }
4055 ],
4056 [
4057 'startequip',
4058 {
4059 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4060 name => 'godgiven item',
4061 type => 'bool'
4062 }
4063 ],
4064 [
4065 'msg',
4066 {
4067 desc => 'This text may describe the object.',
4068 end => 'endmsg',
4069 name => 'description',
4070 type => 'text'
4071 }
4072 ]
4073 ],
4074 name => 'Misc'
4075 },
4076 Money => {
4077 attr => [
4078 [
4079 'race',
4080 {
4081 type => 'fixed',
4082 value => 'gold and jewels'
4083 }
4084 ]
4085 ],
4086 desc => 'Items of the type Money are handled as currency. Money cannot be sold/bought in shops. When money is dropped in a shop, it stays the same.<br> When a player picks an item from a shop and attempts to walk over the shop mat, the item\'s selling-price is automatically subtracted from the player\'s money. <br><br> For money, always use the default arches. Don\'t modify them.',
4087 ignore => [
4088 'unpaid'
4089 ],
4090 name => 'Money'
4091 },
4092 'Monster & NPC' => {
4093 attr => [
4094 [
4095 'alive',
4096 {
4097 type => 'fixed',
4098 value => 1
4099 }
4100 ],
4101 [
4102 'randomitems',
4103 {
4104 desc => 'When the monster is killed, items from the treasurelist will drop to the ground. This is a common way to reward players for killing (masses of) monsters. Note that you can always put items into the monster\'s inventory. Those will drop-at-kill just like the stuff from the <treasurelist>.',
4105 name => 'treasurelist',
4106 type => 'treasurelist'
4107 }
4108 ],
4109 [
4110 'treasure_env',
4111 {
4112 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
4113 name => 'treasure in env',
4114 type => 'bool'
4115 }
4116 ],
4117 [
4118 'level',
4119 {
4120 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
4121 name => 'level',
4122 type => 'int'
4123 }
4124 ],
4125 [
4126 'race',
4127 {
4128 desc => 'Every monster should have a race set to categorize it. The monster\'s <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god.',
4129 name => 'race',
4130 type => 'string'
4131 }
4132 ],
4133 [
4134 'exp',
4135 {
4136 desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-category the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a reasonable value. Compare with existing arches to get a feeling what reasonable means. Keep in mind that spellcasting monsters are a lot harder to kill than non-spellcasters!',
4137 name => 'experience',
4138 type => 'int'
4139 }
4140 ],
4141 [
4142 'speed',
4143 {
4144 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4145 name => 'speed',
4146 type => 'float'
4147 }
4148 ],
4149 [
4150 'speed_left',
4151 {
4152 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4153 name => 'speed left',
4154 type => 'float'
4155 }
4156 ],
4157 [
4158 'other_arch',
4159 {
4160 desc => 'This only takes effect if <multiply> is enabled. The monster will create a <breed monster> every once in a while. <breed monster> can be set to any valid arch-name of a monster. Multipart monster should not be used.',
4161 name => 'breed monster',
4162 type => 'string'
4163 }
4164 ],
4165 [
4166 'generator',
4167 {
4168 desc => 'Monsters with <generator> enabled will create a <breed monster> every once in a while. Mice are a good example for this effect. If enabled, you must also set <breed monster> or check <template generation> and put other monsters in the inventory.',
4169 name => 'multiply',
4170 type => 'bool'
4171 }
4172 ],
4173 [
4174 'use_content_on_gen',
4175 {
4176 desc => 'This only takes effect if <multiply> is enabled. The monster will create a new monster every once in a while by duplicating it\'s inventory. In this case, the <breed monster> value is never used and can be forgotten. Each time the monster need to generate an object, it will be a randomly chosen item from the inventory. When generator is destroyed, inventory is destroyed.',
4177 name => 'template generation',
4178 type => 'bool'
4179 }
4180 ],
4181 [
4182 'move_type',
4183 {
4184 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4185 name => 'movement type',
4186 type => 'movement_type'
4187 }
4188 ],
4189 [
4190 'undead',
4191 {
4192 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4193 name => 'undead',
4194 type => 'bool'
4195 }
4196 ],
4197 [
4198 'carrying',
4199 {
4200 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4201 name => 'carries weight',
4202 type => 'int'
4203 }
4204 ],
4205 [
4206 'precious',
4207 {
4208 desc => 'Set this flag to indicate that this monster is precious, i.e. it should not be lightly destroyed. This is most useful on pets and keeps the server from destroying them on destroy_pets/monster floors and will try to save them when the player logs out.',
4209 name => 'precious',
4210 type => 'bool'
4211 }
4212 ],
4213 [
4214 'msg',
4215 {
4216 end => 'endmsg',
4217 name => 'npc message',
4218 type => 'text'
4219 }
4220 ]
4221 ],
4222 desc => 'Monsters can behave in various kinds of ways. They can be aggressive, attacking the player. Or peaceful, helping the player - maybe joining him as pet. The unagressive creatures who communicate with players are usually called "NPCs" (Non Player Character), a well-known term in role-play environments.',
4223 ignore => [
4224 'material',
4225 'name_pl',
4226 'nrof',
4227 'value',
4228 'unpaid'
4229 ],
4230 name => 'Monster & NPC',
4231 section => [
4232 [
4233 'melee',
4234 [
4235 [
4236 'attacktype',
4237 {
4238 desc => 'This number is a bitmask, specifying the monster\'s attacktypes for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. Strong monsters often have more than just physical attacktype. When a monster with multiple attacktypes hits aan oponent, it will do as much damage as the "best" of it\'s attacktypes does. So, the more attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are somehow exceptions.',
4239 name => 'attacktype',
4240 type => 'bitmask',
4241 value => $BITMASK{attacktype}
4242 }
4243 ],
4244 [
4245 'dam',
4246 {
4247 desc => 'Among other parameters, <damage> affects how much melee damage a monster inflicts. <damage> is used as base value for damage per hit. <level>, <speed>, <weapon class> and resistances also take effect on the melee damage of a monster.',
4248 name => 'damage',
4249 type => 'int'
4250 }
4251 ],
4252 [
4253 'wc',
4254 {
4255 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4256 name => 'weapon class',
4257 type => 'int'
4258 }
4259 ],
4260 [
4261 'hp',
4262 {
4263 desc => 'The <health points> of a monster define how long it takes to kill it. With every successful hit from an opponent, <health points> get drained - The monster dies by zero <health points>.',
4264 name => 'health points',
4265 type => 'int'
4266 }
4267 ],
4268 [
4269 'maxhp',
4270 {
4271 desc => '<max health> is the maximum amount of <health points> this monster can have.',
4272 name => 'max health',
4273 type => 'int'
4274 }
4275 ],
4276 [
4277 'ac',
4278 {
4279 desc => 'Monsters of low <armour class> are less likely to get hit from their opponent. <armour class> can be considered the "counterpiece" to <weapon class>. Values typically range between +20 (very bad) to -20 (quite good).',
4280 name => 'armour class',
4281 type => 'int'
4282 }
4283 ],
4284 [
4285 'Con',
4286 {
4287 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4288 name => 'healing rate',
4289 type => 'int'
4290 }
4291 ],
4292 [
4293 'reflect_missile',
4294 {
4295 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4296 name => 'reflect missiles',
4297 type => 'bool'
4298 }
4299 ],
4300 [
4301 'hitback',
4302 {
4303 desc => 'Monsters with <hitback> enabled hurt the attacker in proportion to the amount of damage the *attacker* inflicted. This damage is additional to the regular melee damage of the monster. As far as I know, hitback uses acid attacktype, and it only takes effect if the monster actually has acid attacktype at it\'s disposal. Acid spheres for example use this feature.',
4304 name => 'hitback',
4305 type => 'bool'
4306 }
4307 ],
4308 [
4309 'one_hit',
4310 {
4311 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4312 name => 'one hit only',
4313 type => 'bool'
4314 }
4315 ]
4316 ]
4317 ],
4318 [
4319 'spellcraft',
4320 [
4321 [
4322 'can_cast_spell',
4323 {
4324 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4325 name => 'can cast spell',
4326 type => 'bool'
4327 }
4328 ],
4329 [
4330 'reflect_spell',
4331 {
4332 desc => 'A monster with this flag has the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off. Generally this flag should not be set because it puts wizard-type players at an unfair disadvantage.',
4333 name => 'reflect spells',
4334 type => 'bool'
4335 }
4336 ],
4337 [
4338 'sp',
4339 {
4340 desc => 'Like players, monsters need <spellpoints> to do magic. Monsters use them for both wizard- and prayer-spells. However, this value defines only the amount of *initial* spellpoints the monster starts with. When creating a spellcasting monster, remember that <max spellpoints> and <spellpoint regen.> are more important than just initial <spellpoints>.',
4341 name => 'spellpoints',
4342 type => 'int'
4343 }
4344 ],
4345 [
4346 'maxsp',
4347 {
4348 desc => '<max spellpoints> is the maximum number of spellpoints a monster can hold. Setting this to high values has little effect unless the monster has a decent <spellpoint regen.>, or the spell "regenerate mana" at it\'s disposal.',
4349 name => 'max spellpoints',
4350 type => 'int'
4351 }
4352 ],
4353 [
4354 'Pow',
4355 {
4356 desc => 'Monsters regenerate this many spellpoints each 16 ticks. Hence, the spellpoint regeneration rate is independent of <speed>. To make a real tough spellcasting monster, the rate of spellpoint regeneration is most important. If your monster is still not casting fast enough, give it the spell-ability of "regenerate mana". That, paired with high <max spellpoints>, is the ultimate thing.',
4357 name => 'spellpoint regen.',
4358 type => 'int'
4359 }
4360 ],
4361 [
4362 'path_attuned',
4363 {
4364 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4365 name => 'attuned paths',
4366 type => 'bitmask',
4367 value => $BITMASK{spellpath}
4368 }
4369 ],
4370 [
4371 'path_repelled',
4372 {
4373 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4374 name => 'repelled paths',
4375 type => 'bitmask',
4376 value => $BITMASK{spellpath}
4377 }
4378 ],
4379 [
4380 'path_denied',
4381 {
4382 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4383 name => 'denied paths',
4384 type => 'bitmask',
4385 value => $BITMASK{spellpath}
4386 }
4387 ]
4388 ]
4389 ],
4390 [
4391 'ability',
4392 [
4393 [
4394 'Int',
4395 {
4396 desc => 'The <detect hidden> value gives monsters the ablitity to find hidden/invisible creatures. Higher values make for better detection-skills. Enabling <see invisible> makes this value obsolete.',
4397 name => 'detect hidden',
4398 type => 'int'
4399 }
4400 ],
4401 [
4402 'see_invisible',
4403 {
4404 desc => 'A monster with the ability to <see invisible> cannot be fooled with by invisible or hiding players. This flag is a must-have for high-level monsters. When a monster is unable to detect invisible players, it can be killed without fighting back.',
4405 name => 'see invisible',
4406 type => 'bool'
4407 }
4408 ],
4409 [
4410 'can_see_in_dark',
4411 {
4412 desc => 'A monster with the ability to <see in darkness> cannot be fooled by spells of darkness or dark maps. This flag is a "should-have" for high-level monsters. When a monster is unable to see in darkness, players can cast darkness and sneak around it safely.',
4413 name => 'see in darkness',
4414 type => 'bool'
4415 }
4416 ],
4417 [
4418 'can_use_weapon',
4419 {
4420 desc => 'Monster is able to wield weapon type objects.',
4421 name => 'can use weapons',
4422 type => 'bool'
4423 }
4424 ],
4425 [
4426 'can_use_bow',
4427 {
4428 desc => 'Monster is able to use missile-weapon type objects.',
4429 name => 'can use bows',
4430 type => 'bool'
4431 }
4432 ],
4433 [
4434 'can_use_armour',
4435 {
4436 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4437 name => 'can use armour',
4438 type => 'bool'
4439 }
4440 ],
4441 [
4442 'can_use_ring',
4443 {
4444 desc => 'Monster is able to wear rings.',
4445 name => 'can use rings',
4446 type => 'bool'
4447 }
4448 ],
4449 [
4450 'can_use_wand',
4451 {
4452 desc => 'Monster is able to use wands and staves.',
4453 name => 'can use wands',
4454 type => 'bool'
4455 }
4456 ],
4457 [
4458 'can_use_rod',
4459 {
4460 desc => 'Monster is able to use rods.',
4461 name => 'can use rods',
4462 type => 'bool'
4463 }
4464 ],
4465 [
4466 'can_use_scroll',
4467 {
4468 desc => 'Monster is able to read scrolls.',
4469 name => 'can use scrolls',
4470 type => 'bool'
4471 }
4472 ],
4473 [
4474 'can_use_skill',
4475 {
4476 desc => 'Monster is able to use skills from it\'s inventory. For example, you can put a throwing skill object and some boulders into the monster\'s object and set <can use skills>.',
4477 name => 'can use skills',
4478 type => 'bool'
4479 }
4480 ]
4481 ]
4482 ],
4483 [
4484 'behave',
4485 [
4486 [
4487 'monster',
4488 {
4489 desc => 'When <monster behaviour> is enabled, this object will behave like a monster: It can move and attack enemies (which are typically players). This flag should be set for all monsters as-such. Monsters which don\'t move, like guards, should also have <monster behaviour>, but in combination with <stand still>. It should *not* be set for things like immobile generators.',
4490 name => 'monster behaviour',
4491 type => 'bool'
4492 }
4493 ],
4494 [
4495 'unaggressive',
4496 {
4497 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4498 name => 'unaggressive',
4499 type => 'bool'
4500 }
4501 ],
4502 [
4503 'friendly',
4504 {
4505 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4506 name => 'friendly',
4507 type => 'bool'
4508 }
4509 ],
4510 [
4511 'stand_still',
4512 {
4513 desc => 'Monsters which <stand still> won\'t move to leave their position. When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. In older versions of Deliantra it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Neverthless, you should still be cautious when lining up <stand still>-monster in order to "defend" something: Such monsters are rather easy to kill. It\'s good for low level maps, but not much more.',
4514 name => 'stand still',
4515 type => 'bool'
4516 }
4517 ],
4518 [
4519 'sleep',
4520 {
4521 desc => 'Being <asleep>, a monster won\'t move unless a player enters the <sensing range> of the monster. Usually the sensing range is larger than the players line of sight. Due to that, in most cases the player won\'t ever notice weither a monster was asleep or not.',
4522 name => 'asleep',
4523 type => 'bool'
4524 }
4525 ],
4526 [
4527 'will_apply',
4528 {
4529 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4530 name => 'misc. actions',
4531 type => 'bitmask',
4532 value => $BITMASK{will_apply}
4533 }
4534 ],
4535 [
4536 'pick_up',
4537 {
4538 desc => 'Click on the <pick up> button and select which types of objects the creature should try to pick up. Note also that if <can use armor>, <can use weapon>, <can use ring>... etc are set, then the creature will pick up the matching items even if this is not set here.',
4539 name => 'pick up',
4540 type => 'bitmask',
4541 value => $BITMASK{pick_up}
4542 }
4543 ],
4544 [
4545 'Wis',
4546 {
4547 desc => '<sensing range> determines how close a player needs to be before the creature wakes up. This is done as a square, for reasons of speed. Thus, if the <sensing range> is 11, any player that moves within the 11x11 square of the monster will wake the monster up. If the player has stealth, the size of this square is reduced in half plus 1.',
4548 name => 'sensing range',
4549 type => 'int'
4550 }
4551 ],
4552 [
4553 'attack_movement_bits_0_3',
4554 {
4555 desc => 'If this is set to default, the standard mode of movement will be used.',
4556 name => 'attack movement',
4557 type => 'list',
4558 value => $LIST{attack_movement_bits_0_3}
4559 }
4560 ],
4561 [
4562 'attack_movement_bits_4_7',
4563 {
4564 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4565 name => 'normal movement',
4566 type => 'list',
4567 value => $LIST{attack_movement_bits_4_7}
4568 }
4569 ],
4570 [
4571 'run_away',
4572 {
4573 desc => 'This is a percentage value in the range 0-100. When the monster\'s health points drop below this percentage (relative to max health), it attempts to run away from the attacker.',
4574 name => 'run at % health',
4575 type => 'int'
4576 }
4577 ]
4578 ]
4579 ],
4580 [
4581 'resistance',
4582 [
4583 [
4584 'resist_physical',
4585 {
4586 name => 'resist physical %',
4587 type => 'int'
4588 }
4589 ],
4590 [
4591 'resist_magic',
4592 {
4593 name => 'resist magic %',
4594 type => 'int'
4595 }
4596 ],
4597 [
4598 'resist_fire',
4599 {
4600 name => 'resist fire %',
4601 type => 'int'
4602 }
4603 ],
4604 [
4605 'resist_electricity',
4606 {
4607 name => 'resist electricity %',
4608 type => 'int'
4609 }
4610 ],
4611 [
4612 'resist_cold',
4613 {
4614 name => 'resist cold %',
4615 type => 'int'
4616 }
4617 ],
4618 [
4619 'resist_confusion',
4620 {
4621 name => 'resist confusion %',
4622 type => 'int'
4623 }
4624 ],
4625 [
4626 'resist_acid',
4627 {
4628 name => 'resist acid %',
4629 type => 'int'
4630 }
4631 ],
4632 [
4633 'resist_drain',
4634 {
4635 name => 'resist draining %',
4636 type => 'int'
4637 }
4638 ],
4639 [
4640 'resist_weaponmagic',
4641 {
4642 name => 'resist weaponmagic %',
4643 type => 'int'
4644 }
4645 ],
4646 [
4647 'resist_ghosthit',
4648 {
4649 name => 'resist ghosthit %',
4650 type => 'int'
4651 }
4652 ],
4653 [
4654 'resist_poison',
4655 {
4656 name => 'resist poison %',
4657 type => 'int'
4658 }
4659 ],
4660 [
4661 'resist_slow',
4662 {
4663 name => 'resist slow %',
4664 type => 'int'
4665 }
4666 ],
4667 [
4668 'resist_paralyze',
4669 {
4670 name => 'resist paralyze %',
4671 type => 'int'
4672 }
4673 ],
4674 [
4675 'resist_fear',
4676 {
4677 name => 'resist fear %',
4678 type => 'int'
4679 }
4680 ],
4681 [
4682 'resist_deplete',
4683 {
4684 name => 'resist depletion %',
4685 type => 'int'
4686 }
4687 ],
4688 [
4689 'resist_death',
4690 {
4691 name => 'resist death-attack %',
4692 type => 'int'
4693 }
4694 ],
4695 [
4696 'resist_chaos',
4697 {
4698 name => 'resist chaos %',
4699 type => 'int'
4700 }
4701 ],
4702 [
4703 'resist_blind',
4704 {
4705 name => 'resist blinding %',
4706 type => 'int'
4707 }
4708 ],
4709 [
4710 'resist_holyword',
4711 {
4712 name => 'resist holy power %',
4713 type => 'int'
4714 }
4715 ],
4716 [
4717 'resist_godpower',
4718 {
4719 name => 'resist godpower %',
4720 type => 'int'
4721 }
4722 ]
4723 ]
4724 ]
4725 ],
4726 use => 'Monsters play a central role in most maps. Choosing the right combination of monsters for your map is vital: <UL> <LI> Place only monsters of slightly varying (increasing) strength. It\'s no fun to play for two hours just to find out the last monster is unbeatable. Similar, it\'s not exciting to fight orcs after passing a room of dragons.<br> This rule applies only for linear maps (one room after the other), with treasure at the end. You can sprinkle the treasure around, or make non-linear maps - That is often more entertaining. <LI> Places with high level monsters must not be easy to reach. Balrogs, Dragonmen and the likes should be at the end of a quest, not at the beginning. <LI> Don\'t stick monsters together that tend to kill each other. Fire- and cold dragons in one room for example is a bad idea. By weakening and killing each other they are easy prey for players, not worth the experience they hold. <LI> Create your own monsters, especially for "boss"-type monsters. Having stage-bosses guarding treasure is a lot of fun when done right. Avoid to create monsters with completely non-intuitive abilities: Don\'t give ice-spells to firedragons or vice versa. Don\'t add draining attack to trolls, etc. Additionally, you should inform the player before he bumps right into some very special/unusual monster. <LI> Last but not least: Always keep an eye on the experience your monsters hold. Design your maps in a way that high experience is always well-defended. Don\'t make large rooms full with only one kind of monster. Keep in mind the different abilities/techniques players can use. </UL> I know it\'s impossible to make the perfectly balanced map. There\'s always some part which is found too easy or too hard for a certain kind of player. Just give it your best shot. And listen to feedback from players if you receive some. :-)'
4727 },
4728 'Monster (Grimreaper)' => {
4729 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4730 ignore => [
4731 'material',
4732 'name_pl',
4733 'nrof',
4734 'value',
4735 'unpaid'
4736 ],
4737 import => [
4738 'Monster & NPC'
4739 ],
4740 name => 'Monster (Grimreaper)',
4741 section => [
4742 [
4743 'grimreaper',
4744 [
4745 [
4746 'value',
4747 {
4748 desc => 'The object vanishes after this number of draining attacks.',
4749 name => 'attacks',
4750 type => 'int'
4751 }
4752 ]
4753 ]
4754 ]
4755 ]
4756 },
4757 'Mood Floor' => {
4758 attr => [
4759 [
4760 'no_pick',
4761 {
4762 type => 'fixed',
4763 value => 1
4764 }
4765 ],
4766 [
4767 'last_sp',
4768 {
4769 desc => '<mood> is used to determine what will happen to the monster when affected by the mood floor: <mood> \'furious\': Makes all monsters aggressive <mood> \'angry\': As above but pets are unaffected <mood> \'calm\': Makes all monsters unaggressive <mood> \'sleep\': Puts all monsters to sleep <mood> \'charm\': Turns monster into a pet of person who triggers the square. This setting is not enabled for continous operation, you need to insert a <connection> value!',
4770 name => 'mood',
4771 type => 'list',
4772 value => $LIST{mood}
4773 }
4774 ],
4775 [
4776 'connected',
4777 {
4778 desc => 'This should only be set in combination with <mood number> 4. Normally, monsters are affected by the mood floor as soon as they step on it. But charming (monster -> pet) is too powerful, so it needs to be activated. Typically it is connected to an altar, for buying a "hireling". But a powerful pet could as well be the reward for solving a quest. Or even better: It could be *part* of a quest!',
4779 name => 'connection',
4780 type => 'string'
4781 }
4782 ],
4783 [
4784 'no_magic',
4785 {
4786 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4787 name => 'no spells',
4788 type => 'bool'
4789 }
4790 ],
4791 [
4792 'damned',
4793 {
4794 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4795 name => 'no prayers',
4796 type => 'bool'
4797 }
4798 ]
4799 ],
4800 desc => 'As the name implies, mood floors can change the "mood" of a monsters/NPC. For example, an unagressive monster could be turned mad to start attacking. Similar, an agressive monster could be calmed.',
4801 ignore => [
4802 $IGNORE_LIST{system_object}
4803 ],
4804 name => 'Mood Floor',
4805 use => 'Mood floors are absolutely cool for NPC interaction. To make an unaggressive monster/NPC attack, put a creator with "other_arch furious_floor" under it. Connect the creator to a magic_ear, so the player speaks a keyword like "stupid sucker" - and the monster attacks. <br><br> To turn an NPC into a pet, put a charm_floor under it and connect it directly to a magic_ear. Then the player speaks a keyword like "help me" - and the NPC joins him as pet. <br><br> (Of course you must always give clear hints about keywords! And there is no reason why you couldn\'t use a button/lever/pedestal etc. instead of a magic_ear.)'
4806 },
4807 Mover => {
4808 attr => [
4809 [
4810 'attacktype',
4811 {
4812 desc => 'If forced movement is enabled, the mover "freezes" anyone it moves (so they are forced to move along a chain). For players there is no way to escape this forced movement, except being pushed by a second player.',
4813 name => 'forced movement',
4814 type => 'bool'
4815 }
4816 ],
4817 [
4818 'maxsp',
4819 {
4820 desc => 'The player will be "frozen" for that many moves. If <freeze duration> is zero, with <forced movement> enabled, then <freeze duration> gets assigned the "default value" 2 automatically.',
4821 name => 'freeze duration',
4822 type => 'int'
4823 }
4824 ],
4825 [
4826 'speed',
4827 {
4828 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4829 name => 'movement speed',
4830 type => 'float'
4831 }
4832 ],
4833 [
4834 'speed_left',
4835 {
4836 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4837 name => 'speed left',
4838 type => 'float'
4839 }
4840 ],
4841 [
4842 'sp',
4843 {
4844 desc => 'The mover will push creatures in the specified <direction>. A mover with direction set to <none> will spin clockwise, thus pushing creatures in unpredictable directions.',
4845 name => 'direction',
4846 type => 'list',
4847 value => $LIST{direction}
4848 }
4849 ],
4850 [
4851 'lifesave',
4852 {
4853 desc => 'If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitely.',
4854 name => 'gets used up',
4855 type => 'bool'
4856 }
4857 ],
4858 [
4859 'hp',
4860 {
4861 desc => 'This value has only a meaning if <gets used up> is set: <number of uses> is the number of times minus one, that it will move a creature before disappearing. (It will move someone <number of uses>+1 times, then vanish).',
4862 name => 'number of uses',
4863 type => 'int'
4864 }
4865 ]
4866 ],
4867 desc => 'Movers move the objects above them. However, only living objects are affected (monsters/NPCs always, players optional). Movers have a direction, so players can be made to move in a pattern, and so can monsters. Motion is involuntary. Additionally, players or monsters can be "frozen" while ontop of movers so that they MUST move along a chain of them. <br><br> Multisquare monsters can be moved as well, given enough space. Movers are usually invisible.',
4868 ignore => [
4869 $IGNORE_LIST{non_pickable}
4870 ],
4871 name => 'Mover',
4872 section => [
4873 [
4874 'targets',
4875 [
4876 [
4877 'level',
4878 {
4879 desc => 'If <move players> is enabled, both players and monsters will be moved. In the arches\' default it is disabled - thus ONLY monsters get moved. Remember that "monsters" includes NPCs! This feature provides you with the possibility to make NPCs literally "come to life". Example: The player is talking with an NPC, speaking a certain keyword. This triggers a magic_ear and activates creators, creating (per default: monster-only) movers under the NPC\'s feet. The NPC starts "walking" on a predefined route! Note that it\'s useful to set this NPC immune to everything, preventing the player to push the NPC off his trace.',
4880 name => 'move players',
4881 type => 'bool'
4882 }
4883 ],
4884 [
4885 'move_on',
4886 {
4887 desc => 'Which movement types activate the mover.',
4888 name => 'movement type',
4889 type => 'movement_type'
4890 }
4891 ]
4892 ]
4893 ]
4894 ],
4895 use => 'NEVER EVER consider a mover being unpassable in the backwards direction. Setting "forced movement" makes it seemingly impossible but there is still a trick: One player can push a second player past the mover, in opposite to the mover\'s direction! The more movers, the more players needed. Hence, don\'t make a treasure room that is surrounded by movers instead of solid walls/gates. <br><br> Btw, it does not make a difference putting movers above or below the floor. Moreover, movers that are set to be invisible cannot be discovered with the show_invisible spell. <br><br> Note that Movers and Directors are seperate objects, even though they look and act similar. Directors only do spells/missiles, while movers only do living creatures (depending on how it is set: monsters and players).'
4896 },
4897 Pedestal => {
4898 attr => [
4899 [
4900 'no_pick',
4901 {
4902 type => 'fixed',
4903 value => 1
4904 }
4905 ],
4906 [
4907 'slaying',
4908 {
4909 desc => 'the <match race> defines the object we\'re looking for. If <match race> matches the monster\'s or the player\'s race, we have a match. Yes, pedestals can detect a player\'s race! E.g. you could create a place where only fireborns can enter, by setting "slaying unnatural". If it is set to "player", any player stepping on the pedestal is a match. Very useful if you want to open a gate for players but not for monsters. If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm',
4910 name => 'match race',
4911 type => 'string'
4912 }
4913 ],
4914 [
4915 'connected',
4916 {
4917 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4918 name => 'connection',
4919 type => 'string'
4920 }
4921 ],
4922 [
4923 'move_on',
4924 {
4925 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4926 name => 'movement type',
4927 type => 'movement_type'
4928 }
4929 ]
4930 ],
4931 desc => 'Pedestals are designed to detect certain types of living objects. When a predefined type of living creature steps on the pedestal, the connected value is triggered.',
4932 ignore => [
4933 $IGNORE_LIST{non_pickable}
4934 ],
4935 name => 'Pedestal',
4936 use => 'If you want to create a place where only players of a certain race can enter, put a teleporter over your pedestal. So the teleporter is only activated for players of the matching race. Do not use gates, because many other players could sneak in. If you put powerful artifacts into such places, generally set "startequip 1", so that they are preserved for that one race and can\'t be traded to others.'
4937 },
4938 Pit => {
4939 attr => [
4940 [
4941 'no_pick',
4942 {
4943 type => 'fixed',
4944 value => 1
4945 }
4946 ],
4947 [
4948 'range',
4949 {
4950 desc => 'The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).',
4951 name => 'spread radius',
4952 type => 'int'
4953 }
4954 ],
4955 [
4956 'connected',
4957 {
4958 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4959 name => 'connection',
4960 type => 'string'
4961 }
4962 ],
4963 [
4964 'activate_on_push',
4965 {
4966 desc => 'Whether the teleporter should only be activated on push.',
4967 name => 'activate on push',
4968 type => 'bool'
4969 }
4970 ],
4971 [
4972 'activate_on_release',
4973 {
4974 desc => 'Whether the teleporter should only be activated on release.',
4975 name => 'activate on release',
4976 type => 'bool'
4977 }
4978 ],
4979 [
4980 'hp',
4981 {
4982 desc => 'The pit will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the pit will act like being filled up and not work anymore!',
4983 name => 'destination X',
4984 type => 'int'
4985 }
4986 ],
4987 [
4988 'sp',
4989 {
4990 desc => 'The pit will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the pit will act like being filled up and not work anymore!',
4991 name => 'destination Y',
4992 type => 'int'
4993 }
4994 ],
4995 [
4996 'wc',
4997 {
4998 desc => 'The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state. I suggest you don\'t mess with this value - Leave the default in place.',
4999 name => 'position state',
5000 type => 'int'
5001 }
5002 ],
5003 [
5004 'move_on',
5005 {
5006 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5007 name => 'movement type',
5008 type => 'movement_type'
5009 }
5010 ]
5011 ],
5012 desc => 'Pits are holes, transporting the player when he walks (and falls) into them. A speciality about pits is that they don\'t transport the player to the exact destination, but within a configurable radius of the destination (never on blocked squares).<br> Optionally, pits can get closed and opened, similar to gates.<br><br> Monsters and items are affected by pits just as well as players. Even multipart monsters can fall through them, given enough space.',
5013 ignore => [
5014 $IGNORE_LIST{non_pickable}
5015 ],
5016 name => 'Pit',
5017 use => 'Pits can add interesting effects to your map. When using them, make sure to use them in a "logical way": Pits should always drop the player to some kind of lower level. They should not be used to randomly interconnect maps like teleporters do.'
5018 },
5019 'Poison Food' => {
5020 desc => 'When eating, the player\'s stomache is drained by 1/4 of food. If his food drops to zero, the player might even die.',
5021 name => 'Poison Food'
5022 },
5023 Potion => {
5024 attr => [
5025 [
5026 'level',
5027 {
5028 desc => 'If the potion contains a spell, the spell is cast at this level. For other potions it should be set at least to 1.',
5029 name => 'potion level',
5030 type => 'int'
5031 }
5032 ],
5033 [
5034 'sp',
5035 {
5036 desc => 'When a player drinks this potion, the selected spell will be casted (once). This should work for any given spell. E.g. heal is "sp 35", magic power is "sp 67".',
5037 name => 'spell',
5038 type => 'spell'
5039 }
5040 ],
5041 [
5042 'attacktype',
5043 {
5044 desc => 'There are two types of special effects for potions: \'life restoration\' - restore the player\'s stats lost by death or draining (this has nothing in common with the restoration spell!) \'improvement\' - increase the player\'s maximum health/mana/grace by a very small amount.',
5045 name => 'special effect',
5046 type => 'list',
5047 value => $LIST{potion_effect}
5048 }
5049 ],
5050 [
5051 'cursed',
5052 {
5053 desc => 'If a potion is cursed, benefits generally turn into penalties. Note that potions can be "uncursed" by praying over an altar, with relative ease. *But* the potion must be identified to notice that it is cursed >:)',
5054 name => 'cursed',
5055 type => 'bool'
5056 }
5057 ],
5058 [
5059 'startequip',
5060 {
5061 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5062 name => 'godgiven item',
5063 type => 'bool'
5064 }
5065 ]
5066 ],
5067 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
5068 name => 'Potion',
5069 section => [
5070 [
5071 'stats',
5072 [
5073 [
5074 'Str',
5075 {
5076 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.',
5077 name => 'strength',
5078 type => 'int'
5079 }
5080 ],
5081 [
5082 'Dex',
5083 {
5084 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.',
5085 name => 'dexterity',
5086 type => 'int'
5087 }
5088 ],
5089 [
5090 'Con',
5091 {
5092 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.',
5093 name => 'constitution',
5094 type => 'int'
5095 }
5096 ],
5097 [
5098 'Int',
5099 {
5100 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.',
5101 name => 'intelligence',
5102 type => 'int'
5103 }
5104 ],
5105 [
5106 'Pow',
5107 {
5108 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.',
5109 name => 'power',
5110 type => 'int'
5111 }
5112 ],
5113 [
5114 'Wis',
5115 {
5116 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.',
5117 name => 'wisdom',
5118 type => 'int'
5119 }
5120 ],
5121 [
5122 'Cha',
5123 {
5124 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.',
5125 name => 'charisma',
5126 type => 'int'
5127 }
5128 ]
5129 ]
5130 ],
5131 [
5132 'resistance',
5133 [
5134 [
5135 'resist_physical',
5136 {
5137 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5138 name => 'resist physical %',
5139 type => 'int'
5140 }
5141 ],
5142 [
5143 'resist_magic',
5144 {
5145 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5146 name => 'resist magic %',
5147 type => 'int'
5148 }
5149 ],
5150 [
5151 'resist_fire',
5152 {
5153 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5154 name => 'resist fire %',
5155 type => 'int'
5156 }
5157 ],
5158 [
5159 'resist_electricity',
5160 {
5161 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5162 name => 'resist electricity %',
5163 type => 'int'
5164 }
5165 ],
5166 [
5167 'resist_cold',
5168 {
5169 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5170 name => 'resist cold %',
5171 type => 'int'
5172 }
5173 ],
5174 [
5175 'resist_acid',
5176 {
5177 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5178 name => 'resist acid %',
5179 type => 'int'
5180 }
5181 ],
5182 [
5183 'resist_confusion',
5184 {
5185 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5186 name => 'resist confusion %',
5187 type => 'int'
5188 }
5189 ],
5190 [
5191 'resist_weaponmagic',
5192 {
5193 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5194 name => 'resist weaponmagic %',
5195 type => 'int'
5196 }
5197 ],
5198 [
5199 'resist_ghosthit',
5200 {
5201 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5202 name => 'resist ghosthit %',
5203 type => 'int'
5204 }
5205 ],
5206 [
5207 'resist_slow',
5208 {
5209 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5210 name => 'resist slow %',
5211 type => 'int'
5212 }
5213 ],
5214 [
5215 'resist_fear',
5216 {
5217 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5218 name => 'resist fear %',
5219 type => 'int'
5220 }
5221 ],
5222 [
5223 'resist_death',
5224 {
5225 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5226 name => 'resist death-attack %',
5227 type => 'int'
5228 }
5229 ],
5230 [
5231 'resist_chaos',
5232 {
5233 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5234 name => 'resist chaos %',
5235 type => 'int'
5236 }
5237 ],
5238 [
5239 'resist_blind',
5240 {
5241 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5242 name => 'resist blinding %',
5243 type => 'int'
5244 }
5245 ],
5246 [
5247 'resist_holyword',
5248 {
5249 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5250 name => 'resist holy power %',
5251 type => 'int'
5252 }
5253 ],
5254 [
5255 'resist_godpower',
5256 {
5257 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5258 name => 'resist godpower %',
5259 type => 'int'
5260 }
5261 ],
5262 [
5263 'resist_paralyze',
5264 {
5265 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5266 name => 'resist paralyze %',
5267 type => 'int'
5268 }
5269 ],
5270 [
5271 'resist_drain',
5272 {
5273 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5274 name => 'resist draining %',
5275 type => 'int'
5276 }
5277 ],
5278 [
5279 'resist_deplete',
5280 {
5281 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5282 name => 'resist depletion %',
5283 type => 'int'
5284 }
5285 ],
5286 [
5287 'resist_poison',
5288 {
5289 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5290 name => 'resist poison %',
5291 type => 'int'
5292 }
5293 ]
5294 ]
5295 ]
5296 ],
5297 use => 'One potion should never give multiple benefits at once.'
5298 },
5299 'Power Crystal' => {
5300 attr => [
5301 [
5302 'sp',
5303 {
5304 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5305 name => 'initial mana',
5306 type => 'int'
5307 }
5308 ],
5309 [
5310 'maxsp',
5311 {
5312 desc => 'The <mana capacity> defines how much mana can be stored in the crystal. This is what makes the crystal interesting. Wizard-players will always seek for crystals with large capacities.',
5313 name => 'mana capacity',
5314 type => 'int'
5315 }
5316 ]
5317 ],
5318 desc => 'Power crystals can store a player\'s mana: When the player applies the crystal with full mana, half of it flows into the crystal. When the player applies it with lacking mana, the crystal replenishes the player\'s mana.',
5319 name => 'Power Crystal'
5320 },
5321 Projectile => {
5322 attr => [
5323 [
5324 'attacktype',
5325 {
5326 desc => 'This number is a bitmask, specifying the projectile\'s attacktypes. Attacktypes are: physical, magical, fire, cold.. etc. This works identical to melee weapons. Note that shooting weapons cannot have attacktypes.',
5327 name => 'attacktype',
5328 type => 'bitmask',
5329 value => $BITMASK{attacktype}
5330 }
5331 ],
5332 [
5333 'race',
5334 {
5335 desc => 'Only shooting weapons with matching <ammunition class> can fire these projectiles. For arrows set "arrows", for crossbow bolts set "crossbow bolts" (big surprise). In certain cases, the ammunition class is displayed in the game. Hence, when you create a new ammunition class, choose an intuitive name like "missiles", "spirit bolts" - whatever. You can also make special containers holding these projectiles by setting the <container class> to match your <ammunition class>.',
5336 name => 'ammunition class',
5337 type => 'string'
5338 }
5339 ],
5340 [
5341 'slaying',
5342 {
5343 desc => 'Slaying means the weapon does tripple (3x) damage to monsters of the specified race. If <slaying race> matches an arch name, only monsters of that archtype receive tripple damage. Tripple damage is very effective.',
5344 name => 'slaying race',
5345 type => 'string'
5346 }
5347 ],
5348 [
5349 'dam',
5350 {
5351 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5352 name => 'damage',
5353 type => 'int'
5354 }
5355 ],
5356 [
5357 'wc',
5358 {
5359 desc => 'This value is supposed to be the base <weaponclass>, but it seems to have rather little effect. High values are good here, low values bad.',
5360 name => 'weaponclass',
5361 type => 'int'
5362 }
5363 ],
5364 [
5365 'food',
5366 {
5367 desc => 'The <chance to break> defines the breaking probability when this projectile hits an obstacle, e.g. wall or monster. The value is the %-chance to break, ranging from 0 (never breaking) to 100 (breaking at first shot).',
5368 name => 'chance to break',
5369 type => 'int'
5370 }
5371 ],
5372 [
5373 'magic',
5374 {
5375 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5376 name => 'magic bonus',
5377 type => 'int'
5378 }
5379 ],
5380 [
5381 'unique',
5382 {
5383 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5384 name => 'unique item',
5385 type => 'bool'
5386 }
5387 ],
5388 [
5389 'startequip',
5390 {
5391 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5392 name => 'godgiven item',
5393 type => 'bool'
5394 }
5395 ],
5396 [
5397 'no_drop',
5398 {
5399 desc => 'When a monster carries a projectile with <don\'t drop>, this item will never drop to the ground but vanish instead. If this object is shot, it can still drop after hitting an obstacle. You can prevent this by setting <chance to break> 100.',
5400 name => 'don\'t drop',
5401 type => 'bool'
5402 }
5403 ],
5404 [
5405 'msg',
5406 {
5407 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5408 end => 'endmsg',
5409 name => 'description',
5410 type => 'text'
5411 }
5412 ]
5413 ],
5414 desc => 'Projectiles like arrows/crossbow bolts are used as ammunition for shooting weapons. <br><br> It\'s very easy to add new pairs of weapons &amp; projectiles. Just set matching &lt;ammunition class&gt; both for shooting weapon and projectile.',
5415 name => 'Projectile',
5416 use => 'If you want to create new kinds of projectiles, you could add an alchemical receipe to create these. Don\'t create new pairs of weapons &amp; projectiles unless they really fullfill a useful purpose. In fact, even bows and crossbows are rarely ever used.'
5417 },
5418 Ring => {
5419 desc => 'Rings are worn on the hands - one ring each. Wearing rings, the object\'s stats will directly be inherited to the player. Usually enhancing his spellcasting potential.',
5420 import => [
5421 'Amulet'
5422 ],
5423 name => 'Ring',
5424 use => 'When you create an artifact ring, never forget that players can wear <B>two</B> rings! Due to that it is extremely important to keep rings in balance with the game. <br><br> Also keep in mind that rings are generally the wizard\'s tools. They should primarily grant bonuses to spellcasting abilities and non-physical resistances.'
5425 },
5426 Rod => {
5427 attr => [
5428 [
5429 'sp',
5430 {
5431 desc => 'Sets the <spell> of the rod. Consider twice before handing out special rods to players, since they can be used endlessly without any mana cost! Rods with heal/ restoration/ protection spells, IF available, MUST be very very VERY hard to get!',
5432 name => 'spell',
5433 type => 'spell'
5434 }
5435 ],
5436 [
5437 'level',
5438 {
5439 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5440 name => 'casting level',
5441 type => 'int'
5442 }
5443 ],
5444 [
5445 'hp',
5446 {
5447 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5448 name => 'initial spellpoints',
5449 type => 'int'
5450 }
5451 ],
5452 [
5453 'maxhp',
5454 {
5455 desc => 'When the rod is fully charged up, it will hold this maximum amount of spellpoints. Make sure it is enough to cast the contained spell at least once. But don\'t set the value too high, as that might make the rod too effective.',
5456 name => 'max. spellpoints',
5457 type => 'int'
5458 }
5459 ],
5460 [
5461 'startequip',
5462 {
5463 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5464 name => 'godgiven item',
5465 type => 'bool'
5466 }
5467 ],
5468 [
5469 'msg',
5470 {
5471 desc => 'This text may contain a description of the rod.',
5472 end => 'endmsg',
5473 name => 'description',
5474 type => 'text'
5475 }
5476 ]
5477 ],
5478 desc => 'A rod contains a spell. The player can use this spell by applying and fireing the rod. Rods need time to regenerate their "internal" spellpoints, lowering the effectiveness in combat. But unlike wands/scrolls, rods can be used endlessly.',
5479 ignore => [
5480 'title'
5481 ],
5482 name => 'Rod',
5483 use => 'Rods with healing/curing spells are extremely powerful. Usually, potions have to be used for that purpose. Though, potions are expensive and only good for one-time-use.<br>'
5484 },
5485 Rune => {
5486 attr => [
5487 [
5488 'no_pick',
5489 {
5490 type => 'fixed',
5491 value => 1
5492 }
5493 ],
5494 [
5495 'move_on',
5496 {
5497 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5498 name => 'movement type',
5499 type => 'movement_type'
5500 }
5501 ],
5502 [
5503 'level',
5504 {
5505 desc => 'This value sets the level the rune will cast the spell it contains at, if applicable. A level 99 rune casts a very, very mean spell of whatever. (<rune level> 0 runes won\'t detonate at all!) Level Also effects how easily a rune may be found and disarmed, and how much experience the player gets for doing so. Beware: High level runes can be quite a cheap source of experience! So either make them tough, or keep the level low.',
5506 name => 'rune level',
5507 type => 'int'
5508 }
5509 ],
5510 [
5511 'Cha',
5512 {
5513 desc => 'This value determines what fraction of the time the rune is visible: It\'ll be randomly visible 1/<visibility> of the time. Also effects how easily the rune may be found.',
5514 name => 'visibility',
5515 type => 'int'
5516 }
5517 ],
5518 [
5519 'hp',
5520 {
5521 desc => 'The rune will detonate <number of charges> times before disappearing.',
5522 name => 'number of charges',
5523 type => 'int'
5524 }
5525 ],
5526 [
5527 'dam',
5528 {
5529 desc => '<direct damage> specifies how much damage is done by the rune, if it doesn\'t contain a spell. This should be set in reasonable relation to the rune\'s level.',
5530 name => 'direct damage',
5531 type => 'int'
5532 }
5533 ],
5534 [
5535 'attacktype',
5536 {
5537 desc => 'If there isn\'t any spell (and <summon monster> is unset), this attribute defines what attacktype to use for direct damage when the rune detonates.',
5538 name => 'attacktype',
5539 type => 'bitmask',
5540 value => $BITMASK{attacktype}
5541 }
5542 ],
5543 [
5544 'msg',
5545 {
5546 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5547 end => 'endmsg',
5548 name => 'detonation text',
5549 type => 'text'
5550 }
5551 ]
5552 ],
5553 desc => 'A rune is a magical enscription on the dungeon floor. <br><br> Runes hit any monster or person who steps on them for \'dam\' damage in \'attacktype\' attacktype. Alternatively, the rune could contain any spell, and will cast this spell when it detonates. Yet another kind is the "summoning rune", summoning predefined monsters of any kind, at detonation. <br><br> Many runes are already defined in the archetypes.',
5554 ignore => [
5555 'no_pick',
5556 'title',
5557 'name_pl',
5558 'weight',
5559 'value',
5560 'material',
5561 'unpaid'
5562 ],
5563 name => 'Rune',
5564 section => [
5565 [
5566 'spellcraft',
5567 [
5568 [
5569 'sp',
5570 {
5571 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5572 name => 'spell',
5573 type => 'spell'
5574 }
5575 ],
5576 [
5577 'slaying',
5578 {
5579 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5580 name => 'spell name',
5581 type => 'string'
5582 }
5583 ],
5584 [
5585 'other_arch',
5586 {
5587 desc => 'This string defines the spell in the rune, if any. <spell arch> is optional, but if present, overrides the <spell> setting. You can choose any of the existing arches.',
5588 name => 'spell arch',
5589 type => 'string'
5590 }
5591 ],
5592 [
5593 'maxsp',
5594 {
5595 desc => 'If set, the rune will cast it\'s containing spell (if any) in this <direction>.In most cases this appears useless because the spell directly hits the player.',
5596 name => 'direction',
5597 type => 'list',
5598 value => $LIST{direction}
5599 }
5600 ],
5601 [
5602 'race',
5603 {
5604 desc => 'If this is set to the arch name of any monster, together with <spell name> "summon evil monster", the rune will summon a bunch of those on detonation. (dam and attacktype will still be ignored in this case). Runes are even capable of summoning multi-square monsters, given enough space. You\'d better test it though.',
5605 name => 'summon monster',
5606 type => 'string'
5607 }
5608 ],
5609 [
5610 'maxhp',
5611 {
5612 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5613 name => 'summon amount',
5614 type => 'int'
5615 }
5616 ]
5617 ]
5618 ]
5619 ],
5620 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5621 },
5622 'Safe ground' => {
5623 attr => [
5624 [
5625 'move_block',
5626 {
5627 desc => 'Objects using these movement types cannot move over this space.',
5628 name => 'blocked movement',
5629 type => 'movement_type'
5630 }
5631 ],
5632 [
5633 'move_allow',
5634 {
5635 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5636 name => 'allowed movement',
5637 type => 'movement_type'
5638 }
5639 ],
5640 [
5641 'move_slow',
5642 {
5643 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5644 name => 'slowed movement',
5645 type => 'movement_type'
5646 }
5647 ],
5648 [
5649 'move_slow_penalty',
5650 {
5651 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
5652 name => 'slow movement penalty',
5653 type => 'int'
5654 }
5655 ],
5656 [
5657 'no_pick',
5658 {
5659 type => 'fixed',
5660 value => 1
5661 }
5662 ]
5663 ],
5664 desc => 'Safe ground is a special object that prevents any effects that might be harmful for the map, other players or items on the map. It blocks all magic and prayers, usage of alchemy, prevents potions from being used and blocks bombs from exploding. Note that altars that do cast spells still work.',
5665 ignore => [
5666 $IGNORE_LIST{non_pickable}
5667 ],
5668 name => 'Safe ground',
5669 use => 'Safe ground can be used to prevents any means of burning or destroying the items in a shop. Put this object below all floor tiles in your map and your shop will be safe. It\'s generally useful for making areas where really no kind of spell should be invoked by a player.'
5670 },
5671 Savebed => {
5672 attr => [
5673 [
5674 'no_pick',
5675 {
5676 type => 'fixed',
5677 value => 1
5678 }
5679 ],
5680 [
5681 'no_magic',
5682 {
5683 type => 'fixed',
5684 value => 1
5685 }
5686 ],
5687 [
5688 'damned',
5689 {
5690 type => 'fixed',
5691 value => 1
5692 }
5693 ]
5694 ],
5695 desc => 'When the player applies a savebed, he is not only saved. Both his respawn-after-death and his word-of-recall positions are pointing to the last-applied savebed.',
5696 ignore => [
5697 $IGNORE_LIST{non_pickable}
5698 ],
5699 name => 'Savebed',
5700 use => 'Put savebed locations in towns, do not put them into dungeons. It is absolutely neccessary that a place with savebeds is 100% secure. That means: <UL> <LI> Monsters must not be able to reach the savebeds under any circumstances! <LI> If there are NPCs around, make sure they have the friendly-flag set. <LI> Insert a reliable exit! Make sure there is no possibility that players get trapped in a savebed location. <LI> If possible, mark the whole site as no-spell area (Insert this arch called "dungeon_magic" everywhere). This is not required, but it makes the place much more safe. </UL>'
5701 },
5702 Scroll => {
5703 attr => [
5704 [
5705 'level',
5706 {
5707 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5708 name => 'casting level',
5709 type => 'int'
5710 }
5711 ],
5712 [
5713 'sp',
5714 {
5715 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5716 name => 'spell',
5717 type => 'spell'
5718 }
5719 ],
5720 [
5721 'startequip',
5722 {
5723 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5724 name => 'godgiven item',
5725 type => 'bool'
5726 }
5727 ]
5728 ],
5729 desc => 'Scrolls contain spells (similar to spell-potions). Unlike potions, scrolls require a certain literacy skill to read successfully. Accordingly, for a successful reading, a small amount of experience is gained. Scrolls allow only one time usage, but usually they are sold in bulks.',
5730 ignore => [
5731 'title'
5732 ],
5733 name => 'Scroll',
5734 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5735 },
5736 Shield => {
5737 attr => [
5738 [
5739 'magic',
5740 {
5741 desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the shield.',
5742 name => 'magic bonus',
5743 type => 'int'
5744 }
5745 ]
5746 ],
5747 desc => 'Wearing a shield, the object\'s stats will directly be inherited to the player. Shields usually provide good defense, only surpassed by brestplate armour. Resistances on shields aren\'t uncommon either.',
5748 import => [
5749 'Amulet'
5750 ],
5751 name => 'Shield',
5752 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5753 },
5754 'Shooting Weapon' => {
5755 attr => [
5756 [
5757 'race',
5758 {
5759 desc => 'Only projectiles with matching <ammunition class> can be fired with this weapon. For normal bows set "arrows", for normal crossbows set "crossbow bolts". In certain cases, the ammunition class is displayed in the game. Hence, when you create a new ammunition class, choose an intuitive name like "missiles", "spirit bolts" - whatever.',
5760 name => 'ammunition class',
5761 type => 'string'
5762 }
5763 ],
5764 [
5765 'sp',
5766 {
5767 desc => 'After shooting a projectile, the player is frozen for a short period of time (to prevent shooting arrows machine-gun-like). The greater <shooting speed>, the shorter this period of time. 1 is minimum (=worst) and 100 is maximum (=best) value. You shouldn\'t set <shooting speed> lower than 10. YOU MUST NOT SET IT TO ZERO! (That would freeze the player for eternety).',
5768 name => 'shooting speed',
5769 type => 'int'
5770 }
5771 ],
5772 [
5773 'dam',
5774 {
5775 desc => 'The <base damage> significantly affects the damage done by using this weapon. This damage is added to the projectile damage and then (if <ignore strength> disabled) a bonus according to the player\'s strength is added.',
5776 name => 'base damage',
5777 type => 'int'
5778 }
5779 ],
5780 [
5781 'wc',
5782 {
5783 desc => 'This value is supposed to be the base <weaponclass>, but it seems to have rather little effect. High values are good here, low values bad.',
5784 name => 'weaponclass',
5785 type => 'int'
5786 }
5787 ],
5788 [
5789 'item_power',
5790 {
5791 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
5792 name => 'item power',
5793 type => 'int'
5794 }
5795 ],
5796 [
5797 'no_strength',
5798 {
5799 desc => 'Usually the player\'s strentgh takes effect on the damage done by the shooting weapon. If <ignore strength> is set, the player\'s strength is ignored.',
5800 name => 'ignore strength',
5801 type => 'bool'
5802 }
5803 ],
5804 [
5805 'damned',
5806 {
5807 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5808 name => 'damnation',
5809 type => 'bool'
5810 }
5811 ],
5812 [
5813 'cursed',
5814 {
5815 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5816 name => 'curse',
5817 type => 'bool'
5818 }
5819 ],
5820 [
5821 'unique',
5822 {
5823 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5824 name => 'unique item',
5825 type => 'bool'
5826 }
5827 ],
5828 [
5829 'startequip',
5830 {
5831 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5832 name => 'godgiven item',
5833 type => 'bool'
5834 }
5835 ],
5836 [
5837 'msg',
5838 {
5839 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5840 end => 'endmsg',
5841 name => 'description',
5842 type => 'text'
5843 }
5844 ]
5845 ],
5846 desc => 'Shooting weapons like bows/crossbows are used to shoot projectiles (arrows/bolts). Shooting weapons and normal (melee) weapons can be wielded both at the same time. Like with any other equipment, stats/bonuses from shooting weapons are directly inherited to the player. <br><br> It\'s very easy to add new pairs of weapons &amp; projectiles. Just set matching &lt;ammunition class&gt; both for shooting weapon and projectile.',
5847 name => 'Shooting Weapon',
5848 section => [
5849 [
5850 'stats',
5851 [
5852 [
5853 'Str',
5854 {
5855 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5856 name => 'strength',
5857 type => 'int'
5858 }
5859 ],
5860 [
5861 'Dex',
5862 {
5863 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5864 name => 'dexterity',
5865 type => 'int'
5866 }
5867 ],
5868 [
5869 'Con',
5870 {
5871 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5872 name => 'constitution',
5873 type => 'int'
5874 }
5875 ],
5876 [
5877 'Int',
5878 {
5879 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5880 name => 'intelligence',
5881 type => 'int'
5882 }
5883 ],
5884 [
5885 'Pow',
5886 {
5887 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5888 name => 'power',
5889 type => 'int'
5890 }
5891 ],
5892 [
5893 'Wis',
5894 {
5895 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5896 name => 'wisdom',
5897 type => 'int'
5898 }
5899 ],
5900 [
5901 'Cha',
5902 {
5903 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5904 name => 'charisma',
5905 type => 'int'
5906 }
5907 ]
5908 ]
5909 ],
5910 [
5911 'bonus',
5912 [
5913 [
5914 'luck',
5915 {
5916 desc => 'With positive luck bonus, the player is more likely to succeed in all sorts of things (spellcasting, praying,...). Unless the <luck bonus> is very high, the effect will be barely visible in-game. Luck bonus on one piece of equipment should never exceed 3, and such bonus should not be too frequently available.',
5917 name => 'luck bonus',
5918 type => 'int'
5919 }
5920 ],
5921 [
5922 'magic',
5923 {
5924 desc => '<Magic bonus> improves the quality of the shooting weapon. I\'m not sure what exactly is increased - maybe weaponclass? However, <magic bonus> seems to have a little bit of positive influence on your chance to hit.',
5925 name => 'magic bonus',
5926 type => 'int'
5927 }
5928 ]
5929 ]
5930 ]
5931 ],
5932 use => 'Shooting weapons should not add bonuses in general. There\'s already enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. Shooting weapons should especially not add bonuses to the player that have nothing to do with schooting. A Wisdom bonus on a bow is crap for example! A name like "Longbow of great Wisdom" doesn\'t help - still crap.'
5933 },
5934 'Shop Floor' => {
5935 attr => [
5936 [
5937 'is_floor',
5938 {
5939 type => 'fixed',
5940 value => 1
5941 }
5942 ],
5943 [
5944 'no_pick',
5945 {
5946 type => 'fixed',
5947 value => 1
5948 }
5949 ],
5950 [
5951 'no_magic',
5952 {
5953 type => 'fixed',
5954 value => 1
5955 }
5956 ],
5957 [
5958 'auto_apply',
5959 {
5960 desc => 'If enabled, items will appear on this square when the map is loaded. You need to specify a <treasurelist> to define what kinds of items are generated. The items will be unpaid.',
5961 name => 'generate goods',
5962 type => 'bool'
5963 }
5964 ],
5965 [
5966 'randomitems',
5967 {
5968 desc => 'This entry determines what kind of treasure will appear, when <generate goods> is enabled. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
5969 name => 'treasurelist',
5970 type => 'treasurelist'
5971 }
5972 ],
5973 [
5974 'exp',
5975 {
5976 desc => 'The <quality level> will be used for the quality of the generated goods. If zero/unset, <quality level> 5 is used. Usually this value doesn\'t need to be set, unless you want extraordinarily good/bad quality. If you want to make a shop with very high quality, meaybe charge an entrance fee, or make the shop hard-to-come-by. Note that <quality level> mainly affects chance of magic bonus and appearance of artifact-items.',
5977 name => 'quality level',
5978 type => 'int'
5979 }
5980 ],
5981 [
5982 'damned',
5983 {
5984 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving. (Remember that <no magic> is always set for shop floors.)',
5985 name => 'no prayers',
5986 type => 'bool'
5987 }
5988 ]
5989 ],
5990 desc => 'Shop floor is used for shops. It acts like a combination of the common floor- and the treasure type: When the map is loaded, randomitems (depending on the setings) are generated on it. These items are all flagged as unpaid. When a player drops an item onto shop floor, the item becomes unpaid and the player receives payment according to the item\'s selling-value. Shopfloor always prevents magic (To hinder players from burning or freezing the goods).',
5991 ignore => [
5992 $IGNORE_LIST{non_pickable}
5993 ],
5994 name => 'Shop Floor',
5995 use => 'Tile your whole shop-interior space which shop floor. (That assures players receive payment for dropping items). Place shop mats to enter/leave the shop, and make sure there is no other exit than the shop mat.'
5996 },
5997 'Shop Inventory' => {
5998 attr => [
5999 [
6000 'shop_coords',
6001 {
6002 desc => 'The format of this field is: \'x1,y1,x2,y2\'. It defines a rectangle on the map that will be searched for unpaid items.',
6003 name => 'shop rectangle',
6004 type => 'string'
6005 }
6006 ]
6007 ],
6008 desc => 'The purpose of a sign is to display the contents of a shop.',
6009 ignore => [
6010 $IGNORE_LIST{non_pickable}
6011 ],
6012 name => 'Shop Inventory',
6013 use => 'Use these signs to present the player a list of the items in the shop'
6014 },
6015 'Shop Mat' => {
6016 attr => [
6017 [
6018 'no_pick',
6019 {
6020 type => 'fixed',
6021 value => 1
6022 }
6023 ],
6024 [
6025 'move_on',
6026 {
6027 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6028 name => 'movement type',
6029 type => 'movement_type'
6030 }
6031 ]
6032 ],
6033 desc => 'Shop mats are used for entering/leaving shops. You should always have exactly TWO shop mats on your shop-map: One inside the "shopping-area" and one outside. Shop mats don\'t use exit paths/ or -destinations. When stepping onto a shopmat the player gets beamed to the nearest other mat. If the player has unpaid items in his inventory, the price gets charged from his coins automatically. If the player has insufficient coins to buy his unpaid items, he is unable to pass any shopmat (So he has to drop unpaid items).',
6034 ignore => [
6035 $IGNORE_LIST{non_pickable}
6036 ],
6037 name => 'Shop Mat',
6038 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
6039 },
6040 'Sign & MagicMouth' => {
6041 attr => [
6042 [
6043 'connected',
6044 {
6045 desc => 'When a connection value is set, the message will be printed whenever the connection is triggered. This should be used in combination with <invisible> enabled and <activate by walking/flying> disabled. If activating your magic_mouth this way, the message will not only be printed to one player, but all players on the current map.',
6046 name => 'connection',
6047 type => 'string'
6048 }
6049 ],
6050 [
6051 'activate_on_push',
6052 {
6053 desc => 'Whether the teleporter should only be activated on push.',
6054 name => 'activate on push',
6055 type => 'bool'
6056 }
6057 ],
6058 [
6059 'activate_on_release',
6060 {
6061 desc => 'Whether the teleporter should only be activated on release.',
6062 name => 'activate on release',
6063 type => 'bool'
6064 }
6065 ],
6066 [
6067 'move_on',
6068 {
6069 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6070 name => 'movement type',
6071 type => 'movement_type'
6072 }
6073 ],
6074 [
6075 'food',
6076 {
6077 desc => 'If a counter-value is set (greater zero), the sign/magic_mouth can be applied (printing the message) only that many times. For signs this really shouldn\'t be used, while for magic_mouths it is extremely helpful. Monsters walking over the magic_mouth do not decrease the counter. Often, you might want to have a message displayed only one time. For example: The player enters your map and you put a magic_mouth to tell him about the monsters and how dangerous they look and all. Later, when all the monsters are killed and the player leaves the map, displaying the same message a second time would be silly. <counter> 1 does a perfect job in such cases. Otherwise set <counter> zero/unset for infinite use (that is the default).',
6078 name => 'counter',
6079 type => 'int'
6080 }
6081 ],
6082 [
6083 'msg',
6084 {
6085 desc => 'This text will be displayed to the player.',
6086 end => 'endmsg',
6087 name => 'message',
6088 type => 'text'
6089 }
6090 ]
6091 ],
6092 desc => 'The purpose of a sign or magic_mouth is to display a certain message to the player. There are three ways to have the player get this message: The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).',
6093 ignore => [
6094 $IGNORE_LIST{non_pickable}
6095 ],
6096 name => 'Sign & MagicMouth',
6097 use => 'Use signs and magic_mouths, plenty of them! Place magic_mouths to add some true roleplay feeling to your maps, support your storyline or give hints about hidden secrets/dangers. Place signs to provide the player with all kinds of useful information for getting along in your maps.'
6098 },
6099 Skill => {
6100 attr => [
6101 [
6102 'invisible',
6103 {
6104 type => 'fixed',
6105 value => 1
6106 }
6107 ],
6108 [
6109 'no_drop',
6110 {
6111 type => 'fixed',
6112 value => 1
6113 }
6114 ],
6115 [
6116 'skill',
6117 {
6118 desc => 'The <skill name> is used for matchings. When a usable object has an identical <skill name>, players (or monsters) will need this skill to apply/use the object.',
6119 name => 'skill name',
6120 type => 'string'
6121 }
6122 ],
6123 [
6124 'expmul',
6125 {
6126 desc => 'This is the ratio of experience the players total should increase by when this skill is used. If this is zero, then experience only goes to to the skill. Values higher than 1 are allowed. Note that experience rewarded to the players total is in addition to that given to the skill. Eg, if player should get 500 exp for using a skill, and expmul is 1, the player will get 500 added to that skill as well as 500 to their total.',
6127 name => 'exp multiplier',
6128 type => 'float'
6129 }
6130 ],
6131 [
6132 'subtype',
6133 {
6134 desc => 'The <skill type> defines the base functionality of the skill. Skill types are hardcoded in the Deliantra server. It isn\'t hard to create new skill types, but it requires a bit of server-coding.',
6135 name => 'skill type',
6136 type => 'list',
6137 value => $LIST{skill_type}
6138 }
6139 ],
6140 [
6141 'level',
6142 {
6143 name => 'level',
6144 type => 'int'
6145 }
6146 ],
6147 [
6148 'exp',
6149 {
6150 name => 'experience',
6151 type => 'int'
6152 }
6153 ],
6154 [
6155 'can_use_skill',
6156 {
6157 desc => 'The <is native skill> flag has an effect only when this skill object is placed in the inventory of a monster (or player). If it is set, the monster or player knows the skill natively, which means he does not need a skill tool to use it.',
6158 name => 'is native skill',
6159 type => 'bool'
6160 }
6161 ]
6162 ],
6163 desc => 'Skills are objects which exist in the player/monster inventory. Both NPC/monsters and players use the same skill archetypes. Not all skills are enabled for monster use however.',
6164 ignore => [
6165 $IGNORE_LIST{system_object}
6166 ],
6167 name => 'Skill',
6168 use => 'For mapmaking, Skill objects serve two purposes: <p>First, the predefined skill archtypes (in the \'skills\' directory) can be seen as the global skill definitions. A skill which doesn\'t exists as an archtype cannot be learned or used by players. When you want to use skills in your maps, you may need to look up the &lt;skill name&gt;s of defined skill archtypes, because those strings are used as a reference in many skill-related objects. </p><p> Secondly, in order to enable monsters to use skills, you will need to copy default skill archtypes into the monsters\' inventories. You can even customize the skills by changing stats. It is not recommended however, to use skills in your maps which are totally unrelated to any predefined skill archtype.</p>'
6169 },
6170 'Skill Scroll' => {
6171 attr => [
6172 [
6173 'race',
6174 {
6175 type => 'fixed',
6176 value => 'scrolls'
6177 }
6178 ],
6179 [
6180 'skill',
6181 {
6182 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6183 name => 'skill name',
6184 type => 'string'
6185 }
6186 ]
6187 ],
6188 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6189 name => 'Skill Scroll',
6190 use => 'Skill scrolls are very much sought for by players. Currently, all skill scrolls are sold in shops randomly, which is in fact not a good system. It would be nice to have some cool quests with skill scrolls rewarded at the end.'
6191 },
6192 'Skill Tool' => {
6193 attr => [
6194 [
6195 'skill',
6196 {
6197 desc => 'This field describes which skill the player will be able to use wearing this item.',
6198 name => 'skill name',
6199 type => 'string'
6200 }
6201 ]
6202 ],
6203 desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6204 name => 'Skill Tool',
6205 section => [
6206 [
6207 'stats',
6208 [
6209 [
6210 'Str',
6211 {
6212 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.',
6213 name => 'strength',
6214 type => 'int'
6215 }
6216 ],
6217 [
6218 'Dex',
6219 {
6220 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.',
6221 name => 'dexterity',
6222 type => 'int'
6223 }
6224 ],
6225 [
6226 'Con',
6227 {
6228 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.',
6229 name => 'constitution',
6230 type => 'int'
6231 }
6232 ],
6233 [
6234 'Int',
6235 {
6236 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.',
6237 name => 'intelligence',
6238 type => 'int'
6239 }
6240 ],
6241 [
6242 'Pow',
6243 {
6244 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.',
6245 name => 'power',
6246 type => 'int'
6247 }
6248 ],
6249 [
6250 'Wis',
6251 {
6252 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.',
6253 name => 'wisdom',
6254 type => 'int'
6255 }
6256 ],
6257 [
6258 'Cha',
6259 {
6260 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.',
6261 name => 'charisma',
6262 type => 'int'
6263 }
6264 ]
6265 ]
6266 ],
6267 [
6268 'resistance',
6269 [
6270 [
6271 'resist_physical',
6272 {
6273 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6274 name => 'resist physical %',
6275 type => 'int'
6276 }
6277 ],
6278 [
6279 'resist_magic',
6280 {
6281 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6282 name => 'resist magic %',
6283 type => 'int'
6284 }
6285 ],
6286 [
6287 'resist_fire',
6288 {
6289 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6290 name => 'resist fire %',
6291 type => 'int'
6292 }
6293 ],
6294 [
6295 'resist_electricity',
6296 {
6297 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6298 name => 'resist electricity %',
6299 type => 'int'
6300 }
6301 ],
6302 [
6303 'resist_cold',
6304 {
6305 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6306 name => 'resist cold %',
6307 type => 'int'
6308 }
6309 ],
6310 [
6311 'resist_acid',
6312 {
6313 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6314 name => 'resist acid %',
6315 type => 'int'
6316 }
6317 ],
6318 [
6319 'resist_confusion',
6320 {
6321 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6322 name => 'resist confusion %',
6323 type => 'int'
6324 }
6325 ],
6326 [
6327 'resist_weaponmagic',
6328 {
6329 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6330 name => 'resist weaponmagic %',
6331 type => 'int'
6332 }
6333 ],
6334 [
6335 'resist_ghosthit',
6336 {
6337 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6338 name => 'resist ghosthit %',
6339 type => 'int'
6340 }
6341 ],
6342 [
6343 'resist_slow',
6344 {
6345 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6346 name => 'resist slow %',
6347 type => 'int'
6348 }
6349 ],
6350 [
6351 'resist_fear',
6352 {
6353 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6354 name => 'resist fear %',
6355 type => 'int'
6356 }
6357 ],
6358 [
6359 'resist_death',
6360 {
6361 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6362 name => 'resist death-attack %',
6363 type => 'int'
6364 }
6365 ],
6366 [
6367 'resist_chaos',
6368 {
6369 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6370 name => 'resist chaos %',
6371 type => 'int'
6372 }
6373 ],
6374 [
6375 'resist_blind',
6376 {
6377 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6378 name => 'resist blinding %',
6379 type => 'int'
6380 }
6381 ],
6382 [
6383 'resist_holyword',
6384 {
6385 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6386 name => 'resist holy power %',
6387 type => 'int'
6388 }
6389 ],
6390 [
6391 'resist_godpower',
6392 {
6393 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6394 name => 'resist godpower %',
6395 type => 'int'
6396 }
6397 ],
6398 [
6399 'resist_paralyze',
6400 {
6401 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6402 name => 'resist paralyze %',
6403 type => 'int'
6404 }
6405 ],
6406 [
6407 'resist_drain',
6408 {
6409 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6410 name => 'resist draining %',
6411 type => 'int'
6412 }
6413 ],
6414 [
6415 'resist_deplete',
6416 {
6417 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6418 name => 'resist depletion %',
6419 type => 'int'
6420 }
6421 ],
6422 [
6423 'resist_poison',
6424 {
6425 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6426 name => 'resist poison %',
6427 type => 'int'
6428 }
6429 ]
6430 ]
6431 ]
6432 ],
6433 use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6434 },
6435 'Special Key' => {
6436 attr => [
6437 [
6438 'slaying',
6439 {
6440 desc => 'This string must be identical with the <key string> in the locked door, then it can be unlocked. It can also be used to trigger inventory checkers.',
6441 name => 'key string',
6442 type => 'string'
6443 }
6444 ],
6445 [
6446 'material',
6447 {
6448 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6449 name => 'material',
6450 type => 'bitmask',
6451 value => $BITMASK{material}
6452 }
6453 ],
6454 [
6455 'unique',
6456 {
6457 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good. This can be used if you want to sell apartments on your map: Simply sell a unique passport/key, and place an inventory checker at the entrance of your apartment.',
6458 name => 'unique item',
6459 type => 'bool'
6460 }
6461 ],
6462 [
6463 'startequip',
6464 {
6465 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6466 name => 'godgiven item',
6467 type => 'bool'
6468 }
6469 ],
6470 [
6471 'msg',
6472 {
6473 desc => 'This will add a description to the object. The player can read this text by clicking on the item in his inventory. Use this message to describe what the key/passport is good for. A player might have 50 different keys on his key-ring. Don\'t expect players to recall their purpose just by their names.',
6474 end => 'endmsg',
6475 name => 'description',
6476 type => 'text'
6477 }
6478 ]
6479 ],
6480 desc => 'When carrying the appropriate special key, a locked door can be opened. The key will dissapear. <br><br> This object-type can also be used for "passport"-like items: When walking onto an invetory checker, a gate for example might get opened. The "passport" will stay in the player\'s inventory.',
6481 ignore => [
6482 'material'
6483 ],
6484 name => 'Special Key',
6485 use => 'How to make a "passport": You take the special key arch (archetype name is "key2"), set the face to something like card.111 and the name to "passport" - that\'s all. The &lt;key string&gt; certainly must match with the appropiate inventory checker. <br><br> Of course you can be creative with names and faces of key-objects. A "mysterious crystal" or a "big dragon claw" (with appropriate faces) appear more interesting than just a "strange key", or "passport".'
6486 },
6487 Spell => {
6488 attr => [
6489 [
6490 'no_drop',
6491 {
6492 type => 'fixed',
6493 value => 1
6494 }
6495 ],
6496 [
6497 'invisible',
6498 {
6499 type => 'fixed',
6500 value => 1
6501 }
6502 ],
6503 [
6504 'skill',
6505 {
6506 desc => 'The <skill name> matches the skill which is needed to cast this spell. This should be one out of "sorcery", "pyromancy", "evocation", "summoning" or "praying". If you want to fiddle with these, please take care not to upset the concept and balance of the various skills.',
6507 name => 'skill name',
6508 type => 'string'
6509 }
6510 ],
6511 [
6512 'subtype',
6513 {
6514 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6515 name => 'spell type',
6516 type => 'list',
6517 value => $LIST{spell_type}
6518 }
6519 ],
6520 [
6521 'level',
6522 {
6523 name => 'spell level',
6524 type => 'int'
6525 }
6526 ],
6527 [
6528 'casting_time',
6529 {
6530 name => 'casting time',
6531 type => 'int'
6532 }
6533 ],
6534 [
6535 'duration',
6536 {
6537 name => 'duration',
6538 type => 'int'
6539 }
6540 ],
6541 [
6542 'other_arch',
6543 {
6544 name => 'create object',
6545 type => 'string'
6546 }
6547 ],
6548 [
6549 'sp',
6550 {
6551 name => 'cost spellpoints',
6552 type => 'int'
6553 }
6554 ],
6555 [
6556 'grace',
6557 {
6558 name => 'cost grace',
6559 type => 'int'
6560 }
6561 ],
6562 [
6563 'maxsp',
6564 {
6565 name => 'double cost per level',
6566 type => 'int'
6567 }
6568 ]
6569 ],
6570 desc => 'Spell objects define a spell. When a spell is put in a spellbook, players can learn it by reading the book. Once learned, players can use the spell as often as they like. With increasing skill level of the player, spells may gain power but also increase cost.<br> Monsters can use spells which are put in their inventory (provided that certain "enabling" settings are correct). The monster\'s &lt;treasurelist&gt; can also be used to provide it with spells.',
6571 ignore => [
6572 $IGNORE_LIST{system_object}
6573 ],
6574 name => 'Spell',
6575 use => 'A lot of the spells\' settings can be tuned and customized. When creating new spells which are accessible to players, it is important to think about balance. A single spell which is too powerful and/or too easy to use can eventually toss the whole skill and magic school system out of whack. Testing new spells is quite important therefore.'
6576 },
6577 Spellbook => {
6578 attr => [
6579 [
6580 'skill',
6581 {
6582 type => 'fixed',
6583 value => 'literacy'
6584 }
6585 ],
6586 [
6587 'randomitems',
6588 {
6589 desc => 'There are two ways to put spells into a spellbook: 1. Put a spell object in the books inventory. In this case, treasurelist must be set to <none>. 2. Choose a treasurelist which contains spells. In that way, a spell will be chosen randomly from the list.',
6590 name => 'treasurelist',
6591 type => 'treasurelist'
6592 }
6593 ],
6594 [
6595 'startequip',
6596 {
6597 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6598 name => 'godgiven item',
6599 type => 'bool'
6600 }
6601 ],
6602 [
6603 'msg',
6604 {
6605 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6606 end => 'endmsg',
6607 name => 'description',
6608 type => 'text'
6609 }
6610 ]
6611 ],
6612 desc => 'By reading a spellbook, the player has a chance of learning the contained spell. Once learned from a book, the spell is available forever. Spellbooks with high level spells require some skill-level to read.<br><br> You can create widely customized spells only by adjusting the spell object in the spellbooks inventory. Refer to the description of spell objects for detailed information how to customize spells.<br> If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; with a compilation of spells that the book may contain.',
6613 name => 'Spellbook',
6614 use => 'Don\'t put any of the godgiven spells into a spellbook! These are reserved for the followers of the appropriate cults. Handing them out in a spellbook would violate the balance between different religions. <br><br> Note that there is no fundamental difference between the spellbooks of varying schools (pyromancy, sorcery, evocation, summoning, and even praying). The difference lies only in the spells they contain. It is up to you, the mapmaker, to pick the right type of book for your spells.'
6615 },
6616 Spinner => {
6617 attr => [
6618 [
6619 'sp',
6620 {
6621 desc => 'The spinner will change the direction of flying objects by 45 degrees per <direction number>. Negative values spin clockwise, positive values counter clockwise. Example: <direction number> -2 means spin 90 degrees clockwise.',
6622 name => 'direction number',
6623 type => 'int'
6624 }
6625 ],
6626 [
6627 'move_on',
6628 {
6629 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6630 name => 'movement type',
6631 type => 'movement_type'
6632 }
6633 ]
6634 ],
6635 desc => 'Spinners change the direction of spell objects and other projectiles that fly past. Unlike directors, it does make a difference from what angle you shoot into the spinner. The direction of objects flying past is always changed by a certain degree.',
6636 ignore => [
6637 $IGNORE_LIST{non_pickable}
6638 ],
6639 name => 'Spinner',
6640 use => 'Spinners are very rarely used. I believe they are quite confusing and pointless. The only use I can think of is building some puzzle about where to shoot into spinners to shoot somewhere you otherwise couldn\'t. When placing spinners on a map with magic walls, make sure the spell- projectiles from magic walls don\'t get to fly in loops.'
6641 },
6642 Swamp => {
6643 attr => [
6644 [
6645 'is_floor',
6646 {
6647 type => 'fixed',
6648 value => 1
6649 }
6650 ],
6651 [
6652 'is_wooded',
6653 {
6654 type => 'fixed',
6655 value => 1
6656 }
6657 ],
6658 [
6659 'speed',
6660 {
6661 desc => 'The higher the <drowning speed>, the faster will players and items sink into the swamp. Swamp with very high <drowning speed> can be a nasty and unexpected death-trap. Players should get a warning before such areas.',
6662 name => 'drowning speed',
6663 type => 'float'
6664 }
6665 ],
6666 [
6667 'speed_left',
6668 {
6669 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6670 name => 'speed left',
6671 type => 'float'
6672 }
6673 ],
6674 [
6675 'move_on',
6676 {
6677 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6678 name => 'movement type',
6679 type => 'movement_type'
6680 }
6681 ],
6682 [
6683 'move_block',
6684 {
6685 desc => 'Objects using these movement types cannot move over this space.',
6686 name => 'blocked movement',
6687 type => 'movement_type'
6688 }
6689 ],
6690 [
6691 'move_allow',
6692 {
6693 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6694 name => 'allowed movement',
6695 type => 'movement_type'
6696 }
6697 ],
6698 [
6699 'move_slow',
6700 {
6701 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6702 name => 'slowed movement',
6703 type => 'movement_type'
6704 }
6705 ],
6706 [
6707 'move_slow_penalty',
6708 {
6709 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6710 name => 'slow movement penalty',
6711 type => 'int'
6712 }
6713 ],
6714 [
6715 'no_magic',
6716 {
6717 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6718 name => 'no spells',
6719 type => 'bool'
6720 }
6721 ],
6722 [
6723 'damned',
6724 {
6725 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6726 name => 'no prayers',
6727 type => 'bool'
6728 }
6729 ]
6730 ],
6731 desc => 'Swamp areas show a special behaviour: When a player stands still on a swamp-square for too long, he will start to sink in and eventually drown and die. Items dropped on the swamp sink in and dissapear. Players with knowledge of the woodsman skill are a lot less likely to die in the swamp.',
6732 ignore => [
6733 $IGNORE_LIST{non_pickable}
6734 ],
6735 name => 'Swamp'
6736 },
6737 Teleporter => {
6738 attr => [
6739 [
6740 'slaying',
6741 {
6742 desc => 'The exit path specifies the map that the player is transferred to. <exit path> can be an absolute path, beginning with \'/\' (for example "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning with \'/\' (On the map "/peterm/FireTemple/Fire2" for example I could use the relative path "Fire1"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower case only. If the <exit path> is set, ONLY players can get teleported. If the <exit path> is unset (empty), anything can get teleported: Players, monsters and items. In this case, the destined map is automatically the same map the teleporter is on.',
6743 name => 'exit path',
6744 type => 'string'
6745 }
6746 ],
6747 [
6748 'hp',
6749 {
6750 desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero and <exit path> is empty, the player will get teleported to another, randomly chosen teleporter on the same map (Slightly confusing for the player though). Make sure there actually *is* a second one in that case. If both are set to zero and <exit path> is set, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map-properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
6751 name => 'destination X',
6752 type => 'int'
6753 }
6754 ],
6755 [
6756 'sp',
6757 {
6758 desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero and <exit path> is empty, the player will get teleported to another, randomly chosen teleporter on the same map (Slightly confusing for the player though). Make sure there actually *is* a second one in that case. If both are set to zero and <exit path> is set, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map-properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
6759 name => 'destination Y',
6760 type => 'int'
6761 }
6762 ],
6763 [
6764 'connected',
6765 {
6766 desc => 'If a connection value is set, the teleporter will be activated whenever the connection is triggered. To use this properly, <activation speed> must be zero.',
6767 name => 'connection',
6768 type => 'string'
6769 }
6770 ],
6771 [
6772 'activate_on_push',
6773 {
6774 desc => 'Whether the teleporter should only be activated on push.',
6775 name => 'activate on push',
6776 type => 'bool'
6777 }
6778 ],
6779 [
6780 'activate_on_release',
6781 {
6782 desc => 'Whether the teleporter should only be activated on release.',
6783 name => 'activate on release',
6784 type => 'bool'
6785 }
6786 ],
6787 [
6788 'speed',
6789 {
6790 desc => 'If the <activation speed> is nonzero, the teleporter will automatically be activated in regular time-intervals. Hence, the player can just step on it and gets teleported sooner or later. The duration between two activates depends on the given value. Default in the teleporter arch is <activation speed> 0.1. VERY IMPORTANT: If you want to have your teleporter activated via button/handle/magic_ear/etc, you must set <activation speed> to zero!',
6791 name => 'activation speed',
6792 type => 'float'
6793 }
6794 ],
6795 [
6796 'speed_left',
6797 {
6798 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6799 name => 'speed left',
6800 type => 'float'
6801 }
6802 ]
6803 ],
6804 desc => 'When the player walks into a teleporter, he is transferred to a different location. The main difference to the object-type exit is the possibility to have teleporters connected to levers/buttons/etc. Sometimes teleporters are activated even against the players will. <br><br> Unlike exits, teleporters can also transfer items and monsters to different locations on the same map.',
6805 ignore => [
6806 $IGNORE_LIST{non_pickable}
6807 ],
6808 name => 'Teleporter',
6809 use => 'When creating maps, I guess sooner or later you\'ll want to have an invisible teleporter. If using "invisible 1", the teleporter can still be discovered with the show_invisible spell. And in some cases you can\'t place it under the floor to prevent this. <br><br> Fortunately, there is a cool trick to make a perfectly invisible teleporter: You simply add teleporter functionality to the floor itself. That means: You take the floor arch (e.g. "flagstone"), set "type 41", and add slaying/hp/sp/connected... everything you need.'
6810 },
6811 'Timed Gate' => {
6812 attr => [
6813 [
6814 'no_pick',
6815 {
6816 type => 'fixed',
6817 value => 1
6818 }
6819 ],
6820 [
6821 'connected',
6822 {
6823 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. If unset, the gate opens automatically after some time.',
6824 name => 'connection',
6825 type => 'string'
6826 }
6827 ],
6828 [
6829 'activate_on_push',
6830 {
6831 desc => 'Whether the teleporter should only be activated on push.',
6832 name => 'activate on push',
6833 type => 'bool'
6834 }
6835 ],
6836 [
6837 'activate_on_release',
6838 {
6839 desc => 'Whether the teleporter should only be activated on release.',
6840 name => 'activate on release',
6841 type => 'bool'
6842 }
6843 ],
6844 [
6845 'wc',
6846 {
6847 desc => 'The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state. I suggest you don\'t mess with this value - Leave the default in place.',
6848 name => 'position state',
6849 type => 'int'
6850 }
6851 ],
6852 [
6853 'move_block',
6854 {
6855 desc => 'Objects using these movement types cannot move over this space.',
6856 name => 'blocked movement',
6857 type => 'movement_type'
6858 }
6859 ],
6860 [
6861 'move_allow',
6862 {
6863 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6864 name => 'allowed movement',
6865 type => 'movement_type'
6866 }
6867 ],
6868 [
6869 'move_slow',
6870 {
6871 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6872 name => 'slowed movement',
6873 type => 'movement_type'
6874 }
6875 ],
6876 [
6877 'move_slow_penalty',
6878 {
6879 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6880 name => 'slow movement penalty',
6881 type => 'int'
6882 }
6883 ],
6884 [
6885 'no_magic',
6886 {
6887 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6888 name => 'restrict spells',
6889 type => 'bool'
6890 }
6891 ],
6892 [
6893 'damned',
6894 {
6895 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6896 name => 'restrict prayers',
6897 type => 'bool'
6898 }
6899 ],
6900 [
6901 'hp',
6902 {
6903 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6904 name => 'open duration',
6905 type => 'int'
6906 }
6907 ]
6908 ],
6909 desc => 'Gates play an important role in Deliantra. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases. Unlike normal gates, timed gates open when triggered but automatically close again after some time.',
6910 ignore => [
6911 $IGNORE_LIST{non_pickable}
6912 ],
6913 name => 'Timed Gate',
6914 use => 'Use gates to divide your maps into separated areas. After solving area A, the player gains access to area B, and so on. Make your maps more complex than "one-way".'
6915 },
6916 Torch => {
6917 attr => [
6918 [
6919 'food',
6920 {
6921 desc => 'This field specifies the burning duration of the torch.',
6922 name => 'burning duration',
6923 type => 'int'
6924 }
6925 ],
6926 [
6927 'range',
6928 {
6929 desc => 'This field sets the glow radius of the torch if it is enabled. If you want to make a torch that is already burning set the "glow radius" field.',
6930 name => 'enabled glow radius',
6931 type => 'int'
6932 }
6933 ],
6934 [
6935 'level',
6936 {
6937 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.',
6938 name => 'level',
6939 type => 'int'
6940 }
6941 ],
6942 [
6943 'cursed',
6944 {
6945 desc => 'Cursed torches, which have a level above 0, explode if the player applies them.',
6946 name => 'cursed',
6947 type => 'bool'
6948 }
6949 ]
6950 ],
6951 desc => 'Torches are a special kind of Lamp, they are worn out by repeatedly lightening them up (when the is_lightable flag is set) and otherwise they can only be used once.',
6952 name => 'Torch'
6953 },
6954 Trap => {
6955 attr => [
6956 [
6957 'no_pick',
6958 {
6959 type => 'fixed',
6960 value => 1
6961 }
6962 ],
6963 [
6964 'move_on',
6965 {
6966 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6967 name => 'movement type',
6968 type => 'movement_type'
6969 }
6970 ],
6971 [
6972 'level',
6973 {
6974 desc => 'Level effects how easily a trap may be found and disarmed, and how much experience the player gets for doing so. Beware: High level traps can be quite a cheap source of experience! So either make them tough, or keep the level low.',
6975 name => 'trap level',
6976 type => 'int'
6977 }
6978 ],
6979 [
6980 'Cha',
6981 {
6982 desc => 'This value determines what fraction of the time the trap is visible: It\'ll be randomly visible 1/<visibility> of the time. Also effects how easily the trap may be found.',
6983 name => 'visibility',
6984 type => 'int'
6985 }
6986 ],
6987 [
6988 'hp',
6989 {
6990 desc => 'The trap will detonate <number of charges> times before disappearing.',
6991 name => 'number of charges',
6992 type => 'int'
6993 }
6994 ],
6995 [
6996 'dam',
6997 {
6998 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6999 name => 'direct damage',
7000 type => 'int'
7001 }
7002 ],
7003 [
7004 'attacktype',
7005 {
7006 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
7007 name => 'attacktype',
7008 type => 'bitmask',
7009 value => $BITMASK{attacktype}
7010 }
7011 ],
7012 [
7013 'connected',
7014 {
7015 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
7016 name => 'connection',
7017 type => 'string'
7018 }
7019 ],
7020 [
7021 'msg',
7022 {
7023 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
7024 end => 'endmsg',
7025 name => 'detonation text',
7026 type => 'text'
7027 }
7028 ]
7029 ],
7030 desc => 'A trap is a object that can either do damage or trigger another connected object when detonated. Traps are like runes except they are not magical in nature, and generally have either a physical attack or trigger a reaction. <br><br> Traps hit any monster or person who steps on them for \'dam\' damage in \'attacktype\' attacktype and/or trigger a reaction. <br><br> Many traps are already defined in the archetypes.',
7031 ignore => [
7032 'no_pick',
7033 'title',
7034 'name_pl',
7035 'weight',
7036 'value',
7037 'material',
7038 'unpaid'
7039 ],
7040 name => 'Trap',
7041 use => 'Avoid monsters stepping on your traps. For example, a party of orcs setting off your lightning wall and pit trap is usually a bad idea.'
7042 },
7043 Trapdoor => {
7044 attr => [
7045 [
7046 'no_pick',
7047 {
7048 type => 'fixed',
7049 value => 1
7050 }
7051 ],
7052 [
7053 'move_on',
7054 {
7055 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7056 name => 'movement type',
7057 type => 'movement_type'
7058 }
7059 ],
7060 [
7061 'weight',
7062 {
7063 desc => 'This value defines how much weight the trapdoor can hold. Once items or creatures are gathered on the trapdoor, with a total weight surpassing this value, then the trapdoor will open and things start falling through.',
7064 name => 'hold weight',
7065 type => 'int'
7066 }
7067 ],
7068 [
7069 'hp',
7070 {
7071 desc => 'The trapdoor will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the trapdoor will act like being filled up and not work anymore!',
7072 name => 'destination X',
7073 type => 'int'
7074 }
7075 ],
7076 [
7077 'sp',
7078 {
7079 desc => 'The trapdoor will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the trapdoor will act like being filled up and not work anymore!',
7080 name => 'destination Y',
7081 type => 'int'
7082 }
7083 ]
7084 ],
7085 desc => 'Trapdoors are very similar to pits. The difference is that they can not be closed. Instead, the weight of the object on the trapdoor determines weither it slams the trapdoor open and falls through or not.<br> Once a trapdoor has been opened (by a creature or items of sufficient weight,) it remains open, acting like an opened pit.',
7086 ignore => [
7087 $IGNORE_LIST{non_pickable}
7088 ],
7089 name => 'Trapdoor',
7090 use => 'Trapdoors should be used in the same fashion as pits: They should always drop the victims to some kind of lower level. They are not supposed to be used to randomly interconnect maps like teleporters.'
7091 },
7092 Treasure => {
7093 attr => [
7094 [
7095 'randomitems',
7096 {
7097 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
7098 name => 'treasurelist',
7099 type => 'treasurelist'
7100 }
7101 ],
7102 [
7103 'auto_apply',
7104 {
7105 desc => '"Auto-generate" must be set in order to have the treasure be created when the map is loaded. If you want to create a random treasure chest, you unset this flag. That way, the player has to apply the object (the chest), then the treasure is generated.',
7106 name => 'auto-generate',
7107 type => 'bool'
7108 }
7109 ],
7110 [
7111 'hp',
7112 {
7113 desc => '"Create number" specifies how many pieces of the given treasurelist will appear. Note that for every piece there is a chance that nothing is generated. Also, sometimes there can be stacks of items generated, like for gems/money.',
7114 name => 'create number',
7115 type => 'int'
7116 }
7117 ],
7118 [
7119 'exp',
7120 {
7121 desc => 'The <quality level> will be used for the quality of the generated treasure instead of the map difficulty (as was done with shops). If zero/unset, the map difficulty will instead be used. (Example for comparison: Shop floors generate treasure of <quality level> 5 per default).',
7122 name => 'quality level',
7123 type => 'int'
7124 }
7125 ]
7126 ],
7127 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
7128 ignore => [
7129 'nrof',
7130 'title',
7131 'name_pl',
7132 'weight',
7133 'value',
7134 'material'
7135 ],
7136 name => 'Treasure',
7137 use => 'About usage of the "random-artifact" treasurelist: This will generate powerful stuff like girdles, xray helmets, special swords etc. If you put this as reward to your quest, players might be motivated to do it more than once. BUT, by doing so they will get a huge number of different artifacts! Besides, players will always seek the place with the most easy-to-get random artifact and ignore all others. My advice: Don\'t use it! Attract players with good fighting experience (from monsters), potions, spellbooks, money, and non-random artifacts.'
7138 },
7139 'Trigger Marker' => {
7140 attr => [
7141 [
7142 'no_pick',
7143 {
7144 type => 'fixed',
7145 value => 1
7146 }
7147 ],
7148 [
7149 'slaying',
7150 {
7151 desc => 'The <key string> can be detected by inv. checkers/detectors. If the player already has a force with that <key string>, there won\'t be inserted a second one.',
7152 name => 'key string',
7153 type => 'string'
7154 }
7155 ],
7156 [
7157 'connected',
7158 {
7159 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
7160 name => 'connection',
7161 type => 'string'
7162 }
7163 ],
7164 [
7165 'food',
7166 {
7167 desc => 'This value defines the duration of the force it inserts. If nonzero, the duration of the player\'s mark is finite: about 1 food per 10 seconds. <mark duration> zero/unset means the mark will stay on the player forever.',
7168 name => 'mark duration',
7169 type => 'int'
7170 }
7171 ],
7172 [
7173 'name',
7174 {
7175 desc => 'When the player steps onto the marker, all existing forces in the players inventory with a <key string> matching <delete mark> will be removed. If you don\'t want to remove any marks, leave this textfield empty. Note that the string <delete mark> is set as the name of this marker. So don\'t be confused, and remember changing the name will take effect on the marker\'s functionality.',
7176 name => 'delete mark',
7177 type => 'string'
7178 }
7179 ],
7180 [
7181 'msg',
7182 {
7183 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.',
7184 end => 'endmsg',
7185 name => 'marking message',
7186 type => 'text'
7187 }
7188 ]
7189 ],
7190 desc => 'A trigger marker is an object that inserts an invisible force (a mark) into a player stepping on it WHEN TRIGGERED. This force does nothing except containing a &lt;key string&gt; which can be discovered by detectors or inventory checkers. It is also possible to use markers for removing marks again. <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
7191 ignore => [
7192 $IGNORE_LIST{system_object}
7193 ],
7194 name => 'Trigger Marker',
7195 use => 'Markers hold real cool possibilities for map-making. I encourage you to use them frequently. However there is one negative point about markers: Players don\'t "see" what\'s going on with them. It is your task, as map-creator, to make sure the player is always well informed and never confused. <br><br> Please avoid infinite markers when they aren\'t needed. They\'re using a little space in the player file after all, so if there is no real purpose, set an expire time.'
7196 },
7197 Wall => {
7198 attr => [
7199 [
7200 'move_block',
7201 {
7202 desc => 'Objects using these movement types cannot move over this space.',
7203 name => 'blocked movement',
7204 type => 'movement_type'
7205 }
7206 ],
7207 [
7208 'move_allow',
7209 {
7210 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7211 name => 'allowed movement',
7212 type => 'movement_type'
7213 }
7214 ],
7215 [
7216 'move_slow',
7217 {
7218 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7219 name => 'slowed movement',
7220 type => 'movement_type'
7221 }
7222 ],
7223 [
7224 'move_slow_penalty',
7225 {
7226 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
7227 name => 'slow movement penalty',
7228 type => 'int'
7229 }
7230 ],
7231 [
7232 'can_roll',
7233 {
7234 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7235 name => 'moveable',
7236 type => 'bool'
7237 }
7238 ],
7239 [
7240 'no_magic',
7241 {
7242 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7243 name => 'restrict spells',
7244 type => 'bool'
7245 }
7246 ],
7247 [
7248 'damned',
7249 {
7250 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7251 name => 'restrict prayers',
7252 type => 'bool'
7253 }
7254 ]
7255 ],
7256 desc => 'Walls usually block passage and sight.',
7257 ignore => [
7258 'nrof',
7259 'title',
7260 'name_pl',
7261 'value',
7262 'unpaid'
7263 ],
7264 name => 'Wall'
7265 },
7266 'Wand & Staff' => {
7267 attr => [
7268 [
7269 'sp',
7270 {
7271 desc => 'The <spell> specifies the contained spell.',
7272 name => 'spell',
7273 type => 'spell'
7274 }
7275 ],
7276 [
7277 'level',
7278 {
7279 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7280 name => 'casting level',
7281 type => 'int'
7282 }
7283 ],
7284 [
7285 'food',
7286 {
7287 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7288 name => 'number of charges',
7289 type => 'int'
7290 }
7291 ],
7292 [
7293 'startequip',
7294 {
7295 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7296 name => 'godgiven item',
7297 type => 'bool'
7298 }
7299 ],
7300 [
7301 'msg',
7302 {
7303 desc => 'This text may contain a description of the wand.',
7304 end => 'endmsg',
7305 name => 'description',
7306 type => 'text'
7307 }
7308 ]
7309 ],
7310 desc => 'Wands contain a certain spell. The player can apply (ready) and fire the wand. After a defined number of casts, the wand is "used up". It is possible to recharge a wand with scrolls of charging, but usually that isn\'t worth the cost.',
7311 name => 'Wand & Staff',
7312 use => 'Wands are quite seldomly used. The reason prolly is that they\'re generally not cost-efficient. Handing out high-level wands with powerful special spells isn\'t a good idea either, because of the recharge ability. <br><br> For low levels, staffs of healing/cure and word of recall are quite desirable though. Ideal rewards for low level quests.'
7313 },
7314 'Weak Wall' => {
7315 attr => [
7316 [
7317 'alive',
7318 {
7319 type => 'fixed',
7320 value => 1
7321 }
7322 ],
7323 [
7324 'no_pick',
7325 {
7326 type => 'fixed',
7327 value => 1
7328 }
7329 ],
7330 [
7331 'tear_down',
7332 {
7333 type => 'fixed',
7334 value => 1
7335 }
7336 ],
7337 [
7338 'race',
7339 {
7340 desc => 'For weak walls, <race> should always be set to "wall", unless you create something fancy like a building which is in fact meant to be a huge animal. Note that shovels slay walls, so they do tripple damage against weak walls.',
7341 name => 'race',
7342 type => 'string'
7343 }
7344 ],
7345 [
7346 'level',
7347 {
7348 desc => 'The <level> of a weak wall works similar to monster levels. Due to the fact that weak walls cannot attack, the level is much less important though.',
7349 name => 'level',
7350 type => 'int'
7351 }
7352 ],
7353 [
7354 'hp',
7355 {
7356 desc => 'The <health points> of a weak wall define how long it takes to tear it down. With every successful hit from an opponent, <health points> get drained.',
7357 name => 'health points',
7358 type => 'int'
7359 }
7360 ],
7361 [
7362 'maxhp',
7363 {
7364 desc => '<max health> is the maximum amount of <health points> this weak wall can have. Since walls generally don\'t heal, I doubt this has much real effect.',
7365 name => 'max health',
7366 type => 'int'
7367 }
7368 ],
7369 [
7370 'ac',
7371 {
7372 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7373 name => 'armour class',
7374 type => 'int'
7375 }
7376 ]
7377 ],
7378 desc => 'A weak wall is a breakable spot amidsts a solid wall. Typically these weak walls look similar to their solid "relatives" except for a small crack or little chunks of wall on the ground.',
7379 ignore => [
7380 $IGNORE_LIST{non_pickable}
7381 ],
7382 name => 'Weak Wall',
7383 section => [
7384 [
7385 'resistance',
7386 [
7387 [
7388 'resist_physical',
7389 {
7390 name => 'resist physical %',
7391 type => 'int'
7392 }
7393 ],
7394 [
7395 'resist_magic',
7396 {
7397 name => 'resist magic %',
7398 type => 'int'
7399 }
7400 ],
7401 [
7402 'resist_fire',
7403 {
7404 name => 'resist fire %',
7405 type => 'int'
7406 }
7407 ],
7408 [
7409 'resist_electricity',
7410 {
7411 name => 'resist electricity %',
7412 type => 'int'
7413 }
7414 ],
7415 [
7416 'resist_cold',
7417 {
7418 name => 'resist cold %',
7419 type => 'int'
7420 }
7421 ],
7422 [
7423 'resist_confusion',
7424 {
7425 name => 'resist confusion %',
7426 type => 'int'
7427 }
7428 ],
7429 [
7430 'resist_acid',
7431 {
7432 name => 'resist acid %',
7433 type => 'int'
7434 }
7435 ],
7436 [
7437 'resist_drain',
7438 {
7439 name => 'resist draining %',
7440 type => 'int'
7441 }
7442 ],
7443 [
7444 'resist_weaponmagic',
7445 {
7446 name => 'resist weaponmagic %',
7447 type => 'int'
7448 }
7449 ],
7450 [
7451 'resist_ghosthit',
7452 {
7453 name => 'resist ghosthit %',
7454 type => 'int'
7455 }
7456 ],
7457 [
7458 'resist_poison',
7459 {
7460 name => 'resist poison %',
7461 type => 'int'
7462 }
7463 ],
7464 [
7465 'resist_slow',
7466 {
7467 name => 'resist slow %',
7468 type => 'int'
7469 }
7470 ],
7471 [
7472 'resist_paralyze',
7473 {
7474 name => 'resist paralyze %',
7475 type => 'int'
7476 }
7477 ],
7478 [
7479 'resist_fear',
7480 {
7481 name => 'resist fear %',
7482 type => 'int'
7483 }
7484 ],
7485 [
7486 'resist_deplete',
7487 {
7488 name => 'resist depletion %',
7489 type => 'int'
7490 }
7491 ],
7492 [
7493 'resist_death',
7494 {
7495 name => 'resist death-attack %',
7496 type => 'int'
7497 }
7498 ],
7499 [
7500 'resist_chaos',
7501 {
7502 name => 'resist chaos %',
7503 type => 'int'
7504 }
7505 ],
7506 [
7507 'resist_blind',
7508 {
7509 name => 'resist blinding %',
7510 type => 'int'
7511 }
7512 ],
7513 [
7514 'resist_holyword',
7515 {
7516 name => 'resist holy power %',
7517 type => 'int'
7518 }
7519 ],
7520 [
7521 'resist_godpower',
7522 {
7523 name => 'resist godpower %',
7524 type => 'int'
7525 }
7526 ]
7527 ]
7528 ]
7529 ],
7530 use => 'If you want to create hidden rooms, using weak walls is alot better than completely indiscernible passages in a wall.<br> Anyways, there can be a lot more to weak walls than just finding them: Rising their defensive stats, weak walls can become a serious obstacle. An ice wall might only be torn down by a fire attack for example. A granite wall for instance might be very hard to destroy.'
7531 },
7532 Weapon => {
7533 attr => [
7534 [
7535 'attacktype',
7536 {
7537 desc => 'This number is a bitmask, specifying the weapon\'s attacktypes. Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons have no more than one or two attacktypes. Keep in mind that all weapons can be blessed by the player\'s diety, thus adding an additional attacktype. When a player hits a monster with a weapon that has more than one attacktype, then he will do as much damage as the "best" of his attacktypes does. So, the more attacktypes you\'ve got, the better your chance to take advantage of a monster\'s vulnerabilities. (Btw: Same rule applies for monster vs. player.). Attacktypes "magic" and "chaos" are somehow exceptions.',
7538 name => 'attacktype',
7539 type => 'bitmask',
7540 value => $BITMASK{attacktype}
7541 }
7542 ],
7543 [
7544 'weapontype',
7545 {
7546 desc => 'The <weapontype> characterizes the weapon\'s type of physical attack. It could best be considered a "subclassification" of the physical attacktype. For now, this is only used for attack messages! You should always set this correctly when creating new weapons for your maps.',
7547 name => 'weapontype',
7548 type => 'list',
7549 value => $LIST{weapon_type}
7550 }
7551 ],
7552 [
7553 'skill',
7554 {
7555 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7556 name => 'skill name',
7557 type => 'string'
7558 }
7559 ],
7560 [
7561 'dam',
7562 {
7563 desc => 'The damage value is used as base value for how much damage the weapon does per hit. The actual damage involves more dependencies, like wielder\'s level and defender\'s level. Look at existing weapons to get a feel for the range of weapon damage values.',
7564 name => 'damage',
7565 type => 'int'
7566 }
7567 ],
7568 [
7569 'slaying',
7570 {
7571 desc => 'Slaying means the weapon does tripple (3x) damage to monsters of the specified race. If <slaying race> matches an arch name (e.g. "big_dragon"), only monsters of that archtype are hit with tripple damage. No god blessings are possible for weapons with a race set in this entry (That\'s because god blessings add tripple damage against their own enemy races). Tripple damage is very effective.',
7572 name => 'slaying race',
7573 type => 'string'
7574 }
7575 ],
7576 [
7577 'last_sp',
7578 {
7579 desc => 'The weapon speed determines how often the wielder can swing the weapon during a certain period of time. The lower the faster, <weapon speed> 1 is best (that is lightning- fast). A typical average value is 8. Speed and damage should be kept in reasonable relation.',
7580 name => 'weapon speed',
7581 type => 'int'
7582 }
7583 ],
7584 [
7585 'wc',
7586 {
7587 desc => 'The weapon class value adds to the overall weapon class of the wielder\'s melee attacks. Weapon class improves the chance of hitting the opponent.',
7588 name => 'weapon class',
7589 type => 'int'
7590 }
7591 ],
7592 [
7593 'magic',
7594 {
7595 desc => 'For a weapon, magic bonus works just like weapon class, except that magic bonus can be improved by the gods or reduced by acid. Hence, it is less useful than direct weapon class value on a weapon.',
7596 name => 'magic bonus',
7597 type => 'int'
7598 }
7599 ],
7600 [
7601 'item_power',
7602 {
7603 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
7604 name => 'item power',
7605 type => 'int'
7606 }
7607 ],
7608 [
7609 'damned',
7610 {
7611 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7612 name => 'damnation',
7613 type => 'bool'
7614 }
7615 ],
7616 [
7617 'cursed',
7618 {
7619 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7620 name => 'curse',
7621 type => 'bool'
7622 }
7623 ],
7624 [
7625 'lifesave',
7626 {
7627 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
7628 name => 'save life',
7629 type => 'bool'
7630 }
7631 ],
7632 [
7633 'unique',
7634 {
7635 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7636 name => 'unique item',
7637 type => 'bool'
7638 }
7639 ],
7640 [
7641 'startequip',
7642 {
7643 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7644 name => 'godgiven item',
7645 type => 'bool'
7646 }
7647 ],
7648 [
7649 'msg',
7650 {
7651 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7652 end => 'endmsg',
7653 name => 'description',
7654 type => 'text'
7655 }
7656 ]
7657 ],
7658 desc => 'Wielding a weapon, the object\'s stats will directly be inherited to the player. Usually enhancing his fighting-abilities. Non-magical weapons can be improved with scrolls.',
7659 name => 'Weapon',
7660 section => [
7661 [
7662 'stats',
7663 [
7664 [
7665 'Str',
7666 {
7667 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.',
7668 name => 'strength',
7669 type => 'int'
7670 }
7671 ],
7672 [
7673 'Dex',
7674 {
7675 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.',
7676 name => 'dexterity',
7677 type => 'int'
7678 }
7679 ],
7680 [
7681 'Con',
7682 {
7683 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.',
7684 name => 'constitution',
7685 type => 'int'
7686 }
7687 ],
7688 [
7689 'Int',
7690 {
7691 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.',
7692 name => 'intelligence',
7693 type => 'int'
7694 }
7695 ],
7696 [
7697 'Pow',
7698 {
7699 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.',
7700 name => 'power',
7701 type => 'int'
7702 }
7703 ],
7704 [
7705 'Wis',
7706 {
7707 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.',
7708 name => 'wisdom',
7709 type => 'int'
7710 }
7711 ],
7712 [
7713 'Cha',
7714 {
7715 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.',
7716 name => 'charisma',
7717 type => 'int'
7718 }
7719 ]
7720 ]
7721 ],
7722 [
7723 'resistance',
7724 [
7725 [
7726 'resist_physical',
7727 {
7728 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7729 name => 'resist physical %',
7730 type => 'int'
7731 }
7732 ],
7733 [
7734 'resist_magic',
7735 {
7736 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7737 name => 'resist magic %',
7738 type => 'int'
7739 }
7740 ],
7741 [
7742 'resist_fire',
7743 {
7744 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7745 name => 'resist fire %',
7746 type => 'int'
7747 }
7748 ],
7749 [
7750 'resist_electricity',
7751 {
7752 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7753 name => 'resist electricity %',
7754 type => 'int'
7755 }
7756 ],
7757 [
7758 'resist_cold',
7759 {
7760 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7761 name => 'resist cold %',
7762 type => 'int'
7763 }
7764 ],
7765 [
7766 'resist_acid',
7767 {
7768 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7769 name => 'resist acid %',
7770 type => 'int'
7771 }
7772 ],
7773 [
7774 'resist_confusion',
7775 {
7776 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7777 name => 'resist confusion %',
7778 type => 'int'
7779 }
7780 ],
7781 [
7782 'resist_weaponmagic',
7783 {
7784 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7785 name => 'resist weaponmagic %',
7786 type => 'int'
7787 }
7788 ],
7789 [
7790 'resist_ghosthit',
7791 {
7792 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7793 name => 'resist ghosthit %',
7794 type => 'int'
7795 }
7796 ],
7797 [
7798 'resist_slow',
7799 {
7800 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7801 name => 'resist slow %',
7802 type => 'int'
7803 }
7804 ],
7805 [
7806 'resist_fear',
7807 {
7808 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7809 name => 'resist fear %',
7810 type => 'int'
7811 }
7812 ],
7813 [
7814 'resist_death',
7815 {
7816 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7817 name => 'resist death-attack %',
7818 type => 'int'
7819 }
7820 ],
7821 [
7822 'resist_chaos',
7823 {
7824 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7825 name => 'resist chaos %',
7826 type => 'int'
7827 }
7828 ],
7829 [
7830 'resist_blind',
7831 {
7832 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7833 name => 'resist blinding %',
7834 type => 'int'
7835 }
7836 ],
7837 [
7838 'resist_holyword',
7839 {
7840 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7841 name => 'resist holy power %',
7842 type => 'int'
7843 }
7844 ],
7845 [
7846 'resist_godpower',
7847 {
7848 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7849 name => 'resist godpower %',
7850 type => 'int'
7851 }
7852 ],
7853 [
7854 'resist_paralyze',
7855 {
7856 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7857 name => 'resist paralyze %',
7858 type => 'int'
7859 }
7860 ],
7861 [
7862 'resist_drain',
7863 {
7864 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7865 name => 'resist draining %',
7866 type => 'int'
7867 }
7868 ],
7869 [
7870 'resist_deplete',
7871 {
7872 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7873 name => 'resist depletion %',
7874 type => 'int'
7875 }
7876 ],
7877 [
7878 'resist_poison',
7879 {
7880 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7881 name => 'resist poison %',
7882 type => 'int'
7883 }
7884 ]
7885 ]
7886 ],
7887 [
7888 'misc',
7889 [
7890 [
7891 'luck',
7892 {
7893 desc => 'With positive luck bonus, the player is more likely to succeed in all sorts of things (spellcasting, praying,...). Unless the <luck bonus> is very high, the effect will be barely visible in-game. Luck bonus on one piece of equipment should never exceed 3, and such bonus should not be too frequently available.',
7894 name => 'luck bonus',
7895 type => 'int'
7896 }
7897 ],
7898 [
7899 'hp',
7900 {
7901 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7902 name => 'health regen.',
7903 type => 'int'
7904 }
7905 ],
7906 [
7907 'sp',
7908 {
7909 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7910 name => 'mana regen.',
7911 type => 'int'
7912 }
7913 ],
7914 [
7915 'grace',
7916 {
7917 desc => 'Positive <grace regen.> bonus speeds up the player\'s grace regeneration. Negative values slow it down. Since grace can be regenerated rather easy with praying, additional <grace regen.> bonus should be VERY RARE!!',
7918 name => 'grace regen.',
7919 type => 'int'
7920 }
7921 ],
7922 [
7923 'food',
7924 {
7925 desc => 'Positive <food bonus> slows down the player\'s digestion, thus he consumes less food. Negative values speed it up. Note that food is consumed not only for "being alive", but also for healing and mana-regeneration. <food bonus> only affects the amount of food consumed for "being alive". Hence, even with high <food bonus>, during a fight a player can run out of food quickly.',
7926 name => 'food bonus',
7927 type => 'int'
7928 }
7929 ],
7930 [
7931 'xrays',
7932 {
7933 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.',
7934 name => 'xray vision',
7935 type => 'bool'
7936 }
7937 ],
7938 [
7939 'stealth',
7940 {
7941 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)',
7942 name => 'stealth',
7943 type => 'bool'
7944 }
7945 ],
7946 [
7947 'reflect_spell',
7948 {
7949 desc => 'If a player is wearing any piece of equipment with the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks. This is a very powerful ability and it shouldn\'t be handed out cheap!',
7950 name => 'reflect spells',
7951 type => 'bool'
7952 }
7953 ],
7954 [
7955 'reflect_missile',
7956 {
7957 desc => 'If a player is wearing any piece of equipment with the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks.',
7958 name => 'reflect missiles',
7959 type => 'bool'
7960 }
7961 ],
7962 [
7963 'path_attuned',
7964 {
7965 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7966 name => 'attuned paths',
7967 type => 'bitmask',
7968 value => $BITMASK{spellpath}
7969 }
7970 ],
7971 [
7972 'path_repelled',
7973 {
7974 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7975 name => 'repelled paths',
7976 type => 'bitmask',
7977 value => $BITMASK{spellpath}
7978 }
7979 ],
7980 [
7981 'path_denied',
7982 {
7983 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7984 name => 'denied paths',
7985 type => 'bitmask',
7986 value => $BITMASK{spellpath}
7987 }
7988 ]
7989 ]
7990 ]
7991 ],
7992 use => 'If you create artifacts (equipment) with stats- or resistance-bonus: Keep playbalance in mind! Such items mustn\'t be reachable without hard fighting AND questing.'
7993 }
7994 );
7995
7996 our %ATTR = (
7997 3 => $TYPE{Rod},
7998 4 => $TYPE{Treasure},
7999 5 => $TYPE{Potion},
8000 6 => $TYPE{Food},
8001 7 => $TYPE{'Poison Food'},
8002 8 => $TYPE{Book},
8003 9 => $TYPE{Clock},
8004 13 => $TYPE{Projectile},
8005 14 => $TYPE{'Shooting Weapon'},
8006 15 => $TYPE{Weapon},
8007 16 => $TYPE{'Brestplate Armour'},
8008 17 => $TYPE{Pedestal},
8009 18 => $TYPE{Altar},
8010 20 => $TYPE{'Locked Door'},
8011 21 => $TYPE{'Special Key'},
8012 23 => $TYPE{Door},
8013 24 => $TYPE{Key},
8014 26 => $TYPE{'Timed Gate'},
8015 27 => $TYPE{'Handle Trigger'},
8016 28 => $TYPE{'Monster (Grimreaper)'},
8017 29 => $TYPE{'Magic Ear'},
8018 30 => $TYPE{'Button Trigger'},
8019 31 => $TYPE{'Altar Trigger'},
8020 33 => $TYPE{Shield},
8021 34 => $TYPE{Helmet},
8022 35 => $TYPE{Horn},
8023 36 => $TYPE{Money},
8024 37 => $TYPE{'Class Changer'},
8025 39 => $TYPE{Amulet},
8026 40 => $TYPE{Mover},
8027 41 => $TYPE{Teleporter},
8028 42 => $TYPE{Creator},
8029 43 => $TYPE{Skill},
8030 51 => $TYPE{Detector},
8031 52 => $TYPE{'Trigger Marker'},
8032 55 => $TYPE{Marker},
8033 56 => $TYPE{'Holy Altar'},
8034 58 => $TYPE{Battleground},
8035 60 => $TYPE{Jewel},
8036 62 => $TYPE{'Magic Wall'},
8037 64 => $TYPE{'Inventory Checker'},
8038 65 => $TYPE{'Mood Floor'},
8039 66 => $TYPE{Exit},
8040 67 => $TYPE{'Floor (Encounter)'},
8041 68 => $TYPE{'Shop Floor'},
8042 69 => $TYPE{'Shop Mat'},
8043 70 => $TYPE{Ring},
8044 72 => $TYPE{Flesh},
8045 73 => $TYPE{Inorganic},
8046 74 => $TYPE{'Skill Tool'},
8047 81 => $TYPE{Torch},
8048 82 => $TYPE{Lamp},
8049 83 => $TYPE{Duplicator},
8050 85 => $TYPE{Spellbook},
8051 87 => $TYPE{Cloak},
8052 88 => $TYPE{'Hazard Floor'},
8053 90 => $TYPE{Spinner},
8054 91 => $TYPE{Gate},
8055 92 => $TYPE{Button},
8056 93 => $TYPE{Handle},
8057 94 => $TYPE{Pit},
8058 95 => $TYPE{Trapdoor},
8059 98 => $TYPE{'Sign & MagicMouth'},
8060 99 => $TYPE{Boots},
8061 100 => $TYPE{Gloves},
8062 101 => $TYPE{Spell},
8063 103 => $TYPE{Converter},
8064 104 => $TYPE{Bracers},
8065 106 => $TYPE{Savebed},
8066 109 => $TYPE{'Wand & Staff'},
8067 110 => $TYPE{Inscribable},
8068 111 => $TYPE{Scroll},
8069 112 => $TYPE{Director},
8070 113 => $TYPE{Girdle},
8071 116 => $TYPE{'Event Connector'},
8072 122 => $TYPE{Container},
8073 130 => $TYPE{'Skill Scroll'},
8074 138 => $TYPE{Swamp},
8075 150 => $TYPE{'Shop Inventory'},
8076 154 => $TYPE{Rune},
8077 155 => $TYPE{Trap},
8078 156 => $TYPE{'Power Crystal'},
8079 158 => $TYPE{Disease},
8080 163 => $TYPE{'Item Transformer'},
8081 164 => $TYPE{'Map Script'},
8082 165 => $TYPE{'Safe ground'},
8083 999 => $TYPE{Ability}
8084 );
8085
8086 our %TYPENAME = (
8087 0 => '*NONE*',
8088 1 => 'PLAYER',
8089 2 => 'TRANSPORT',
8090 3 => 'ROD',
8091 4 => 'TREASURE',
8092 5 => 'POTION',
8093 6 => 'FOOD',
8094 7 => 'POISON',
8095 8 => 'BOOK',
8096 9 => 'CLOCK',
8097 12 => 'LIGHTNING',
8098 13 => 'ARROW',
8099 14 => 'BOW',
8100 15 => 'WEAPON',
8101 16 => 'ARMOUR',
8102 17 => 'PEDESTAL',
8103 18 => 'ALTAR',
8104 20 => 'LOCKED_DOOR',
8105 21 => 'SPECIAL_KEY',
8106 22 => 'MAP',
8107 23 => 'DOOR',
8108 24 => 'KEY',
8109 26 => 'TIMED_GATE',
8110 27 => 'TRIGGER',
8111 28 => 'GRIMREAPER',
8112 29 => 'MAGIC_EAR',
8113 30 => 'TRIGGER_BUTTON',
8114 31 => 'TRIGGER_ALTAR',
8115 32 => 'TRIGGER_PEDESTAL',
8116 33 => 'SHIELD',
8117 34 => 'HELMET',
8118 35 => 'HORN',
8119 36 => 'MONEY',
8120 37 => 'CLASS',
8121 38 => 'GRAVESTONE',
8122 39 => 'AMULET',
8123 40 => 'PLAYERMOVER',
8124 41 => 'TELEPORTER',
8125 42 => 'CREATOR',
8126 43 => 'SKILL',
8127 44 => 'EXPERIENCE',
8128 45 => 'EARTHWALL',
8129 46 => 'GOLEM',
8130 48 => 'THROWN_OBJ',
8131 49 => 'BLINDNESS',
8132 50 => 'GOD',
8133 51 => 'DETECTOR',
8134 52 => 'TRIGGER_MARKER',
8135 53 => 'DEAD_OBJECT',
8136 54 => 'DRINK',
8137 55 => 'MARKER',
8138 56 => 'HOLY_ALTAR',
8139 57 => 'PLAYER_CHANGER',
8140 58 => 'BATTLEGROUND',
8141 59 => 'PEACEMAKER',
8142 60 => 'GEM',
8143 62 => 'FIREWALL',
8144 63 => 'ANVIL',
8145 64 => 'CHECK_INV',
8146 65 => 'MOOD_FLOOR',
8147 66 => 'EXIT',
8148 67 => 'ENCOUNTER',
8149 68 => 'SHOP_FLOOR',
8150 69 => 'SHOP_MAT',
8151 70 => 'RING',
8152 71 => 'FLOOR',
8153 72 => 'FLESH',
8154 73 => 'INORGANIC',
8155 74 => 'SKILL_TOOL',
8156 75 => 'LIGHTER',
8157 76 => 'TRAP_PART',
8158 77 => 'WALL',
8159 78 => 'LIGHT_SOURCE',
8160 79 => 'MISC_OBJECT',
8161 80 => 'MONSTER',
8162 81 => 'SPAWN_GENERATOR',
8163 82 => 'LAMP',
8164 83 => 'DUPLICATOR',
8165 84 => 'TOOL',
8166 85 => 'SPELLBOOK',
8167 86 => 'BUILDFAC',
8168 87 => 'CLOAK',
8169 90 => 'SPINNER',
8170 91 => 'GATE',
8171 92 => 'BUTTON',
8172 93 => 'CF_HANDLE',
8173 94 => 'HOLE',
8174 95 => 'TRAPDOOR',
8175 98 => 'SIGN',
8176 99 => 'BOOTS',
8177 100 => 'GLOVES',
8178 101 => 'SPELL',
8179 102 => 'SPELL_EFFECT',
8180 103 => 'CONVERTER',
8181 104 => 'BRACERS',
8182 105 => 'POISONING',
8183 106 => 'SAVEBED',
8184 107 => 'POISONCLOUD',
8185 108 => 'FIREHOLES',
8186 109 => 'WAND',
8187 110 => 'INSCRIBABLE',
8188 111 => 'SCROLL',
8189 112 => 'DIRECTOR',
8190 113 => 'GIRDLE',
8191 114 => 'FORCE',
8192 115 => 'POTION_EFFECT',
8193 116 => 'EVENT_CONNECTOR',
8194 121 => 'CLOSE_CON',
8195 122 => 'CONTAINER',
8196 123 => 'ARMOUR_IMPROVER',
8197 124 => 'WEAPON_IMPROVER',
8198 130 => 'SKILLSCROLL',
8199 138 => 'DEEP_SWAMP',
8200 139 => 'IDENTIFY_ALTAR',
8201 150 => 'MENU',
8202 154 => 'RUNE',
8203 155 => 'TRAP',
8204 156 => 'POWER_CRYSTAL',
8205 157 => 'CORPSE',
8206 158 => 'DISEASE',
8207 159 => 'SYMPTOM',
8208 160 => 'BUILDER',
8209 161 => 'MATERIAL',
8210 162 => 'GPS',
8211 163 => 'ITEM_TRANSFORMER',
8212 164 => 'QUEST'
8213 );
8214
8215 our %SPELL = (
8216 0 => 'magic bullet',
8217 1 => 'small fireball',
8218 2 => 'medium fireball',
8219 3 => 'large fireball',
8220 4 => 'burning hands',
8221 5 => 'small lightning',
8222 6 => 'large lightning',
8223 7 => 'magic missile',
8224 8 => 'create bomb',
8225 9 => 'summon golem',
8226 10 => 'summon fire elemental',
8227 11 => 'summon earth elemental',
8228 12 => 'summon water elemental',
8229 13 => 'summon air elemental',
8230 14 => 'dimension door',
8231 15 => 'create earth wall',
8232 16 => 'paralyze',
8233 17 => 'icestorm',
8234 18 => 'magic mapping',
8235 19 => 'turn undead',
8236 20 => 'fear',
8237 21 => 'poison cloud',
8238 22 => 'wonder',
8239 23 => 'destruction',
8240 24 => 'perceive self',
8241 25 => 'word of recall',
8242 26 => 'invisible',
8243 27 => 'invisible to undead',
8244 28 => 'probe',
8245 29 => 'large bullet',
8246 30 => 'improved invisibility',
8247 31 => 'holy word',
8248 32 => 'minor healing',
8249 33 => 'medium healing',
8250 34 => 'major healing',
8251 35 => 'heal',
8252 36 => 'create food',
8253 37 => 'earth to dust',
8254 38 => 'armour',
8255 39 => 'strength',
8256 40 => 'dexterity',
8257 41 => 'constitution',
8258 42 => 'charisma',
8259 43 => 'create fire wall',
8260 44 => 'create frost wall',
8261 45 => 'protection from cold',
8262 46 => 'protection from electricity',
8263 47 => 'protection from fire',
8264 48 => 'protection from poison',
8265 49 => 'protection from slow',
8266 50 => 'protection from paralysis',
8267 51 => 'protection from draining',
8268 52 => 'protection from magic',
8269 53 => 'protection from attack',
8270 54 => 'levitate',
8271 55 => 'small speedball',
8272 56 => 'large speedball',
8273 57 => 'hellfire',
8274 58 => 'dragonbreath',
8275 59 => 'large icestorm',
8276 60 => 'charging',
8277 61 => 'polymorph',
8278 62 => 'cancellation',
8279 63 => 'confusion',
8280 64 => 'mass confusion',
8281 65 => 'summon pet monster',
8282 66 => 'slow',
8283 67 => 'regenerate spellpoints',
8284 68 => 'cure poison',
8285 69 => 'protection from confusion',
8286 70 => 'protection from cancellation',
8287 71 => 'protection from depletion',
8288 72 => 'alchemy',
8289 73 => 'remove curse',
8290 74 => 'remove damnation',
8291 75 => 'identify',
8292 76 => 'detect magic',
8293 77 => 'detect monster',
8294 78 => 'detect evil',
8295 79 => 'detect curse',
8296 80 => 'heroism',
8297 81 => 'aggravation',
8298 82 => 'firebolt',
8299 83 => 'frostbolt',
8300 84 => 'shockwave',
8301 85 => 'color spray',
8302 86 => 'haste',
8303 87 => 'face of death',
8304 88 => 'ball lightning',
8305 89 => 'meteor swarm',
8306 90 => 'comet',
8307 91 => 'mystic fist',
8308 92 => 'raise dead',
8309 93 => 'resurrection',
8310 94 => 'reincarnation',
8311 95 => 'immunity to cold',
8312 96 => 'immunity to electricity',
8313 97 => 'immunity to fire',
8314 98 => 'immunity to poison',
8315 99 => 'immunity to slow',
8316 100 => 'immunity to paralysis',
8317 101 => 'immunity to draining',
8318 102 => 'immunity to magic',
8319 103 => 'immunity to attack',
8320 104 => 'invulnerability',
8321 105 => 'defense',
8322 106 => 'rune of fire',
8323 107 => 'rune of frost',
8324 108 => 'rune of shocking',
8325 109 => 'rune of blasting',
8326 110 => 'rune of death',
8327 111 => 'marking rune',
8328 112 => 'build director',
8329 113 => 'create pool of chaos',
8330 114 => 'build bullet wall',
8331 115 => 'build lightning wall',
8332 116 => 'build fireball wall',
8333 117 => 'magic rune',
8334 118 => 'rune of magic drain',
8335 119 => 'antimagic rune',
8336 120 => 'rune of transferrence',
8337 121 => 'transferrence',
8338 122 => 'magic drain',
8339 123 => 'counterspell',
8340 124 => 'disarm',
8341 125 => 'cure confusion',
8342 126 => 'restoration',
8343 127 => 'summon evil monster',
8344 128 => 'counterwall',
8345 129 => 'cause light wounds',
8346 130 => 'cause medium wounds',
8347 131 => 'cause serious wounds',
8348 132 => 'charm monsters',
8349 133 => 'banishment',
8350 134 => 'create missile',
8351 135 => 'show invisible',
8352 136 => 'xray',
8353 137 => 'pacify',
8354 138 => 'summon fog',
8355 139 => 'steambolt',
8356 140 => 'command undead',
8357 141 => 'holy orb',
8358 142 => 'summon avatar',
8359 143 => 'holy possession',
8360 144 => 'bless',
8361 145 => 'curse',
8362 146 => 'regeneration',
8363 147 => 'consecrate',
8364 148 => 'summon cult monsters',
8365 149 => 'cause critical wounds',
8366 150 => 'holy wrath',
8367 151 => 'retributive strike',
8368 152 => 'finger of death',
8369 153 => 'insect plague',
8370 154 => 'call holy servant',
8371 155 => 'wall of thorns',
8372 156 => 'staff to snake',
8373 157 => 'light',
8374 158 => 'darkness',
8375 159 => 'nightfall',
8376 160 => 'daylight',
8377 161 => 'sunspear',
8378 162 => 'faery fire',
8379 163 => 'cure blindness',
8380 164 => 'dark vision',
8381 165 => 'bullet swarm',
8382 166 => 'bullet storm',
8383 167 => 'cause many wounds',
8384 168 => 'small snowstorm',
8385 169 => 'medium snowstorm',
8386 170 => 'large snowstorm',
8387 171 => 'cure disease',
8388 172 => 'cause red death',
8389 173 => 'cause flu',
8390 174 => 'cause black death',
8391 175 => 'cause leprosy',
8392 176 => 'cause smallpox',
8393 177 => 'cause white death',
8394 178 => 'cause anthrax',
8395 179 => 'cause typhoid',
8396 180 => 'mana blast',
8397 181 => 'small manaball',
8398 182 => 'medium manaball',
8399 183 => 'large manaball',
8400 184 => 'mana bolt',
8401 185 => 'dancing sword',
8402 186 => 'animate weapon',
8403 187 => 'cause cold',
8404 188 => 'divine shock',
8405 189 => 'windstorm',
8406 190 => 'sanctuary',
8407 191 => 'peace',
8408 192 => 'spiderweb',
8409 193 => 'conflict',
8410 194 => 'rage',
8411 195 => 'forked lightning',
8412 196 => 'poison fog',
8413 197 => 'flaming aura',
8414 198 => 'vitriol',
8415 199 => 'vitriol splash',
8416 200 => 'ironwood skin',
8417 201 => 'wrathful eye',
8418 202 => 'town portal',
8419 203 => 'missile swarm',
8420 204 => 'cause rabies',
8421 205 => 'glyph'
8422 );
8423
8424
8425 =head1 AUTHOR
8426
8427 Marc Lehmann <schmorp.de>
8428 http://home.schmorp.de/
8429
8430 The source files are part of the CFJavaEditor.
8431
8432 =cut
8433
8434 1