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Revision: 1.6
Committed: Thu Mar 9 19:09:48 2006 UTC (18 years, 2 months ago) by root
Branch: MAIN
Changes since 1.5: +138 -69 lines
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File Contents

# Content
1 =head1 NAME
2
3 Crossfire::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 Crossfire::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 },
58 pick_up => {
59 0 => 'Nothing',
60 1 => 'Wealth',
61 2 => 'Food',
62 3 => 'Weapons',
63 4 => 'Armour',
64 5 => 'Inverse',
65 6 => 'All'
66 },
67 spellpath => {
68 0 => 'Protection',
69 1 => 'Fire',
70 2 => 'Frost',
71 3 => 'Electricity',
72 4 => 'Missiles',
73 5 => 'Self',
74 6 => 'Summoning',
75 7 => 'Abjuration',
76 8 => 'Restoration',
77 9 => 'Detonation',
78 10 => 'Mind',
79 11 => 'Creation',
80 12 => 'Teleportation',
81 13 => 'Information',
82 14 => 'Transmutation',
83 15 => 'Transferrence',
84 16 => 'Turning',
85 17 => 'Wounding',
86 18 => 'Death',
87 19 => 'Light'
88 },
89 will_apply => {
90 0 => 'Apply Handles',
91 1 => 'Open Chests',
92 2 => 'Break Walls',
93 3 => 'Open Doors'
94 }
95 );
96
97 our %LIST = (
98 direction => {
99 0 => '<none>',
100 1 => 'north',
101 2 => 'northeast',
102 3 => 'east',
103 4 => 'southeast',
104 5 => 'south',
105 6 => 'southwest',
106 7 => 'west',
107 8 => 'northwest'
108 },
109 mood => {
110 0 => 'furious',
111 1 => 'angry',
112 2 => 'calm',
113 3 => 'sleep',
114 4 => 'charm'
115 },
116 potion_effect => {
117 0 => '<none>',
118 65536 => 'life restoration',
119 1048576 => 'improvement'
120 },
121 skill_type => {
122 1 => 'lockpicking',
123 2 => 'hiding',
124 3 => 'smithery',
125 4 => 'bowyer',
126 5 => 'jeweler',
127 6 => 'alchemy',
128 7 => 'stealing',
129 8 => 'literacy',
130 9 => 'bargaining',
131 10 => 'jumping',
132 11 => 'detect magic',
133 12 => 'oratory',
134 13 => 'singing',
135 14 => 'detect curse',
136 15 => 'find traps',
137 16 => 'mediatation',
138 17 => 'punching',
139 18 => 'flame touch',
140 19 => 'karate',
141 20 => 'climbing',
142 21 => 'woodsman',
143 22 => 'inscription',
144 23 => 'one handed weapons',
145 24 => 'missile weapons',
146 25 => 'throwing',
147 26 => 'use magic item',
148 27 => 'disarm traps',
149 28 => 'set traps',
150 29 => 'thaumaturgy',
151 30 => 'praying',
152 31 => 'clawing',
153 32 => 'levitation',
154 33 => 'summoning',
155 34 => 'pyromancy',
156 35 => 'evocation',
157 36 => 'sorcery',
158 37 => 'two handed weapons'
159 },
160 spell_type => {
161 1 => 'raise dead',
162 2 => 'rune',
163 3 => 'make mark',
164 4 => 'bolt',
165 5 => 'bullet',
166 6 => 'explosion',
167 7 => 'cone',
168 8 => 'bomb',
169 9 => 'wonder',
170 10 => 'smite',
171 11 => 'magic missile',
172 12 => 'summon golem',
173 13 => 'dimension door',
174 14 => 'magic mapping',
175 15 => 'magic wall',
176 16 => 'destruction',
177 17 => 'perceive self',
178 18 => 'word of recall',
179 19 => 'invisible',
180 20 => 'probe',
181 21 => 'healing',
182 22 => 'create food',
183 23 => 'earth to dust',
184 24 => 'change ability',
185 25 => 'bless',
186 26 => 'curse',
187 27 => 'summon monster',
188 28 => 'recharge',
189 29 => 'polymorph',
190 30 => 'alchemy',
191 31 => 'remove curse',
192 32 => 'identify',
193 33 => 'detection',
194 34 => 'mood change',
195 35 => 'moving ball',
196 36 => 'swarm',
197 37 => 'charge mana',
198 38 => 'dispel rune',
199 39 => 'create missile',
200 40 => 'consecrate',
201 41 => 'animate weapon',
202 42 => 'light',
203 43 => 'change map light',
204 44 => 'faery fire',
205 45 => 'disease',
206 46 => 'aura',
207 47 => 'town portal'
208 },
209 weapon_type => {
210 0 => '<unknown>',
211 1 => 'sword',
212 2 => 'arrows',
213 3 => 'axe',
214 4 => 'katana',
215 5 => 'knife, dagger',
216 6 => 'whip, chain',
217 7 => 'hammer, flail',
218 8 => 'club, stick'
219 }
220 );
221
222 our %IGNORE_LIST = (
223 non_pickable => [
224 'value',
225 'nrof',
226 'weight',
227 'name_pl',
228 'material',
229 'no_pick',
230 'unpaid',
231 'title',
232 'identified'
233 ],
234 system_object => [
235 'value',
236 'nrof',
237 'weight',
238 'name_pl',
239 'material',
240 'no_pick',
241 'unpaid',
242 'title',
243 'glow_radius',
244 'identified',
245 'blocksview',
246 'invisible'
247 ]
248 );
249
250 our %DEFAULT_ATTR = (
251 attr => {
252 blocksview => {
253 desc => 'If an item is set to block view, players (and monsters) cannot see byond it unless they cross it or manage to stand ontop.',
254 name => 'block view',
255 type => 'bool'
256 },
257 face => {
258 desc => 'The image-name defines what image is displayed for this object in-game.',
259 name => 'image',
260 type => 'string'
261 },
262 glow_radius => {
263 desc => 'If <glow radius> is set to a value greater zero, the object appears lit up on dark maps. <glow radius> can be a value between 0 and 4, the higher, the more light does the object emmit.',
264 name => 'glow radius',
265 type => 'int'
266 },
267 identified => {
268 desc => 'If an item is identified, the player has full knowledge about it.',
269 name => 'identified',
270 type => 'bool'
271 },
272 invisible => {
273 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.',
274 name => 'invisible',
275 type => 'bool'
276 },
277 material => {
278 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.',
279 name => 'material',
280 type => 'bitmask',
281 value => $BITMASK{material}
282 },
283 name => {
284 desc => 'This is the name of the object, displayed to the player.',
285 name => 'name',
286 type => 'string'
287 },
288 name_pl => {
289 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.',
290 name => 'plural name',
291 type => 'string'
292 },
293 no_pick => {
294 desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
295 name => 'non-pickable',
296 type => 'bool'
297 },
298 nrof => {
299 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.',
300 name => 'number',
301 type => 'int'
302 },
303 title => {
304 desc => 'This is the object\'s title. Once an object is identified the title is attached to the name. Typical titels are "of mostrai", "of xray vision" etc.',
305 name => 'title',
306 type => 'string'
307 },
308 unpaid => {
309 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.',
310 name => 'unpaid',
311 type => 'bool'
312 },
313 value => {
314 desc => 'Adds a certain value to the object: It will be worth that many times the default value from it\'s archetype (E.g. "value = 3" means three times worth the default value). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.',
315 name => 'value',
316 type => 'int'
317 },
318 weight => {
319 desc => 'This value defines the object\'s weight in gramm (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 ;) ).',
320 name => 'weight',
321 type => 'int'
322 }
323 }
324 );
325
326 our %TYPE = (
327 Ability => {
328 attr => {
329 attacktype => {
330 desc => 'This flag specifies wether 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.',
331 name => 'is magical',
332 type => 'bool',
333 value => [
334 0,
335 2
336 ]
337 },
338 hp => {
339 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.',
340 name => 'long range spell',
341 type => 'nz_spell'
342 },
343 invisible => {
344 type => 'fixed',
345 value => 1
346 },
347 maxsp => {
348 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".',
349 name => 'importance',
350 type => 'int'
351 },
352 no_drop => {
353 type => 'fixed',
354 value => 1
355 },
356 sp => {
357 desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
358 name => 'short range spell',
359 type => 'spell'
360 }
361 },
362 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;.',
363 ignore => [
364 $IGNORE_LIST{system_object}
365 ],
366 name => 'Ability',
367 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?'
368 },
369 Altar => {
370 attr => {
371 connected => {
372 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
373 name => 'connection',
374 type => 'int'
375 },
376 food => {
377 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.',
378 name => 'drop amount',
379 type => 'int'
380 },
381 msg => {
382 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
383 end => 'endmsg',
384 name => 'message',
385 type => 'text'
386 },
387 no_pick => {
388 type => 'fixed',
389 value => 1
390 },
391 slaying => {
392 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. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
393 name => 'match item name',
394 type => 'string'
395 },
396 sp => {
397 desc => 'When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitly in this way. Don\'t set both <spell> and <connection> for one altar.',
398 name => 'spell',
399 type => 'spell'
400 },
401 walk_on => {
402 type => 'fixed',
403 value => 1
404 }
405 },
406 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 dissapears.',
407 ignore => [
408 $IGNORE_LIST{non_pickable}
409 ],
410 name => 'Altar'
411 },
412 'Altar Trigger' => {
413 attr => {
414 connected => {
415 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
416 name => 'connection',
417 type => 'int'
418 },
419 exp => {
420 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.',
421 name => 'reset time',
422 type => 'int'
423 },
424 food => {
425 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.',
426 name => 'drop amount',
427 type => 'int'
428 },
429 last_sp => {
430 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.',
431 name => 'ignore reset',
432 type => 'bool'
433 },
434 msg => {
435 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
436 end => 'endmsg',
437 name => 'message',
438 type => 'text'
439 },
440 no_pick => {
441 type => 'fixed',
442 value => 1
443 },
444 slaying => {
445 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. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
446 name => 'match item name',
447 type => 'string'
448 },
449 sp => {
450 desc => 'When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitly in this way. Don\'t set both <spell> and <connection> for one altar.',
451 name => 'spell',
452 type => 'spell'
453 },
454 walk_on => {
455 type => 'fixed',
456 value => 1
457 }
458 },
459 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 infinitly.',
460 ignore => [
461 $IGNORE_LIST{non_pickable}
462 ],
463 name => 'Altar Trigger',
464 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. =)'
465 },
466 Amulet => {
467 attr => {
468 ac => {
469 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.',
470 name => 'armour class',
471 type => 'int'
472 },
473 applied => {
474 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.',
475 name => 'is applied',
476 type => 'bool'
477 },
478 cursed => {
479 desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
480 name => 'curse',
481 type => 'bool'
482 },
483 damned => {
484 desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
485 name => 'damnation',
486 type => 'bool'
487 },
488 item_power => {
489 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 CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
490 name => 'item power',
491 type => 'int'
492 },
493 lifesave => {
494 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his healthpoints reach zero, the item dissapears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
495 name => 'save life',
496 type => 'bool'
497 },
498 msg => {
499 desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
500 end => 'endmsg',
501 name => 'description',
502 type => 'text'
503 },
504 startequip => {
505 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
506 name => 'godgiven item',
507 type => 'bool'
508 },
509 unique => {
510 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
511 name => 'unique item',
512 type => 'bool'
513 },
514 wc => {
515 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.',
516 name => 'weapon class',
517 type => 'int'
518 }
519 },
520 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
521 name => 'Amulet',
522 section => [
523 [
524 'resistance',
525 {
526 resist_acid => {
527 desc => 'This adds acid resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
528 name => 'resist acid %',
529 type => 'int'
530 },
531 resist_blind => {
532 desc => 'This adds blinding resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
533 name => 'resist blinding %',
534 type => 'int'
535 },
536 resist_chaos => {
537 desc => 'This adds chaos resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact. Note that chaos is not a stand-alone attacktype. Chaos "contains" a combination of other attacktypes.',
538 name => 'resist chaos %',
539 type => 'int'
540 },
541 resist_cold => {
542 desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
543 name => 'resist cold %',
544 type => 'int'
545 },
546 resist_confusion => {
547 desc => 'This adds confusion resistance to the item. The number is a percent-value in the range 0-100. Confusion resistance is not very effective unless the value comes close to 100 (= perfect immunity).',
548 name => 'resist confusion %',
549 type => 'int'
550 },
551 resist_death => {
552 desc => 'This adds death-attack resistance to the item. The number is a percent-value in the range 0-100. Death-attack resistance is little effective unless the value is 100 (= perfect immunity). Generally, resistance to death-attack is not supposed to be available to players!',
553 name => 'resist death-attack %',
554 type => 'int'
555 },
556 resist_deplete => {
557 desc => 'This adds depletion resistance to the item. The number is a percent-value in the range 0-100. Depletion resistance is little effective unless the value is 100 (= perfect immunity).',
558 name => 'resist depletion %',
559 type => 'int'
560 },
561 resist_drain => {
562 desc => 'This adds draining resistance to the item. The number is a percent-value in the range 0-100. Draining resistance is little effective unless the value is 100 (= perfect immunity).',
563 name => 'resist draining %',
564 type => 'int'
565 },
566 resist_electricity => {
567 desc => 'This adds electricity resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
568 name => 'resist electricity %',
569 type => 'int'
570 },
571 resist_fear => {
572 desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
573 name => 'resist fear %',
574 type => 'int'
575 },
576 resist_fire => {
577 desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
578 name => 'resist fire %',
579 type => 'int'
580 },
581 resist_ghosthit => {
582 desc => 'This adds ghosthit resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
583 name => 'resist ghosthit %',
584 type => 'int'
585 },
586 resist_holyword => {
587 desc => 'This adds holy power resistance to the item. The number is a percent-value in the range 0-100. Holy power is the attacktype that holyword-type spells use to hurt undead creatures. This kind of resistance is only reasonable for undead players (wraith or devourer cult). Generally, resistance to holy word should not be available for players.',
588 name => 'resist holy power %',
589 type => 'int'
590 },
591 resist_magic => {
592 desc => 'This adds magic resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
593 name => 'resist magic %',
594 type => 'int'
595 },
596 resist_paralyze => {
597 desc => 'This adds paralyze resistance to the item. The number is a percent-value in the range 0-100. Paralyze resistance is little effective unless the value is 100 (= perfect immunity).',
598 name => 'resist paralyze %',
599 type => 'int'
600 },
601 resist_physical => {
602 desc => 'This adds physical resistance to the item (= armour value). The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
603 name => 'resist physical %',
604 type => 'int'
605 },
606 resist_poison => {
607 desc => 'This adds poison resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
608 name => 'resist poison %',
609 type => 'int'
610 },
611 resist_slow => {
612 desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
613 name => 'resist slow %',
614 type => 'int'
615 },
616 resist_weaponmagic => {
617 desc => 'This adds weaponmagic resistance to the item. The number is a percent-value in the range 0-100. Weaponmagic resistance generally should not exist on equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) are not meant to be easily resisted.',
618 name => 'resist weaponmagic %',
619 type => 'int'
620 }
621 }
622 ],
623 [
624 'stats',
625 {
626 Cha => {
627 desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
628 name => 'charisma',
629 type => 'int'
630 },
631 Con => {
632 desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
633 name => 'constitution',
634 type => 'int'
635 },
636 Dex => {
637 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
638 name => 'dexterity',
639 type => 'int'
640 },
641 Int => {
642 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
643 name => 'intelligence',
644 type => 'int'
645 },
646 Pow => {
647 desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
648 name => 'power',
649 type => 'int'
650 },
651 Str => {
652 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
653 name => 'strength',
654 type => 'int'
655 },
656 Wis => {
657 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
658 name => 'wisdom',
659 type => 'int'
660 }
661 }
662 ],
663 [
664 'misc',
665 {
666 flying => {
667 desc => 'As soon as the player applies a piece of equipment with <levitate> set, the player will start to float in the air.',
668 name => 'levitate',
669 type => 'bool'
670 },
671 food => {
672 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.',
673 name => 'food bonus',
674 type => 'int'
675 },
676 grace => {
677 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!!',
678 name => 'grace regen.',
679 type => 'int'
680 },
681 hp => {
682 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
683 name => 'health regen.',
684 type => 'int'
685 },
686 luck => {
687 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.',
688 name => 'luck bonus',
689 type => 'int'
690 },
691 path_attuned => {
692 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
693 name => 'attuned paths',
694 type => 'bitmask',
695 value => $BITMASK{spellpath}
696 },
697 path_denied => {
698 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
699 name => 'denied paths',
700 type => 'bitmask',
701 value => $BITMASK{spellpath}
702 },
703 path_repelled => {
704 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
705 name => 'repelled paths',
706 type => 'bitmask',
707 value => $BITMASK{spellpath}
708 },
709 reflect_missile => {
710 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.',
711 name => 'reflect missiles',
712 type => 'bool'
713 },
714 reflect_spell => {
715 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!',
716 name => 'reflect spells',
717 type => 'bool'
718 },
719 sp => {
720 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
721 name => 'mana regen.',
722 type => 'int'
723 },
724 stealth => {
725 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)',
726 name => 'stealth',
727 type => 'bool'
728 },
729 xrays => {
730 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desireable, so don\'t give it away for cheap on equipment.',
731 name => 'xray vision',
732 type => 'bool'
733 }
734 }
735 ]
736 ],
737 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
738 },
739 Battleground => {
740 attr => {
741 hp => {
742 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
743 name => 'destination X',
744 type => 'int'
745 },
746 is_floor => {
747 type => 'fixed',
748 value => 1
749 },
750 no_pick => {
751 type => 'fixed',
752 value => 1
753 },
754 sp => {
755 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
756 name => 'destination Y',
757 type => 'int'
758 }
759 },
760 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.',
761 ignore => [
762 $IGNORE_LIST{non_pickable}
763 ],
764 name => 'Battleground',
765 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.)'
766 },
767 Book => {
768 attr => {
769 level => {
770 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.',
771 name => 'literacy level',
772 type => 'int'
773 },
774 msg => {
775 desc => 'This is the text that appears "written" in the book.',
776 end => 'endmsg',
777 name => 'book content',
778 type => 'text'
779 },
780 startequip => {
781 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
782 name => 'godgiven item',
783 type => 'bool'
784 },
785 unique => {
786 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
787 name => 'unique item',
788 type => 'bool'
789 }
790 },
791 desc => 'Applying a book, the containing message is displayed to the player.',
792 name => 'Book'
793 },
794 Boots => {
795 attr => {
796 exp => {
797 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.',
798 name => 'speed bonus',
799 type => 'int'
800 },
801 magic => {
802 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>.',
803 name => 'magic bonus',
804 type => 'int'
805 }
806 },
807 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
808 import => [
809 $TYPE{Amulet}
810 ],
811 name => 'Boots',
812 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
813 },
814 Bracers => {
815 attr => {
816 magic => {
817 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.',
818 name => 'magic bonus',
819 type => 'int'
820 }
821 },
822 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.',
823 import => [
824 $TYPE{Amulet}
825 ],
826 name => 'Bracers',
827 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
828 },
829 'Brestplate Armour' => {
830 attr => {
831 last_heal => {
832 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
833 name => 'spellpoint penalty',
834 type => 'int'
835 },
836 last_sp => {
837 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
838 name => 'slowdown penalty',
839 type => 'int'
840 },
841 magic => {
842 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.',
843 name => 'magic bonus',
844 type => 'int'
845 }
846 },
847 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
848 import => [
849 $TYPE{Amulet}
850 ],
851 name => 'Brestplate Armour',
852 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
853 },
854 Button => {
855 attr => {
856 connected => {
857 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
858 name => 'connection',
859 type => 'int'
860 },
861 msg => {
862 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
863 end => 'endmsg',
864 name => 'description',
865 type => 'text'
866 },
867 no_pick => {
868 type => 'fixed',
869 value => 1
870 },
871 walk_off => {
872 type => 'fixed',
873 value => 1
874 },
875 walk_on => {
876 type => 'fixed',
877 value => 1
878 },
879 weight => {
880 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
881 name => 'press weight',
882 type => 'string'
883 }
884 },
885 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.',
886 ignore => [
887 $IGNORE_LIST{non_pickable}
888 ],
889 name => 'Button'
890 },
891 Cloak => {
892 attr => {
893 magic => {
894 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>.',
895 name => 'magic bonus',
896 type => 'int'
897 }
898 },
899 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.',
900 import => [
901 $TYPE{Amulet}
902 ],
903 name => 'Cloak',
904 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
905 },
906 Clock => {
907 attr => {
908 msg => {
909 desc => 'This text may describe the item',
910 end => 'endmsg',
911 name => 'description',
912 type => 'text'
913 }
914 },
915 desc => 'Applying a clock, the time is displayed to the player.',
916 name => 'Clock'
917 },
918 Container => {
919 attr => {
920 Str => {
921 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.',
922 name => 'reduce weight %',
923 type => 'int'
924 },
925 container => {
926 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.',
927 name => 'maximum weight',
928 type => 'int'
929 },
930 is_cauldron => {
931 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.',
932 name => 'alchemy cauldron',
933 type => 'bool'
934 },
935 msg => {
936 desc => 'This text may contain a description of the container.',
937 end => 'endmsg',
938 name => 'description',
939 type => 'text'
940 },
941 other_arch => {
942 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.',
943 name => 'animation arch',
944 type => 'string'
945 },
946 race => {
947 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.',
948 name => 'container class',
949 type => 'string'
950 },
951 slaying => {
952 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
953 name => 'key string',
954 type => 'string'
955 },
956 startequip => {
957 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
958 name => 'godgiven item',
959 type => 'bool'
960 },
961 unique => {
962 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.',
963 name => 'unique item',
964 type => 'bool'
965 }
966 },
967 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.',
968 name => 'Container',
969 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>'
970 },
971 Converter => {
972 attr => {
973 food => {
974 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>.',
975 name => 'cost number',
976 type => 'int'
977 },
978 msg => {
979 desc => 'This text may contain a description of the converter.',
980 end => 'endmsg',
981 name => 'description',
982 type => 'text'
983 },
984 no_pick => {
985 type => 'fixed',
986 value => 1
987 },
988 other_arch => {
989 desc => '<receive arch> is the name of the archetype to convert into.',
990 name => 'receive arch',
991 type => 'string'
992 },
993 slaying => {
994 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
995 name => 'cost arch',
996 type => 'string'
997 },
998 sp => {
999 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>.',
1000 name => 'receive number',
1001 type => 'int'
1002 }
1003 },
1004 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.',
1005 ignore => [
1006 'value',
1007 'nrof',
1008 'name_pl',
1009 'no_pick',
1010 'unpaid',
1011 'title'
1012 ],
1013 name => 'Converter',
1014 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.'
1015 },
1016 Creator => {
1017 attr => {
1018 connected => {
1019 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1020 name => 'connection',
1021 type => 'int'
1022 },
1023 hp => {
1024 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).',
1025 name => 'number of uses',
1026 type => 'int'
1027 },
1028 level => {
1029 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1030 name => 'level of creation',
1031 type => 'int'
1032 },
1033 lifesave => {
1034 desc => 'If <infinit uses> is set, the creator will work infinitly, regardless of the value in <number of uses>.',
1035 name => 'infinit uses',
1036 type => 'bool'
1037 },
1038 no_pick => {
1039 type => 'fixed',
1040 value => 1
1041 },
1042 other_arch => {
1043 desc => 'This string defines the object that will be created. You can choose any of the existing arches.',
1044 name => 'create arch',
1045 type => 'string'
1046 },
1047 slaying => {
1048 desc => 'The created object will bear the name specified in <name creation>. If nothing is set, the standard name of the archetype is used.',
1049 name => 'name of creation',
1050 type => 'string'
1051 }
1052 },
1053 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.',
1054 ignore => [
1055 $IGNORE_LIST{system_object}
1056 ],
1057 name => 'Creator',
1058 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1059 },
1060 Detector => {
1061 attr => {
1062 connected => {
1063 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1064 name => 'connection',
1065 type => 'int'
1066 },
1067 no_pick => {
1068 type => 'fixed',
1069 value => 1
1070 },
1071 slaying => {
1072 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.',
1073 name => 'match name',
1074 type => 'string'
1075 },
1076 speed => {
1077 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.',
1078 name => 'detection speed',
1079 type => 'float'
1080 }
1081 },
1082 desc => 'Detectors work quite much like inv. checkers/pedestals: If the detector finds a specific object, it toggles its connected value. <br><br> What is "unique" about them, compared to inv. checkers/ pedestals? - First, detectors check their square for a match periodically, not instantly. Second, detectors check directly for object names. Third, detectors do not check the inventory of players/monsters.',
1083 ignore => [
1084 $IGNORE_LIST{system_object}
1085 ],
1086 name => 'Detector',
1087 use => 'There is one major speciality about detectors: You can detect spells blown over a detector! To detect a lighting bolt for example, set "slaying ligthing" and "speed 1.0". In combination with spellcasting walls, this can be very useful for map-mechanisms.'
1088 },
1089 Director => {
1090 attr => {
1091 fly_on => {
1092 type => 'fixed',
1093 value => 1
1094 },
1095 sp => {
1096 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).',
1097 name => 'direction',
1098 type => 'list',
1099 value => $LIST{direction}
1100 },
1101 walk_on => {
1102 type => 'fixed',
1103 value => 1
1104 }
1105 },
1106 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.',
1107 ignore => [
1108 $IGNORE_LIST{non_pickable}
1109 ],
1110 name => 'Director',
1111 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.'
1112 },
1113 Disease => {
1114 attr => {
1115 ac => {
1116 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1117 name => 'progressiveness',
1118 type => 'int'
1119 },
1120 invisible => {
1121 type => 'fixed',
1122 value => 1
1123 },
1124 level => {
1125 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.',
1126 name => 'plaque level',
1127 type => 'int'
1128 },
1129 msg => {
1130 desc => 'This text is displayed to the player every time the symptoms strike.',
1131 end => 'endmsg',
1132 name => 'message',
1133 type => 'text'
1134 },
1135 race => {
1136 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1137 name => 'infect race',
1138 type => 'string'
1139 }
1140 },
1141 desc => 'Diseases are an intersting form of spellcraft in Crossfire. 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.',
1142 ignore => [
1143 $IGNORE_LIST{system_object}
1144 ],
1145 name => 'Disease',
1146 section => [
1147 [
1148 'spreading',
1149 {
1150 last_grace => {
1151 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1152 name => 'attenuation',
1153 type => 'int'
1154 },
1155 magic => {
1156 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.',
1157 name => 'infection range',
1158 type => 'int'
1159 },
1160 maxgrace => {
1161 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.',
1162 name => 'curing duration',
1163 type => 'int'
1164 },
1165 maxhp => {
1166 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).',
1167 name => 'persistence',
1168 type => 'int'
1169 },
1170 speed => {
1171 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1172 name => 'moving speed',
1173 type => 'float'
1174 },
1175 wc => {
1176 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.',
1177 name => 'infectiosness',
1178 type => 'int'
1179 }
1180 }
1181 ],
1182 [
1183 'symptoms',
1184 {
1185 attacktype => {
1186 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1187 name => 'attacktype',
1188 type => 'bitmask',
1189 value => $BITMASK{attacktype}
1190 },
1191 dam => {
1192 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.',
1193 name => 'damage',
1194 type => 'int'
1195 },
1196 exp => {
1197 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1198 name => 'exp. for curing',
1199 type => 'int'
1200 },
1201 hp => {
1202 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1203 name => 'health regen.',
1204 type => 'int'
1205 },
1206 last_eat => {
1207 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.',
1208 name => 'food depletion',
1209 type => 'int'
1210 },
1211 last_sp => {
1212 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1213 name => 'slowdown penalty',
1214 type => 'int'
1215 },
1216 maxsp => {
1217 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.',
1218 name => 'mana depletion',
1219 type => 'int'
1220 },
1221 other_arch => {
1222 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.',
1223 name => 'create arch',
1224 type => 'string'
1225 },
1226 sp => {
1227 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1228 name => 'mana regen.',
1229 type => 'int'
1230 }
1231 }
1232 ],
1233 [
1234 'disability',
1235 {
1236 Cha => {
1237 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1238 name => 'charisma',
1239 type => 'int'
1240 },
1241 Con => {
1242 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1243 name => 'constitution',
1244 type => 'int'
1245 },
1246 Dex => {
1247 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1248 name => 'dexterity',
1249 type => 'int'
1250 },
1251 Int => {
1252 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1253 name => 'intelligence',
1254 type => 'int'
1255 },
1256 Pow => {
1257 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1258 name => 'power',
1259 type => 'int'
1260 },
1261 Str => {
1262 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1263 name => 'strength',
1264 type => 'int'
1265 },
1266 Wis => {
1267 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1268 name => 'wisdom',
1269 type => 'int'
1270 }
1271 }
1272 ]
1273 ],
1274 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.'
1275 },
1276 Duplicator => {
1277 attr => {
1278 connected => {
1279 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!',
1280 name => 'connection',
1281 type => 'int'
1282 },
1283 level => {
1284 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.',
1285 name => 'multiply factor',
1286 type => 'int'
1287 },
1288 other_arch => {
1289 desc => 'Only objects of matching archtype, lying ontop of the dublicator will be dublicated, multiplied or removed. All other objects will be ignored.',
1290 name => 'target arch',
1291 type => 'string'
1292 }
1293 },
1294 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.',
1295 ignore => [
1296 $IGNORE_LIST{system_object}
1297 ],
1298 name => 'Duplicator',
1299 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%.'
1300 },
1301 Exit => {
1302 attr => {
1303 fly_on => {
1304 desc => 'If set, the player will apply the exit by "flying into it". Flying means the player is levitating. E.g. wearing levitation boots.',
1305 name => 'apply by flying',
1306 type => 'bool'
1307 },
1308 hp => {
1309 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.',
1310 name => 'destination X',
1311 type => 'int'
1312 },
1313 msg => {
1314 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. =)',
1315 end => 'endmsg',
1316 name => 'exit message',
1317 type => 'text'
1318 },
1319 slaying => {
1320 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".',
1321 name => 'exit path',
1322 type => 'string'
1323 },
1324 sp => {
1325 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.',
1326 name => 'destination Y',
1327 type => 'int'
1328 },
1329 unique => {
1330 desc => 'This flag defines the destined map as "personal unique map". If set, there will be a seperate version of that map for every player out there. This feature is used for the permanent apartments (in Scorn/Nuernberg/Caterham...). It should not be used for anything else than apartments, since Crossfire is a *multi*player game. In such a permanent apartment don\'t forget to set the unique-flag for all floor tiles too (see floors). An exit pointing outside of a personal unique map must have the "unique destination"-flag unset.',
1331 name => 'unique destination',
1332 type => 'bool'
1333 },
1334 walk_on => {
1335 desc => 'If set, the player will apply the exit by just walking into it. This must be set for the invisible exits for example. If unset, the player has to step onto the exit and press \'a\' to get transferred.',
1336 name => 'apply by walking',
1337 type => 'bool'
1338 }
1339 },
1340 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.',
1341 ignore => [
1342 $IGNORE_LIST{non_pickable}
1343 ],
1344 name => 'Exit',
1345 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.'
1346 },
1347 Flesh => {
1348 attr => {
1349 food => {
1350 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
1351 name => 'foodpoints',
1352 type => 'int'
1353 },
1354 level => {
1355 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.',
1356 name => 'flesh level',
1357 type => 'int'
1358 },
1359 msg => {
1360 desc => 'This text may describe the item.',
1361 end => 'endmsg',
1362 name => 'description',
1363 type => 'text'
1364 },
1365 startequip => {
1366 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1367 name => 'godgiven item',
1368 type => 'bool'
1369 }
1370 },
1371 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 cathegories. 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.',
1372 name => 'Flesh',
1373 section => [
1374 [
1375 'resistance',
1376 {
1377 resist_acid => {
1378 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.',
1379 name => 'resist acid %',
1380 type => 'int'
1381 },
1382 resist_blind => {
1383 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.',
1384 name => 'resist blinding %',
1385 type => 'int'
1386 },
1387 resist_chaos => {
1388 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.',
1389 name => 'resist chaos %',
1390 type => 'int'
1391 },
1392 resist_cold => {
1393 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.',
1394 name => 'resist cold %',
1395 type => 'int'
1396 },
1397 resist_confusion => {
1398 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.',
1399 name => 'resist confusion %',
1400 type => 'int'
1401 },
1402 resist_death => {
1403 desc => 'RResistances 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.',
1404 name => 'resist death-attack %',
1405 type => 'int'
1406 },
1407 resist_deplete => {
1408 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.',
1409 name => 'resist depletion %',
1410 type => 'int'
1411 },
1412 resist_drain => {
1413 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.',
1414 name => 'resist draining %',
1415 type => 'int'
1416 },
1417 resist_electricity => {
1418 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.',
1419 name => 'resist electricity %',
1420 type => 'int'
1421 },
1422 resist_fear => {
1423 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.',
1424 name => 'resist fear %',
1425 type => 'int'
1426 },
1427 resist_fire => {
1428 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.',
1429 name => 'resist fire %',
1430 type => 'int'
1431 },
1432 resist_ghosthit => {
1433 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.',
1434 name => 'resist ghosthit %',
1435 type => 'int'
1436 },
1437 resist_magic => {
1438 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.',
1439 name => 'resist magic %',
1440 type => 'int'
1441 },
1442 resist_paralyze => {
1443 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.',
1444 name => 'resist paralyze %',
1445 type => 'int'
1446 },
1447 resist_physical => {
1448 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.',
1449 name => 'resist physical %',
1450 type => 'int'
1451 },
1452 resist_poison => {
1453 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.',
1454 name => 'resist poison %',
1455 type => 'int'
1456 },
1457 resist_slow => {
1458 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.',
1459 name => 'resist slow %',
1460 type => 'int'
1461 },
1462 resist_weaponmagic => {
1463 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.',
1464 name => 'resist weaponmagic %',
1465 type => 'int'
1466 }
1467 }
1468 ]
1469 ],
1470 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.'
1471 },
1472 Floor => {
1473 attr => {
1474 damned => {
1475 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
1476 name => 'no prayers',
1477 type => 'bool'
1478 },
1479 is_floor => {
1480 type => 'fixed',
1481 value => 1
1482 },
1483 msg => {
1484 desc => 'This text may describe the object.',
1485 end => 'endmsg',
1486 name => 'description',
1487 type => 'text'
1488 },
1489 no_magic => {
1490 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
1491 name => 'no spells',
1492 type => 'bool'
1493 },
1494 no_pass => {
1495 desc => 'If set, the object cannot be passed by players nor monsters.',
1496 name => 'blocking passage',
1497 type => 'bool'
1498 },
1499 no_pick => {
1500 type => 'fixed',
1501 value => 1
1502 },
1503 unique => {
1504 desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
1505 name => 'unique map',
1506 type => 'bool'
1507 }
1508 },
1509 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
1510 ignore => [
1511 $IGNORE_LIST{non_pickable}
1512 ],
1513 name => 'Floor',
1514 required => {
1515 alive => 0,
1516 is_floor => 1
1517 },
1518 section => [
1519 [
1520 'terrain',
1521 {
1522 is_hilly => {
1523 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
1524 name => 'hilly terrain',
1525 type => 'bool'
1526 },
1527 is_wooded => {
1528 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
1529 name => 'wooded terrain',
1530 type => 'bool'
1531 },
1532 slow_move => {
1533 desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
1534 name => 'slow movement',
1535 type => 'int'
1536 }
1537 }
1538 ]
1539 ]
1540 },
1541 'Floor (Encounter)' => {
1542 attr => {
1543 damned => {
1544 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
1545 name => 'no prayers',
1546 type => 'bool'
1547 },
1548 is_floor => {
1549 type => 'fixed',
1550 value => 1
1551 },
1552 msg => {
1553 desc => 'This text may describe the object.',
1554 end => 'endmsg',
1555 name => 'description',
1556 type => 'text'
1557 },
1558 no_magic => {
1559 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
1560 name => 'no spells',
1561 type => 'bool'
1562 },
1563 no_pass => {
1564 desc => 'If set, the object cannot be passed by players nor monsters.',
1565 name => 'blocking passage',
1566 type => 'bool'
1567 },
1568 no_pick => {
1569 type => 'fixed',
1570 value => 1
1571 },
1572 unique => {
1573 desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
1574 name => 'unique map',
1575 type => 'bool'
1576 }
1577 },
1578 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.',
1579 ignore => [
1580 $IGNORE_LIST{non_pickable}
1581 ],
1582 name => 'Floor (Encounter)',
1583 section => [
1584 [
1585 'terrain',
1586 {
1587 is_hilly => {
1588 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
1589 name => 'hilly terrain',
1590 type => 'bool'
1591 },
1592 is_wooded => {
1593 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
1594 name => 'wooded terrain',
1595 type => 'bool'
1596 },
1597 slow_move => {
1598 desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
1599 name => 'slow movement',
1600 type => 'int'
1601 }
1602 }
1603 ]
1604 ]
1605 },
1606 Food => {
1607 attr => {
1608 food => {
1609 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
1610 name => 'foodpoints',
1611 type => 'int'
1612 },
1613 startequip => {
1614 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1615 name => 'godgiven item',
1616 type => 'bool'
1617 }
1618 },
1619 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
1620 name => 'Food'
1621 },
1622 Gate => {
1623 attr => {
1624 connected => {
1625 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
1626 name => 'connection',
1627 type => 'int'
1628 },
1629 damned => {
1630 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
1631 name => 'restrict prayers',
1632 type => 'bool'
1633 },
1634 no_magic => {
1635 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
1636 name => 'restrict spells',
1637 type => 'bool'
1638 },
1639 no_pass => {
1640 desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
1641 name => 'blocking passage',
1642 type => 'bool'
1643 },
1644 no_pick => {
1645 type => 'fixed',
1646 value => 1
1647 },
1648 wc => {
1649 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.',
1650 name => 'position state',
1651 type => 'int'
1652 }
1653 },
1654 desc => 'Gates play an important role in Crossfire. 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.',
1655 ignore => [
1656 $IGNORE_LIST{non_pickable}
1657 ],
1658 name => 'Gate',
1659 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".'
1660 },
1661 Girdle => {
1662 attr => {
1663 magic => {
1664 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.',
1665 name => 'magic bonus',
1666 type => 'int'
1667 }
1668 },
1669 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.',
1670 import => [
1671 $TYPE{Amulet}
1672 ],
1673 name => 'Girdle',
1674 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1675 },
1676 Gloves => {
1677 attr => {
1678 magic => {
1679 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.',
1680 name => 'magic bonus',
1681 type => 'int'
1682 }
1683 },
1684 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
1685 import => [
1686 $TYPE{Amulet}
1687 ],
1688 name => 'Gloves',
1689 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1690 },
1691 Handle => {
1692 attr => {
1693 connected => {
1694 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
1695 name => 'connection',
1696 type => 'int'
1697 },
1698 msg => {
1699 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
1700 end => 'endmsg',
1701 name => 'description',
1702 type => 'text'
1703 },
1704 no_pick => {
1705 type => 'fixed',
1706 value => 1
1707 }
1708 },
1709 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
1710 ignore => [
1711 $IGNORE_LIST{non_pickable}
1712 ],
1713 name => 'Handle',
1714 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.'
1715 },
1716 'Handle Trigger' => {
1717 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.',
1718 ignore => [
1719 $IGNORE_LIST{non_pickable}
1720 ],
1721 import => [
1722 $TYPE{Handle}
1723 ],
1724 name => 'Handle Trigger',
1725 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.'
1726 },
1727 'Hazard Floor' => {
1728 attr => {
1729 attacktype => {
1730 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.',
1731 name => 'attacktype',
1732 type => 'bitmask',
1733 value => $BITMASK{attacktype}
1734 },
1735 dam => {
1736 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.',
1737 name => 'base damage',
1738 type => 'int'
1739 },
1740 damned => {
1741 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
1742 name => 'no prayers',
1743 type => 'bool'
1744 },
1745 is_floor => {
1746 type => 'fixed',
1747 value => 1
1748 },
1749 level => {
1750 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.',
1751 name => 'attack level',
1752 type => 'int'
1753 },
1754 lifesave => {
1755 type => 'fixed',
1756 value => 1
1757 },
1758 no_magic => {
1759 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
1760 name => 'no spells',
1761 type => 'bool'
1762 },
1763 no_pick => {
1764 type => 'fixed',
1765 value => 1
1766 },
1767 unique => {
1768 desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
1769 name => 'unique map',
1770 type => 'bool'
1771 },
1772 walk_on => {
1773 type => 'fixed',
1774 value => 1
1775 },
1776 wc => {
1777 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.',
1778 name => 'weaponclass',
1779 type => 'int'
1780 }
1781 },
1782 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.',
1783 ignore => [
1784 $IGNORE_LIST{non_pickable}
1785 ],
1786 name => 'Hazard Floor',
1787 required => {
1788 is_floor => 1
1789 },
1790 section => [
1791 [
1792 'terrain',
1793 {
1794 is_hilly => {
1795 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
1796 name => 'hilly terrain',
1797 type => 'bool'
1798 },
1799 is_wooded => {
1800 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
1801 name => 'wooded terrain',
1802 type => 'bool'
1803 },
1804 slow_move => {
1805 desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
1806 name => 'slow movement',
1807 type => 'int'
1808 }
1809 }
1810 ]
1811 ],
1812 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.'
1813 },
1814 Helmet => {
1815 attr => {
1816 magic => {
1817 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>.',
1818 name => 'magic bonus',
1819 type => 'int'
1820 }
1821 },
1822 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.',
1823 import => [
1824 $TYPE{Amulet}
1825 ],
1826 name => 'Helmet',
1827 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1828 },
1829 'Holy Altar' => {
1830 attr => {
1831 level => {
1832 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> 100. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult.',
1833 name => 'reconsecrate level',
1834 type => 'int'
1835 },
1836 no_pick => {
1837 type => 'fixed',
1838 value => 1
1839 },
1840 other_arch => {
1841 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.',
1842 name => 'god name',
1843 type => 'string'
1844 }
1845 },
1846 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.',
1847 ignore => [
1848 $IGNORE_LIST{non_pickable}
1849 ],
1850 name => 'Holy Altar'
1851 },
1852 Horn => {
1853 attr => {
1854 hp => {
1855 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
1856 name => 'initial spellpoints',
1857 type => 'int'
1858 },
1859 level => {
1860 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
1861 name => 'casting level',
1862 type => 'int'
1863 },
1864 maxhp => {
1865 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.',
1866 name => 'max. spellpoints',
1867 type => 'int'
1868 },
1869 msg => {
1870 desc => 'This text may contain a description of the horn.',
1871 end => 'endmsg',
1872 name => 'description',
1873 type => 'text'
1874 },
1875 sp => {
1876 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!',
1877 name => 'spell',
1878 type => 'spell'
1879 },
1880 startequip => {
1881 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1882 name => 'godgiven item',
1883 type => 'bool'
1884 }
1885 },
1886 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.',
1887 ignore => [
1888 'title'
1889 ],
1890 name => 'Horn',
1891 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.'
1892 },
1893 Inorganic => {
1894 attr => {
1895 is_dust => {
1896 name => 'is dust',
1897 type => 'bool'
1898 }
1899 },
1900 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
1901 name => 'Inorganic',
1902 section => [
1903 [
1904 'resistance',
1905 {
1906 resist_acid => {
1907 name => 'resist acid %',
1908 type => 'int'
1909 },
1910 resist_chaos => {
1911 name => 'resist chaos %',
1912 type => 'int'
1913 },
1914 resist_cold => {
1915 name => 'resist cold %',
1916 type => 'int'
1917 },
1918 resist_death => {
1919 name => 'resist death-attack %',
1920 type => 'int'
1921 },
1922 resist_electricity => {
1923 name => 'resist electricity %',
1924 type => 'int'
1925 },
1926 resist_fire => {
1927 name => 'resist fire %',
1928 type => 'int'
1929 },
1930 resist_ghosthit => {
1931 name => 'resist ghosthit %',
1932 type => 'int'
1933 },
1934 resist_holyword => {
1935 name => 'resist holy power %',
1936 type => 'int'
1937 },
1938 resist_magic => {
1939 name => 'resist magic %',
1940 type => 'int'
1941 },
1942 resist_physical => {
1943 name => 'resist physical %',
1944 type => 'int'
1945 },
1946 resist_poison => {
1947 name => 'resist poison %',
1948 type => 'int'
1949 },
1950 resist_weaponmagic => {
1951 name => 'resist weaponmagic %',
1952 type => 'int'
1953 }
1954 }
1955 ]
1956 ]
1957 },
1958 'Inventory Checker' => {
1959 attr => {
1960 connected => {
1961 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
1962 name => 'connection',
1963 type => 'int'
1964 },
1965 hp => {
1966 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. ;)',
1967 name => 'match type',
1968 type => 'int'
1969 },
1970 last_heal => {
1971 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!',
1972 name => 'remove match',
1973 type => 'bool'
1974 },
1975 last_sp => {
1976 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
1977 name => 'match = having',
1978 type => 'bool'
1979 },
1980 no_pass => {
1981 desc => 'If set, only players meeting the match criteria can pass through that space. If unset (default), the inventory checker acts like a trigger/button.',
1982 name => 'blocking passage',
1983 type => 'bool'
1984 },
1985 no_pick => {
1986 type => 'fixed',
1987 value => 1
1988 },
1989 race => {
1990 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>.',
1991 name => 'match arch name',
1992 type => 'string'
1993 },
1994 slaying => {
1995 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.',
1996 name => 'match key string',
1997 type => 'string'
1998 }
1999 },
2000 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 (-&gt; "no_pass"). <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.',
2001 ignore => [
2002 $IGNORE_LIST{system_object}
2003 ],
2004 name => 'Inventory Checker',
2005 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.'
2006 },
2007 Jewel => {
2008 attr => {
2009 msg => {
2010 desc => 'This text may describe the object.',
2011 end => 'endmsg',
2012 name => 'description',
2013 type => 'text'
2014 },
2015 race => {
2016 type => 'fixed',
2017 value => 'gold and jewels'
2018 }
2019 },
2020 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.',
2021 name => 'Jewel'
2022 },
2023 'Locked Door' => {
2024 attr => {
2025 damned => {
2026 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
2027 name => 'restrict prayers',
2028 type => 'bool'
2029 },
2030 msg => {
2031 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.',
2032 end => 'endmsg',
2033 name => 'lock message',
2034 type => 'text'
2035 },
2036 no_magic => {
2037 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).',
2038 name => 'restrict spells',
2039 type => 'bool'
2040 },
2041 no_pass => {
2042 type => 'fixed',
2043 value => 1
2044 },
2045 no_pick => {
2046 type => 'fixed',
2047 value => 1
2048 },
2049 slaying => {
2050 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 CF mapset. DONT EVER USE the default string "set_individual_value".',
2051 name => 'key string',
2052 type => 'string'
2053 }
2054 },
2055 desc => 'A locked door can be opened only when carrying the appropriate special key.',
2056 ignore => [
2057 $IGNORE_LIST{non_pickable}
2058 ],
2059 name => 'Locked Door',
2060 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).'
2061 },
2062 'Magic Ear' => {
2063 attr => {
2064 connected => {
2065 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
2066 name => 'connection',
2067 type => 'int'
2068 },
2069 msg => {
2070 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!',
2071 end => 'endmsg',
2072 name => 'keyword-matching',
2073 type => 'text'
2074 },
2075 no_pick => {
2076 type => 'fixed',
2077 value => 1
2078 }
2079 },
2080 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
2081 ignore => [
2082 $IGNORE_LIST{system_object}
2083 ],
2084 name => 'Magic Ear',
2085 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.'
2086 },
2087 'Magic Wall' => {
2088 attr => {
2089 connected => {
2090 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.',
2091 name => 'connection',
2092 type => 'int'
2093 },
2094 dam => {
2095 desc => 'The magic wall will cast this <spell>.',
2096 name => 'spell',
2097 type => 'spell'
2098 },
2099 level => {
2100 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.',
2101 name => 'spell level',
2102 type => 'int'
2103 },
2104 no_pass => {
2105 desc => 'If set, the object cannot be passed by players nor monsters.',
2106 name => 'blocking passage',
2107 type => 'bool'
2108 },
2109 sp => {
2110 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.',
2111 name => 'direction',
2112 type => 'list',
2113 value => $LIST{direction}
2114 },
2115 speed => {
2116 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".',
2117 name => 'casting speed',
2118 type => 'float'
2119 }
2120 },
2121 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.',
2122 ignore => [
2123 $IGNORE_LIST{non_pickable}
2124 ],
2125 name => 'Magic Wall',
2126 section => [
2127 [
2128 'destroyable',
2129 {
2130 ac => {
2131 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>.',
2132 name => 'armour class',
2133 type => 'int'
2134 },
2135 alive => {
2136 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.',
2137 name => 'is destroyable',
2138 type => 'bool'
2139 },
2140 hp => {
2141 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
2142 name => 'hitpoints',
2143 type => 'int'
2144 },
2145 maxhp => {
2146 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
2147 name => 'max hitpoints',
2148 type => 'int'
2149 }
2150 }
2151 ],
2152 [
2153 'resistance',
2154 {
2155 resist_acid => {
2156 name => 'resist acid %',
2157 type => 'int'
2158 },
2159 resist_blind => {
2160 name => 'resist blinding %',
2161 type => 'int'
2162 },
2163 resist_chaos => {
2164 name => 'resist chaos %',
2165 type => 'int'
2166 },
2167 resist_cold => {
2168 name => 'resist cold %',
2169 type => 'int'
2170 },
2171 resist_confusion => {
2172 name => 'resist confusion %',
2173 type => 'int'
2174 },
2175 resist_death => {
2176 name => 'resist death-attack %',
2177 type => 'int'
2178 },
2179 resist_deplete => {
2180 name => 'resist depletion %',
2181 type => 'int'
2182 },
2183 resist_drain => {
2184 name => 'resist draining %',
2185 type => 'int'
2186 },
2187 resist_electricity => {
2188 name => 'resist electricity %',
2189 type => 'int'
2190 },
2191 resist_fear => {
2192 name => 'resist fear %',
2193 type => 'int'
2194 },
2195 resist_fire => {
2196 name => 'resist fire %',
2197 type => 'int'
2198 },
2199 resist_ghosthit => {
2200 name => 'resist ghosthit %',
2201 type => 'int'
2202 },
2203 resist_godpower => {
2204 name => 'resist godpower %',
2205 type => 'int'
2206 },
2207 resist_holyword => {
2208 name => 'resist holy power %',
2209 type => 'int'
2210 },
2211 resist_magic => {
2212 name => 'resist magic %',
2213 type => 'int'
2214 },
2215 resist_paralyze => {
2216 name => 'resist paralyze %',
2217 type => 'int'
2218 },
2219 resist_physical => {
2220 name => 'resist physical %',
2221 type => 'int'
2222 },
2223 resist_poison => {
2224 name => 'resist poison %',
2225 type => 'int'
2226 },
2227 resist_slow => {
2228 name => 'resist slow %',
2229 type => 'int'
2230 },
2231 resist_turn_undead => {
2232 name => 'resist turn undead %',
2233 type => 'int'
2234 },
2235 resist_weaponmagic => {
2236 name => 'resist weaponmagic %',
2237 type => 'int'
2238 }
2239 }
2240 ]
2241 ],
2242 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".'
2243 },
2244 Marker => {
2245 attr => {
2246 connected => {
2247 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
2248 name => 'connection',
2249 type => 'int'
2250 },
2251 food => {
2252 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.',
2253 name => 'mark duration',
2254 type => 'int'
2255 },
2256 msg => {
2257 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.',
2258 end => 'endmsg',
2259 name => 'marking message',
2260 type => 'text'
2261 },
2262 name => {
2263 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.',
2264 name => 'delete mark',
2265 type => 'string'
2266 },
2267 no_pick => {
2268 type => 'fixed',
2269 value => 1
2270 },
2271 slaying => {
2272 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.',
2273 name => 'key string',
2274 type => 'string'
2275 },
2276 speed => {
2277 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.',
2278 name => 'marking speed',
2279 type => 'float'
2280 }
2281 },
2282 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.',
2283 ignore => [
2284 $IGNORE_LIST{system_object}
2285 ],
2286 name => 'Marker',
2287 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.'
2288 },
2289 Misc => {
2290 attr => {
2291 cursed => {
2292 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
2293 name => 'cursed',
2294 type => 'bool'
2295 },
2296 damned => {
2297 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.',
2298 name => 'damned',
2299 type => 'bool'
2300 },
2301 msg => {
2302 desc => 'This text may describe the object.',
2303 end => 'endmsg',
2304 name => 'description',
2305 type => 'text'
2306 },
2307 no_pass => {
2308 desc => 'If set, the object cannot be passed by players nor monsters.',
2309 name => 'blocking passage',
2310 type => 'bool'
2311 },
2312 startequip => {
2313 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2314 name => 'godgiven item',
2315 type => 'bool'
2316 },
2317 unique => {
2318 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
2319 name => 'unique item',
2320 type => 'bool'
2321 }
2322 },
2323 name => 'Misc'
2324 },
2325 Money => {
2326 attr => {
2327 race => {
2328 type => 'fixed',
2329 value => 'gold and jewels'
2330 }
2331 },
2332 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.',
2333 ignore => [
2334 'unpaid'
2335 ],
2336 name => 'Money'
2337 },
2338 'Monster & NPC' => {
2339 attr => {
2340 alive => {
2341 type => 'fixed',
2342 value => 1
2343 },
2344 carrying => {
2345 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
2346 name => 'carries weight',
2347 type => 'int'
2348 },
2349 exp => {
2350 desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-cathegory 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!',
2351 name => 'experience',
2352 type => 'int'
2353 },
2354 flying => {
2355 desc => 'Flying monsters won\'t get slowed down in rough terrain and they won\'t be affected by movers.',
2356 name => 'flying',
2357 type => 'bool'
2358 },
2359 generator => {
2360 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.',
2361 name => 'multiply',
2362 type => 'bool'
2363 },
2364 level => {
2365 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
2366 name => 'level',
2367 type => 'int'
2368 },
2369 msg => {
2370 end => 'endmsg',
2371 name => 'npc message',
2372 type => 'text'
2373 },
2374 other_arch => {
2375 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.',
2376 name => 'breed monster',
2377 type => 'string'
2378 },
2379 race => {
2380 desc => 'Every monster should have a race set to cathegorize 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.',
2381 name => 'race',
2382 type => 'string'
2383 },
2384 randomitems => {
2385 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>.',
2386 name => 'treasurelist',
2387 type => 'treasurelist'
2388 },
2389 speed => {
2390 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
2391 name => 'speed',
2392 type => 'float'
2393 },
2394 undead => {
2395 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
2396 name => 'undead',
2397 type => 'bool'
2398 },
2399 use_content_on_gen => {
2400 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.',
2401 name => 'template generation',
2402 type => 'bool'
2403 }
2404 },
2405 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.',
2406 ignore => [
2407 'material',
2408 'name_pl',
2409 'nrof',
2410 'value',
2411 'unpaid'
2412 ],
2413 name => 'Monster & NPC',
2414 required => {
2415 alive => 1,
2416 is_floor => 0,
2417 tear_down => 0
2418 },
2419 section => [
2420 [
2421 'melee',
2422 {
2423 Con => {
2424 desc => 'Monsters regenerate this many hit points each move. Each time the monster has a move, it gets <healing rate> health points back. Hence, <movement speed> has great effect on the monster\'s healing rate as well.',
2425 name => 'healing rate',
2426 type => 'int'
2427 },
2428 ac => {
2429 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).',
2430 name => 'armour class',
2431 type => 'int'
2432 },
2433 attacktype => {
2434 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.',
2435 name => 'attacktype',
2436 type => 'bitmask',
2437 value => $BITMASK{attacktype}
2438 },
2439 dam => {
2440 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.',
2441 name => 'damage',
2442 type => 'int'
2443 },
2444 hitback => {
2445 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.',
2446 name => 'hitback',
2447 type => 'bool'
2448 },
2449 hp => {
2450 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>.',
2451 name => 'health points',
2452 type => 'int'
2453 },
2454 maxhp => {
2455 desc => '<max health> is the maximum amount of <health points> this monster can have.',
2456 name => 'max health',
2457 type => 'int'
2458 },
2459 one_hit => {
2460 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
2461 name => 'one hit only',
2462 type => 'bool'
2463 },
2464 reflect_missile => {
2465 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
2466 name => 'reflect missiles',
2467 type => 'bool'
2468 },
2469 wc => {
2470 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
2471 name => 'weapon class',
2472 type => 'int'
2473 }
2474 }
2475 ],
2476 [
2477 'spellcraft',
2478 {
2479 Pow => {
2480 desc => 'Monsters regenerate this many spellpoints each move. Each time the monster has a move, it gets <spellpoint regen.> spellpoints back. Hence, <movement speed> has great effect on the monster\'s spellpoint regeneration as well. 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.',
2481 name => 'spellpoint regen.',
2482 type => 'int'
2483 },
2484 can_cast_spell => {
2485 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
2486 name => 'can cast spell',
2487 type => 'bool'
2488 },
2489 maxsp => {
2490 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.',
2491 name => 'max spellpoints',
2492 type => 'int'
2493 },
2494 path_attuned => {
2495 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
2496 name => 'attuned paths',
2497 type => 'bitmask',
2498 value => $BITMASK{spellpath}
2499 },
2500 path_denied => {
2501 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
2502 name => 'denied paths',
2503 type => 'bitmask',
2504 value => $BITMASK{spellpath}
2505 },
2506 path_repelled => {
2507 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
2508 name => 'repelled paths',
2509 type => 'bitmask',
2510 value => $BITMASK{spellpath}
2511 },
2512 reflect_spell => {
2513 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.',
2514 name => 'reflect spells',
2515 type => 'bool'
2516 },
2517 sp => {
2518 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>.',
2519 name => 'spellpoints',
2520 type => 'int'
2521 }
2522 }
2523 ],
2524 [
2525 'ability',
2526 {
2527 Int => {
2528 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.',
2529 name => 'detect hidden',
2530 type => 'int'
2531 },
2532 can_see_in_dark => {
2533 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.',
2534 name => 'see in darkness',
2535 type => 'bool'
2536 },
2537 can_use_armour => {
2538 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
2539 name => 'can use armour',
2540 type => 'bool'
2541 },
2542 can_use_bow => {
2543 desc => 'Monster is able to use missile-weapon type objects.',
2544 name => 'can use bows',
2545 type => 'bool'
2546 },
2547 can_use_ring => {
2548 desc => 'Monster is able to wear rings.',
2549 name => 'can use rings',
2550 type => 'bool'
2551 },
2552 can_use_rod => {
2553 desc => 'Monster is able to use rods.',
2554 name => 'can use rods',
2555 type => 'bool'
2556 },
2557 can_use_scroll => {
2558 desc => 'Monster is able to read scrolls.',
2559 name => 'can use scrolls',
2560 type => 'bool'
2561 },
2562 can_use_skill => {
2563 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>.',
2564 name => 'can use skills',
2565 type => 'bool'
2566 },
2567 can_use_wand => {
2568 desc => 'Monster is able to use wands and staves.',
2569 name => 'can use wands',
2570 type => 'bool'
2571 },
2572 can_use_weapon => {
2573 desc => 'Monster is able to wield weapon type objects.',
2574 name => 'can use weapons',
2575 type => 'bool'
2576 },
2577 see_invisible => {
2578 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.',
2579 name => 'see invisible',
2580 type => 'bool'
2581 }
2582 }
2583 ],
2584 [
2585 'behave',
2586 {
2587 Wis => {
2588 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.',
2589 name => 'sensing range',
2590 type => 'int'
2591 },
2592 attack_movement => {
2593 name => 'attack movement',
2594 type => 'int'
2595 },
2596 friendly => {
2597 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
2598 name => 'friendly',
2599 type => 'bool'
2600 },
2601 monster => {
2602 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.',
2603 name => 'monster behaviour',
2604 type => 'bool'
2605 },
2606 pick_up => {
2607 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.',
2608 name => 'pick up',
2609 type => 'bitmask',
2610 value => $BITMASK{pick_up}
2611 },
2612 run_away => {
2613 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.',
2614 name => 'run at % health',
2615 type => 'int'
2616 },
2617 sleep => {
2618 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.',
2619 name => 'asleep',
2620 type => 'bool'
2621 },
2622 stand_still => {
2623 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 Crossfire 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.',
2624 name => 'stand still',
2625 type => 'bool'
2626 },
2627 unaggressive => {
2628 desc => '<unaggressive> monsters do not attack players unless attacked first.',
2629 name => 'unaggressive',
2630 type => 'bool'
2631 },
2632 will_apply => {
2633 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
2634 name => 'misc. actions',
2635 type => 'bitmask',
2636 value => $BITMASK{will_apply}
2637 }
2638 }
2639 ],
2640 [
2641 'resistance',
2642 {
2643 resist_acid => {
2644 name => 'resist acid %',
2645 type => 'int'
2646 },
2647 resist_blind => {
2648 name => 'resist blinding %',
2649 type => 'int'
2650 },
2651 resist_chaos => {
2652 name => 'resist chaos %',
2653 type => 'int'
2654 },
2655 resist_cold => {
2656 name => 'resist cold %',
2657 type => 'int'
2658 },
2659 resist_confusion => {
2660 name => 'resist confusion %',
2661 type => 'int'
2662 },
2663 resist_death => {
2664 name => 'resist death-attack %',
2665 type => 'int'
2666 },
2667 resist_deplete => {
2668 name => 'resist depletion %',
2669 type => 'int'
2670 },
2671 resist_drain => {
2672 name => 'resist draining %',
2673 type => 'int'
2674 },
2675 resist_electricity => {
2676 name => 'resist electricity %',
2677 type => 'int'
2678 },
2679 resist_fear => {
2680 name => 'resist fear %',
2681 type => 'int'
2682 },
2683 resist_fire => {
2684 name => 'resist fire %',
2685 type => 'int'
2686 },
2687 resist_ghosthit => {
2688 name => 'resist ghosthit %',
2689 type => 'int'
2690 },
2691 resist_godpower => {
2692 name => 'resist godpower %',
2693 type => 'int'
2694 },
2695 resist_holyword => {
2696 name => 'resist holy power %',
2697 type => 'int'
2698 },
2699 resist_magic => {
2700 name => 'resist magic %',
2701 type => 'int'
2702 },
2703 resist_paralyze => {
2704 name => 'resist paralyze %',
2705 type => 'int'
2706 },
2707 resist_physical => {
2708 name => 'resist physical %',
2709 type => 'int'
2710 },
2711 resist_poison => {
2712 name => 'resist poison %',
2713 type => 'int'
2714 },
2715 resist_slow => {
2716 name => 'resist slow %',
2717 type => 'int'
2718 },
2719 resist_turn_undead => {
2720 name => 'resist turn undead %',
2721 type => 'int'
2722 },
2723 resist_weaponmagic => {
2724 name => 'resist weaponmagic %',
2725 type => 'int'
2726 }
2727 }
2728 ]
2729 ],
2730 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. :-)'
2731 },
2732 'Mood Floor' => {
2733 attr => {
2734 connected => {
2735 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!',
2736 name => 'connection',
2737 type => 'int'
2738 },
2739 damned => {
2740 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2741 name => 'no prayers',
2742 type => 'bool'
2743 },
2744 last_sp => {
2745 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!',
2746 name => 'mood',
2747 type => 'list',
2748 value => $LIST{mood}
2749 },
2750 no_magic => {
2751 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2752 name => 'no spells',
2753 type => 'bool'
2754 },
2755 no_pick => {
2756 type => 'fixed',
2757 value => 1
2758 }
2759 },
2760 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.',
2761 ignore => [
2762 $IGNORE_LIST{system_object}
2763 ],
2764 name => 'Mood Floor',
2765 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.)'
2766 },
2767 Mover => {
2768 attr => {
2769 attacktype => {
2770 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.',
2771 name => 'forced movement',
2772 type => 'bool'
2773 },
2774 hp => {
2775 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).',
2776 name => 'number of uses',
2777 type => 'int'
2778 },
2779 lifesave => {
2780 desc => 'If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitly.',
2781 name => 'gets used up',
2782 type => 'bool'
2783 },
2784 maxsp => {
2785 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.',
2786 name => 'freeze duration',
2787 type => 'int'
2788 },
2789 sp => {
2790 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.',
2791 name => 'direction',
2792 type => 'list',
2793 value => $LIST{direction}
2794 },
2795 speed => {
2796 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
2797 name => 'movement speed',
2798 type => 'float'
2799 }
2800 },
2801 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.',
2802 ignore => [
2803 $IGNORE_LIST{non_pickable}
2804 ],
2805 name => 'Mover',
2806 section => [
2807 [
2808 'targets',
2809 {
2810 fly_on => {
2811 desc => 'Move flying creatures enabled means all flying (living) objects will get moved too. If disabled, only walking (non-flying) creatures will get moved.',
2812 name => 'move flying creatures',
2813 type => 'bool'
2814 },
2815 level => {
2816 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.',
2817 name => 'move players',
2818 type => 'bool'
2819 },
2820 walk_on => {
2821 desc => 'This should always be set.',
2822 name => 'move walking creatures',
2823 type => 'bool'
2824 }
2825 }
2826 ]
2827 ],
2828 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).'
2829 },
2830 Pedestal => {
2831 attr => {
2832 connected => {
2833 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
2834 name => 'connection',
2835 type => 'int'
2836 },
2837 no_pick => {
2838 type => 'fixed',
2839 value => 1
2840 },
2841 slaying => {
2842 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.',
2843 name => 'match race',
2844 type => 'string'
2845 },
2846 walk_off => {
2847 type => 'fixed',
2848 value => 1
2849 },
2850 walk_on => {
2851 type => 'fixed',
2852 value => 1
2853 }
2854 },
2855 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.',
2856 ignore => [
2857 $IGNORE_LIST{non_pickable}
2858 ],
2859 name => 'Pedestal',
2860 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.'
2861 },
2862 Pit => {
2863 attr => {
2864 connected => {
2865 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
2866 name => 'connection',
2867 type => 'int'
2868 },
2869 fly_on => {
2870 desc => 'If set, all flying creatures will fall into the pit as well. This is not the behaviour expected from a pit, and it should only be used for map-mechanisms (e.g. for transporting flying monsters). An interesting side-effect: If this flag is enabled, spell effects like fire/snow also make their way through the pit.',
2871 name => 'swallow flying',
2872 type => 'bool'
2873 },
2874 hp => {
2875 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!',
2876 name => 'destination X',
2877 type => 'int'
2878 },
2879 no_pick => {
2880 type => 'fixed',
2881 value => 1
2882 },
2883 sp => {
2884 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!',
2885 name => 'destination Y',
2886 type => 'int'
2887 },
2888 walk_on => {
2889 desc => 'If set, all walking creatures will fall into the pit. This does NOT need to be set for closed pits!',
2890 name => 'swallow walking',
2891 type => 'bool'
2892 },
2893 wc => {
2894 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.',
2895 name => 'position state',
2896 type => 'int'
2897 }
2898 },
2899 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 two-square 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.',
2900 ignore => [
2901 $IGNORE_LIST{non_pickable}
2902 ],
2903 name => 'Pit',
2904 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.'
2905 },
2906 'Poison Food' => {
2907 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.',
2908 name => 'Poison Food'
2909 },
2910 Potion => {
2911 attr => {
2912 attacktype => {
2913 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.',
2914 name => 'special effect',
2915 type => 'list',
2916 value => $LIST{potion_effect}
2917 },
2918 cursed => {
2919 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 >:)',
2920 name => 'cursed',
2921 type => 'bool'
2922 },
2923 level => {
2924 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.',
2925 name => 'potion level',
2926 type => 'int'
2927 },
2928 sp => {
2929 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".',
2930 name => 'spell',
2931 type => 'spell'
2932 },
2933 startequip => {
2934 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2935 name => 'godgiven item',
2936 type => 'bool'
2937 }
2938 },
2939 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
2940 name => 'Potion',
2941 section => [
2942 [
2943 'stats',
2944 {
2945 Cha => {
2946 desc => 'The player\'s charisma 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.',
2947 name => 'charisma',
2948 type => 'int'
2949 },
2950 Con => {
2951 desc => 'The player\'s constitution 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.',
2952 name => 'constitution',
2953 type => 'int'
2954 },
2955 Dex => {
2956 desc => 'The player\'s dexterity 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.',
2957 name => 'dexterity',
2958 type => 'int'
2959 },
2960 Int => {
2961 desc => 'The player\'s intelligence 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.',
2962 name => 'intelligence',
2963 type => 'int'
2964 },
2965 Pow => {
2966 desc => 'The player\'s power 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.',
2967 name => 'power',
2968 type => 'int'
2969 },
2970 Str => {
2971 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.',
2972 name => 'strength',
2973 type => 'int'
2974 },
2975 Wis => {
2976 desc => 'The player\'s wisdom 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.',
2977 name => 'wisdom',
2978 type => 'int'
2979 }
2980 }
2981 ],
2982 [
2983 'resistance',
2984 {
2985 resist_acid => {
2986 desc => 'The player\'s resistance to acid will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
2987 name => 'resist acid %',
2988 type => 'int'
2989 },
2990 resist_cold => {
2991 desc => 'The player\'s resistance to cold will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
2992 name => 'resist cold %',
2993 type => 'int'
2994 },
2995 resist_confusion => {
2996 desc => 'The player\'s resistance to confusion will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
2997 name => 'resist confusion %',
2998 type => 'int'
2999 },
3000 resist_deplete => {
3001 desc => 'The player\'s resistance to depletion will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
3002 name => 'resist depletion %',
3003 type => 'int'
3004 },
3005 resist_drain => {
3006 desc => 'The player\'s resistance to draining will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
3007 name => 'resist draining %',
3008 type => 'int'
3009 },
3010 resist_electricity => {
3011 desc => 'The player\'s resistance to electricity will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
3012 name => 'resist electricity %',
3013 type => 'int'
3014 },
3015 resist_fire => {
3016 desc => 'The player\'s resistance to fire will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
3017 name => 'resist fire %',
3018 type => 'int'
3019 },
3020 resist_magic => {
3021 desc => 'The player\'s resistance to magic will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
3022 name => 'resist magic %',
3023 type => 'int'
3024 },
3025 resist_paralyze => {
3026 desc => 'The player\'s resistance to paralyze will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
3027 name => 'resist paralyze %',
3028 type => 'int'
3029 },
3030 resist_physical => {
3031 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
3032 name => 'resist physical %',
3033 type => 'int'
3034 },
3035 resist_poison => {
3036 desc => 'The player\'s resistance to poison will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
3037 name => 'resist poison %',
3038 type => 'int'
3039 },
3040 resist_weaponmagic => {
3041 desc => 'The player\'s resistance to weaponmagic will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
3042 name => 'resist weaponmagic %',
3043 type => 'int'
3044 }
3045 }
3046 ]
3047 ],
3048 use => 'One potion should never give multiple benefits at once.'
3049 },
3050 'Power Crystal' => {
3051 attr => {
3052 maxsp => {
3053 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.',
3054 name => 'mana capacity',
3055 type => 'int'
3056 },
3057 sp => {
3058 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
3059 name => 'initial mana',
3060 type => 'int'
3061 }
3062 },
3063 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.',
3064 name => 'Power Crystal'
3065 },
3066 Projectile => {
3067 attr => {
3068 attacktype => {
3069 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.',
3070 name => 'attacktype',
3071 type => 'bitmask',
3072 value => $BITMASK{attacktype}
3073 },
3074 dam => {
3075 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
3076 name => 'damage',
3077 type => 'int'
3078 },
3079 food => {
3080 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).',
3081 name => 'chance to break',
3082 type => 'int'
3083 },
3084 magic => {
3085 desc => 'Magic bonus increases chance to hit and damage a little bit.',
3086 name => 'magic bonus',
3087 type => 'int'
3088 },
3089 msg => {
3090 desc => 'This text may describe the projectile. This could be nice for very special ones.',
3091 end => 'endmsg',
3092 name => 'description',
3093 type => 'text'
3094 },
3095 no_drop => {
3096 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.',
3097 name => 'don\'t drop',
3098 type => 'bool'
3099 },
3100 race => {
3101 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>.',
3102 name => 'ammunition class',
3103 type => 'string'
3104 },
3105 slaying => {
3106 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.',
3107 name => 'slaying race',
3108 type => 'string'
3109 },
3110 startequip => {
3111 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3112 name => 'godgiven item',
3113 type => 'bool'
3114 },
3115 unique => {
3116 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3117 name => 'unique item',
3118 type => 'bool'
3119 },
3120 wc => {
3121 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.',
3122 name => 'weaponclass',
3123 type => 'int'
3124 }
3125 },
3126 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.',
3127 name => 'Projectile',
3128 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.'
3129 },
3130 Ring => {
3131 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.',
3132 import => [
3133 $TYPE{Amulet}
3134 ],
3135 name => 'Ring',
3136 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.'
3137 },
3138 Rod => {
3139 attr => {
3140 hp => {
3141 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
3142 name => 'initial spellpoints',
3143 type => 'int'
3144 },
3145 level => {
3146 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
3147 name => 'casting level',
3148 type => 'int'
3149 },
3150 maxhp => {
3151 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.',
3152 name => 'max. spellpoints',
3153 type => 'int'
3154 },
3155 msg => {
3156 desc => 'This text may contain a description of the rod.',
3157 end => 'endmsg',
3158 name => 'description',
3159 type => 'text'
3160 },
3161 sp => {
3162 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!',
3163 name => 'spell',
3164 type => 'spell'
3165 },
3166 startequip => {
3167 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3168 name => 'godgiven item',
3169 type => 'bool'
3170 }
3171 },
3172 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.',
3173 ignore => [
3174 'title'
3175 ],
3176 name => 'Rod',
3177 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>'
3178 },
3179 Rune => {
3180 attr => {
3181 Cha => {
3182 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.',
3183 name => 'visibility',
3184 type => 'int'
3185 },
3186 attacktype => {
3187 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.',
3188 name => 'attacktype',
3189 type => 'bitmask',
3190 value => $BITMASK{attacktype}
3191 },
3192 dam => {
3193 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.',
3194 name => 'direct damage',
3195 type => 'int'
3196 },
3197 hp => {
3198 desc => 'The rune will detonate <number of charges> times before disappearing.',
3199 name => 'number of charges',
3200 type => 'int'
3201 },
3202 level => {
3203 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.',
3204 name => 'rune level',
3205 type => 'int'
3206 },
3207 msg => {
3208 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
3209 end => 'endmsg',
3210 name => 'detonation text',
3211 type => 'text'
3212 },
3213 no_pick => {
3214 type => 'fixed',
3215 value => 1
3216 },
3217 walk_on => {
3218 type => 'fixed',
3219 value => 1
3220 }
3221 },
3222 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.',
3223 ignore => [
3224 'no_pick',
3225 'title',
3226 'name_pl',
3227 'weight',
3228 'value',
3229 'material',
3230 'unpaid'
3231 ],
3232 name => 'Rune',
3233 section => [
3234 [
3235 'spellcraft',
3236 {
3237 maxhp => {
3238 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
3239 name => 'summon amount',
3240 type => 'int'
3241 },
3242 maxsp => {
3243 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.',
3244 name => 'direction',
3245 type => 'list',
3246 value => $LIST{direction}
3247 },
3248 other_arch => {
3249 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.',
3250 name => 'spell arch',
3251 type => 'string'
3252 },
3253 race => {
3254 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.',
3255 name => 'summon monster',
3256 type => 'string'
3257 },
3258 slaying => {
3259 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
3260 name => 'spell name',
3261 type => 'string'
3262 },
3263 sp => {
3264 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
3265 name => 'spell',
3266 type => 'spell'
3267 }
3268 }
3269 ]
3270 ],
3271 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
3272 },
3273 Savebed => {
3274 attr => {
3275 damned => {
3276 type => 'fixed',
3277 value => 1
3278 },
3279 no_magic => {
3280 type => 'fixed',
3281 value => 1
3282 },
3283 no_pick => {
3284 type => 'fixed',
3285 value => 1
3286 }
3287 },
3288 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.',
3289 ignore => [
3290 $IGNORE_LIST{non_pickable}
3291 ],
3292 name => 'Savebed',
3293 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 relyable 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>'
3294 },
3295 Scroll => {
3296 attr => {
3297 level => {
3298 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
3299 name => 'casting level',
3300 type => 'int'
3301 },
3302 sp => {
3303 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
3304 name => 'spell',
3305 type => 'spell'
3306 },
3307 startequip => {
3308 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3309 name => 'godgiven item',
3310 type => 'bool'
3311 }
3312 },
3313 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.',
3314 ignore => [
3315 'title'
3316 ],
3317 name => 'Scroll',
3318 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
3319 },
3320 Shield => {
3321 attr => {
3322 magic => {
3323 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.',
3324 name => 'magic bonus',
3325 type => 'int'
3326 }
3327 },
3328 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.',
3329 import => [
3330 $TYPE{Amulet}
3331 ],
3332 name => 'Shield',
3333 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
3334 },
3335 'Shooting Weapon' => {
3336 attr => {
3337 cursed => {
3338 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
3339 name => 'curse',
3340 type => 'bool'
3341 },
3342 dam => {
3343 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.',
3344 name => 'base damage',
3345 type => 'int'
3346 },
3347 damned => {
3348 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
3349 name => 'damnation',
3350 type => 'bool'
3351 },
3352 item_power => {
3353 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 CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
3354 name => 'item power',
3355 type => 'int'
3356 },
3357 msg => {
3358 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
3359 end => 'endmsg',
3360 name => 'description',
3361 type => 'text'
3362 },
3363 no_strength => {
3364 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.',
3365 name => 'ignore strength',
3366 type => 'bool'
3367 },
3368 race => {
3369 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.',
3370 name => 'ammunition class',
3371 type => 'string'
3372 },
3373 sp => {
3374 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).',
3375 name => 'shooting speed',
3376 type => 'int'
3377 },
3378 startequip => {
3379 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3380 name => 'godgiven item',
3381 type => 'bool'
3382 },
3383 unique => {
3384 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3385 name => 'unique item',
3386 type => 'bool'
3387 },
3388 wc => {
3389 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.',
3390 name => 'weaponclass',
3391 type => 'int'
3392 }
3393 },
3394 desc => 'Schooting 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.',
3395 name => 'Shooting Weapon',
3396 section => [
3397 [
3398 'stats',
3399 {
3400 Cha => {
3401 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
3402 name => 'charisma',
3403 type => 'int'
3404 },
3405 Con => {
3406 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
3407 name => 'constitution',
3408 type => 'int'
3409 },
3410 Dex => {
3411 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
3412 name => 'dexterity',
3413 type => 'int'
3414 },
3415 Int => {
3416 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
3417 name => 'intelligence',
3418 type => 'int'
3419 },
3420 Pow => {
3421 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
3422 name => 'power',
3423 type => 'int'
3424 },
3425 Str => {
3426 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
3427 name => 'strength',
3428 type => 'int'
3429 },
3430 Wis => {
3431 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
3432 name => 'wisdom',
3433 type => 'int'
3434 }
3435 }
3436 ],
3437 [
3438 'bonus',
3439 {
3440 luck => {
3441 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.',
3442 name => 'luck bonus',
3443 type => 'int'
3444 },
3445 magic => {
3446 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.',
3447 name => 'magic bonus',
3448 type => 'int'
3449 }
3450 }
3451 ]
3452 ],
3453 use => 'Shooting weapons should not add bonuses in general. There\'s already enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. Schooting 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.'
3454 },
3455 'Shop Floor' => {
3456 attr => {
3457 auto_apply => {
3458 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.',
3459 name => 'generate goods',
3460 type => 'bool'
3461 },
3462 damned => {
3463 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.)',
3464 name => 'no prayers',
3465 type => 'bool'
3466 },
3467 exp => {
3468 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.',
3469 name => 'quality level',
3470 type => 'int'
3471 },
3472 is_floor => {
3473 type => 'fixed',
3474 value => 1
3475 },
3476 no_magic => {
3477 type => 'fixed',
3478 value => 1
3479 },
3480 no_pick => {
3481 type => 'fixed',
3482 value => 1
3483 },
3484 randomitems => {
3485 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.',
3486 name => 'treasurelist',
3487 type => 'treasurelist'
3488 }
3489 },
3490 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).',
3491 ignore => [
3492 $IGNORE_LIST{non_pickable}
3493 ],
3494 name => 'Shop Floor',
3495 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.'
3496 },
3497 'Shop Mat' => {
3498 attr => {
3499 fly_on => {
3500 desc => 'If set, the player can enter/leave the shop by "flying" into the shop mat.',
3501 name => 'apply by flying',
3502 type => 'bool'
3503 },
3504 no_pick => {
3505 type => 'fixed',
3506 value => 1
3507 },
3508 walk_on => {
3509 desc => 'If set, the player can enter/leave the shop by just walking into the shop mat.',
3510 name => 'apply by walking',
3511 type => 'bool'
3512 }
3513 },
3514 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).',
3515 ignore => [
3516 $IGNORE_LIST{non_pickable}
3517 ],
3518 name => 'Shop Mat',
3519 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
3520 },
3521 'Sign & MagicMouth' => {
3522 attr => {
3523 connected => {
3524 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.',
3525 name => 'connection',
3526 type => 'int'
3527 },
3528 fly_on => {
3529 desc => 'If set, the player gets the message when flying (=levitating) ontop of the object. Usually this should be set together with walk_on.',
3530 name => 'activate by flying',
3531 type => 'bool'
3532 },
3533 food => {
3534 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).',
3535 name => 'counter',
3536 type => 'int'
3537 },
3538 msg => {
3539 desc => 'This text will be displayed to the player.',
3540 end => 'endmsg',
3541 name => 'message',
3542 type => 'text'
3543 },
3544 walk_on => {
3545 desc => 'If set, the player gets the message when walking ontop of the object. "invisible 1" should be set in this case. This is the typical configuration for a "magic_mouth": The player walks through a dungeon and suddenly he gets a message. Use this to create some roleplay atmosphere, and to inform the player about possible dangers or secrets.',
3546 name => 'activate by walking',
3547 type => 'bool'
3548 }
3549 },
3550 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).',
3551 ignore => [
3552 $IGNORE_LIST{non_pickable}
3553 ],
3554 name => 'Sign & MagicMouth',
3555 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.'
3556 },
3557 Skill => {
3558 attr => {
3559 can_use_skill => {
3560 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.',
3561 name => 'is native skill',
3562 type => 'bool'
3563 },
3564 exp => {
3565 name => 'experience',
3566 type => 'int'
3567 },
3568 expmul => {
3569 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.',
3570 name => 'exp multiplier',
3571 type => 'float'
3572 },
3573 invisible => {
3574 type => 'fixed',
3575 value => 1
3576 },
3577 level => {
3578 name => 'level',
3579 type => 'int'
3580 },
3581 no_drop => {
3582 type => 'fixed',
3583 value => 1
3584 },
3585 skill => {
3586 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.',
3587 name => 'skill name',
3588 type => 'string'
3589 },
3590 subtype => {
3591 desc => 'The <skill type> defines the base functionality of the skill. Skill types are hardcoded in the Crossfire server. It isn\'t hard to create new skill types, but it requires a bit of server-coding.',
3592 name => 'skill type',
3593 type => 'list',
3594 value => $LIST{skill_type}
3595 }
3596 },
3597 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.',
3598 ignore => [
3599 $IGNORE_LIST{system_object}
3600 ],
3601 name => 'Skill',
3602 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>'
3603 },
3604 'Skill Scroll' => {
3605 attr => {
3606 race => {
3607 type => 'fixed',
3608 value => 'scrolls'
3609 },
3610 skill => {
3611 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
3612 name => 'skill name',
3613 type => 'string'
3614 }
3615 },
3616 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
3617 name => 'Skill Scroll',
3618 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.'
3619 },
3620 'Special Key' => {
3621 attr => {
3622 material => {
3623 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
3624 name => 'material',
3625 type => 'bitmask',
3626 value => $BITMASK{material}
3627 },
3628 msg => {
3629 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.',
3630 end => 'endmsg',
3631 name => 'description',
3632 type => 'text'
3633 },
3634 slaying => {
3635 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.',
3636 name => 'key string',
3637 type => 'string'
3638 },
3639 startequip => {
3640 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3641 name => 'godgiven item',
3642 type => 'bool'
3643 },
3644 unique => {
3645 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.',
3646 name => 'unique item',
3647 type => 'bool'
3648 }
3649 },
3650 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.',
3651 ignore => [
3652 'material'
3653 ],
3654 name => 'Special Key',
3655 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".'
3656 },
3657 Spell => {
3658 attr => {
3659 casting_time => {
3660 name => 'casting time',
3661 type => 'int'
3662 },
3663 duration => {
3664 name => 'duration',
3665 type => 'int'
3666 },
3667 grace => {
3668 name => 'cost grace',
3669 type => 'int'
3670 },
3671 invisible => {
3672 type => 'fixed',
3673 value => 1
3674 },
3675 level => {
3676 name => 'spell level',
3677 type => 'int'
3678 },
3679 maxsp => {
3680 name => 'double cost per level',
3681 type => 'int'
3682 },
3683 no_drop => {
3684 type => 'fixed',
3685 value => 1
3686 },
3687 other_arch => {
3688 name => 'create object',
3689 type => 'string'
3690 },
3691 skill => {
3692 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.',
3693 name => 'skill name',
3694 type => 'string'
3695 },
3696 sp => {
3697 name => 'cost spellpoints',
3698 type => 'int'
3699 },
3700 subtype => {
3701 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
3702 name => 'spell type',
3703 type => 'list',
3704 value => $LIST{spell_type}
3705 }
3706 },
3707 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.',
3708 ignore => [
3709 $IGNORE_LIST{system_object}
3710 ],
3711 name => 'Spell',
3712 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.'
3713 },
3714 Spellbook => {
3715 attr => {
3716 msg => {
3717 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
3718 end => 'endmsg',
3719 name => 'description',
3720 type => 'text'
3721 },
3722 randomitems => {
3723 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.',
3724 name => 'treasurelist',
3725 type => 'treasurelist'
3726 },
3727 skill => {
3728 type => 'fixed',
3729 value => 'literacy'
3730 },
3731 startequip => {
3732 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3733 name => 'godgiven item',
3734 type => 'bool'
3735 }
3736 },
3737 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.',
3738 name => 'Spellbook',
3739 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.'
3740 },
3741 Spinner => {
3742 attr => {
3743 fly_on => {
3744 type => 'fixed',
3745 value => 1
3746 },
3747 sp => {
3748 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.',
3749 name => 'direction number',
3750 type => 'int'
3751 },
3752 walk_on => {
3753 type => 'fixed',
3754 value => 1
3755 }
3756 },
3757 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.',
3758 ignore => [
3759 $IGNORE_LIST{non_pickable}
3760 ],
3761 name => 'Spinner',
3762 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.'
3763 },
3764 Swamp => {
3765 attr => {
3766 damned => {
3767 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
3768 name => 'no prayers',
3769 type => 'bool'
3770 },
3771 is_floor => {
3772 type => 'fixed',
3773 value => 1
3774 },
3775 is_wooded => {
3776 type => 'fixed',
3777 value => 1
3778 },
3779 no_magic => {
3780 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
3781 name => 'no spells',
3782 type => 'bool'
3783 },
3784 slow_move => {
3785 desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp',
3786 name => 'slow movement',
3787 type => 'int'
3788 },
3789 speed => {
3790 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.',
3791 name => 'drowning speed',
3792 type => 'float'
3793 },
3794 walk_on => {
3795 type => 'fixed',
3796 value => 1
3797 }
3798 },
3799 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.',
3800 ignore => [
3801 $IGNORE_LIST{non_pickable}
3802 ],
3803 name => 'Swamp'
3804 },
3805 Teleporter => {
3806 attr => {
3807 connected => {
3808 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.',
3809 name => 'connection',
3810 type => 'int'
3811 },
3812 hp => {
3813 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.',
3814 name => 'destination X',
3815 type => 'int'
3816 },
3817 slaying => {
3818 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.',
3819 name => 'exit path',
3820 type => 'string'
3821 },
3822 sp => {
3823 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.',
3824 name => 'destination Y',
3825 type => 'int'
3826 },
3827 speed => {
3828 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!',
3829 name => 'activation speed',
3830 type => 'float'
3831 }
3832 },
3833 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.',
3834 ignore => [
3835 $IGNORE_LIST{non_pickable}
3836 ],
3837 name => 'Teleporter',
3838 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.'
3839 },
3840 Trap => {
3841 attr => {
3842 Cha => {
3843 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.',
3844 name => 'visibility',
3845 type => 'int'
3846 },
3847 attacktype => {
3848 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
3849 name => 'attacktype',
3850 type => 'bitmask',
3851 value => $BITMASK{attacktype}
3852 },
3853 connected => {
3854 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
3855 name => 'connection',
3856 type => 'int'
3857 },
3858 dam => {
3859 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
3860 name => 'direct damage',
3861 type => 'int'
3862 },
3863 hp => {
3864 desc => 'The trap will detonate <number of charges> times before disappearing.',
3865 name => 'number of charges',
3866 type => 'int'
3867 },
3868 level => {
3869 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.',
3870 name => 'trap level',
3871 type => 'int'
3872 },
3873 msg => {
3874 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
3875 end => 'endmsg',
3876 name => 'detonation text',
3877 type => 'text'
3878 },
3879 no_pick => {
3880 type => 'fixed',
3881 value => 1
3882 },
3883 walk_on => {
3884 type => 'fixed',
3885 value => 1
3886 }
3887 },
3888 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.',
3889 ignore => [
3890 'no_pick',
3891 'title',
3892 'name_pl',
3893 'weight',
3894 'value',
3895 'material',
3896 'unpaid'
3897 ],
3898 name => 'Trap',
3899 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.'
3900 },
3901 Trapdoor => {
3902 attr => {
3903 hp => {
3904 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!',
3905 name => 'destination X',
3906 type => 'int'
3907 },
3908 no_pick => {
3909 type => 'fixed',
3910 value => 1
3911 },
3912 sp => {
3913 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!',
3914 name => 'destination Y',
3915 type => 'int'
3916 },
3917 walk_on => {
3918 type => 'fixed',
3919 value => 1
3920 },
3921 weight => {
3922 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.',
3923 name => 'hold weight',
3924 type => 'int'
3925 }
3926 },
3927 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.',
3928 ignore => [
3929 $IGNORE_LIST{non_pickable}
3930 ],
3931 name => 'Trapdoor',
3932 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.'
3933 },
3934 Treasure => {
3935 attr => {
3936 auto_apply => {
3937 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.',
3938 name => 'auto-generate',
3939 type => 'bool'
3940 },
3941 exp => {
3942 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).',
3943 name => 'quality level',
3944 type => 'int'
3945 },
3946 hp => {
3947 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.',
3948 name => 'create number',
3949 type => 'int'
3950 },
3951 randomitems => {
3952 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
3953 name => 'treasurelist',
3954 type => 'treasurelist'
3955 }
3956 },
3957 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
3958 ignore => [
3959 'nrof',
3960 'title',
3961 'name_pl',
3962 'weight',
3963 'value',
3964 'material'
3965 ],
3966 name => 'Treasure',
3967 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.'
3968 },
3969 'Trigger Marker' => {
3970 attr => {
3971 connected => {
3972 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
3973 name => 'connection',
3974 type => 'int'
3975 },
3976 food => {
3977 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.',
3978 name => 'mark duration',
3979 type => 'int'
3980 },
3981 msg => {
3982 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.',
3983 end => 'endmsg',
3984 name => 'marking message',
3985 type => 'text'
3986 },
3987 name => {
3988 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.',
3989 name => 'delete mark',
3990 type => 'string'
3991 },
3992 no_pick => {
3993 type => 'fixed',
3994 value => 1
3995 },
3996 slaying => {
3997 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.',
3998 name => 'key string',
3999 type => 'string'
4000 }
4001 },
4002 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.',
4003 ignore => [
4004 $IGNORE_LIST{system_object}
4005 ],
4006 name => 'Trigger Marker',
4007 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.'
4008 },
4009 Wall => {
4010 attr => {
4011 can_roll => {
4012 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
4013 name => 'moveable',
4014 type => 'bool'
4015 },
4016 damned => {
4017 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
4018 name => 'restrict prayers',
4019 type => 'bool'
4020 },
4021 no_magic => {
4022 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
4023 name => 'restrict spells',
4024 type => 'bool'
4025 },
4026 no_pass => {
4027 desc => 'If set, the object cannot be passed by players nor monsters.',
4028 name => 'blocking passage',
4029 type => 'bool'
4030 }
4031 },
4032 desc => 'Walls usually block passage and sight.',
4033 ignore => [
4034 'nrof',
4035 'title',
4036 'name_pl',
4037 'value',
4038 'unpaid'
4039 ],
4040 name => 'Wall',
4041 required => {
4042 alive => 0,
4043 is_floor => 0,
4044 no_pass => 1
4045 }
4046 },
4047 'Wand & Staff' => {
4048 attr => {
4049 food => {
4050 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
4051 name => 'number of charges',
4052 type => 'int'
4053 },
4054 level => {
4055 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
4056 name => 'casting level',
4057 type => 'int'
4058 },
4059 msg => {
4060 desc => 'This text may contain a description of the wand.',
4061 end => 'endmsg',
4062 name => 'description',
4063 type => 'text'
4064 },
4065 sp => {
4066 desc => 'The <spell> specifies the contained spell.',
4067 name => 'spell',
4068 type => 'spell'
4069 },
4070 startequip => {
4071 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4072 name => 'godgiven item',
4073 type => 'bool'
4074 }
4075 },
4076 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.',
4077 name => 'Wand & Staff',
4078 use => 'Wands are quite seldomly used. The reason prolly is that they\'re generally not cost-efficient. Handing out high-level wands with powerfull 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 desireable though. Ideal rewards for low level quests.'
4079 },
4080 'Weak Wall' => {
4081 attr => {
4082 ac => {
4083 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
4084 name => 'armour class',
4085 type => 'int'
4086 },
4087 alive => {
4088 type => 'fixed',
4089 value => 1
4090 },
4091 hp => {
4092 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.',
4093 name => 'health points',
4094 type => 'int'
4095 },
4096 level => {
4097 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.',
4098 name => 'level',
4099 type => 'int'
4100 },
4101 maxhp => {
4102 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.',
4103 name => 'max health',
4104 type => 'int'
4105 },
4106 no_pick => {
4107 type => 'fixed',
4108 value => 1
4109 },
4110 race => {
4111 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.',
4112 name => 'race',
4113 type => 'string'
4114 },
4115 tear_down => {
4116 type => 'fixed',
4117 value => 1
4118 }
4119 },
4120 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.',
4121 ignore => [
4122 $IGNORE_LIST{non_pickable}
4123 ],
4124 name => 'Weak Wall',
4125 required => {
4126 alive => 1,
4127 is_floor => 0,
4128 tear_down => 1
4129 },
4130 section => [
4131 [
4132 'resistance',
4133 {
4134 resist_acid => {
4135 name => 'resist acid %',
4136 type => 'int'
4137 },
4138 resist_blind => {
4139 name => 'resist blinding %',
4140 type => 'int'
4141 },
4142 resist_chaos => {
4143 name => 'resist chaos %',
4144 type => 'int'
4145 },
4146 resist_cold => {
4147 name => 'resist cold %',
4148 type => 'int'
4149 },
4150 resist_confusion => {
4151 name => 'resist confusion %',
4152 type => 'int'
4153 },
4154 resist_death => {
4155 name => 'resist death-attack %',
4156 type => 'int'
4157 },
4158 resist_deplete => {
4159 name => 'resist depletion %',
4160 type => 'int'
4161 },
4162 resist_drain => {
4163 name => 'resist draining %',
4164 type => 'int'
4165 },
4166 resist_electricity => {
4167 name => 'resist electricity %',
4168 type => 'int'
4169 },
4170 resist_fear => {
4171 name => 'resist fear %',
4172 type => 'int'
4173 },
4174 resist_fire => {
4175 name => 'resist fire %',
4176 type => 'int'
4177 },
4178 resist_ghosthit => {
4179 name => 'resist ghosthit %',
4180 type => 'int'
4181 },
4182 resist_godpower => {
4183 name => 'resist godpower %',
4184 type => 'int'
4185 },
4186 resist_holyword => {
4187 name => 'resist holy power %',
4188 type => 'int'
4189 },
4190 resist_magic => {
4191 name => 'resist magic %',
4192 type => 'int'
4193 },
4194 resist_paralyze => {
4195 name => 'resist paralyze %',
4196 type => 'int'
4197 },
4198 resist_physical => {
4199 name => 'resist physical %',
4200 type => 'int'
4201 },
4202 resist_poison => {
4203 name => 'resist poison %',
4204 type => 'int'
4205 },
4206 resist_slow => {
4207 name => 'resist slow %',
4208 type => 'int'
4209 },
4210 resist_turn_undead => {
4211 name => 'resist turn undead %',
4212 type => 'int'
4213 },
4214 resist_weaponmagic => {
4215 name => 'resist weaponmagic %',
4216 type => 'int'
4217 }
4218 }
4219 ]
4220 ],
4221 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.'
4222 },
4223 Weapon => {
4224 attr => {
4225 attacktype => {
4226 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.',
4227 name => 'attacktype',
4228 type => 'bitmask',
4229 value => $BITMASK{attacktype}
4230 },
4231 cursed => {
4232 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
4233 name => 'curse',
4234 type => 'bool'
4235 },
4236 dam => {
4237 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.',
4238 name => 'damage',
4239 type => 'int'
4240 },
4241 damned => {
4242 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
4243 name => 'damnation',
4244 type => 'bool'
4245 },
4246 item_power => {
4247 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 CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
4248 name => 'item power',
4249 type => 'int'
4250 },
4251 last_sp => {
4252 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.',
4253 name => 'weapon speed',
4254 type => 'int'
4255 },
4256 lifesave => {
4257 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his healthpoints reach zero, the item dissapears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
4258 name => 'save life',
4259 type => 'bool'
4260 },
4261 magic => {
4262 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.',
4263 name => 'magic bonus',
4264 type => 'int'
4265 },
4266 msg => {
4267 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
4268 end => 'endmsg',
4269 name => 'description',
4270 type => 'text'
4271 },
4272 skill => {
4273 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
4274 name => 'skill name',
4275 type => 'string'
4276 },
4277 slaying => {
4278 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.',
4279 name => 'slaying race',
4280 type => 'string'
4281 },
4282 startequip => {
4283 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4284 name => 'godgiven item',
4285 type => 'bool'
4286 },
4287 unique => {
4288 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4289 name => 'unique item',
4290 type => 'bool'
4291 },
4292 wc => {
4293 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.',
4294 name => 'weapon class',
4295 type => 'int'
4296 },
4297 weapontype => {
4298 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.',
4299 name => 'weapontype',
4300 type => 'list',
4301 value => $LIST{weapon_type}
4302 }
4303 },
4304 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.',
4305 name => 'Weapon',
4306 section => [
4307 [
4308 'resistance',
4309 {
4310 resist_acid => {
4311 desc => 'This adds acid resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4312 name => 'resist acid %',
4313 type => 'int'
4314 },
4315 resist_blind => {
4316 desc => 'This adds blinding resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4317 name => 'resist blinding %',
4318 type => 'int'
4319 },
4320 resist_chaos => {
4321 desc => 'This adds chaos resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact. Note that chaos is not a stand-alone attacktype. Chaos "contains" a combination of other attacktypes.',
4322 name => 'resist chaos %',
4323 type => 'int'
4324 },
4325 resist_cold => {
4326 desc => 'This adds fire resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4327 name => 'resist cold %',
4328 type => 'int'
4329 },
4330 resist_confusion => {
4331 desc => 'This adds confusion resistance to the weapon. The number is a percent-value in the range 0-100. Confusion resistance is not very effective unless the value comes close to 100 (= perfect immunity).',
4332 name => 'resist confusion %',
4333 type => 'int'
4334 },
4335 resist_death => {
4336 desc => 'This adds death-attack resistance to the weapon. The number is a percent-value in the range 0-100. Death-attack resistance is little effective unless the value is 100 (= perfect immunity). Generally, resistance to death-attack is not supposed to be available to players!',
4337 name => 'resist death-attack %',
4338 type => 'int'
4339 },
4340 resist_deplete => {
4341 desc => 'This adds depletion resistance to the weapon. The number is a percent-value in the range 0-100. Depletion resistance is little effective unless the value is 100 (= perfect immunity).',
4342 name => 'resist depletion %',
4343 type => 'int'
4344 },
4345 resist_drain => {
4346 desc => 'This adds draining resistance to the weapon. The number is a percent-value in the range 0-100. Draining resistance is little effective unless the value is 100 (= perfect immunity).',
4347 name => 'resist draining %',
4348 type => 'int'
4349 },
4350 resist_electricity => {
4351 desc => 'This adds electricity resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4352 name => 'resist electricity %',
4353 type => 'int'
4354 },
4355 resist_fear => {
4356 desc => 'This adds fear resistance to the weapon. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
4357 name => 'resist fear %',
4358 type => 'int'
4359 },
4360 resist_fire => {
4361 desc => 'This adds fire resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4362 name => 'resist fire %',
4363 type => 'int'
4364 },
4365 resist_ghosthit => {
4366 desc => 'This adds ghosthit resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4367 name => 'resist ghosthit %',
4368 type => 'int'
4369 },
4370 resist_holyword => {
4371 desc => 'This adds holy power resistance to the weapon. The number is a percent-value in the range 0-100. Holy power is the attacktype that holyword-type spells use to hurt undead creatures. This kind of resistance is only reasonable for undead players (wraith or devourer cult). Generally, resistance to holy word should not be available for players.',
4372 name => 'resist holy power %',
4373 type => 'int'
4374 },
4375 resist_magic => {
4376 desc => 'This adds magic resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4377 name => 'resist magic %',
4378 type => 'int'
4379 },
4380 resist_paralyze => {
4381 desc => 'This adds paralyze resistance to the weapon. The number is a percent-value in the range 0-100. Paralyze resistance is little effective unless the value is 100 (= perfect immunity).',
4382 name => 'resist paralyze %',
4383 type => 'int'
4384 },
4385 resist_physical => {
4386 desc => 'This adds physical resistance to the weapon (= armour value). The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4387 name => 'resist physical %',
4388 type => 'int'
4389 },
4390 resist_poison => {
4391 desc => 'This adds poison resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
4392 name => 'resist poison %',
4393 type => 'int'
4394 },
4395 resist_slow => {
4396 desc => 'This adds fear resistance to the weapon. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
4397 name => 'resist slow %',
4398 type => 'int'
4399 },
4400 resist_weaponmagic => {
4401 desc => 'This adds weaponmagic resistance to the weapon. The number is a percent-value in the range 0-100. Weaponmagic resistance generally should not exist on equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) are not meant to be easily resisted.',
4402 name => 'resist weaponmagic %',
4403 type => 'int'
4404 }
4405 }
4406 ],
4407 [
4408 'stats',
4409 {
4410 Cha => {
4411 desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
4412 name => 'charisma',
4413 type => 'int'
4414 },
4415 Con => {
4416 desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
4417 name => 'constitution',
4418 type => 'int'
4419 },
4420 Dex => {
4421 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
4422 name => 'dexterity',
4423 type => 'int'
4424 },
4425 Int => {
4426 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
4427 name => 'intelligence',
4428 type => 'int'
4429 },
4430 Pow => {
4431 desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
4432 name => 'power',
4433 type => 'int'
4434 },
4435 Str => {
4436 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
4437 name => 'strength',
4438 type => 'int'
4439 },
4440 Wis => {
4441 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
4442 name => 'wisdom',
4443 type => 'int'
4444 }
4445 }
4446 ],
4447 [
4448 'misc',
4449 {
4450 food => {
4451 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.',
4452 name => 'food bonus',
4453 type => 'int'
4454 },
4455 grace => {
4456 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!!',
4457 name => 'grace regen.',
4458 type => 'int'
4459 },
4460 hp => {
4461 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
4462 name => 'health regen.',
4463 type => 'int'
4464 },
4465 luck => {
4466 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.',
4467 name => 'luck bonus',
4468 type => 'int'
4469 },
4470 path_attuned => {
4471 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
4472 name => 'attuned paths',
4473 type => 'bitmask',
4474 value => $BITMASK{spellpath}
4475 },
4476 path_denied => {
4477 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
4478 name => 'denied paths',
4479 type => 'bitmask',
4480 value => $BITMASK{spellpath}
4481 },
4482 path_repelled => {
4483 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
4484 name => 'repelled paths',
4485 type => 'bitmask',
4486 value => $BITMASK{spellpath}
4487 },
4488 reflect_missile => {
4489 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.',
4490 name => 'reflect missiles',
4491 type => 'bool'
4492 },
4493 reflect_spell => {
4494 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!',
4495 name => 'reflect spells',
4496 type => 'bool'
4497 },
4498 sp => {
4499 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
4500 name => 'mana regen.',
4501 type => 'int'
4502 },
4503 stealth => {
4504 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)',
4505 name => 'stealth',
4506 type => 'bool'
4507 },
4508 xrays => {
4509 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desireable, so don\'t give it away for cheap on equipment.',
4510 name => 'xray vision',
4511 type => 'bool'
4512 }
4513 }
4514 ]
4515 ],
4516 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.'
4517 }
4518 );
4519
4520 our @ATTR0 = (
4521 $TYPE{Floor},
4522 $TYPE{'Monster & NPC'},
4523 $TYPE{Wall},
4524 $TYPE{'Weak Wall'}
4525 );
4526
4527 our %ATTR = (
4528 3 => $TYPE{Rod},
4529 4 => $TYPE{Treasure},
4530 5 => $TYPE{Potion},
4531 6 => $TYPE{Food},
4532 7 => $TYPE{'Poison Food'},
4533 8 => $TYPE{Book},
4534 9 => $TYPE{Clock},
4535 13 => $TYPE{Projectile},
4536 14 => $TYPE{'Shooting Weapon'},
4537 15 => $TYPE{Weapon},
4538 16 => $TYPE{'Brestplate Armour'},
4539 17 => $TYPE{Pedestal},
4540 18 => $TYPE{Altar},
4541 20 => $TYPE{'Locked Door'},
4542 21 => $TYPE{'Special Key'},
4543 27 => $TYPE{'Handle Trigger'},
4544 29 => $TYPE{'Magic Ear'},
4545 31 => $TYPE{'Altar Trigger'},
4546 33 => $TYPE{Shield},
4547 34 => $TYPE{Helmet},
4548 35 => $TYPE{Horn},
4549 36 => $TYPE{Money},
4550 39 => $TYPE{Amulet},
4551 40 => $TYPE{Mover},
4552 41 => $TYPE{Teleporter},
4553 42 => $TYPE{Creator},
4554 43 => $TYPE{Skill},
4555 51 => $TYPE{Detector},
4556 52 => $TYPE{'Trigger Marker'},
4557 55 => $TYPE{Marker},
4558 56 => $TYPE{'Holy Altar'},
4559 58 => $TYPE{Battleground},
4560 60 => $TYPE{Jewel},
4561 62 => $TYPE{'Magic Wall'},
4562 64 => $TYPE{'Inventory Checker'},
4563 65 => $TYPE{'Mood Floor'},
4564 66 => $TYPE{Exit},
4565 67 => $TYPE{'Floor (Encounter)'},
4566 68 => $TYPE{'Shop Floor'},
4567 69 => $TYPE{'Shop Mat'},
4568 70 => $TYPE{Ring},
4569 72 => $TYPE{Flesh},
4570 73 => $TYPE{Inorganic},
4571 83 => $TYPE{Duplicator},
4572 85 => $TYPE{Spellbook},
4573 87 => $TYPE{Cloak},
4574 88 => $TYPE{'Hazard Floor'},
4575 90 => $TYPE{Spinner},
4576 91 => $TYPE{Gate},
4577 92 => $TYPE{Button},
4578 93 => $TYPE{Handle},
4579 94 => $TYPE{Pit},
4580 95 => $TYPE{Trapdoor},
4581 98 => $TYPE{'Sign & MagicMouth'},
4582 99 => $TYPE{Boots},
4583 100 => $TYPE{Gloves},
4584 101 => $TYPE{Spell},
4585 103 => $TYPE{Converter},
4586 104 => $TYPE{Bracers},
4587 106 => $TYPE{Savebed},
4588 109 => $TYPE{'Wand & Staff'},
4589 110 => $TYPE{Ability},
4590 111 => $TYPE{Scroll},
4591 112 => $TYPE{Director},
4592 113 => $TYPE{Girdle},
4593 122 => $TYPE{Container},
4594 130 => $TYPE{'Skill Scroll'},
4595 138 => $TYPE{Swamp},
4596 154 => $TYPE{Rune},
4597 155 => $TYPE{Trap},
4598 156 => $TYPE{'Power Crystal'},
4599 158 => $TYPE{Disease}
4600 );
4601
4602 our %TYPENAME = (
4603 0 => '*NONE*',
4604 1 => 'PLAYER',
4605 2 => 'BULLET',
4606 3 => 'ROD',
4607 4 => 'TREASURE',
4608 5 => 'POTION',
4609 6 => 'FOOD',
4610 7 => 'POISON',
4611 8 => 'BOOK',
4612 9 => 'CLOCK',
4613 10 => 'FBULLET',
4614 11 => 'FBALL',
4615 12 => 'LIGHTNING',
4616 13 => 'ARROW',
4617 14 => 'BOW',
4618 15 => 'WEAPON',
4619 16 => 'ARMOUR',
4620 17 => 'PEDESTAL',
4621 18 => 'ALTAR',
4622 19 => 'CONFUSION',
4623 20 => 'LOCKED_DOOR',
4624 21 => 'SPECIAL_KEY',
4625 22 => 'MAP',
4626 23 => 'DOOR',
4627 24 => 'KEY',
4628 25 => 'MMISSILE',
4629 26 => 'TIMED_GATE',
4630 27 => 'TRIGGER',
4631 28 => 'GRIMREAPER',
4632 29 => 'MAGIC_EAR',
4633 30 => 'TRIGGER_BUTTON',
4634 31 => 'TRIGGER_ALTAR',
4635 32 => 'TRIGGER_PEDESTAL',
4636 33 => 'SHIELD',
4637 34 => 'HELMET',
4638 35 => 'HORN',
4639 36 => 'MONEY',
4640 37 => 'CLASS',
4641 38 => 'GRAVESTONE',
4642 39 => 'AMULET',
4643 40 => 'PLAYERMOVER',
4644 41 => 'TELEPORTER',
4645 42 => 'CREATOR',
4646 43 => 'SKILL',
4647 44 => 'EXPERIENCE',
4648 45 => 'EARTHWALL',
4649 46 => 'GOLEM',
4650 47 => 'BOMB',
4651 48 => 'THROWN_OBJ',
4652 49 => 'BLINDNESS',
4653 50 => 'GOD',
4654 51 => 'DETECTOR',
4655 52 => 'TRIGGER_MARKER',
4656 53 => 'DEAD_OBJECT',
4657 54 => 'DRINK',
4658 55 => 'MARKER',
4659 56 => 'HOLY_ALTAR',
4660 57 => 'PLAYER_CHANGER',
4661 58 => 'BATTLEGROUND',
4662 59 => 'PEACEMAKER',
4663 60 => 'GEM',
4664 61 => 'FIRECHEST',
4665 62 => 'FIREWALL',
4666 63 => 'ANVIL',
4667 64 => 'CHECK_INV',
4668 65 => 'MOOD_FLOOR',
4669 66 => 'EXIT',
4670 67 => 'ENCOUNTER',
4671 68 => 'SHOP_FLOOR',
4672 69 => 'SHOP_MAT',
4673 70 => 'RING',
4674 71 => 'FLOOR',
4675 72 => 'FLESH',
4676 73 => 'INORGANIC',
4677 74 => 'SKILL_TOOL',
4678 75 => 'LIGHTER',
4679 76 => 'TRAP_PART',
4680 77 => 'WALL',
4681 78 => 'LIGHT_SOURCE',
4682 79 => 'MISC_OBJECT',
4683 80 => 'MONSTER',
4684 81 => 'SPAWN_GENERATOR',
4685 82 => 'LAMP',
4686 83 => 'DUPLICATOR',
4687 84 => 'TOOL',
4688 85 => 'SPELLBOOK',
4689 86 => 'BUILDFAC',
4690 87 => 'CLOAK',
4691 88 => 'CONE',
4692 89 => 'AURA',
4693 90 => 'SPINNER',
4694 91 => 'GATE',
4695 92 => 'BUTTON',
4696 93 => 'CF_HANDLE',
4697 94 => 'HOLE',
4698 95 => 'TRAPDOOR',
4699 96 => 'WORD_OF_RECALL',
4700 97 => 'PARAIMAGE',
4701 98 => 'SIGN',
4702 99 => 'BOOTS',
4703 100 => 'GLOVES',
4704 101 => 'SPELL',
4705 102 => 'SPELL_EFFECT',
4706 103 => 'CONVERTER',
4707 104 => 'BRACERS',
4708 105 => 'POISONING',
4709 106 => 'SAVEBED',
4710 107 => 'POISONCLOUD',
4711 108 => 'FIREHOLES',
4712 109 => 'WAND',
4713 110 => 'ABILITY',
4714 111 => 'SCROLL',
4715 112 => 'DIRECTOR',
4716 113 => 'GIRDLE',
4717 114 => 'FORCE',
4718 115 => 'POTION_EFFECT',
4719 121 => 'CLOSE_CON',
4720 122 => 'CONTAINER',
4721 123 => 'ARMOUR_IMPROVER',
4722 124 => 'WEAPON_IMPROVER',
4723 130 => 'SKILLSCROLL',
4724 138 => 'DEEP_SWAMP',
4725 139 => 'IDENTIFY_ALTAR',
4726 141 => 'CANCELLATION',
4727 150 => 'MENU',
4728 151 => 'BALL_LIGHTNING',
4729 153 => 'SWARM_SPELL',
4730 154 => 'RUNE',
4731 155 => 'TRAP',
4732 156 => 'POWER_CRYSTAL',
4733 157 => 'CORPSE',
4734 158 => 'DISEASE',
4735 159 => 'SYMPTOM',
4736 160 => 'BUILDER',
4737 161 => 'BUILD_MATERIAL',
4738 162 => 'GPS'
4739 );
4740
4741 our %SPELL = (
4742 0 => 'magic bullet',
4743 1 => 'small fireball',
4744 2 => 'medium fireball',
4745 3 => 'large fireball',
4746 4 => 'burning hands',
4747 5 => 'small lightning',
4748 6 => 'large lightning',
4749 7 => 'magic missile',
4750 8 => 'create bomb',
4751 9 => 'summon golem',
4752 10 => 'summon fire elemental',
4753 11 => 'summon earth elemental',
4754 12 => 'summon water elemental',
4755 13 => 'summon air elemental',
4756 14 => 'dimension door',
4757 15 => 'create earth wall',
4758 16 => 'paralyze',
4759 17 => 'icestorm',
4760 18 => 'magic mapping',
4761 19 => 'turn undead',
4762 20 => 'fear',
4763 21 => 'poison cloud',
4764 22 => 'wonder',
4765 23 => 'destruction',
4766 24 => 'perceive self',
4767 25 => 'word of recall',
4768 26 => 'invisible',
4769 27 => 'invisible to undead',
4770 28 => 'probe',
4771 29 => 'large bullet',
4772 30 => 'improved invisibility',
4773 31 => 'holy word',
4774 32 => 'minor healing',
4775 33 => 'medium healing',
4776 34 => 'major healing',
4777 35 => 'heal',
4778 36 => 'create food',
4779 37 => 'earth to dust',
4780 38 => 'armour',
4781 39 => 'strength',
4782 40 => 'dexterity',
4783 41 => 'constitution',
4784 42 => 'charisma',
4785 43 => 'create fire wall',
4786 44 => 'create frost wall',
4787 45 => 'protection from cold',
4788 46 => 'protection from electricity',
4789 47 => 'protection from fire',
4790 48 => 'protection from poison',
4791 49 => 'protection from slow',
4792 50 => 'protection from paralysis',
4793 51 => 'protection from draining',
4794 52 => 'protection from magic',
4795 53 => 'protection from attack',
4796 54 => 'levitate',
4797 55 => 'small speedball',
4798 56 => 'large speedball',
4799 57 => 'hellfire',
4800 58 => 'dragonbreath',
4801 59 => 'large icestorm',
4802 60 => 'charging',
4803 61 => 'polymorph',
4804 62 => 'cancellation',
4805 63 => 'confusion',
4806 64 => 'mass confusion',
4807 65 => 'summon pet monster',
4808 66 => 'slow',
4809 67 => 'regenerate spellpoints',
4810 68 => 'cure poison',
4811 69 => 'protection from confusion',
4812 70 => 'protection from cancellation',
4813 71 => 'protection from depletion',
4814 72 => 'alchemy',
4815 73 => 'remove curse',
4816 74 => 'remove damnation',
4817 75 => 'identify',
4818 76 => 'detect magic',
4819 77 => 'detect monster',
4820 78 => 'detect evil',
4821 79 => 'detect curse',
4822 80 => 'heroism',
4823 81 => 'aggravation',
4824 82 => 'firebolt',
4825 83 => 'frostbolt',
4826 84 => 'shockwave',
4827 85 => 'color spray',
4828 86 => 'haste',
4829 87 => 'face of death',
4830 88 => 'ball lightning',
4831 89 => 'meteor swarm',
4832 90 => 'comet',
4833 91 => 'mystic fist',
4834 92 => 'raise dead',
4835 93 => 'resurrection',
4836 94 => 'reincarnation',
4837 95 => 'immunity to cold',
4838 96 => 'immunity to electricity',
4839 97 => 'immunity to fire',
4840 98 => 'immunity to poison',
4841 99 => 'immunity to slow',
4842 100 => 'immunity to paralysis',
4843 101 => 'immunity to draining',
4844 102 => 'immunity to magic',
4845 103 => 'immunity to attack',
4846 104 => 'invulnerability',
4847 105 => 'defense',
4848 106 => 'rune of fire',
4849 107 => 'rune of frost',
4850 108 => 'rune of shocking',
4851 109 => 'rune of blasting',
4852 110 => 'rune of death',
4853 111 => 'marking rune',
4854 112 => 'build director',
4855 113 => 'create pool of chaos',
4856 114 => 'build bullet wall',
4857 115 => 'build lightning wall',
4858 116 => 'build fireball wall',
4859 117 => 'magic rune',
4860 118 => 'rune of magic drain',
4861 119 => 'antimagic rune',
4862 120 => 'rune of transferrence',
4863 121 => 'transferrence',
4864 122 => 'magic drain',
4865 123 => 'counterspell',
4866 124 => 'disarm',
4867 125 => 'cure confusion',
4868 126 => 'restoration',
4869 127 => 'summon evil monster',
4870 128 => 'counterwall',
4871 129 => 'cause light wounds',
4872 130 => 'cause medium wounds',
4873 131 => 'cause serious wounds',
4874 132 => 'charm monsters',
4875 133 => 'banishment',
4876 134 => 'create missile',
4877 135 => 'show invisible',
4878 136 => 'xray',
4879 137 => 'pacify',
4880 138 => 'summon fog',
4881 139 => 'steambolt',
4882 140 => 'command undead',
4883 141 => 'holy orb',
4884 142 => 'summon avatar',
4885 143 => 'holy possession',
4886 144 => 'bless',
4887 145 => 'curse',
4888 146 => 'regeneration',
4889 147 => 'consecrate',
4890 148 => 'summon cult monsters',
4891 149 => 'cause critical wounds',
4892 150 => 'holy wrath',
4893 151 => 'retributive strike',
4894 152 => 'finger of death',
4895 153 => 'insect plague',
4896 154 => 'call holy servant',
4897 155 => 'wall of thorns',
4898 156 => 'staff to snake',
4899 157 => 'light',
4900 158 => 'darkness',
4901 159 => 'nightfall',
4902 160 => 'daylight',
4903 161 => 'sunspear',
4904 162 => 'faery fire',
4905 163 => 'cure blindness',
4906 164 => 'dark vision',
4907 165 => 'bullet swarm',
4908 166 => 'bullet storm',
4909 167 => 'cause many wounds',
4910 168 => 'small snowstorm',
4911 169 => 'medium snowstorm',
4912 170 => 'large snowstorm',
4913 171 => 'cure disease',
4914 172 => 'cause red death',
4915 173 => 'cause flu',
4916 174 => 'cause black death',
4917 175 => 'cause leprosy',
4918 176 => 'cause smallpox',
4919 177 => 'cause white death',
4920 178 => 'cause anthrax',
4921 179 => 'cause typhoid',
4922 180 => 'mana blast',
4923 181 => 'small manaball',
4924 182 => 'medium manaball',
4925 183 => 'large manaball',
4926 184 => 'mana bolt',
4927 185 => 'dancing sword',
4928 186 => 'animate weapon',
4929 187 => 'cause cold',
4930 188 => 'divine shock',
4931 189 => 'windstorm',
4932 190 => 'sanctuary',
4933 191 => 'peace',
4934 192 => 'spiderweb',
4935 193 => 'conflict',
4936 194 => 'rage',
4937 195 => 'forked lightning',
4938 196 => 'poison fog',
4939 197 => 'flaming aura',
4940 198 => 'vitriol',
4941 199 => 'vitriol splash',
4942 200 => 'ironwood skin',
4943 201 => 'wrathful eye',
4944 202 => 'town portal',
4945 203 => 'missile swarm',
4946 204 => 'cause rabies',
4947 205 => 'glyph'
4948 );
4949
4950
4951 =head1 AUTHOR
4952
4953 Marc Lehmann <schmorp.de>
4954 http://home.schmorp.de/
4955
4956 The source files are part of the CFJavaEditor.
4957
4958 =cut
4959
4960 1