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Revision: 1.63
Committed: Tue Nov 3 14:56:58 2009 UTC (14 years, 7 months ago) by root
Branch: MAIN
Changes since 1.62: +3 -1 lines
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File Contents

# Content
1 =head1 NAME
2
3 Deliantra::Data - various data structures useful for understanding archs and objects
4
5 =head1
6
7 THIS FILE IS AUTOGENERATED, DO NOT EDIT!
8
9 It's a translation of the following files:
10
11 res/spells.xml
12 res/types.xml
13 res/typenumbers.xml
14
15 See F<res/README> for more info.
16
17 =cut
18
19 package Deliantra::Data;
20
21 our %BITMASK = (
22 attacktype => {
23 0 => 'Physical',
24 1 => 'Magical',
25 2 => 'Fire',
26 3 => 'Electricity',
27 4 => 'Cold',
28 5 => 'Confusion',
29 6 => 'Acid',
30 7 => 'Drain',
31 8 => 'Weaponmagic',
32 9 => 'Ghosthit',
33 10 => 'Poison',
34 11 => 'Slow',
35 12 => 'Paralyze',
36 13 => 'Turn Undead',
37 14 => 'Fear',
38 15 => 'Cancellation',
39 16 => 'Depletion',
40 17 => 'Death',
41 18 => 'Chaos',
42 19 => 'Counterspell',
43 20 => 'God Power',
44 21 => 'Holy Power',
45 22 => 'Blinding'
46 },
47 material => {
48 0 => 'Paper',
49 1 => 'Iron',
50 2 => 'Glass',
51 3 => 'Leather',
52 4 => 'Wood',
53 5 => 'Organics',
54 6 => 'Stone',
55 7 => 'Cloth',
56 8 => 'Adamantite',
57 9 => 'Liquid',
58 10 => 'Soft Metal',
59 11 => 'Bone',
60 12 => 'Ice',
61 13 => '(supress name on display)'
62 },
63 movement_type => {
64 0 => 'Walk',
65 1 => 'Fly Low',
66 2 => 'Fly High',
67 3 => 'Swim',
68 4 => 'Boat',
69 16 => 'Other'
70 },
71 pick_up => {
72 0 => 'Nothing',
73 1 => 'Wealth',
74 2 => 'Food',
75 3 => 'Weapons',
76 4 => 'Armour',
77 5 => 'Inverse',
78 6 => 'All'
79 },
80 spellpath => {
81 0 => 'Protection',
82 1 => 'Fire',
83 2 => 'Frost',
84 3 => 'Electricity',
85 4 => 'Missiles',
86 5 => 'Self',
87 6 => 'Summoning',
88 7 => 'Abjuration',
89 8 => 'Restoration',
90 9 => 'Detonation',
91 10 => 'Mind',
92 11 => 'Creation',
93 12 => 'Teleportation',
94 13 => 'Information',
95 14 => 'Transmutation',
96 15 => 'Transferrence',
97 16 => 'Turning',
98 17 => 'Wounding',
99 18 => 'Death',
100 19 => 'Light'
101 },
102 will_apply => {
103 0 => 'Apply Handles',
104 1 => 'Open Chests',
105 2 => 'Break Walls',
106 3 => 'Open Doors'
107 }
108 );
109
110 our %LIST = (
111 attack_movement_bits_0_3 => {
112 0 => 'default',
113 1 => 'attack from distance',
114 2 => 'run away',
115 3 => 'hit and run',
116 4 => 'wait, then hit, then move',
117 5 => 'rush blindly',
118 6 => 'always run',
119 7 => 'attack from distance if hit',
120 8 => 'do not approach'
121 },
122 attack_movement_bits_4_7 => {
123 0 => 'none',
124 16 => 'pet',
125 32 => 'small circle',
126 48 => 'large circle',
127 64 => 'small horizontal',
128 80 => 'large horizontal',
129 96 => 'random direction',
130 112 => 'random movement',
131 128 => 'small vertical',
132 144 => 'large vertical'
133 },
134 direction => {
135 0 => '<none>',
136 1 => 'north',
137 2 => 'northeast',
138 3 => 'east',
139 4 => 'southeast',
140 5 => 'south',
141 6 => 'southwest',
142 7 => 'west',
143 8 => 'northwest'
144 },
145 event_type => {
146 0 => 'none',
147 1 => 'apply',
148 2 => 'attack',
149 3 => 'death',
150 4 => 'drop',
151 5 => 'pickup',
152 6 => 'say',
153 7 => 'stop',
154 8 => 'time',
155 9 => 'throw',
156 10 => 'trigger',
157 11 => 'close',
158 12 => 'timer',
159 28 => 'move',
160 41 => 'drop_on'
161 },
162 mood => {
163 0 => 'furious',
164 1 => 'angry',
165 2 => 'calm',
166 3 => 'sleep',
167 4 => 'charm',
168 5 => 'destroy monster',
169 6 => 'destroy pet'
170 },
171 potion_effect => {
172 0 => '<none>',
173 65536 => 'life restoration',
174 1048576 => 'improvement'
175 },
176 skill_type => {
177 1 => 'lockpicking',
178 2 => 'hiding',
179 3 => 'smithery',
180 4 => 'bowyer',
181 5 => 'jeweler',
182 6 => 'alchemy',
183 7 => 'stealing',
184 8 => 'literacy',
185 9 => 'bargaining',
186 10 => 'jumping',
187 11 => 'detect magic',
188 12 => 'oratory',
189 13 => 'singing',
190 14 => 'detect curse',
191 15 => 'find traps',
192 16 => 'mediatation',
193 17 => 'punching',
194 18 => 'flame touch',
195 19 => 'karate',
196 20 => 'climbing',
197 21 => 'woodsman',
198 22 => 'inscription',
199 23 => 'one handed weapons',
200 24 => 'missile weapons',
201 25 => 'throwing',
202 26 => 'use magic item',
203 27 => 'disarm traps',
204 28 => 'set traps',
205 29 => 'thaumaturgy',
206 30 => 'praying',
207 31 => 'clawing',
208 32 => 'levitation',
209 33 => 'summoning',
210 34 => 'pyromancy',
211 35 => 'evocation',
212 36 => 'sorcery',
213 37 => 'two handed weapons'
214 },
215 spell_type => {
216 1 => 'raise dead',
217 2 => 'rune',
218 3 => 'make mark',
219 4 => 'bolt',
220 5 => 'bullet',
221 6 => 'explosion',
222 7 => 'cone',
223 8 => 'bomb',
224 9 => 'wonder',
225 10 => 'smite',
226 11 => 'magic missile',
227 12 => 'summon golem',
228 13 => 'dimension door',
229 14 => 'magic mapping',
230 15 => 'magic wall',
231 16 => 'destruction',
232 17 => 'perceive self',
233 18 => 'word of recall',
234 19 => 'invisible',
235 20 => 'probe',
236 21 => 'healing',
237 22 => 'create food',
238 23 => 'earth to dust',
239 24 => 'change ability',
240 25 => 'bless',
241 26 => 'curse',
242 27 => 'summon monster',
243 28 => 'recharge',
244 29 => 'polymorph',
245 30 => 'alchemy',
246 31 => 'remove curse',
247 32 => 'identify',
248 33 => 'detection',
249 34 => 'mood change',
250 35 => 'moving ball',
251 36 => 'swarm',
252 37 => 'charge mana',
253 38 => 'dispel rune',
254 39 => 'create missile',
255 40 => 'consecrate',
256 41 => 'animate weapon',
257 42 => 'light',
258 43 => 'change map light',
259 44 => 'faery fire',
260 45 => 'disease',
261 46 => 'aura',
262 47 => 'town portal'
263 },
264 weapon_type => {
265 0 => '<unknown>',
266 1 => 'sword',
267 2 => 'arrows',
268 3 => 'axe',
269 4 => 'katana',
270 5 => 'knife, dagger',
271 6 => 'whip, chain',
272 7 => 'hammer, flail',
273 8 => 'club, stick'
274 }
275 );
276
277 our %IGNORE_LIST = (
278 non_pickable => [
279 'value',
280 'nrof',
281 'weight',
282 'name_pl',
283 'material',
284 'no_pick',
285 'unpaid',
286 'title',
287 'identified'
288 ],
289 system_object => [
290 'value',
291 'nrof',
292 'weight',
293 'name_pl',
294 'material',
295 'no_pick',
296 'unpaid',
297 'title',
298 'glow_radius',
299 'identified',
300 'blocksview',
301 'invisible'
302 ]
303 );
304
305 our %DEFAULT_ATTR = (
306 attr => [
307 [
308 'name',
309 {
310 desc => 'This is the name of the object, displayed to the player.',
311 name => 'name',
312 type => 'string'
313 }
314 ],
315 [
316 'name_pl',
317 {
318 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.',
319 name => 'plural name',
320 type => 'string'
321 }
322 ],
323 [
324 'title',
325 {
326 desc => 'This is the object\'s title. Once an object is identified the title is attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.',
327 name => 'title',
328 type => 'string'
329 }
330 ],
331 [
332 'face',
333 {
334 desc => 'The image-name defines what image is displayed for this object in-game. Take care if the archetype of the object has an animation! See also the \'animation\' attribute.',
335 name => 'image',
336 type => 'string'
337 }
338 ],
339 [
340 'animation',
341 {
342 desc => 'The animation-name of the object. If you assign custom faces and the archetype defines an animation you can disable the animation of an archetype by setting this field to NONE.',
343 name => 'animation',
344 type => 'string'
345 }
346 ],
347 [
348 'tag',
349 {
350 desc => 'You can tag objects with an identifier. Tagged objects can be found quickly from their tag, which makes them useful to tag exits and refer to those by their name.',
351 name => 'tag',
352 type => 'string'
353 }
354 ],
355 [
356 'nrof',
357 {
358 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.',
359 name => 'number',
360 type => 'int'
361 }
362 ],
363 [
364 'weight',
365 {
366 desc => 'This value defines the object\'s weight in grams (1000g is 1kg). Objects with zero weight are not pickable for players. Still, set the "non-pickable"-flag for explicitly non-pickable objects (hey, this is opensource.. you never know ;) ).',
367 name => 'weight',
368 type => 'int'
369 }
370 ],
371 [
372 'value',
373 {
374 desc => 'Determines the value of the object, in units of silver coins (one platinum coin == 50 silver coins). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.',
375 name => 'value',
376 type => 'int'
377 }
378 ],
379 [
380 'glow_radius',
381 {
382 desc => 'If <glow radius> is set to a value greater zero, the object appears lit up on dark maps. <glow radius> can be a value between 0 and 9, the higher, the more light does the object emit.',
383 name => 'glow radius',
384 type => 'int'
385 }
386 ],
387 [
388 'material',
389 {
390 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.',
391 name => 'material',
392 type => 'bitmask',
393 value => $BITMASK{material}
394 }
395 ],
396 [
397 'no_pick',
398 {
399 desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
400 name => 'non-pickable',
401 type => 'bool'
402 }
403 ],
404 [
405 'invisible',
406 {
407 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.',
408 name => 'invisible',
409 type => 'bool'
410 }
411 ],
412 [
413 'blocksview',
414 {
415 desc => 'If an item is set to block view, players (and monsters) cannot see beyond it unless they cross it or manage to stand ontop.',
416 name => 'block view',
417 type => 'bool'
418 }
419 ],
420 [
421 'identified',
422 {
423 desc => 'If an item is identified, the player has full knowledge about it.',
424 name => 'identified',
425 type => 'bool'
426 }
427 ],
428 [
429 'unpaid',
430 {
431 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.',
432 name => 'unpaid',
433 type => 'bool'
434 }
435 ],
436 [
437 'sound',
438 {
439 desc => 'The sound this objects makes on a map. Enter either a sound alias from arch/res/sound.conf.res or a path. If you enter <path> in this field it will point to sound/<path>.ext',
440 name => 'sound',
441 type => 'string'
442 }
443 ],
444 [
445 'sound_destroy',
446 {
447 desc => 'The sound this objects makes when it is destroyed. Enter either a sound alias from arch/res/sound.conf.res or a path. If you enter <path> in this field it will point to sound/<path>.ext',
448 name => 'destroy sound',
449 type => 'string'
450 }
451 ]
452 ]
453 );
454
455 our %TYPE = (
456 Ability => {
457 attr => [
458 [
459 'invisible',
460 {
461 type => 'fixed',
462 value => 1
463 }
464 ],
465 [
466 'no_drop',
467 {
468 type => 'fixed',
469 value => 1
470 }
471 ],
472 [
473 'sp',
474 {
475 desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
476 name => 'short range spell',
477 type => 'spell'
478 }
479 ],
480 [
481 'hp',
482 {
483 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.',
484 name => 'long range spell',
485 type => 'nz_spell'
486 }
487 ],
488 [
489 'maxsp',
490 {
491 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".',
492 name => 'importance',
493 type => 'int'
494 }
495 ],
496 [
497 'attacktype',
498 {
499 desc => 'This flag specifies whether the ability <is magical> in nature. If enabled, all spells produced by this ability will have magic attacktype added to the usual attacktypes. This should always be set for spell-like abilities. "Natural" abilities like a dragon\'s firebreath are an exception. Note that non-magical abilities are more dangerous because magic resistance does not protect from those.',
500 name => 'is magical',
501 type => 'bool',
502 value => [
503 0,
504 2
505 ]
506 }
507 ]
508 ],
509 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;.',
510 ignore => [
511 $IGNORE_LIST{system_object}
512 ],
513 name => 'Ability',
514 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?'
515 },
516 Altar => {
517 attr => [
518 [
519 'no_pick',
520 {
521 type => 'fixed',
522 value => 1
523 }
524 ],
525 [
526 'move_on',
527 {
528 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
529 name => 'movement on',
530 type => 'movement_type'
531 }
532 ],
533 [
534 'slaying',
535 {
536 desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. If you want the player to have to drop a specific amount of money use "money". See also the "drop amount" attribute. If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm',
537 name => 'match item name',
538 type => 'string'
539 }
540 ],
541 [
542 'food',
543 {
544 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.',
545 name => 'drop amount',
546 type => 'int'
547 }
548 ],
549 [
550 'connected',
551 {
552 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
553 name => 'connection',
554 type => 'string'
555 }
556 ],
557 [
558 'sp',
559 {
560 desc => 'When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
561 name => 'spell',
562 type => 'spell'
563 }
564 ],
565 [
566 'msg',
567 {
568 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
569 end => 'endmsg',
570 name => 'message',
571 type => 'text'
572 }
573 ]
574 ],
575 desc => 'When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. Either way, the sacrificed item disappears.',
576 ignore => [
577 $IGNORE_LIST{non_pickable}
578 ],
579 name => 'Altar'
580 },
581 'Altar Trigger' => {
582 attr => [
583 [
584 'no_pick',
585 {
586 type => 'fixed',
587 value => 1
588 }
589 ],
590 [
591 'slaying',
592 {
593 desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. If you want the player to have to drop a specific amount of money use "money". See also the "drop amount" attribute. If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm',
594 name => 'match item name',
595 type => 'string'
596 }
597 ],
598 [
599 'food',
600 {
601 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.',
602 name => 'drop amount',
603 type => 'int'
604 }
605 ],
606 [
607 'connected',
608 {
609 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
610 name => 'connection',
611 type => 'string'
612 }
613 ],
614 [
615 'sp',
616 {
617 desc => 'When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
618 name => 'spell',
619 type => 'spell'
620 }
621 ],
622 [
623 'exp',
624 {
625 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.',
626 name => 'reset time',
627 type => 'int'
628 }
629 ],
630 [
631 'last_sp',
632 {
633 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.',
634 name => 'ignore reset',
635 type => 'bool'
636 }
637 ],
638 [
639 'move_on',
640 {
641 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
642 name => 'movement on',
643 type => 'movement_type'
644 }
645 ],
646 [
647 'msg',
648 {
649 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
650 end => 'endmsg',
651 name => 'message',
652 type => 'text'
653 }
654 ]
655 ],
656 desc => 'Altar_triggers work pretty much like normal altars (drop sacrifice -> connection activated), except for the fact that they reset after usage. Hence, altar_triggers can be used infinitely.',
657 ignore => [
658 $IGNORE_LIST{non_pickable}
659 ],
660 name => 'Altar Trigger',
661 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. =)'
662 },
663 Amulet => {
664 attr => [
665 [
666 'ac',
667 {
668 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.',
669 name => 'armour class',
670 type => 'int'
671 }
672 ],
673 [
674 'wc',
675 {
676 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.',
677 name => 'weapon class',
678 type => 'int'
679 }
680 ],
681 [
682 'item_power',
683 {
684 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
685 name => 'item power',
686 type => 'int'
687 }
688 ],
689 [
690 'damned',
691 {
692 desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
693 name => 'damnation',
694 type => 'bool'
695 }
696 ],
697 [
698 'cursed',
699 {
700 desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
701 name => 'curse',
702 type => 'bool'
703 }
704 ],
705 [
706 'lifesave',
707 {
708 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
709 name => 'save life',
710 type => 'bool'
711 }
712 ],
713 [
714 'unique',
715 {
716 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
717 name => 'unique item',
718 type => 'bool'
719 }
720 ],
721 [
722 'startequip',
723 {
724 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
725 name => 'godgiven item',
726 type => 'bool'
727 }
728 ],
729 [
730 'applied',
731 {
732 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.',
733 name => 'is applied',
734 type => 'bool'
735 }
736 ],
737 [
738 'msg',
739 {
740 desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
741 end => 'endmsg',
742 name => 'description',
743 type => 'text'
744 }
745 ]
746 ],
747 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
748 name => 'Amulet',
749 section => [
750 [
751 'stats',
752 [
753 [
754 'Str',
755 {
756 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.',
757 name => 'strength',
758 type => 'int'
759 }
760 ],
761 [
762 'Dex',
763 {
764 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.',
765 name => 'dexterity',
766 type => 'int'
767 }
768 ],
769 [
770 'Con',
771 {
772 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.',
773 name => 'constitution',
774 type => 'int'
775 }
776 ],
777 [
778 'Int',
779 {
780 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.',
781 name => 'intelligence',
782 type => 'int'
783 }
784 ],
785 [
786 'Pow',
787 {
788 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.',
789 name => 'power',
790 type => 'int'
791 }
792 ],
793 [
794 'Wis',
795 {
796 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.',
797 name => 'wisdom',
798 type => 'int'
799 }
800 ],
801 [
802 'Cha',
803 {
804 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.',
805 name => 'charisma',
806 type => 'int'
807 }
808 ]
809 ]
810 ],
811 [
812 'resistance',
813 [
814 [
815 'resist_physical',
816 {
817 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
818 name => 'resist physical %',
819 type => 'int'
820 }
821 ],
822 [
823 'resist_magic',
824 {
825 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
826 name => 'resist magic %',
827 type => 'int'
828 }
829 ],
830 [
831 'resist_fire',
832 {
833 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
834 name => 'resist fire %',
835 type => 'int'
836 }
837 ],
838 [
839 'resist_electricity',
840 {
841 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
842 name => 'resist electricity %',
843 type => 'int'
844 }
845 ],
846 [
847 'resist_cold',
848 {
849 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
850 name => 'resist cold %',
851 type => 'int'
852 }
853 ],
854 [
855 'resist_acid',
856 {
857 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
858 name => 'resist acid %',
859 type => 'int'
860 }
861 ],
862 [
863 'resist_confusion',
864 {
865 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
866 name => 'resist confusion %',
867 type => 'int'
868 }
869 ],
870 [
871 'resist_weaponmagic',
872 {
873 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
874 name => 'resist weaponmagic %',
875 type => 'int'
876 }
877 ],
878 [
879 'resist_ghosthit',
880 {
881 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
882 name => 'resist ghosthit %',
883 type => 'int'
884 }
885 ],
886 [
887 'resist_slow',
888 {
889 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
890 name => 'resist slow %',
891 type => 'int'
892 }
893 ],
894 [
895 'resist_fear',
896 {
897 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
898 name => 'resist fear %',
899 type => 'int'
900 }
901 ],
902 [
903 'resist_death',
904 {
905 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
906 name => 'resist death-attack %',
907 type => 'int'
908 }
909 ],
910 [
911 'resist_chaos',
912 {
913 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
914 name => 'resist chaos %',
915 type => 'int'
916 }
917 ],
918 [
919 'resist_blind',
920 {
921 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
922 name => 'resist blinding %',
923 type => 'int'
924 }
925 ],
926 [
927 'resist_holyword',
928 {
929 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
930 name => 'resist holy power %',
931 type => 'int'
932 }
933 ],
934 [
935 'resist_godpower',
936 {
937 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
938 name => 'resist godpower %',
939 type => 'int'
940 }
941 ],
942 [
943 'resist_paralyze',
944 {
945 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
946 name => 'resist paralyze %',
947 type => 'int'
948 }
949 ],
950 [
951 'resist_drain',
952 {
953 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
954 name => 'resist draining %',
955 type => 'int'
956 }
957 ],
958 [
959 'resist_deplete',
960 {
961 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
962 name => 'resist depletion %',
963 type => 'int'
964 }
965 ],
966 [
967 'resist_poison',
968 {
969 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
970 name => 'resist poison %',
971 type => 'int'
972 }
973 ]
974 ]
975 ],
976 [
977 'misc',
978 [
979 [
980 'luck',
981 {
982 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.',
983 name => 'luck bonus',
984 type => 'int'
985 }
986 ],
987 [
988 'hp',
989 {
990 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
991 name => 'health regen.',
992 type => 'int'
993 }
994 ],
995 [
996 'sp',
997 {
998 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
999 name => 'mana regen.',
1000 type => 'int'
1001 }
1002 ],
1003 [
1004 'grace',
1005 {
1006 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!!',
1007 name => 'grace regen.',
1008 type => 'int'
1009 }
1010 ],
1011 [
1012 'food',
1013 {
1014 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.',
1015 name => 'food bonus',
1016 type => 'int'
1017 }
1018 ],
1019 [
1020 'xrays',
1021 {
1022 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
1023 name => 'xray vision',
1024 type => 'bool'
1025 }
1026 ],
1027 [
1028 'stealth',
1029 {
1030 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)',
1031 name => 'stealth',
1032 type => 'bool'
1033 }
1034 ],
1035 [
1036 'reflect_spell',
1037 {
1038 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!',
1039 name => 'reflect spells',
1040 type => 'bool'
1041 }
1042 ],
1043 [
1044 'reflect_missile',
1045 {
1046 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.',
1047 name => 'reflect missiles',
1048 type => 'bool'
1049 }
1050 ],
1051 [
1052 'move_type',
1053 {
1054 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1055 name => 'movement type',
1056 type => 'movement_type'
1057 }
1058 ],
1059 [
1060 'path_attuned',
1061 {
1062 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1063 name => 'attuned paths',
1064 type => 'bitmask',
1065 value => $BITMASK{spellpath}
1066 }
1067 ],
1068 [
1069 'path_repelled',
1070 {
1071 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1072 name => 'repelled paths',
1073 type => 'bitmask',
1074 value => $BITMASK{spellpath}
1075 }
1076 ],
1077 [
1078 'path_denied',
1079 {
1080 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1081 name => 'denied paths',
1082 type => 'bitmask',
1083 value => $BITMASK{spellpath}
1084 }
1085 ]
1086 ]
1087 ]
1088 ],
1089 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1090 },
1091 Battleground => {
1092 attr => [
1093 [
1094 'no_pick',
1095 {
1096 type => 'fixed',
1097 value => 1
1098 }
1099 ],
1100 [
1101 'is_floor',
1102 {
1103 type => 'fixed',
1104 value => 1
1105 }
1106 ],
1107 [
1108 'hp',
1109 {
1110 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1111 name => 'destination X',
1112 type => 'int'
1113 }
1114 ],
1115 [
1116 'sp',
1117 {
1118 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1119 name => 'destination Y',
1120 type => 'int'
1121 }
1122 ]
1123 ],
1124 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.',
1125 ignore => [
1126 $IGNORE_LIST{non_pickable}
1127 ],
1128 name => 'Battleground',
1129 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.)'
1130 },
1131 Book => {
1132 attr => [
1133 [
1134 'level',
1135 {
1136 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.',
1137 name => 'literacy level',
1138 type => 'int'
1139 }
1140 ],
1141 [
1142 'startequip',
1143 {
1144 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1145 name => 'godgiven item',
1146 type => 'bool'
1147 }
1148 ],
1149 [
1150 'unique',
1151 {
1152 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1153 name => 'unique item',
1154 type => 'bool'
1155 }
1156 ],
1157 [
1158 'msg',
1159 {
1160 desc => 'This is the text that appears "written" in the book.',
1161 end => 'endmsg',
1162 name => 'book content',
1163 type => 'text'
1164 }
1165 ],
1166 [
1167 'slaying',
1168 {
1169 desc => 'This is the key string of the book. The key string is checked by an inventory checker. (This is used eg. for the gate/port passes in scorn)',
1170 name => 'key string',
1171 type => 'string'
1172 }
1173 ],
1174 [
1175 'no_skill_ident',
1176 {
1177 desc => 'If this flag is true the player won\'t be able to identify this item with by using a skill.',
1178 name => 'no skill ident',
1179 type => 'bool'
1180 }
1181 ]
1182 ],
1183 desc => 'Applying a book, the containing message is displayed to the player.',
1184 name => 'Book'
1185 },
1186 Boots => {
1187 attr => [
1188 [
1189 'exp',
1190 {
1191 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.',
1192 name => 'speed bonus',
1193 type => 'int'
1194 }
1195 ],
1196 [
1197 'magic',
1198 {
1199 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>.',
1200 name => 'magic bonus',
1201 type => 'int'
1202 }
1203 ]
1204 ],
1205 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1206 import => [
1207 'Amulet'
1208 ],
1209 name => 'Boots',
1210 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1211 },
1212 Bracers => {
1213 attr => [
1214 [
1215 'magic',
1216 {
1217 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.',
1218 name => 'magic bonus',
1219 type => 'int'
1220 }
1221 ]
1222 ],
1223 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.',
1224 import => [
1225 'Amulet'
1226 ],
1227 name => 'Bracers',
1228 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1229 },
1230 'Brestplate Armour' => {
1231 attr => [
1232 [
1233 'last_heal',
1234 {
1235 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1236 name => 'spellpoint penalty',
1237 type => 'int'
1238 }
1239 ],
1240 [
1241 'last_sp',
1242 {
1243 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1244 name => 'slowdown penalty',
1245 type => 'int'
1246 }
1247 ],
1248 [
1249 'magic',
1250 {
1251 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.',
1252 name => 'magic bonus',
1253 type => 'int'
1254 }
1255 ]
1256 ],
1257 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1258 import => [
1259 'Amulet'
1260 ],
1261 name => 'Brestplate Armour',
1262 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1263 },
1264 Button => {
1265 attr => [
1266 [
1267 'move_on',
1268 {
1269 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1270 name => 'movement on',
1271 type => 'movement_type'
1272 }
1273 ],
1274 [
1275 'move_off',
1276 {
1277 desc => 'Which movement types deactivate this object (e.g. button).',
1278 name => 'movement off',
1279 type => 'movement_type'
1280 }
1281 ],
1282 [
1283 'no_pick',
1284 {
1285 type => 'fixed',
1286 value => 1
1287 }
1288 ],
1289 [
1290 'weight',
1291 {
1292 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1293 name => 'press weight',
1294 type => 'int'
1295 }
1296 ],
1297 [
1298 'connected',
1299 {
1300 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1301 name => 'connection',
1302 type => 'string'
1303 }
1304 ],
1305 [
1306 'msg',
1307 {
1308 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1309 end => 'endmsg',
1310 name => 'description',
1311 type => 'text'
1312 }
1313 ]
1314 ],
1315 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.',
1316 ignore => [
1317 $IGNORE_LIST{non_pickable}
1318 ],
1319 name => 'Button'
1320 },
1321 'Button Trigger' => {
1322 desc => 'Handle buttons are buttons which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
1323 ignore => [
1324 $IGNORE_LIST{non_pickable}
1325 ],
1326 import => [
1327 'Button'
1328 ],
1329 name => 'Button Trigger'
1330 },
1331 'Class Changer' => {
1332 attr => [
1333 [
1334 'randomitems',
1335 {
1336 desc => 'This entry determines which initial items the character receives.',
1337 name => 'class items',
1338 type => 'treasurelist'
1339 }
1340 ]
1341 ],
1342 desc => 'Class changer are used while creating a character.',
1343 ignore => [
1344 $IGNORE_LIST{non_pickable}
1345 ],
1346 name => 'Class Changer',
1347 section => [
1348 [
1349 'stats',
1350 [
1351 [
1352 'Str',
1353 {
1354 desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1355 name => 'strength',
1356 type => 'int'
1357 }
1358 ],
1359 [
1360 'Dex',
1361 {
1362 desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1363 name => 'dexterity',
1364 type => 'int'
1365 }
1366 ],
1367 [
1368 'Con',
1369 {
1370 desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1371 name => 'constitution',
1372 type => 'int'
1373 }
1374 ],
1375 [
1376 'Int',
1377 {
1378 desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1379 name => 'intelligence',
1380 type => 'int'
1381 }
1382 ],
1383 [
1384 'Pow',
1385 {
1386 desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1387 name => 'power',
1388 type => 'int'
1389 }
1390 ],
1391 [
1392 'Wis',
1393 {
1394 desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1395 name => 'wisdom',
1396 type => 'int'
1397 }
1398 ],
1399 [
1400 'Cha',
1401 {
1402 desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1403 name => 'charisma',
1404 type => 'int'
1405 }
1406 ]
1407 ]
1408 ]
1409 ]
1410 },
1411 Cloak => {
1412 attr => [
1413 [
1414 'magic',
1415 {
1416 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>.',
1417 name => 'magic bonus',
1418 type => 'int'
1419 }
1420 ]
1421 ],
1422 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.',
1423 import => [
1424 'Amulet'
1425 ],
1426 name => 'Cloak',
1427 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1428 },
1429 Clock => {
1430 attr => [
1431 [
1432 'msg',
1433 {
1434 desc => 'This text may describe the item',
1435 end => 'endmsg',
1436 name => 'description',
1437 type => 'text'
1438 }
1439 ]
1440 ],
1441 desc => 'Applying a clock, the time is displayed to the player.',
1442 name => 'Clock'
1443 },
1444 Container => {
1445 attr => [
1446 [
1447 'race',
1448 {
1449 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.',
1450 name => 'container class',
1451 type => 'string'
1452 }
1453 ],
1454 [
1455 'slaying',
1456 {
1457 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1458 name => 'key string',
1459 type => 'string'
1460 }
1461 ],
1462 [
1463 'container',
1464 {
1465 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.',
1466 name => 'maximum weight',
1467 type => 'int'
1468 }
1469 ],
1470 [
1471 'Str',
1472 {
1473 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.',
1474 name => 'reduce weight %',
1475 type => 'int'
1476 }
1477 ],
1478 [
1479 'is_cauldron',
1480 {
1481 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.',
1482 name => 'alchemy cauldron',
1483 type => 'bool'
1484 }
1485 ],
1486 [
1487 'unique',
1488 {
1489 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.',
1490 name => 'unique item',
1491 type => 'bool'
1492 }
1493 ],
1494 [
1495 'startequip',
1496 {
1497 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1498 name => 'godgiven item',
1499 type => 'bool'
1500 }
1501 ],
1502 [
1503 'other_arch',
1504 {
1505 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.',
1506 name => 'animation arch',
1507 type => 'string'
1508 }
1509 ],
1510 [
1511 'msg',
1512 {
1513 desc => 'This text may contain a description of the container.',
1514 end => 'endmsg',
1515 name => 'description',
1516 type => 'text'
1517 }
1518 ]
1519 ],
1520 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.',
1521 name => 'Container',
1522 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>'
1523 },
1524 Converter => {
1525 attr => [
1526 [
1527 'no_pick',
1528 {
1529 type => 'fixed',
1530 value => 1
1531 }
1532 ],
1533 [
1534 'slaying',
1535 {
1536 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1537 name => 'cost arch',
1538 type => 'string'
1539 }
1540 ],
1541 [
1542 'food',
1543 {
1544 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>.',
1545 name => 'cost number',
1546 type => 'int'
1547 }
1548 ],
1549 [
1550 'other_arch',
1551 {
1552 desc => '<receive arch> is the name of the archetype to convert into. This field is ignored if the converter has items in inventory. In this case one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present.',
1553 name => 'receive arch',
1554 type => 'string'
1555 }
1556 ],
1557 [
1558 'sp',
1559 {
1560 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>.',
1561 name => 'receive number',
1562 type => 'int'
1563 }
1564 ],
1565 [
1566 'msg',
1567 {
1568 desc => 'This text may contain a description of the converter.',
1569 end => 'endmsg',
1570 name => 'description',
1571 type => 'text'
1572 }
1573 ],
1574 [
1575 'precious',
1576 {
1577 desc => 'If the converter has this flag set the generated items will be flagged as unpaid. Useful if you want to make a converter in a shop. (For instance for \'dragon scale\' to \'dragon shield\' converters in some armour shops.)',
1578 name => 'output unpaid',
1579 type => 'bool'
1580 }
1581 ]
1582 ],
1583 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.',
1584 ignore => [
1585 'value',
1586 'nrof',
1587 'name_pl',
1588 'no_pick',
1589 'unpaid',
1590 'title'
1591 ],
1592 name => 'Converter',
1593 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.'
1594 },
1595 Creator => {
1596 attr => [
1597 [
1598 'no_pick',
1599 {
1600 type => 'fixed',
1601 value => 1
1602 }
1603 ],
1604 [
1605 'other_arch',
1606 {
1607 desc => 'This string defines the object that will be created. You can choose any of the existing arches. This field is ignored if the creator has items in inventory. In this case one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present.',
1608 name => 'create arch',
1609 type => 'string'
1610 }
1611 ],
1612 [
1613 'connected',
1614 {
1615 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1616 name => 'connection',
1617 type => 'string'
1618 }
1619 ],
1620 [
1621 'activate_on_push',
1622 {
1623 desc => 'Whether the teleporter should only be activated on push.',
1624 name => 'activate on push',
1625 type => 'bool'
1626 }
1627 ],
1628 [
1629 'activate_on_release',
1630 {
1631 desc => 'Whether the teleporter should only be activated on release.',
1632 name => 'activate on release',
1633 type => 'bool'
1634 }
1635 ],
1636 [
1637 'lifesave',
1638 {
1639 desc => 'If <unlimited uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1640 name => 'unlimited uses',
1641 type => 'bool'
1642 }
1643 ],
1644 [
1645 'speed',
1646 {
1647 desc => 'When this field is set the creator will periodically create stuff (and will still do so when the connection is triggered). A value of 1 means roughly 8 times a second.',
1648 name => 'speed',
1649 type => 'float'
1650 }
1651 ],
1652 [
1653 'hp',
1654 {
1655 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).',
1656 name => 'number of uses',
1657 type => 'int'
1658 }
1659 ],
1660 [
1661 'slaying',
1662 {
1663 desc => 'The created object will bear the name and title specified in <name of creation>. If nothing is set, the standard name and title of the archetype is used.',
1664 name => 'name of creation',
1665 type => 'string'
1666 }
1667 ],
1668 [
1669 'level',
1670 {
1671 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1672 name => 'level of creation',
1673 type => 'int'
1674 }
1675 ]
1676 ],
1677 desc => 'A creator is an object which creates another object when it is triggered. The child object can be anything. Creators are VERY useful for all kinds of map-mechanisms. They can even periodically create things.',
1678 ignore => [
1679 $IGNORE_LIST{system_object}
1680 ],
1681 name => 'Creator',
1682 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1683 },
1684 Detector => {
1685 attr => [
1686 [
1687 'no_pick',
1688 {
1689 type => 'fixed',
1690 value => 1
1691 }
1692 ],
1693 [
1694 'slaying',
1695 {
1696 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.',
1697 name => 'match name',
1698 type => 'string'
1699 }
1700 ],
1701 [
1702 'connected',
1703 {
1704 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1705 name => 'connection',
1706 type => 'string'
1707 }
1708 ],
1709 [
1710 'speed',
1711 {
1712 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.',
1713 name => 'detection speed',
1714 type => 'float'
1715 }
1716 ],
1717 [
1718 'speed_left',
1719 {
1720 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1721 name => 'speed left',
1722 type => 'float'
1723 }
1724 ],
1725 [
1726 'speed_left',
1727 {
1728 desc => 'The speed left. This value is incremented by <speed> on every tick. If it is larger than 0, the detector checks, and the speed is decremented by 1.',
1729 name => 'speed left',
1730 type => 'float'
1731 }
1732 ]
1733 ],
1734 desc => 'Detectors work quite much like inv. checkers/pedestals: If the detector finds a specific object, it toggles its connected value. <br><br> What is "unique" about them, compared to inv. checkers/ pedestals? - First, detectors check their square for a match periodically, not instantly, so generate much higher server load Second, detectors check directly for object names. Third, detectors do not check the inventory of players/monsters.',
1735 ignore => [
1736 $IGNORE_LIST{system_object}
1737 ],
1738 name => 'Detector',
1739 use => 'Best avoid this type at all costs, use a pedestal instead.'
1740 },
1741 Director => {
1742 attr => [
1743 [
1744 'sp',
1745 {
1746 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).',
1747 name => 'direction',
1748 type => 'list',
1749 value => $LIST{direction}
1750 }
1751 ],
1752 [
1753 'move_on',
1754 {
1755 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1756 name => 'movement on',
1757 type => 'movement_type'
1758 }
1759 ]
1760 ],
1761 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.',
1762 ignore => [
1763 $IGNORE_LIST{non_pickable}
1764 ],
1765 name => 'Director',
1766 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.'
1767 },
1768 Disease => {
1769 attr => [
1770 [
1771 'invisible',
1772 {
1773 type => 'fixed',
1774 value => 1
1775 }
1776 ],
1777 [
1778 'level',
1779 {
1780 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.',
1781 name => 'plaque level',
1782 type => 'int'
1783 }
1784 ],
1785 [
1786 'race',
1787 {
1788 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1789 name => 'infect race',
1790 type => 'string'
1791 }
1792 ],
1793 [
1794 'ac',
1795 {
1796 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1797 name => 'progressiveness',
1798 type => 'int'
1799 }
1800 ],
1801 [
1802 'msg',
1803 {
1804 desc => 'This text is displayed to the player every time the symptoms strike.',
1805 end => 'endmsg',
1806 name => 'message',
1807 type => 'text'
1808 }
1809 ]
1810 ],
1811 desc => 'Diseases are an intersting form of spellcraft in Deliantra. Once casted, they can spread out and infect creatures in a large area. Being infected can have various effects, from amusing farts to horrible damage - almost everything is possible.',
1812 ignore => [
1813 $IGNORE_LIST{system_object}
1814 ],
1815 name => 'Disease',
1816 section => [
1817 [
1818 'spreading',
1819 [
1820 [
1821 'wc',
1822 {
1823 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.',
1824 name => 'infectiosness',
1825 type => 'int'
1826 }
1827 ],
1828 [
1829 'last_grace',
1830 {
1831 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1832 name => 'attenuation',
1833 type => 'int'
1834 }
1835 ],
1836 [
1837 'magic',
1838 {
1839 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.',
1840 name => 'infection range',
1841 type => 'int'
1842 }
1843 ],
1844 [
1845 'maxhp',
1846 {
1847 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).',
1848 name => 'persistence',
1849 type => 'int'
1850 }
1851 ],
1852 [
1853 'maxgrace',
1854 {
1855 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.',
1856 name => 'curing duration',
1857 type => 'int'
1858 }
1859 ],
1860 [
1861 'speed',
1862 {
1863 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1864 name => 'moving speed',
1865 type => 'float'
1866 }
1867 ],
1868 [
1869 'speed_left',
1870 {
1871 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1872 name => 'speed left',
1873 type => 'float'
1874 }
1875 ]
1876 ]
1877 ],
1878 [
1879 'symptoms',
1880 [
1881 [
1882 'attacktype',
1883 {
1884 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1885 name => 'attacktype',
1886 type => 'bitmask',
1887 value => $BITMASK{attacktype}
1888 }
1889 ],
1890 [
1891 'dam',
1892 {
1893 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.',
1894 name => 'damage',
1895 type => 'int'
1896 }
1897 ],
1898 [
1899 'other_arch',
1900 {
1901 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.',
1902 name => 'create arch',
1903 type => 'string'
1904 }
1905 ],
1906 [
1907 'last_sp',
1908 {
1909 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1910 name => 'slowdown penalty',
1911 type => 'int'
1912 }
1913 ],
1914 [
1915 'exp',
1916 {
1917 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1918 name => 'exp. for curing',
1919 type => 'int'
1920 }
1921 ],
1922 [
1923 'maxsp',
1924 {
1925 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.',
1926 name => 'mana depletion',
1927 type => 'int'
1928 }
1929 ],
1930 [
1931 'last_eat',
1932 {
1933 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.',
1934 name => 'food depletion',
1935 type => 'int'
1936 }
1937 ],
1938 [
1939 'hp',
1940 {
1941 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1942 name => 'health regen.',
1943 type => 'int'
1944 }
1945 ],
1946 [
1947 'sp',
1948 {
1949 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1950 name => 'mana regen.',
1951 type => 'int'
1952 }
1953 ]
1954 ]
1955 ],
1956 [
1957 'disability',
1958 [
1959 [
1960 'Str',
1961 {
1962 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1963 name => 'strength',
1964 type => 'int'
1965 }
1966 ],
1967 [
1968 'Dex',
1969 {
1970 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1971 name => 'dexterity',
1972 type => 'int'
1973 }
1974 ],
1975 [
1976 'Con',
1977 {
1978 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1979 name => 'constitution',
1980 type => 'int'
1981 }
1982 ],
1983 [
1984 'Int',
1985 {
1986 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1987 name => 'intelligence',
1988 type => 'int'
1989 }
1990 ],
1991 [
1992 'Pow',
1993 {
1994 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1995 name => 'power',
1996 type => 'int'
1997 }
1998 ],
1999 [
2000 'Wis',
2001 {
2002 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
2003 name => 'wisdom',
2004 type => 'int'
2005 }
2006 ],
2007 [
2008 'Cha',
2009 {
2010 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
2011 name => 'charisma',
2012 type => 'int'
2013 }
2014 ]
2015 ]
2016 ]
2017 ],
2018 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.'
2019 },
2020 Door => {
2021 attr => [
2022 [
2023 'no_pick',
2024 {
2025 type => 'fixed',
2026 value => 1
2027 }
2028 ],
2029 [
2030 'alive',
2031 {
2032 type => 'fixed',
2033 value => 1
2034 }
2035 ],
2036 [
2037 'move_block',
2038 {
2039 desc => 'Objects using these movement types cannot move over this space.',
2040 name => 'blocked movement',
2041 type => 'movement_type'
2042 }
2043 ],
2044 [
2045 'move_allow',
2046 {
2047 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2048 name => 'allowed movement',
2049 type => 'movement_type'
2050 }
2051 ],
2052 [
2053 'move_slow',
2054 {
2055 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2056 name => 'slowed movement',
2057 type => 'movement_type'
2058 }
2059 ],
2060 [
2061 'move_slow_penalty',
2062 {
2063 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2064 name => 'slow movement penalty',
2065 type => 'int'
2066 }
2067 ],
2068 [
2069 'hp',
2070 {
2071 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2072 name => 'hitpoints',
2073 type => 'int'
2074 }
2075 ],
2076 [
2077 'ac',
2078 {
2079 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2080 name => 'armour class',
2081 type => 'int'
2082 }
2083 ],
2084 [
2085 'other_arch',
2086 {
2087 desc => 'This string defines the object that will be created when the door was defeated.',
2088 name => 'drop arch',
2089 type => 'string'
2090 }
2091 ],
2092 [
2093 'randomitems',
2094 {
2095 desc => 'This entry determines what kind of traps will appear in the door.',
2096 name => 'treasurelist',
2097 type => 'treasurelist'
2098 }
2099 ],
2100 [
2101 'treasure_env',
2102 {
2103 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2104 name => 'treasure in env',
2105 type => 'bool'
2106 }
2107 ]
2108 ],
2109 desc => 'A door can be opened with a normal key. It also can be broken by attacking it, and it can be defeated with the lockpicking skill. If a door is defeated, horizontally and vertically adjacent doors are automatically removed.',
2110 ignore => [
2111 $IGNORE_LIST{non_pickable}
2112 ],
2113 name => 'Door'
2114 },
2115 Duplicator => {
2116 attr => [
2117 [
2118 'other_arch',
2119 {
2120 desc => 'Only objects of matching archtype, lying ontop of the duplicator will be duplicated, multiplied or removed. All other objects will be ignored.',
2121 name => 'target arch',
2122 type => 'string'
2123 }
2124 ],
2125 [
2126 'level',
2127 {
2128 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.',
2129 name => 'multiply factor',
2130 type => 'int'
2131 }
2132 ],
2133 [
2134 'connected',
2135 {
2136 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!',
2137 name => 'connection',
2138 type => 'string'
2139 }
2140 ],
2141 [
2142 'activate_on_push',
2143 {
2144 desc => 'Whether the teleporter should only be activated on push.',
2145 name => 'activate on push',
2146 type => 'bool'
2147 }
2148 ],
2149 [
2150 'activate_on_release',
2151 {
2152 desc => 'Whether the teleporter should only be activated on release.',
2153 name => 'activate on release',
2154 type => 'bool'
2155 }
2156 ]
2157 ],
2158 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.',
2159 ignore => [
2160 $IGNORE_LIST{system_object}
2161 ],
2162 name => 'Duplicator',
2163 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%.'
2164 },
2165 'Event Connector' => {
2166 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in. They are not used at all in Deliantra.',
2167 name => 'Event Connector'
2168 },
2169 Exit => {
2170 attr => [
2171 [
2172 'slaying',
2173 {
2174 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".',
2175 name => 'exit path',
2176 type => 'string'
2177 }
2178 ],
2179 [
2180 'hp',
2181 {
2182 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.',
2183 name => 'destination X',
2184 type => 'int'
2185 }
2186 ],
2187 [
2188 'sp',
2189 {
2190 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.',
2191 name => 'destination Y',
2192 type => 'int'
2193 }
2194 ],
2195 [
2196 'move_on',
2197 {
2198 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2199 name => 'movement on',
2200 type => 'movement_type'
2201 }
2202 ],
2203 [
2204 'msg',
2205 {
2206 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. =)',
2207 end => 'endmsg',
2208 name => 'exit message',
2209 type => 'text'
2210 }
2211 ],
2212 [
2213 'damned',
2214 {
2215 desc => 'If set, then players using this exit will have their savebed position set to the destination of the exit when passing through.',
2216 name => 'set savebed',
2217 type => 'bool'
2218 }
2219 ]
2220 ],
2221 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.',
2222 ignore => [
2223 $IGNORE_LIST{non_pickable}
2224 ],
2225 name => 'Exit',
2226 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.'
2227 },
2228 Flesh => {
2229 attr => [
2230 [
2231 'food',
2232 {
2233 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2234 name => 'foodpoints',
2235 type => 'int'
2236 }
2237 ],
2238 [
2239 'level',
2240 {
2241 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.',
2242 name => 'flesh level',
2243 type => 'int'
2244 }
2245 ],
2246 [
2247 'startequip',
2248 {
2249 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2250 name => 'godgiven item',
2251 type => 'bool'
2252 }
2253 ],
2254 [
2255 'msg',
2256 {
2257 desc => 'This text may describe the item.',
2258 end => 'endmsg',
2259 name => 'description',
2260 type => 'text'
2261 }
2262 ]
2263 ],
2264 desc => 'Just like with food, the player can fill his stomache and gain a little health by eating flesh-objects. <br> For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in those categories. The only constraint to this process is the &lt;flesh level&gt;. Don\'t forget that flesh items with resistances have to be balanced according to map/monster difficulty.',
2265 name => 'Flesh',
2266 section => [
2267 [
2268 'resistance',
2269 [
2270 [
2271 'resist_physical',
2272 {
2273 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.',
2274 name => 'resist physical %',
2275 type => 'int'
2276 }
2277 ],
2278 [
2279 'resist_magic',
2280 {
2281 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.',
2282 name => 'resist magic %',
2283 type => 'int'
2284 }
2285 ],
2286 [
2287 'resist_fire',
2288 {
2289 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.',
2290 name => 'resist fire %',
2291 type => 'int'
2292 }
2293 ],
2294 [
2295 'resist_electricity',
2296 {
2297 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.',
2298 name => 'resist electricity %',
2299 type => 'int'
2300 }
2301 ],
2302 [
2303 'resist_cold',
2304 {
2305 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.',
2306 name => 'resist cold %',
2307 type => 'int'
2308 }
2309 ],
2310 [
2311 'resist_confusion',
2312 {
2313 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.',
2314 name => 'resist confusion %',
2315 type => 'int'
2316 }
2317 ],
2318 [
2319 'resist_acid',
2320 {
2321 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.',
2322 name => 'resist acid %',
2323 type => 'int'
2324 }
2325 ],
2326 [
2327 'resist_drain',
2328 {
2329 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.',
2330 name => 'resist draining %',
2331 type => 'int'
2332 }
2333 ],
2334 [
2335 'resist_weaponmagic',
2336 {
2337 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.',
2338 name => 'resist weaponmagic %',
2339 type => 'int'
2340 }
2341 ],
2342 [
2343 'resist_ghosthit',
2344 {
2345 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.',
2346 name => 'resist ghosthit %',
2347 type => 'int'
2348 }
2349 ],
2350 [
2351 'resist_poison',
2352 {
2353 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.',
2354 name => 'resist poison %',
2355 type => 'int'
2356 }
2357 ],
2358 [
2359 'resist_slow',
2360 {
2361 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.',
2362 name => 'resist slow %',
2363 type => 'int'
2364 }
2365 ],
2366 [
2367 'resist_paralyze',
2368 {
2369 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.',
2370 name => 'resist paralyze %',
2371 type => 'int'
2372 }
2373 ],
2374 [
2375 'resist_fear',
2376 {
2377 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.',
2378 name => 'resist fear %',
2379 type => 'int'
2380 }
2381 ],
2382 [
2383 'resist_deplete',
2384 {
2385 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.',
2386 name => 'resist depletion %',
2387 type => 'int'
2388 }
2389 ],
2390 [
2391 'resist_death',
2392 {
2393 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.',
2394 name => 'resist death-attack %',
2395 type => 'int'
2396 }
2397 ],
2398 [
2399 'resist_chaos',
2400 {
2401 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.',
2402 name => 'resist chaos %',
2403 type => 'int'
2404 }
2405 ],
2406 [
2407 'resist_blind',
2408 {
2409 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.',
2410 name => 'resist blinding %',
2411 type => 'int'
2412 }
2413 ]
2414 ]
2415 ]
2416 ],
2417 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.'
2418 },
2419 Floor => {
2420 attr => [
2421 [
2422 'is_floor',
2423 {
2424 type => 'fixed',
2425 value => 1
2426 }
2427 ],
2428 [
2429 'no_pick',
2430 {
2431 type => 'fixed',
2432 value => 1
2433 }
2434 ],
2435 [
2436 'no_magic',
2437 {
2438 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2439 name => 'no spells',
2440 type => 'bool'
2441 }
2442 ],
2443 [
2444 'damned',
2445 {
2446 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2447 name => 'no prayers',
2448 type => 'bool'
2449 }
2450 ],
2451 [
2452 'unique',
2453 {
2454 desc => 'Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2455 name => 'unique map',
2456 type => 'bool'
2457 }
2458 ],
2459 [
2460 'msg',
2461 {
2462 desc => 'This text may describe the object.',
2463 end => 'endmsg',
2464 name => 'description',
2465 type => 'text'
2466 }
2467 ]
2468 ],
2469 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2470 ignore => [
2471 $IGNORE_LIST{non_pickable}
2472 ],
2473 name => 'Floor',
2474 section => [
2475 [
2476 'terrain',
2477 [
2478 [
2479 'move_block',
2480 {
2481 desc => 'Objects using these movement types cannot move over this space.',
2482 name => 'blocked movement',
2483 type => 'movement_type'
2484 }
2485 ],
2486 [
2487 'move_allow',
2488 {
2489 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2490 name => 'allowed movement',
2491 type => 'movement_type'
2492 }
2493 ],
2494 [
2495 'move_slow',
2496 {
2497 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2498 name => 'slowed movement',
2499 type => 'movement_type'
2500 }
2501 ],
2502 [
2503 'move_slow_penalty',
2504 {
2505 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2506 name => 'slow movement penalty',
2507 type => 'int'
2508 }
2509 ],
2510 [
2511 'is_wooded',
2512 {
2513 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2514 name => 'wooded terrain',
2515 type => 'bool'
2516 }
2517 ],
2518 [
2519 'is_hilly',
2520 {
2521 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2522 name => 'hilly terrain',
2523 type => 'bool'
2524 }
2525 ]
2526 ]
2527 ]
2528 ]
2529 },
2530 'Floor (Encounter)' => {
2531 attr => [
2532 [
2533 'is_floor',
2534 {
2535 type => 'fixed',
2536 value => 1
2537 }
2538 ],
2539 [
2540 'no_pick',
2541 {
2542 type => 'fixed',
2543 value => 1
2544 }
2545 ],
2546 [
2547 'no_magic',
2548 {
2549 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2550 name => 'no spells',
2551 type => 'bool'
2552 }
2553 ],
2554 [
2555 'damned',
2556 {
2557 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2558 name => 'no prayers',
2559 type => 'bool'
2560 }
2561 ],
2562 [
2563 'unique',
2564 {
2565 desc => 'Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2566 name => 'unique map',
2567 type => 'bool'
2568 }
2569 ],
2570 [
2571 'msg',
2572 {
2573 desc => 'This text may describe the object.',
2574 end => 'endmsg',
2575 name => 'description',
2576 type => 'text'
2577 }
2578 ]
2579 ],
2580 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.',
2581 ignore => [
2582 $IGNORE_LIST{non_pickable}
2583 ],
2584 name => 'Floor (Encounter)',
2585 section => [
2586 [
2587 'terrain',
2588 [
2589 [
2590 'move_block',
2591 {
2592 desc => 'Objects using these movement types cannot move over this space.',
2593 name => 'blocked movement',
2594 type => 'movement_type'
2595 }
2596 ],
2597 [
2598 'move_allow',
2599 {
2600 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2601 name => 'allowed movement',
2602 type => 'movement_type'
2603 }
2604 ],
2605 [
2606 'move_slow',
2607 {
2608 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2609 name => 'slowed movement',
2610 type => 'movement_type'
2611 }
2612 ],
2613 [
2614 'move_slow_penalty',
2615 {
2616 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2617 name => 'slow movement penalty',
2618 type => 'int'
2619 }
2620 ],
2621 [
2622 'is_wooded',
2623 {
2624 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2625 name => 'wooded terrain',
2626 type => 'bool'
2627 }
2628 ],
2629 [
2630 'is_hilly',
2631 {
2632 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2633 name => 'hilly terrain',
2634 type => 'bool'
2635 }
2636 ]
2637 ]
2638 ]
2639 ]
2640 },
2641 Food => {
2642 attr => [
2643 [
2644 'food',
2645 {
2646 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2647 name => 'foodpoints',
2648 type => 'int'
2649 }
2650 ],
2651 [
2652 'startequip',
2653 {
2654 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2655 name => 'godgiven item',
2656 type => 'bool'
2657 }
2658 ]
2659 ],
2660 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2661 name => 'Food'
2662 },
2663 Gate => {
2664 attr => [
2665 [
2666 'no_pick',
2667 {
2668 type => 'fixed',
2669 value => 1
2670 }
2671 ],
2672 [
2673 'speed',
2674 {
2675 desc => 'The speed of the gate affects how fast it is closing/opening.',
2676 type => 'float'
2677 }
2678 ],
2679 [
2680 'connected',
2681 {
2682 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2683 name => 'connection',
2684 type => 'string'
2685 }
2686 ],
2687 [
2688 'wc',
2689 {
2690 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.',
2691 name => 'position state',
2692 type => 'int'
2693 }
2694 ],
2695 [
2696 'move_block',
2697 {
2698 desc => 'Objects using these movement types cannot move over this space.',
2699 name => 'blocked movement',
2700 type => 'movement_type'
2701 }
2702 ],
2703 [
2704 'move_allow',
2705 {
2706 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2707 name => 'allowed movement',
2708 type => 'movement_type'
2709 }
2710 ],
2711 [
2712 'move_slow',
2713 {
2714 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2715 name => 'slowed movement',
2716 type => 'movement_type'
2717 }
2718 ],
2719 [
2720 'move_slow_penalty',
2721 {
2722 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2723 name => 'slow movement penalty',
2724 type => 'int'
2725 }
2726 ],
2727 [
2728 'no_magic',
2729 {
2730 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2731 name => 'restrict spells',
2732 type => 'bool'
2733 }
2734 ],
2735 [
2736 'damned',
2737 {
2738 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2739 name => 'restrict prayers',
2740 type => 'bool'
2741 }
2742 ]
2743 ],
2744 desc => 'Gates play an important role in Deliantra. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases.',
2745 ignore => [
2746 $IGNORE_LIST{non_pickable}
2747 ],
2748 name => 'Gate',
2749 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".'
2750 },
2751 Girdle => {
2752 attr => [
2753 [
2754 'magic',
2755 {
2756 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.',
2757 name => 'magic bonus',
2758 type => 'int'
2759 }
2760 ]
2761 ],
2762 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.',
2763 import => [
2764 'Amulet'
2765 ],
2766 name => 'Girdle',
2767 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2768 },
2769 Gloves => {
2770 attr => [
2771 [
2772 'magic',
2773 {
2774 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.',
2775 name => 'magic bonus',
2776 type => 'int'
2777 }
2778 ]
2779 ],
2780 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2781 import => [
2782 'Amulet'
2783 ],
2784 name => 'Gloves',
2785 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2786 },
2787 Handle => {
2788 attr => [
2789 [
2790 'no_pick',
2791 {
2792 type => 'fixed',
2793 value => 1
2794 }
2795 ],
2796 [
2797 'connected',
2798 {
2799 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2800 name => 'connection',
2801 type => 'string'
2802 }
2803 ],
2804 [
2805 'msg',
2806 {
2807 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2808 end => 'endmsg',
2809 name => 'description',
2810 type => 'text'
2811 }
2812 ]
2813 ],
2814 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2815 ignore => [
2816 $IGNORE_LIST{non_pickable}
2817 ],
2818 name => 'Handle',
2819 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.'
2820 },
2821 'Handle Trigger' => {
2822 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.',
2823 ignore => [
2824 $IGNORE_LIST{non_pickable}
2825 ],
2826 import => [
2827 'Handle'
2828 ],
2829 name => 'Handle Trigger',
2830 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.'
2831 },
2832 'Hazard Floor' => {
2833 attr => [
2834 [
2835 'is_floor',
2836 {
2837 type => 'fixed',
2838 value => 1
2839 }
2840 ],
2841 [
2842 'lifesave',
2843 {
2844 type => 'fixed',
2845 value => 1
2846 }
2847 ],
2848 [
2849 'move_on',
2850 {
2851 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2852 name => 'movement on',
2853 type => 'movement_type'
2854 }
2855 ],
2856 [
2857 'no_pick',
2858 {
2859 type => 'fixed',
2860 value => 1
2861 }
2862 ],
2863 [
2864 'attacktype',
2865 {
2866 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.',
2867 name => 'attacktype',
2868 type => 'bitmask',
2869 value => $BITMASK{attacktype}
2870 }
2871 ],
2872 [
2873 'dam',
2874 {
2875 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.',
2876 name => 'base damage',
2877 type => 'int'
2878 }
2879 ],
2880 [
2881 'wc',
2882 {
2883 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.',
2884 name => 'weaponclass',
2885 type => 'int'
2886 }
2887 ],
2888 [
2889 'level',
2890 {
2891 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.',
2892 name => 'attack level',
2893 type => 'int'
2894 }
2895 ],
2896 [
2897 'no_magic',
2898 {
2899 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2900 name => 'no spells',
2901 type => 'bool'
2902 }
2903 ],
2904 [
2905 'damned',
2906 {
2907 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2908 name => 'no prayers',
2909 type => 'bool'
2910 }
2911 ],
2912 [
2913 'unique',
2914 {
2915 desc => 'Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2916 name => 'unique map',
2917 type => 'bool'
2918 }
2919 ]
2920 ],
2921 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.',
2922 ignore => [
2923 $IGNORE_LIST{non_pickable}
2924 ],
2925 name => 'Hazard Floor',
2926 section => [
2927 [
2928 'terrain',
2929 [
2930 [
2931 'move_block',
2932 {
2933 desc => 'Objects using these movement types cannot move over this space.',
2934 name => 'blocked movement',
2935 type => 'movement_type'
2936 }
2937 ],
2938 [
2939 'move_allow',
2940 {
2941 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2942 name => 'allowed movement',
2943 type => 'movement_type'
2944 }
2945 ],
2946 [
2947 'move_slow',
2948 {
2949 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2950 name => 'slowed movement',
2951 type => 'movement_type'
2952 }
2953 ],
2954 [
2955 'move_slow_penalty',
2956 {
2957 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2958 name => 'slow movement penalty',
2959 type => 'int'
2960 }
2961 ],
2962 [
2963 'is_wooded',
2964 {
2965 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2966 name => 'wooded terrain',
2967 type => 'bool'
2968 }
2969 ],
2970 [
2971 'is_hilly',
2972 {
2973 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2974 name => 'hilly terrain',
2975 type => 'bool'
2976 }
2977 ]
2978 ]
2979 ]
2980 ],
2981 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.'
2982 },
2983 Helmet => {
2984 attr => [
2985 [
2986 'magic',
2987 {
2988 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>.',
2989 name => 'magic bonus',
2990 type => 'int'
2991 }
2992 ]
2993 ],
2994 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.',
2995 import => [
2996 'Amulet'
2997 ],
2998 name => 'Helmet',
2999 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
3000 },
3001 'Holy Altar' => {
3002 attr => [
3003 [
3004 'no_pick',
3005 {
3006 type => 'fixed',
3007 value => 1
3008 }
3009 ],
3010 [
3011 'other_arch',
3012 {
3013 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.',
3014 name => 'god name',
3015 type => 'string'
3016 }
3017 ],
3018 [
3019 'level',
3020 {
3021 desc => 'To re-consecrate an altar, the player\'s wisdom level must be as high or higher than this value. In that way, some altars can not be re-consecrated, while other altars, like those in dungeons, could be. Altars located in temples should have at least <reconsecrate level> 120. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult.',
3022 name => 'reconsecrate level',
3023 type => 'int'
3024 }
3025 ]
3026 ],
3027 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.',
3028 ignore => [
3029 $IGNORE_LIST{non_pickable}
3030 ],
3031 name => 'Holy Altar'
3032 },
3033 Horn => {
3034 attr => [
3035 [
3036 'sp',
3037 {
3038 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!',
3039 name => 'spell',
3040 type => 'spell'
3041 }
3042 ],
3043 [
3044 'level',
3045 {
3046 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3047 name => 'casting level',
3048 type => 'int'
3049 }
3050 ],
3051 [
3052 'hp',
3053 {
3054 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3055 name => 'initial spellpoints',
3056 type => 'int'
3057 }
3058 ],
3059 [
3060 'maxhp',
3061 {
3062 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.',
3063 name => 'max. spellpoints',
3064 type => 'int'
3065 }
3066 ],
3067 [
3068 'startequip',
3069 {
3070 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3071 name => 'godgiven item',
3072 type => 'bool'
3073 }
3074 ],
3075 [
3076 'msg',
3077 {
3078 desc => 'This text may contain a description of the horn.',
3079 end => 'endmsg',
3080 name => 'description',
3081 type => 'text'
3082 }
3083 ]
3084 ],
3085 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.',
3086 ignore => [
3087 'title'
3088 ],
3089 name => 'Horn',
3090 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.'
3091 },
3092 Inorganic => {
3093 attr => [
3094 [
3095 'is_dust',
3096 {
3097 name => 'is dust',
3098 type => 'bool'
3099 }
3100 ]
3101 ],
3102 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3103 name => 'Inorganic',
3104 section => [
3105 [
3106 'resistance',
3107 [
3108 [
3109 'resist_physical',
3110 {
3111 name => 'resist physical %',
3112 type => 'int'
3113 }
3114 ],
3115 [
3116 'resist_magic',
3117 {
3118 name => 'resist magic %',
3119 type => 'int'
3120 }
3121 ],
3122 [
3123 'resist_fire',
3124 {
3125 name => 'resist fire %',
3126 type => 'int'
3127 }
3128 ],
3129 [
3130 'resist_electricity',
3131 {
3132 name => 'resist electricity %',
3133 type => 'int'
3134 }
3135 ],
3136 [
3137 'resist_cold',
3138 {
3139 name => 'resist cold %',
3140 type => 'int'
3141 }
3142 ],
3143 [
3144 'resist_confusion',
3145 {
3146 name => 'resist confusion %',
3147 type => 'int'
3148 }
3149 ],
3150 [
3151 'resist_acid',
3152 {
3153 name => 'resist acid %',
3154 type => 'int'
3155 }
3156 ],
3157 [
3158 'resist_drain',
3159 {
3160 name => 'resist draining %',
3161 type => 'int'
3162 }
3163 ],
3164 [
3165 'resist_weaponmagic',
3166 {
3167 name => 'resist weaponmagic %',
3168 type => 'int'
3169 }
3170 ],
3171 [
3172 'resist_ghosthit',
3173 {
3174 name => 'resist ghosthit %',
3175 type => 'int'
3176 }
3177 ],
3178 [
3179 'resist_poison',
3180 {
3181 name => 'resist poison %',
3182 type => 'int'
3183 }
3184 ],
3185 [
3186 'resist_slow',
3187 {
3188 name => 'resist slow %',
3189 type => 'int'
3190 }
3191 ],
3192 [
3193 'resist_paralyze',
3194 {
3195 name => 'resist paralyze %',
3196 type => 'int'
3197 }
3198 ],
3199 [
3200 'resist_fear',
3201 {
3202 name => 'resist fear %',
3203 type => 'int'
3204 }
3205 ],
3206 [
3207 'resist_deplete',
3208 {
3209 name => 'resist depletion %',
3210 type => 'int'
3211 }
3212 ],
3213 [
3214 'resist_death',
3215 {
3216 name => 'resist death-attack %',
3217 type => 'int'
3218 }
3219 ],
3220 [
3221 'resist_chaos',
3222 {
3223 name => 'resist chaos %',
3224 type => 'int'
3225 }
3226 ],
3227 [
3228 'resist_blind',
3229 {
3230 name => 'resist blinding %',
3231 type => 'int'
3232 }
3233 ],
3234 [
3235 'resist_holyword',
3236 {
3237 name => 'resist holy power %',
3238 type => 'int'
3239 }
3240 ],
3241 [
3242 'resist_godpower',
3243 {
3244 name => 'resist godpower %',
3245 type => 'int'
3246 }
3247 ]
3248 ]
3249 ]
3250 ]
3251 },
3252 Inscribable => {
3253 attr => [
3254 [
3255 'startequip',
3256 {
3257 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3258 name => 'godgiven item',
3259 type => 'bool'
3260 }
3261 ],
3262 [
3263 'unique',
3264 {
3265 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3266 name => 'unique item',
3267 type => 'bool'
3268 }
3269 ],
3270 [
3271 'other_arch',
3272 {
3273 desc => 'This is the item created after being inscribed - scrolls are treated like spell scrolls, all else will have it\'s message replaced.',
3274 name => 'book/scroll arch',
3275 type => 'string'
3276 }
3277 ]
3278 ],
3279 desc => 'Inscribable Item - when inscribed, it becomes another object.',
3280 name => 'Inscribable'
3281 },
3282 'Inventory Checker' => {
3283 attr => [
3284 [
3285 'no_pick',
3286 {
3287 type => 'fixed',
3288 value => 1
3289 }
3290 ],
3291 [
3292 'slaying',
3293 {
3294 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.',
3295 name => 'match key string',
3296 type => 'string'
3297 }
3298 ],
3299 [
3300 'race',
3301 {
3302 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>.',
3303 name => 'match arch name',
3304 type => 'string'
3305 }
3306 ],
3307 [
3308 'hp',
3309 {
3310 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. ;)',
3311 name => 'match type',
3312 type => 'int'
3313 }
3314 ],
3315 [
3316 'last_sp',
3317 {
3318 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3319 name => 'match = having',
3320 type => 'bool'
3321 }
3322 ],
3323 [
3324 'connected',
3325 {
3326 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3327 name => 'connection',
3328 type => 'string'
3329 }
3330 ],
3331 [
3332 'move_block',
3333 {
3334 desc => 'Objects using these movement types cannot move over this space.',
3335 name => 'blocked movement',
3336 type => 'movement_type'
3337 }
3338 ],
3339 [
3340 'move_allow',
3341 {
3342 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3343 name => 'allowed movement',
3344 type => 'movement_type'
3345 }
3346 ],
3347 [
3348 'move_slow',
3349 {
3350 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3351 name => 'slowed movement',
3352 type => 'movement_type'
3353 }
3354 ],
3355 [
3356 'move_slow_penalty',
3357 {
3358 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3359 name => 'slow movement penalty',
3360 type => 'int'
3361 }
3362 ],
3363 [
3364 'last_heal',
3365 {
3366 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!',
3367 name => 'remove match',
3368 type => 'bool'
3369 }
3370 ]
3371 ],
3372 desc => 'Inventory checkers passively check the players inventory for a specific object. You can set a connected value that is triggered either if that object is present or missing (-&gt; "last_sp") when a player walks over the inv. checker. A valid option is to remove the matching object (usually not recommended, see "last_heal"). <br><br> Alternatively, you can set your inv. checker to block all players that do/don\'t carry the matching object. <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.',
3373 ignore => [
3374 $IGNORE_LIST{system_object}
3375 ],
3376 name => 'Inventory Checker',
3377 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.'
3378 },
3379 'Item Match' => {
3380 attr => [
3381 [
3382 'no_pick',
3383 {
3384 type => 'fixed',
3385 value => 1
3386 }
3387 ],
3388 [
3389 'slaying',
3390 {
3391 desc => 'If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm Optionally you can leave out the "match " prefix.',
3392 name => 'match expression',
3393 type => 'string'
3394 }
3395 ],
3396 [
3397 'connected',
3398 {
3399 desc => 'When the match is triggered, all objects with the same connection value get activated.',
3400 name => 'connection',
3401 type => 'string'
3402 }
3403 ],
3404 [
3405 'move_on',
3406 {
3407 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
3408 name => 'movement on',
3409 type => 'movement_type'
3410 }
3411 ],
3412 [
3413 'move_off',
3414 {
3415 desc => 'Which movement types deactivate this object (e.g. button).',
3416 name => 'movement off',
3417 type => 'movement_type'
3418 }
3419 ],
3420 [
3421 'move_block',
3422 {
3423 desc => 'Objects using these movement types cannot move over this space.',
3424 name => 'blocked movement',
3425 type => 'movement_type'
3426 }
3427 ]
3428 ],
3429 desc => 'Match objects use the deliantra matching language (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm) to match items on the same mapspace (if move_on/off are unset) or items trying to enter (if move_blocked is set). If a connected value is given, then it is triggered if the first object matching the expression is put on it, and the last is removed.',
3430 ignore => [
3431 $IGNORE_LIST{non_pickable}
3432 ],
3433 name => 'Item Match',
3434 use => 'If you want to trigger something else (e.g. a gate) when an item is above this object, use the move_on/move_off settings. If you want to keep something from entering if it has (or lacks) a specific item, use the move_blocked setting.'
3435 },
3436 'Item Transformer' => {
3437 attr => [
3438 [
3439 'food',
3440 {
3441 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3442 name => 'number of uses',
3443 type => 'int'
3444 }
3445 ],
3446 [
3447 'slaying',
3448 {
3449 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3450 name => 'verb',
3451 type => 'string'
3452 }
3453 ],
3454 [
3455 'startequip',
3456 {
3457 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3458 name => 'godgiven item',
3459 type => 'bool'
3460 }
3461 ],
3462 [
3463 'msg',
3464 {
3465 desc => 'This text may contain a description of the item transformer.',
3466 end => 'endmsg',
3467 name => 'description',
3468 type => 'text'
3469 }
3470 ]
3471 ],
3472 desc => 'An item transformer is simply applied, after having marked a \'victim\' item. If the victim is suitable, it will be transformed into something else.',
3473 name => 'Item Transformer',
3474 use => 'To make an item transformable, you just have to fill the \'slaying\' field. The syntax is: <br> <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre> <br> with [] denoting optional part, and * any number of preceding []. \'new_item\' must be the name of an existing archetype. <br><br> Example, for object apple: slaying knife:2 half_apple <br><br> This means that, when applying a knife (should be an Item Transformer), one \'apple\' will be transformed into 2 \'half_apple\'.'
3475 },
3476 Jewel => {
3477 attr => [
3478 [
3479 'race',
3480 {
3481 type => 'fixed',
3482 value => 'gold and jewels'
3483 }
3484 ],
3485 [
3486 'msg',
3487 {
3488 desc => 'This text may describe the object.',
3489 end => 'endmsg',
3490 name => 'description',
3491 type => 'text'
3492 }
3493 ]
3494 ],
3495 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.',
3496 name => 'Jewel'
3497 },
3498 Key => {
3499 attr => [
3500 [
3501 'startequip',
3502 {
3503 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3504 name => 'godgiven item',
3505 type => 'bool'
3506 }
3507 ]
3508 ],
3509 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3510 name => 'Key'
3511 },
3512 Lamp => {
3513 attr => [
3514 [
3515 'speed',
3516 {
3517 desc => 'This field is the speed of the lamp. (If the value 0.00208 is given here the fuel field will specify the burning duration in minutes.)',
3518 name => 'burn speed',
3519 type => 'float'
3520 }
3521 ],
3522 [
3523 'food',
3524 {
3525 desc => 'This field sets the burning duration of the lamp, which depends on the speed field of this object.',
3526 name => 'fuel',
3527 type => 'int'
3528 }
3529 ],
3530 [
3531 'range',
3532 {
3533 desc => 'This field sets the glow radius of the lamp if it is enabled. If you want to make a lamp that is already burning set the "glow radius" field.',
3534 name => 'enabled glow radius',
3535 type => 'int'
3536 }
3537 ],
3538 [
3539 'level',
3540 {
3541 desc => 'If this field specyfies the cursed effect\'s level. If it is 0 no cursed effect will be generate. See also the "cursed" flag.',
3542 name => 'level',
3543 type => 'int'
3544 }
3545 ],
3546 [
3547 'cursed',
3548 {
3549 desc => 'Cursed lamps, which have a level above 0, explode if the player applies them.',
3550 name => 'cursed',
3551 type => 'bool'
3552 }
3553 ]
3554 ],
3555 desc => 'Lamps are carryable light sources for players with a fuel tank.',
3556 name => 'Lamp'
3557 },
3558 'Locked Door' => {
3559 attr => [
3560 [
3561 'move_type',
3562 {
3563 type => 'fixed',
3564 value => 0
3565 }
3566 ],
3567 [
3568 'no_pick',
3569 {
3570 type => 'fixed',
3571 value => 1
3572 }
3573 ],
3574 [
3575 'slaying',
3576 {
3577 desc => 'The <key string> in the door must be identical with the <key string> in the special key, then the door is unlocked. It is VERY important to set the <key string> to something that is unique among the Deliantra mapset. DONT EVER USE the default string "set_individual_value".',
3578 name => 'key string',
3579 type => 'string'
3580 }
3581 ],
3582 [
3583 'no_magic',
3584 {
3585 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).',
3586 name => 'restrict spells',
3587 type => 'bool'
3588 }
3589 ],
3590 [
3591 'damned',
3592 {
3593 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3594 name => 'restrict prayers',
3595 type => 'bool'
3596 }
3597 ],
3598 [
3599 'msg',
3600 {
3601 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.',
3602 end => 'endmsg',
3603 name => 'lock message',
3604 type => 'text'
3605 }
3606 ]
3607 ],
3608 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3609 ignore => [
3610 $IGNORE_LIST{non_pickable}
3611 ],
3612 name => 'Locked Door',
3613 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).'
3614 },
3615 'Magic Ear' => {
3616 attr => [
3617 [
3618 'no_pick',
3619 {
3620 type => 'fixed',
3621 value => 1
3622 }
3623 ],
3624 [
3625 'connected',
3626 {
3627 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3628 name => 'connection',
3629 type => 'string'
3630 }
3631 ],
3632 [
3633 'msg',
3634 {
3635 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!',
3636 end => 'endmsg',
3637 name => 'keyword-matching',
3638 type => 'text'
3639 }
3640 ]
3641 ],
3642 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3643 ignore => [
3644 $IGNORE_LIST{system_object}
3645 ],
3646 name => 'Magic Ear',
3647 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.'
3648 },
3649 'Magic Wall' => {
3650 attr => [
3651 [
3652 'dam',
3653 {
3654 desc => 'The magic wall will cast this <spell>.',
3655 name => 'spell',
3656 type => 'spell'
3657 }
3658 ],
3659 [
3660 'level',
3661 {
3662 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.',
3663 name => 'spell level',
3664 type => 'int'
3665 }
3666 ],
3667 [
3668 'connected',
3669 {
3670 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.',
3671 name => 'connection',
3672 type => 'string'
3673 }
3674 ],
3675 [
3676 'activate_on_push',
3677 {
3678 desc => 'Whether the teleporter should only be activated on push.',
3679 name => 'activate on push',
3680 type => 'bool'
3681 }
3682 ],
3683 [
3684 'activate_on_release',
3685 {
3686 desc => 'Whether the teleporter should only be activated on release.',
3687 name => 'activate on release',
3688 type => 'bool'
3689 }
3690 ],
3691 [
3692 'speed',
3693 {
3694 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".',
3695 name => 'casting speed',
3696 type => 'float'
3697 }
3698 ],
3699 [
3700 'speed_left',
3701 {
3702 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3703 name => 'speed left',
3704 type => 'float'
3705 }
3706 ],
3707 [
3708 'sp',
3709 {
3710 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.',
3711 name => 'direction',
3712 type => 'list',
3713 value => $LIST{direction}
3714 }
3715 ],
3716 [
3717 'move_block',
3718 {
3719 desc => 'Objects using these movement types cannot move over this space.',
3720 name => 'blocked movement',
3721 type => 'movement_type'
3722 }
3723 ],
3724 [
3725 'move_allow',
3726 {
3727 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3728 name => 'allowed movement',
3729 type => 'movement_type'
3730 }
3731 ],
3732 [
3733 'move_slow',
3734 {
3735 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3736 name => 'slowed movement',
3737 type => 'movement_type'
3738 }
3739 ],
3740 [
3741 'move_slow_penalty',
3742 {
3743 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3744 name => 'slow movement penalty',
3745 type => 'int'
3746 }
3747 ]
3748 ],
3749 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.',
3750 ignore => [
3751 $IGNORE_LIST{non_pickable}
3752 ],
3753 name => 'Magic Wall',
3754 section => [
3755 [
3756 'destroyable',
3757 [
3758 [
3759 'alive',
3760 {
3761 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.',
3762 name => 'is destroyable',
3763 type => 'bool'
3764 }
3765 ],
3766 [
3767 'hp',
3768 {
3769 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3770 name => 'hitpoints',
3771 type => 'int'
3772 }
3773 ],
3774 [
3775 'maxhp',
3776 {
3777 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3778 name => 'max hitpoints',
3779 type => 'int'
3780 }
3781 ],
3782 [
3783 'ac',
3784 {
3785 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>.',
3786 name => 'armour class',
3787 type => 'int'
3788 }
3789 ]
3790 ]
3791 ],
3792 [
3793 'resistance',
3794 [
3795 [
3796 'resist_physical',
3797 {
3798 name => 'resist physical %',
3799 type => 'int'
3800 }
3801 ],
3802 [
3803 'resist_magic',
3804 {
3805 name => 'resist magic %',
3806 type => 'int'
3807 }
3808 ],
3809 [
3810 'resist_fire',
3811 {
3812 name => 'resist fire %',
3813 type => 'int'
3814 }
3815 ],
3816 [
3817 'resist_electricity',
3818 {
3819 name => 'resist electricity %',
3820 type => 'int'
3821 }
3822 ],
3823 [
3824 'resist_cold',
3825 {
3826 name => 'resist cold %',
3827 type => 'int'
3828 }
3829 ],
3830 [
3831 'resist_confusion',
3832 {
3833 name => 'resist confusion %',
3834 type => 'int'
3835 }
3836 ],
3837 [
3838 'resist_acid',
3839 {
3840 name => 'resist acid %',
3841 type => 'int'
3842 }
3843 ],
3844 [
3845 'resist_drain',
3846 {
3847 name => 'resist draining %',
3848 type => 'int'
3849 }
3850 ],
3851 [
3852 'resist_weaponmagic',
3853 {
3854 name => 'resist weaponmagic %',
3855 type => 'int'
3856 }
3857 ],
3858 [
3859 'resist_ghosthit',
3860 {
3861 name => 'resist ghosthit %',
3862 type => 'int'
3863 }
3864 ],
3865 [
3866 'resist_poison',
3867 {
3868 name => 'resist poison %',
3869 type => 'int'
3870 }
3871 ],
3872 [
3873 'resist_slow',
3874 {
3875 name => 'resist slow %',
3876 type => 'int'
3877 }
3878 ],
3879 [
3880 'resist_paralyze',
3881 {
3882 name => 'resist paralyze %',
3883 type => 'int'
3884 }
3885 ],
3886 [
3887 'resist_fear',
3888 {
3889 name => 'resist fear %',
3890 type => 'int'
3891 }
3892 ],
3893 [
3894 'resist_deplete',
3895 {
3896 name => 'resist depletion %',
3897 type => 'int'
3898 }
3899 ],
3900 [
3901 'resist_death',
3902 {
3903 name => 'resist death-attack %',
3904 type => 'int'
3905 }
3906 ],
3907 [
3908 'resist_chaos',
3909 {
3910 name => 'resist chaos %',
3911 type => 'int'
3912 }
3913 ],
3914 [
3915 'resist_blind',
3916 {
3917 name => 'resist blinding %',
3918 type => 'int'
3919 }
3920 ],
3921 [
3922 'resist_holyword',
3923 {
3924 name => 'resist holy power %',
3925 type => 'int'
3926 }
3927 ],
3928 [
3929 'resist_godpower',
3930 {
3931 name => 'resist godpower %',
3932 type => 'int'
3933 }
3934 ]
3935 ]
3936 ]
3937 ],
3938 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".'
3939 },
3940 'Map Script' => {
3941 attr => [
3942 [
3943 'connected',
3944 {
3945 desc => 'When the map script object is triggered, it will execute the perl script with the triggering object as $activator.',
3946 name => 'connection',
3947 type => 'string'
3948 }
3949 ],
3950 [
3951 'activate_on_push',
3952 {
3953 desc => 'Whether the teleporter should only be activated on push.',
3954 name => 'activate on push',
3955 type => 'bool'
3956 }
3957 ],
3958 [
3959 'activate_on_release',
3960 {
3961 desc => 'Whether the teleporter should only be activated on release.',
3962 name => 'activate on release',
3963 type => 'bool'
3964 }
3965 ],
3966 [
3967 'msg',
3968 {
3969 desc => 'This perl script will be executed each time the objetc is triggered.',
3970 end => 'endmsg',
3971 name => 'script',
3972 type => 'text'
3973 }
3974 ]
3975 ],
3976 desc => 'The map script object is a very special object that can react to connected events and executes a perl script in the msg slot.',
3977 ignore => [
3978 $IGNORE_LIST{system_object}
3979 ],
3980 name => 'Map Script',
3981 use => 'The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.'
3982 },
3983 Marker => {
3984 attr => [
3985 [
3986 'no_pick',
3987 {
3988 type => 'fixed',
3989 value => 1
3990 }
3991 ],
3992 [
3993 'slaying',
3994 {
3995 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.',
3996 name => 'key string',
3997 type => 'string'
3998 }
3999 ],
4000 [
4001 'connected',
4002 {
4003 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
4004 name => 'connection',
4005 type => 'string'
4006 }
4007 ],
4008 [
4009 'speed',
4010 {
4011 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.',
4012 name => 'marking speed',
4013 type => 'float'
4014 }
4015 ],
4016 [
4017 'speed_left',
4018 {
4019 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4020 name => 'speed left',
4021 type => 'float'
4022 }
4023 ],
4024 [
4025 'food',
4026 {
4027 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.',
4028 name => 'mark duration',
4029 type => 'int'
4030 }
4031 ],
4032 [
4033 'name',
4034 {
4035 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.',
4036 name => 'delete mark',
4037 type => 'string'
4038 }
4039 ],
4040 [
4041 'msg',
4042 {
4043 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.',
4044 end => 'endmsg',
4045 name => 'marking message',
4046 type => 'text'
4047 }
4048 ]
4049 ],
4050 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 (by setting the "name" slot to the name of the marker to be removed). <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
4051 ignore => [
4052 $IGNORE_LIST{system_object}
4053 ],
4054 name => 'Marker',
4055 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.'
4056 },
4057 Misc => {
4058 attr => [
4059 [
4060 'move_block',
4061 {
4062 desc => 'Objects using these movement types cannot move over this space.',
4063 name => 'blocked movement',
4064 type => 'movement_type'
4065 }
4066 ],
4067 [
4068 'move_allow',
4069 {
4070 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
4071 name => 'allowed movement',
4072 type => 'movement_type'
4073 }
4074 ],
4075 [
4076 'move_slow',
4077 {
4078 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
4079 name => 'slowed movement',
4080 type => 'movement_type'
4081 }
4082 ],
4083 [
4084 'move_slow_penalty',
4085 {
4086 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
4087 name => 'slow movement penalty',
4088 type => 'int'
4089 }
4090 ],
4091 [
4092 'cursed',
4093 {
4094 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
4095 name => 'cursed',
4096 type => 'bool'
4097 }
4098 ],
4099 [
4100 'damned',
4101 {
4102 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.',
4103 name => 'damned',
4104 type => 'bool'
4105 }
4106 ],
4107 [
4108 'unique',
4109 {
4110 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4111 name => 'unique item',
4112 type => 'bool'
4113 }
4114 ],
4115 [
4116 'startequip',
4117 {
4118 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4119 name => 'godgiven item',
4120 type => 'bool'
4121 }
4122 ],
4123 [
4124 'msg',
4125 {
4126 desc => 'This text may describe the object.',
4127 end => 'endmsg',
4128 name => 'description',
4129 type => 'text'
4130 }
4131 ]
4132 ],
4133 name => 'Misc'
4134 },
4135 Money => {
4136 attr => [
4137 [
4138 'race',
4139 {
4140 type => 'fixed',
4141 value => 'gold and jewels'
4142 }
4143 ]
4144 ],
4145 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.',
4146 ignore => [
4147 'unpaid'
4148 ],
4149 name => 'Money'
4150 },
4151 'Monster & NPC' => {
4152 attr => [
4153 [
4154 'alive',
4155 {
4156 type => 'fixed',
4157 value => 1
4158 }
4159 ],
4160 [
4161 'randomitems',
4162 {
4163 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>.',
4164 name => 'treasurelist',
4165 type => 'treasurelist'
4166 }
4167 ],
4168 [
4169 'treasure_env',
4170 {
4171 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
4172 name => 'treasure in env',
4173 type => 'bool'
4174 }
4175 ],
4176 [
4177 'level',
4178 {
4179 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
4180 name => 'level',
4181 type => 'int'
4182 }
4183 ],
4184 [
4185 'race',
4186 {
4187 desc => 'Every monster should have a race set to categorize it. The monster\'s <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god.',
4188 name => 'race',
4189 type => 'string'
4190 }
4191 ],
4192 [
4193 'exp',
4194 {
4195 desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-category the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a reasonable value. Compare with existing arches to get a feeling what reasonable means. Keep in mind that spellcasting monsters are a lot harder to kill than non-spellcasters!',
4196 name => 'experience',
4197 type => 'int'
4198 }
4199 ],
4200 [
4201 'speed',
4202 {
4203 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4204 name => 'speed',
4205 type => 'float'
4206 }
4207 ],
4208 [
4209 'speed_left',
4210 {
4211 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4212 name => 'speed left',
4213 type => 'float'
4214 }
4215 ],
4216 [
4217 'other_arch',
4218 {
4219 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.',
4220 name => 'breed monster',
4221 type => 'string'
4222 }
4223 ],
4224 [
4225 'generator',
4226 {
4227 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.',
4228 name => 'multiply',
4229 type => 'bool'
4230 }
4231 ],
4232 [
4233 'use_content_on_gen',
4234 {
4235 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.',
4236 name => 'template generation',
4237 type => 'bool'
4238 }
4239 ],
4240 [
4241 'move_type',
4242 {
4243 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4244 name => 'movement type',
4245 type => 'movement_type'
4246 }
4247 ],
4248 [
4249 'undead',
4250 {
4251 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4252 name => 'undead',
4253 type => 'bool'
4254 }
4255 ],
4256 [
4257 'carrying',
4258 {
4259 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4260 name => 'carries weight',
4261 type => 'int'
4262 }
4263 ],
4264 [
4265 'precious',
4266 {
4267 desc => 'Set this flag to indicate that this monster is precious, i.e. it should not be lightly destroyed. This is most useful on pets and keeps the server from destroying them on destroy_pets/monster floors and will try to save them when the player logs out.',
4268 name => 'precious',
4269 type => 'bool'
4270 }
4271 ],
4272 [
4273 'msg',
4274 {
4275 end => 'endmsg',
4276 name => 'npc message',
4277 type => 'text'
4278 }
4279 ]
4280 ],
4281 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.',
4282 ignore => [
4283 'material',
4284 'name_pl',
4285 'nrof',
4286 'value',
4287 'unpaid'
4288 ],
4289 name => 'Monster & NPC',
4290 section => [
4291 [
4292 'melee',
4293 [
4294 [
4295 'attacktype',
4296 {
4297 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.',
4298 name => 'attacktype',
4299 type => 'bitmask',
4300 value => $BITMASK{attacktype}
4301 }
4302 ],
4303 [
4304 'dam',
4305 {
4306 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.',
4307 name => 'damage',
4308 type => 'int'
4309 }
4310 ],
4311 [
4312 'wc',
4313 {
4314 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4315 name => 'weapon class',
4316 type => 'int'
4317 }
4318 ],
4319 [
4320 'hp',
4321 {
4322 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>.',
4323 name => 'health points',
4324 type => 'int'
4325 }
4326 ],
4327 [
4328 'maxhp',
4329 {
4330 desc => '<max health> is the maximum amount of <health points> this monster can have.',
4331 name => 'max health',
4332 type => 'int'
4333 }
4334 ],
4335 [
4336 'ac',
4337 {
4338 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).',
4339 name => 'armour class',
4340 type => 'int'
4341 }
4342 ],
4343 [
4344 'Con',
4345 {
4346 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4347 name => 'healing rate',
4348 type => 'int'
4349 }
4350 ],
4351 [
4352 'reflect_missile',
4353 {
4354 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4355 name => 'reflect missiles',
4356 type => 'bool'
4357 }
4358 ],
4359 [
4360 'hitback',
4361 {
4362 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.',
4363 name => 'hitback',
4364 type => 'bool'
4365 }
4366 ],
4367 [
4368 'one_hit',
4369 {
4370 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4371 name => 'one hit only',
4372 type => 'bool'
4373 }
4374 ]
4375 ]
4376 ],
4377 [
4378 'spellcraft',
4379 [
4380 [
4381 'can_cast_spell',
4382 {
4383 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4384 name => 'can cast spell',
4385 type => 'bool'
4386 }
4387 ],
4388 [
4389 'reflect_spell',
4390 {
4391 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.',
4392 name => 'reflect spells',
4393 type => 'bool'
4394 }
4395 ],
4396 [
4397 'sp',
4398 {
4399 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>.',
4400 name => 'spellpoints',
4401 type => 'int'
4402 }
4403 ],
4404 [
4405 'maxsp',
4406 {
4407 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.',
4408 name => 'max spellpoints',
4409 type => 'int'
4410 }
4411 ],
4412 [
4413 'Pow',
4414 {
4415 desc => 'Monsters regenerate this many spellpoints each 16 ticks. Hence, the spellpoint regeneration rate is independent of <speed>. To make a real tough spellcasting monster, the rate of spellpoint regeneration is most important. If your monster is still not casting fast enough, give it the spell-ability of "regenerate mana". That, paired with high <max spellpoints>, is the ultimate thing.',
4416 name => 'spellpoint regen.',
4417 type => 'int'
4418 }
4419 ],
4420 [
4421 'path_attuned',
4422 {
4423 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4424 name => 'attuned paths',
4425 type => 'bitmask',
4426 value => $BITMASK{spellpath}
4427 }
4428 ],
4429 [
4430 'path_repelled',
4431 {
4432 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4433 name => 'repelled paths',
4434 type => 'bitmask',
4435 value => $BITMASK{spellpath}
4436 }
4437 ],
4438 [
4439 'path_denied',
4440 {
4441 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4442 name => 'denied paths',
4443 type => 'bitmask',
4444 value => $BITMASK{spellpath}
4445 }
4446 ]
4447 ]
4448 ],
4449 [
4450 'ability',
4451 [
4452 [
4453 'Int',
4454 {
4455 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.',
4456 name => 'detect hidden',
4457 type => 'int'
4458 }
4459 ],
4460 [
4461 'see_invisible',
4462 {
4463 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.',
4464 name => 'see invisible',
4465 type => 'bool'
4466 }
4467 ],
4468 [
4469 'can_see_in_dark',
4470 {
4471 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.',
4472 name => 'see in darkness',
4473 type => 'bool'
4474 }
4475 ],
4476 [
4477 'can_use_weapon',
4478 {
4479 desc => 'Monster is able to wield weapon type objects.',
4480 name => 'can use weapons',
4481 type => 'bool'
4482 }
4483 ],
4484 [
4485 'can_use_bow',
4486 {
4487 desc => 'Monster is able to use missile-weapon type objects.',
4488 name => 'can use bows',
4489 type => 'bool'
4490 }
4491 ],
4492 [
4493 'can_use_armour',
4494 {
4495 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4496 name => 'can use armour',
4497 type => 'bool'
4498 }
4499 ],
4500 [
4501 'can_use_ring',
4502 {
4503 desc => 'Monster is able to wear rings.',
4504 name => 'can use rings',
4505 type => 'bool'
4506 }
4507 ],
4508 [
4509 'can_use_wand',
4510 {
4511 desc => 'Monster is able to use wands and staves.',
4512 name => 'can use wands',
4513 type => 'bool'
4514 }
4515 ],
4516 [
4517 'can_use_rod',
4518 {
4519 desc => 'Monster is able to use rods.',
4520 name => 'can use rods',
4521 type => 'bool'
4522 }
4523 ],
4524 [
4525 'can_use_scroll',
4526 {
4527 desc => 'Monster is able to read scrolls.',
4528 name => 'can use scrolls',
4529 type => 'bool'
4530 }
4531 ],
4532 [
4533 'can_use_skill',
4534 {
4535 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>.',
4536 name => 'can use skills',
4537 type => 'bool'
4538 }
4539 ]
4540 ]
4541 ],
4542 [
4543 'behave',
4544 [
4545 [
4546 'monster',
4547 {
4548 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.',
4549 name => 'monster behaviour',
4550 type => 'bool'
4551 }
4552 ],
4553 [
4554 'unaggressive',
4555 {
4556 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4557 name => 'unaggressive',
4558 type => 'bool'
4559 }
4560 ],
4561 [
4562 'friendly',
4563 {
4564 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4565 name => 'friendly',
4566 type => 'bool'
4567 }
4568 ],
4569 [
4570 'stand_still',
4571 {
4572 desc => 'Monsters which <stand still> won\'t move to leave their position. When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. In older versions of Deliantra it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Neverthless, you should still be cautious when lining up <stand still>-monster in order to "defend" something: Such monsters are rather easy to kill. It\'s good for low level maps, but not much more.',
4573 name => 'stand still',
4574 type => 'bool'
4575 }
4576 ],
4577 [
4578 'sleep',
4579 {
4580 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.',
4581 name => 'asleep',
4582 type => 'bool'
4583 }
4584 ],
4585 [
4586 'will_apply',
4587 {
4588 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4589 name => 'misc. actions',
4590 type => 'bitmask',
4591 value => $BITMASK{will_apply}
4592 }
4593 ],
4594 [
4595 'pick_up',
4596 {
4597 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.',
4598 name => 'pick up',
4599 type => 'bitmask',
4600 value => $BITMASK{pick_up}
4601 }
4602 ],
4603 [
4604 'Wis',
4605 {
4606 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.',
4607 name => 'sensing range',
4608 type => 'int'
4609 }
4610 ],
4611 [
4612 'attack_movement_bits_0_3',
4613 {
4614 desc => 'If this is set to default, the standard mode of movement will be used.',
4615 name => 'attack movement',
4616 type => 'list',
4617 value => $LIST{attack_movement_bits_0_3}
4618 }
4619 ],
4620 [
4621 'attack_movement_bits_4_7',
4622 {
4623 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4624 name => 'normal movement',
4625 type => 'list',
4626 value => $LIST{attack_movement_bits_4_7}
4627 }
4628 ],
4629 [
4630 'run_away',
4631 {
4632 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.',
4633 name => 'run at % health',
4634 type => 'int'
4635 }
4636 ]
4637 ]
4638 ],
4639 [
4640 'resistance',
4641 [
4642 [
4643 'resist_physical',
4644 {
4645 name => 'resist physical %',
4646 type => 'int'
4647 }
4648 ],
4649 [
4650 'resist_magic',
4651 {
4652 name => 'resist magic %',
4653 type => 'int'
4654 }
4655 ],
4656 [
4657 'resist_fire',
4658 {
4659 name => 'resist fire %',
4660 type => 'int'
4661 }
4662 ],
4663 [
4664 'resist_electricity',
4665 {
4666 name => 'resist electricity %',
4667 type => 'int'
4668 }
4669 ],
4670 [
4671 'resist_cold',
4672 {
4673 name => 'resist cold %',
4674 type => 'int'
4675 }
4676 ],
4677 [
4678 'resist_confusion',
4679 {
4680 name => 'resist confusion %',
4681 type => 'int'
4682 }
4683 ],
4684 [
4685 'resist_acid',
4686 {
4687 name => 'resist acid %',
4688 type => 'int'
4689 }
4690 ],
4691 [
4692 'resist_drain',
4693 {
4694 name => 'resist draining %',
4695 type => 'int'
4696 }
4697 ],
4698 [
4699 'resist_weaponmagic',
4700 {
4701 name => 'resist weaponmagic %',
4702 type => 'int'
4703 }
4704 ],
4705 [
4706 'resist_ghosthit',
4707 {
4708 name => 'resist ghosthit %',
4709 type => 'int'
4710 }
4711 ],
4712 [
4713 'resist_poison',
4714 {
4715 name => 'resist poison %',
4716 type => 'int'
4717 }
4718 ],
4719 [
4720 'resist_slow',
4721 {
4722 name => 'resist slow %',
4723 type => 'int'
4724 }
4725 ],
4726 [
4727 'resist_paralyze',
4728 {
4729 name => 'resist paralyze %',
4730 type => 'int'
4731 }
4732 ],
4733 [
4734 'resist_fear',
4735 {
4736 name => 'resist fear %',
4737 type => 'int'
4738 }
4739 ],
4740 [
4741 'resist_deplete',
4742 {
4743 name => 'resist depletion %',
4744 type => 'int'
4745 }
4746 ],
4747 [
4748 'resist_death',
4749 {
4750 name => 'resist death-attack %',
4751 type => 'int'
4752 }
4753 ],
4754 [
4755 'resist_chaos',
4756 {
4757 name => 'resist chaos %',
4758 type => 'int'
4759 }
4760 ],
4761 [
4762 'resist_blind',
4763 {
4764 name => 'resist blinding %',
4765 type => 'int'
4766 }
4767 ],
4768 [
4769 'resist_holyword',
4770 {
4771 name => 'resist holy power %',
4772 type => 'int'
4773 }
4774 ],
4775 [
4776 'resist_godpower',
4777 {
4778 name => 'resist godpower %',
4779 type => 'int'
4780 }
4781 ]
4782 ]
4783 ]
4784 ],
4785 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. :-)'
4786 },
4787 'Monster (Grimreaper)' => {
4788 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4789 ignore => [
4790 'material',
4791 'name_pl',
4792 'nrof',
4793 'value',
4794 'unpaid'
4795 ],
4796 import => [
4797 'Monster & NPC'
4798 ],
4799 name => 'Monster (Grimreaper)',
4800 section => [
4801 [
4802 'grimreaper',
4803 [
4804 [
4805 'value',
4806 {
4807 desc => 'The object vanishes after this number of draining attacks.',
4808 name => 'attacks',
4809 type => 'int'
4810 }
4811 ]
4812 ]
4813 ]
4814 ]
4815 },
4816 'Mood Floor' => {
4817 attr => [
4818 [
4819 'no_pick',
4820 {
4821 type => 'fixed',
4822 value => 1
4823 }
4824 ],
4825 [
4826 'last_sp',
4827 {
4828 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!',
4829 name => 'mood',
4830 type => 'list',
4831 value => $LIST{mood}
4832 }
4833 ],
4834 [
4835 'connected',
4836 {
4837 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!',
4838 name => 'connection',
4839 type => 'string'
4840 }
4841 ],
4842 [
4843 'no_magic',
4844 {
4845 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4846 name => 'no spells',
4847 type => 'bool'
4848 }
4849 ],
4850 [
4851 'damned',
4852 {
4853 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4854 name => 'no prayers',
4855 type => 'bool'
4856 }
4857 ]
4858 ],
4859 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.',
4860 ignore => [
4861 $IGNORE_LIST{system_object}
4862 ],
4863 name => 'Mood Floor',
4864 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.)'
4865 },
4866 Mover => {
4867 attr => [
4868 [
4869 'attacktype',
4870 {
4871 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.',
4872 name => 'forced movement',
4873 type => 'bool'
4874 }
4875 ],
4876 [
4877 'maxsp',
4878 {
4879 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.',
4880 name => 'freeze duration',
4881 type => 'int'
4882 }
4883 ],
4884 [
4885 'speed',
4886 {
4887 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4888 name => 'movement speed',
4889 type => 'float'
4890 }
4891 ],
4892 [
4893 'speed_left',
4894 {
4895 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4896 name => 'speed left',
4897 type => 'float'
4898 }
4899 ],
4900 [
4901 'sp',
4902 {
4903 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.',
4904 name => 'direction',
4905 type => 'list',
4906 value => $LIST{direction}
4907 }
4908 ],
4909 [
4910 'lifesave',
4911 {
4912 desc => 'If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitely.',
4913 name => 'gets used up',
4914 type => 'bool'
4915 }
4916 ],
4917 [
4918 'hp',
4919 {
4920 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).',
4921 name => 'number of uses',
4922 type => 'int'
4923 }
4924 ]
4925 ],
4926 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.',
4927 ignore => [
4928 $IGNORE_LIST{non_pickable}
4929 ],
4930 name => 'Mover',
4931 section => [
4932 [
4933 'targets',
4934 [
4935 [
4936 'level',
4937 {
4938 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.',
4939 name => 'move players',
4940 type => 'bool'
4941 }
4942 ],
4943 [
4944 'move_on',
4945 {
4946 desc => 'Which movement types activate the mover.',
4947 name => 'movement type',
4948 type => 'movement_type'
4949 }
4950 ]
4951 ]
4952 ]
4953 ],
4954 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).'
4955 },
4956 Pedestal => {
4957 attr => [
4958 [
4959 'no_pick',
4960 {
4961 type => 'fixed',
4962 value => 1
4963 }
4964 ],
4965 [
4966 'slaying',
4967 {
4968 desc => 'the <match race> defines the object we\'re looking for. If <match race> matches the monster\'s or the player\'s race, we have a match. Yes, pedestals can detect a player\'s race! E.g. you could create a place where only fireborns can enter, by setting "slaying unnatural". If it is set to "player", any player stepping on the pedestal is a match. Very useful if you want to open a gate for players but not for monsters. If the string starts with \'match \', then it is interpreted as a match expression (e.g. \'match type=POTION\', or \'match type=SPELL in applied type=CONTAINER in inv in originator\'). For details, see http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm',
4969 name => 'match race',
4970 type => 'string'
4971 }
4972 ],
4973 [
4974 'connected',
4975 {
4976 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4977 name => 'connection',
4978 type => 'string'
4979 }
4980 ],
4981 [
4982 'move_on',
4983 {
4984 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4985 name => 'movement on',
4986 type => 'movement_type'
4987 }
4988 ]
4989 ],
4990 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.',
4991 ignore => [
4992 $IGNORE_LIST{non_pickable}
4993 ],
4994 name => 'Pedestal',
4995 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.'
4996 },
4997 'Pedestal Trigger' => {
4998 desc => 'Pedestal triggers are pedestals which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
4999 ignore => [
5000 $IGNORE_LIST{non_pickable}
5001 ],
5002 import => [
5003 'Pedestal'
5004 ],
5005 name => 'Pedestal Trigger'
5006 },
5007 Pit => {
5008 attr => [
5009 [
5010 'no_pick',
5011 {
5012 type => 'fixed',
5013 value => 1
5014 }
5015 ],
5016 [
5017 'range',
5018 {
5019 desc => 'The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).',
5020 name => 'spread radius',
5021 type => 'int'
5022 }
5023 ],
5024 [
5025 'connected',
5026 {
5027 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
5028 name => 'connection',
5029 type => 'string'
5030 }
5031 ],
5032 [
5033 'activate_on_push',
5034 {
5035 desc => 'Whether the teleporter should only be activated on push.',
5036 name => 'activate on push',
5037 type => 'bool'
5038 }
5039 ],
5040 [
5041 'activate_on_release',
5042 {
5043 desc => 'Whether the teleporter should only be activated on release.',
5044 name => 'activate on release',
5045 type => 'bool'
5046 }
5047 ],
5048 [
5049 'hp',
5050 {
5051 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!',
5052 name => 'destination X',
5053 type => 'int'
5054 }
5055 ],
5056 [
5057 'sp',
5058 {
5059 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!',
5060 name => 'destination Y',
5061 type => 'int'
5062 }
5063 ],
5064 [
5065 'wc',
5066 {
5067 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.',
5068 name => 'position state',
5069 type => 'int'
5070 }
5071 ],
5072 [
5073 'move_on',
5074 {
5075 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5076 name => 'movement on',
5077 type => 'movement_type'
5078 }
5079 ]
5080 ],
5081 desc => 'Pits are holes, transporting the player when he walks (and falls) into them. A speciality about pits is that they don\'t transport the player to the exact destination, but within a configurable radius of the destination (never on blocked squares).<br> Optionally, pits can get closed and opened, similar to gates.<br><br> Monsters and items are affected by pits just as well as players. Even multipart monsters can fall through them, given enough space.',
5082 ignore => [
5083 $IGNORE_LIST{non_pickable}
5084 ],
5085 name => 'Pit',
5086 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.'
5087 },
5088 'Poison Food' => {
5089 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.',
5090 name => 'Poison Food'
5091 },
5092 Potion => {
5093 attr => [
5094 [
5095 'level',
5096 {
5097 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.',
5098 name => 'potion level',
5099 type => 'int'
5100 }
5101 ],
5102 [
5103 'sp',
5104 {
5105 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".',
5106 name => 'spell',
5107 type => 'spell'
5108 }
5109 ],
5110 [
5111 'attacktype',
5112 {
5113 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.',
5114 name => 'special effect',
5115 type => 'list',
5116 value => $LIST{potion_effect}
5117 }
5118 ],
5119 [
5120 'cursed',
5121 {
5122 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 >:)',
5123 name => 'cursed',
5124 type => 'bool'
5125 }
5126 ],
5127 [
5128 'startequip',
5129 {
5130 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5131 name => 'godgiven item',
5132 type => 'bool'
5133 }
5134 ]
5135 ],
5136 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
5137 name => 'Potion',
5138 section => [
5139 [
5140 'stats',
5141 [
5142 [
5143 'Str',
5144 {
5145 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.',
5146 name => 'strength',
5147 type => 'int'
5148 }
5149 ],
5150 [
5151 'Dex',
5152 {
5153 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.',
5154 name => 'dexterity',
5155 type => 'int'
5156 }
5157 ],
5158 [
5159 'Con',
5160 {
5161 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.',
5162 name => 'constitution',
5163 type => 'int'
5164 }
5165 ],
5166 [
5167 'Int',
5168 {
5169 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.',
5170 name => 'intelligence',
5171 type => 'int'
5172 }
5173 ],
5174 [
5175 'Pow',
5176 {
5177 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.',
5178 name => 'power',
5179 type => 'int'
5180 }
5181 ],
5182 [
5183 'Wis',
5184 {
5185 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.',
5186 name => 'wisdom',
5187 type => 'int'
5188 }
5189 ],
5190 [
5191 'Cha',
5192 {
5193 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.',
5194 name => 'charisma',
5195 type => 'int'
5196 }
5197 ]
5198 ]
5199 ],
5200 [
5201 'resistance',
5202 [
5203 [
5204 'resist_physical',
5205 {
5206 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5207 name => 'resist physical %',
5208 type => 'int'
5209 }
5210 ],
5211 [
5212 'resist_magic',
5213 {
5214 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5215 name => 'resist magic %',
5216 type => 'int'
5217 }
5218 ],
5219 [
5220 'resist_fire',
5221 {
5222 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5223 name => 'resist fire %',
5224 type => 'int'
5225 }
5226 ],
5227 [
5228 'resist_electricity',
5229 {
5230 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5231 name => 'resist electricity %',
5232 type => 'int'
5233 }
5234 ],
5235 [
5236 'resist_cold',
5237 {
5238 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5239 name => 'resist cold %',
5240 type => 'int'
5241 }
5242 ],
5243 [
5244 'resist_acid',
5245 {
5246 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5247 name => 'resist acid %',
5248 type => 'int'
5249 }
5250 ],
5251 [
5252 'resist_confusion',
5253 {
5254 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5255 name => 'resist confusion %',
5256 type => 'int'
5257 }
5258 ],
5259 [
5260 'resist_weaponmagic',
5261 {
5262 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5263 name => 'resist weaponmagic %',
5264 type => 'int'
5265 }
5266 ],
5267 [
5268 'resist_ghosthit',
5269 {
5270 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5271 name => 'resist ghosthit %',
5272 type => 'int'
5273 }
5274 ],
5275 [
5276 'resist_slow',
5277 {
5278 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5279 name => 'resist slow %',
5280 type => 'int'
5281 }
5282 ],
5283 [
5284 'resist_fear',
5285 {
5286 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5287 name => 'resist fear %',
5288 type => 'int'
5289 }
5290 ],
5291 [
5292 'resist_death',
5293 {
5294 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5295 name => 'resist death-attack %',
5296 type => 'int'
5297 }
5298 ],
5299 [
5300 'resist_chaos',
5301 {
5302 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5303 name => 'resist chaos %',
5304 type => 'int'
5305 }
5306 ],
5307 [
5308 'resist_blind',
5309 {
5310 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5311 name => 'resist blinding %',
5312 type => 'int'
5313 }
5314 ],
5315 [
5316 'resist_holyword',
5317 {
5318 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5319 name => 'resist holy power %',
5320 type => 'int'
5321 }
5322 ],
5323 [
5324 'resist_godpower',
5325 {
5326 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5327 name => 'resist godpower %',
5328 type => 'int'
5329 }
5330 ],
5331 [
5332 'resist_paralyze',
5333 {
5334 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5335 name => 'resist paralyze %',
5336 type => 'int'
5337 }
5338 ],
5339 [
5340 'resist_drain',
5341 {
5342 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5343 name => 'resist draining %',
5344 type => 'int'
5345 }
5346 ],
5347 [
5348 'resist_deplete',
5349 {
5350 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5351 name => 'resist depletion %',
5352 type => 'int'
5353 }
5354 ],
5355 [
5356 'resist_poison',
5357 {
5358 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5359 name => 'resist poison %',
5360 type => 'int'
5361 }
5362 ]
5363 ]
5364 ]
5365 ],
5366 use => 'One potion should never give multiple benefits at once.'
5367 },
5368 'Power Crystal' => {
5369 attr => [
5370 [
5371 'sp',
5372 {
5373 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5374 name => 'initial mana',
5375 type => 'int'
5376 }
5377 ],
5378 [
5379 'maxsp',
5380 {
5381 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.',
5382 name => 'mana capacity',
5383 type => 'int'
5384 }
5385 ]
5386 ],
5387 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.',
5388 name => 'Power Crystal'
5389 },
5390 Projectile => {
5391 attr => [
5392 [
5393 'attacktype',
5394 {
5395 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.',
5396 name => 'attacktype',
5397 type => 'bitmask',
5398 value => $BITMASK{attacktype}
5399 }
5400 ],
5401 [
5402 'race',
5403 {
5404 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>.',
5405 name => 'ammunition class',
5406 type => 'string'
5407 }
5408 ],
5409 [
5410 'slaying',
5411 {
5412 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.',
5413 name => 'slaying race',
5414 type => 'string'
5415 }
5416 ],
5417 [
5418 'dam',
5419 {
5420 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5421 name => 'damage',
5422 type => 'int'
5423 }
5424 ],
5425 [
5426 'wc',
5427 {
5428 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.',
5429 name => 'weaponclass',
5430 type => 'int'
5431 }
5432 ],
5433 [
5434 'food',
5435 {
5436 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).',
5437 name => 'chance to break',
5438 type => 'int'
5439 }
5440 ],
5441 [
5442 'magic',
5443 {
5444 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5445 name => 'magic bonus',
5446 type => 'int'
5447 }
5448 ],
5449 [
5450 'unique',
5451 {
5452 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5453 name => 'unique item',
5454 type => 'bool'
5455 }
5456 ],
5457 [
5458 'startequip',
5459 {
5460 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5461 name => 'godgiven item',
5462 type => 'bool'
5463 }
5464 ],
5465 [
5466 'no_drop',
5467 {
5468 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.',
5469 name => 'don\'t drop',
5470 type => 'bool'
5471 }
5472 ],
5473 [
5474 'msg',
5475 {
5476 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5477 end => 'endmsg',
5478 name => 'description',
5479 type => 'text'
5480 }
5481 ]
5482 ],
5483 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.',
5484 name => 'Projectile',
5485 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.'
5486 },
5487 Ring => {
5488 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.',
5489 import => [
5490 'Amulet'
5491 ],
5492 name => 'Ring',
5493 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.'
5494 },
5495 Rod => {
5496 attr => [
5497 [
5498 'sp',
5499 {
5500 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!',
5501 name => 'spell',
5502 type => 'spell'
5503 }
5504 ],
5505 [
5506 'level',
5507 {
5508 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5509 name => 'casting level',
5510 type => 'int'
5511 }
5512 ],
5513 [
5514 'hp',
5515 {
5516 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5517 name => 'initial spellpoints',
5518 type => 'int'
5519 }
5520 ],
5521 [
5522 'maxhp',
5523 {
5524 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.',
5525 name => 'max. spellpoints',
5526 type => 'int'
5527 }
5528 ],
5529 [
5530 'startequip',
5531 {
5532 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5533 name => 'godgiven item',
5534 type => 'bool'
5535 }
5536 ],
5537 [
5538 'msg',
5539 {
5540 desc => 'This text may contain a description of the rod.',
5541 end => 'endmsg',
5542 name => 'description',
5543 type => 'text'
5544 }
5545 ]
5546 ],
5547 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.',
5548 ignore => [
5549 'title'
5550 ],
5551 name => 'Rod',
5552 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>'
5553 },
5554 Rune => {
5555 attr => [
5556 [
5557 'no_pick',
5558 {
5559 type => 'fixed',
5560 value => 1
5561 }
5562 ],
5563 [
5564 'move_on',
5565 {
5566 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5567 name => 'movement on',
5568 type => 'movement_type'
5569 }
5570 ],
5571 [
5572 'level',
5573 {
5574 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.',
5575 name => 'rune level',
5576 type => 'int'
5577 }
5578 ],
5579 [
5580 'Cha',
5581 {
5582 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.',
5583 name => 'visibility',
5584 type => 'int'
5585 }
5586 ],
5587 [
5588 'hp',
5589 {
5590 desc => 'The rune will detonate <number of charges> times before disappearing.',
5591 name => 'number of charges',
5592 type => 'int'
5593 }
5594 ],
5595 [
5596 'dam',
5597 {
5598 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.',
5599 name => 'direct damage',
5600 type => 'int'
5601 }
5602 ],
5603 [
5604 'attacktype',
5605 {
5606 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.',
5607 name => 'attacktype',
5608 type => 'bitmask',
5609 value => $BITMASK{attacktype}
5610 }
5611 ],
5612 [
5613 'msg',
5614 {
5615 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5616 end => 'endmsg',
5617 name => 'detonation text',
5618 type => 'text'
5619 }
5620 ]
5621 ],
5622 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.',
5623 ignore => [
5624 'no_pick',
5625 'title',
5626 'name_pl',
5627 'weight',
5628 'value',
5629 'material',
5630 'unpaid'
5631 ],
5632 name => 'Rune',
5633 section => [
5634 [
5635 'spellcraft',
5636 [
5637 [
5638 'sp',
5639 {
5640 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5641 name => 'spell',
5642 type => 'spell'
5643 }
5644 ],
5645 [
5646 'slaying',
5647 {
5648 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5649 name => 'spell name',
5650 type => 'string'
5651 }
5652 ],
5653 [
5654 'other_arch',
5655 {
5656 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.',
5657 name => 'spell arch',
5658 type => 'string'
5659 }
5660 ],
5661 [
5662 'maxsp',
5663 {
5664 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.',
5665 name => 'direction',
5666 type => 'list',
5667 value => $LIST{direction}
5668 }
5669 ],
5670 [
5671 'race',
5672 {
5673 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.',
5674 name => 'summon monster',
5675 type => 'string'
5676 }
5677 ],
5678 [
5679 'maxhp',
5680 {
5681 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5682 name => 'summon amount',
5683 type => 'int'
5684 }
5685 ]
5686 ]
5687 ]
5688 ],
5689 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5690 },
5691 'Safe ground' => {
5692 attr => [
5693 [
5694 'move_block',
5695 {
5696 desc => 'Objects using these movement types cannot move over this space.',
5697 name => 'blocked movement',
5698 type => 'movement_type'
5699 }
5700 ],
5701 [
5702 'move_allow',
5703 {
5704 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5705 name => 'allowed movement',
5706 type => 'movement_type'
5707 }
5708 ],
5709 [
5710 'move_slow',
5711 {
5712 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5713 name => 'slowed movement',
5714 type => 'movement_type'
5715 }
5716 ],
5717 [
5718 'move_slow_penalty',
5719 {
5720 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
5721 name => 'slow movement penalty',
5722 type => 'int'
5723 }
5724 ],
5725 [
5726 'no_pick',
5727 {
5728 type => 'fixed',
5729 value => 1
5730 }
5731 ]
5732 ],
5733 desc => 'Safe ground is a special object that prevents any effects that might be harmful for the map, other players or items on the map. It blocks all magic and prayers, usage of alchemy, prevents potions from being used and blocks bombs from exploding. Note that altars that do cast spells still work.',
5734 ignore => [
5735 $IGNORE_LIST{non_pickable}
5736 ],
5737 name => 'Safe ground',
5738 use => 'Safe ground can be used to prevents any means of burning or destroying the items in a shop. Put this object below all floor tiles in your map and your shop will be safe. It\'s generally useful for making areas where really no kind of spell should be invoked by a player.'
5739 },
5740 Savebed => {
5741 attr => [
5742 [
5743 'no_pick',
5744 {
5745 type => 'fixed',
5746 value => 1
5747 }
5748 ],
5749 [
5750 'no_magic',
5751 {
5752 type => 'fixed',
5753 value => 1
5754 }
5755 ],
5756 [
5757 'damned',
5758 {
5759 type => 'fixed',
5760 value => 1
5761 }
5762 ]
5763 ],
5764 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.',
5765 ignore => [
5766 $IGNORE_LIST{non_pickable}
5767 ],
5768 name => 'Savebed',
5769 use => 'Put savebed locations in towns, do not put them into dungeons. It is absolutely neccessary that a place with savebeds is 100% secure. That means: <UL> <LI> Monsters must not be able to reach the savebeds under any circumstances! <LI> If there are NPCs around, make sure they have the friendly-flag set. <LI> Insert a reliable exit! Make sure there is no possibility that players get trapped in a savebed location. <LI> If possible, mark the whole site as no-spell area (Insert this arch called "dungeon_magic" everywhere). This is not required, but it makes the place much more safe. </UL>'
5770 },
5771 Scroll => {
5772 attr => [
5773 [
5774 'level',
5775 {
5776 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5777 name => 'casting level',
5778 type => 'int'
5779 }
5780 ],
5781 [
5782 'sp',
5783 {
5784 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5785 name => 'spell',
5786 type => 'spell'
5787 }
5788 ],
5789 [
5790 'startequip',
5791 {
5792 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5793 name => 'godgiven item',
5794 type => 'bool'
5795 }
5796 ]
5797 ],
5798 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.',
5799 ignore => [
5800 'title'
5801 ],
5802 name => 'Scroll',
5803 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5804 },
5805 Shield => {
5806 attr => [
5807 [
5808 'magic',
5809 {
5810 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.',
5811 name => 'magic bonus',
5812 type => 'int'
5813 }
5814 ]
5815 ],
5816 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.',
5817 import => [
5818 'Amulet'
5819 ],
5820 name => 'Shield',
5821 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5822 },
5823 'Shooting Weapon' => {
5824 attr => [
5825 [
5826 'race',
5827 {
5828 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.',
5829 name => 'ammunition class',
5830 type => 'string'
5831 }
5832 ],
5833 [
5834 'sp',
5835 {
5836 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).',
5837 name => 'shooting speed',
5838 type => 'int'
5839 }
5840 ],
5841 [
5842 'dam',
5843 {
5844 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.',
5845 name => 'base damage',
5846 type => 'int'
5847 }
5848 ],
5849 [
5850 'wc',
5851 {
5852 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.',
5853 name => 'weaponclass',
5854 type => 'int'
5855 }
5856 ],
5857 [
5858 'item_power',
5859 {
5860 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
5861 name => 'item power',
5862 type => 'int'
5863 }
5864 ],
5865 [
5866 'no_strength',
5867 {
5868 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.',
5869 name => 'ignore strength',
5870 type => 'bool'
5871 }
5872 ],
5873 [
5874 'damned',
5875 {
5876 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5877 name => 'damnation',
5878 type => 'bool'
5879 }
5880 ],
5881 [
5882 'cursed',
5883 {
5884 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5885 name => 'curse',
5886 type => 'bool'
5887 }
5888 ],
5889 [
5890 'unique',
5891 {
5892 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5893 name => 'unique item',
5894 type => 'bool'
5895 }
5896 ],
5897 [
5898 'startequip',
5899 {
5900 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5901 name => 'godgiven item',
5902 type => 'bool'
5903 }
5904 ],
5905 [
5906 'msg',
5907 {
5908 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5909 end => 'endmsg',
5910 name => 'description',
5911 type => 'text'
5912 }
5913 ]
5914 ],
5915 desc => 'Shooting weapons like bows/crossbows are used to shoot projectiles (arrows/bolts). Shooting weapons and normal (melee) weapons can be wielded both at the same time. Like with any other equipment, stats/bonuses from shooting weapons are directly inherited to the player. <br><br> It\'s very easy to add new pairs of weapons &amp; projectiles. Just set matching &lt;ammunition class&gt; both for shooting weapon and projectile.',
5916 name => 'Shooting Weapon',
5917 section => [
5918 [
5919 'stats',
5920 [
5921 [
5922 'Str',
5923 {
5924 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5925 name => 'strength',
5926 type => 'int'
5927 }
5928 ],
5929 [
5930 'Dex',
5931 {
5932 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5933 name => 'dexterity',
5934 type => 'int'
5935 }
5936 ],
5937 [
5938 'Con',
5939 {
5940 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5941 name => 'constitution',
5942 type => 'int'
5943 }
5944 ],
5945 [
5946 'Int',
5947 {
5948 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5949 name => 'intelligence',
5950 type => 'int'
5951 }
5952 ],
5953 [
5954 'Pow',
5955 {
5956 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5957 name => 'power',
5958 type => 'int'
5959 }
5960 ],
5961 [
5962 'Wis',
5963 {
5964 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5965 name => 'wisdom',
5966 type => 'int'
5967 }
5968 ],
5969 [
5970 'Cha',
5971 {
5972 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5973 name => 'charisma',
5974 type => 'int'
5975 }
5976 ]
5977 ]
5978 ],
5979 [
5980 'bonus',
5981 [
5982 [
5983 'luck',
5984 {
5985 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.',
5986 name => 'luck bonus',
5987 type => 'int'
5988 }
5989 ],
5990 [
5991 'magic',
5992 {
5993 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.',
5994 name => 'magic bonus',
5995 type => 'int'
5996 }
5997 ]
5998 ]
5999 ]
6000 ],
6001 use => 'Shooting weapons should not add bonuses in general. There\'s already enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. Shooting weapons should especially not add bonuses to the player that have nothing to do with schooting. A Wisdom bonus on a bow is crap for example! A name like "Longbow of great Wisdom" doesn\'t help - still crap.'
6002 },
6003 'Shop Floor' => {
6004 attr => [
6005 [
6006 'is_floor',
6007 {
6008 type => 'fixed',
6009 value => 1
6010 }
6011 ],
6012 [
6013 'no_pick',
6014 {
6015 type => 'fixed',
6016 value => 1
6017 }
6018 ],
6019 [
6020 'no_magic',
6021 {
6022 type => 'fixed',
6023 value => 1
6024 }
6025 ],
6026 [
6027 'auto_apply',
6028 {
6029 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.',
6030 name => 'generate goods',
6031 type => 'bool'
6032 }
6033 ],
6034 [
6035 'randomitems',
6036 {
6037 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.',
6038 name => 'treasurelist',
6039 type => 'treasurelist'
6040 }
6041 ],
6042 [
6043 'exp',
6044 {
6045 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.',
6046 name => 'quality level',
6047 type => 'int'
6048 }
6049 ],
6050 [
6051 'damned',
6052 {
6053 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.)',
6054 name => 'no prayers',
6055 type => 'bool'
6056 }
6057 ]
6058 ],
6059 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).',
6060 ignore => [
6061 $IGNORE_LIST{non_pickable}
6062 ],
6063 name => 'Shop Floor',
6064 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.'
6065 },
6066 'Shop Inventory' => {
6067 attr => [
6068 [
6069 'shop_coords',
6070 {
6071 desc => 'The format of this field is: \'x1,y1,x2,y2\'. It defines a rectangle on the map that will be searched for unpaid items.',
6072 name => 'shop rectangle',
6073 type => 'string'
6074 }
6075 ]
6076 ],
6077 desc => 'The purpose of a sign is to display the contents of a shop.',
6078 ignore => [
6079 $IGNORE_LIST{non_pickable}
6080 ],
6081 name => 'Shop Inventory',
6082 use => 'Use these signs to present the player a list of the items in the shop'
6083 },
6084 'Shop Mat' => {
6085 attr => [
6086 [
6087 'no_pick',
6088 {
6089 type => 'fixed',
6090 value => 1
6091 }
6092 ],
6093 [
6094 'move_on',
6095 {
6096 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6097 name => 'movement on',
6098 type => 'movement_type'
6099 }
6100 ]
6101 ],
6102 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).',
6103 ignore => [
6104 $IGNORE_LIST{non_pickable}
6105 ],
6106 name => 'Shop Mat',
6107 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
6108 },
6109 'Sign & MagicMouth' => {
6110 attr => [
6111 [
6112 'connected',
6113 {
6114 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.',
6115 name => 'connection',
6116 type => 'string'
6117 }
6118 ],
6119 [
6120 'activate_on_push',
6121 {
6122 desc => 'Whether the teleporter should only be activated on push.',
6123 name => 'activate on push',
6124 type => 'bool'
6125 }
6126 ],
6127 [
6128 'activate_on_release',
6129 {
6130 desc => 'Whether the teleporter should only be activated on release.',
6131 name => 'activate on release',
6132 type => 'bool'
6133 }
6134 ],
6135 [
6136 'move_on',
6137 {
6138 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6139 name => 'movement on',
6140 type => 'movement_type'
6141 }
6142 ],
6143 [
6144 'food',
6145 {
6146 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).',
6147 name => 'counter',
6148 type => 'int'
6149 }
6150 ],
6151 [
6152 'msg',
6153 {
6154 desc => 'This text will be displayed to the player.',
6155 end => 'endmsg',
6156 name => 'message',
6157 type => 'text'
6158 }
6159 ]
6160 ],
6161 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).',
6162 ignore => [
6163 $IGNORE_LIST{non_pickable}
6164 ],
6165 name => 'Sign & MagicMouth',
6166 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.'
6167 },
6168 Skill => {
6169 attr => [
6170 [
6171 'invisible',
6172 {
6173 type => 'fixed',
6174 value => 1
6175 }
6176 ],
6177 [
6178 'no_drop',
6179 {
6180 type => 'fixed',
6181 value => 1
6182 }
6183 ],
6184 [
6185 'skill',
6186 {
6187 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.',
6188 name => 'skill name',
6189 type => 'string'
6190 }
6191 ],
6192 [
6193 'expmul',
6194 {
6195 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.',
6196 name => 'exp multiplier',
6197 type => 'float'
6198 }
6199 ],
6200 [
6201 'subtype',
6202 {
6203 desc => 'The <skill type> defines the base functionality of the skill. Skill types are hardcoded in the Deliantra server. It isn\'t hard to create new skill types, but it requires a bit of server-coding.',
6204 name => 'skill type',
6205 type => 'list',
6206 value => $LIST{skill_type}
6207 }
6208 ],
6209 [
6210 'level',
6211 {
6212 name => 'level',
6213 type => 'int'
6214 }
6215 ],
6216 [
6217 'exp',
6218 {
6219 name => 'experience',
6220 type => 'int'
6221 }
6222 ],
6223 [
6224 'can_use_skill',
6225 {
6226 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.',
6227 name => 'is native skill',
6228 type => 'bool'
6229 }
6230 ]
6231 ],
6232 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.',
6233 ignore => [
6234 $IGNORE_LIST{system_object}
6235 ],
6236 name => 'Skill',
6237 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>'
6238 },
6239 'Skill Scroll' => {
6240 attr => [
6241 [
6242 'race',
6243 {
6244 type => 'fixed',
6245 value => 'scrolls'
6246 }
6247 ],
6248 [
6249 'skill',
6250 {
6251 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6252 name => 'skill name',
6253 type => 'string'
6254 }
6255 ]
6256 ],
6257 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6258 name => 'Skill Scroll',
6259 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.'
6260 },
6261 'Skill Tool' => {
6262 attr => [
6263 [
6264 'skill',
6265 {
6266 desc => 'This field describes which skill the player will be able to use wearing this item.',
6267 name => 'skill name',
6268 type => 'string'
6269 }
6270 ]
6271 ],
6272 desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6273 name => 'Skill Tool',
6274 section => [
6275 [
6276 'stats',
6277 [
6278 [
6279 'Str',
6280 {
6281 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.',
6282 name => 'strength',
6283 type => 'int'
6284 }
6285 ],
6286 [
6287 'Dex',
6288 {
6289 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.',
6290 name => 'dexterity',
6291 type => 'int'
6292 }
6293 ],
6294 [
6295 'Con',
6296 {
6297 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.',
6298 name => 'constitution',
6299 type => 'int'
6300 }
6301 ],
6302 [
6303 'Int',
6304 {
6305 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.',
6306 name => 'intelligence',
6307 type => 'int'
6308 }
6309 ],
6310 [
6311 'Pow',
6312 {
6313 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.',
6314 name => 'power',
6315 type => 'int'
6316 }
6317 ],
6318 [
6319 'Wis',
6320 {
6321 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.',
6322 name => 'wisdom',
6323 type => 'int'
6324 }
6325 ],
6326 [
6327 'Cha',
6328 {
6329 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.',
6330 name => 'charisma',
6331 type => 'int'
6332 }
6333 ]
6334 ]
6335 ],
6336 [
6337 'resistance',
6338 [
6339 [
6340 'resist_physical',
6341 {
6342 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6343 name => 'resist physical %',
6344 type => 'int'
6345 }
6346 ],
6347 [
6348 'resist_magic',
6349 {
6350 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6351 name => 'resist magic %',
6352 type => 'int'
6353 }
6354 ],
6355 [
6356 'resist_fire',
6357 {
6358 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6359 name => 'resist fire %',
6360 type => 'int'
6361 }
6362 ],
6363 [
6364 'resist_electricity',
6365 {
6366 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6367 name => 'resist electricity %',
6368 type => 'int'
6369 }
6370 ],
6371 [
6372 'resist_cold',
6373 {
6374 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6375 name => 'resist cold %',
6376 type => 'int'
6377 }
6378 ],
6379 [
6380 'resist_acid',
6381 {
6382 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6383 name => 'resist acid %',
6384 type => 'int'
6385 }
6386 ],
6387 [
6388 'resist_confusion',
6389 {
6390 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6391 name => 'resist confusion %',
6392 type => 'int'
6393 }
6394 ],
6395 [
6396 'resist_weaponmagic',
6397 {
6398 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6399 name => 'resist weaponmagic %',
6400 type => 'int'
6401 }
6402 ],
6403 [
6404 'resist_ghosthit',
6405 {
6406 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6407 name => 'resist ghosthit %',
6408 type => 'int'
6409 }
6410 ],
6411 [
6412 'resist_slow',
6413 {
6414 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6415 name => 'resist slow %',
6416 type => 'int'
6417 }
6418 ],
6419 [
6420 'resist_fear',
6421 {
6422 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6423 name => 'resist fear %',
6424 type => 'int'
6425 }
6426 ],
6427 [
6428 'resist_death',
6429 {
6430 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6431 name => 'resist death-attack %',
6432 type => 'int'
6433 }
6434 ],
6435 [
6436 'resist_chaos',
6437 {
6438 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6439 name => 'resist chaos %',
6440 type => 'int'
6441 }
6442 ],
6443 [
6444 'resist_blind',
6445 {
6446 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6447 name => 'resist blinding %',
6448 type => 'int'
6449 }
6450 ],
6451 [
6452 'resist_holyword',
6453 {
6454 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6455 name => 'resist holy power %',
6456 type => 'int'
6457 }
6458 ],
6459 [
6460 'resist_godpower',
6461 {
6462 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6463 name => 'resist godpower %',
6464 type => 'int'
6465 }
6466 ],
6467 [
6468 'resist_paralyze',
6469 {
6470 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6471 name => 'resist paralyze %',
6472 type => 'int'
6473 }
6474 ],
6475 [
6476 'resist_drain',
6477 {
6478 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6479 name => 'resist draining %',
6480 type => 'int'
6481 }
6482 ],
6483 [
6484 'resist_deplete',
6485 {
6486 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6487 name => 'resist depletion %',
6488 type => 'int'
6489 }
6490 ],
6491 [
6492 'resist_poison',
6493 {
6494 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6495 name => 'resist poison %',
6496 type => 'int'
6497 }
6498 ]
6499 ]
6500 ]
6501 ],
6502 use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6503 },
6504 'Special Key' => {
6505 attr => [
6506 [
6507 'slaying',
6508 {
6509 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.',
6510 name => 'key string',
6511 type => 'string'
6512 }
6513 ],
6514 [
6515 'material',
6516 {
6517 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6518 name => 'material',
6519 type => 'bitmask',
6520 value => $BITMASK{material}
6521 }
6522 ],
6523 [
6524 'unique',
6525 {
6526 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.',
6527 name => 'unique item',
6528 type => 'bool'
6529 }
6530 ],
6531 [
6532 'startequip',
6533 {
6534 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6535 name => 'godgiven item',
6536 type => 'bool'
6537 }
6538 ],
6539 [
6540 'msg',
6541 {
6542 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.',
6543 end => 'endmsg',
6544 name => 'description',
6545 type => 'text'
6546 }
6547 ]
6548 ],
6549 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.',
6550 ignore => [
6551 'material'
6552 ],
6553 name => 'Special Key',
6554 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".'
6555 },
6556 Spell => {
6557 attr => [
6558 [
6559 'no_drop',
6560 {
6561 type => 'fixed',
6562 value => 1
6563 }
6564 ],
6565 [
6566 'invisible',
6567 {
6568 type => 'fixed',
6569 value => 1
6570 }
6571 ],
6572 [
6573 'skill',
6574 {
6575 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.',
6576 name => 'skill name',
6577 type => 'string'
6578 }
6579 ],
6580 [
6581 'subtype',
6582 {
6583 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6584 name => 'spell type',
6585 type => 'list',
6586 value => $LIST{spell_type}
6587 }
6588 ],
6589 [
6590 'level',
6591 {
6592 name => 'spell level',
6593 type => 'int'
6594 }
6595 ],
6596 [
6597 'casting_time',
6598 {
6599 name => 'casting time',
6600 type => 'int'
6601 }
6602 ],
6603 [
6604 'duration',
6605 {
6606 name => 'duration',
6607 type => 'int'
6608 }
6609 ],
6610 [
6611 'other_arch',
6612 {
6613 name => 'create object',
6614 type => 'string'
6615 }
6616 ],
6617 [
6618 'sp',
6619 {
6620 name => 'cost spellpoints',
6621 type => 'int'
6622 }
6623 ],
6624 [
6625 'grace',
6626 {
6627 name => 'cost grace',
6628 type => 'int'
6629 }
6630 ],
6631 [
6632 'maxsp',
6633 {
6634 name => 'double cost per level',
6635 type => 'int'
6636 }
6637 ]
6638 ],
6639 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.',
6640 ignore => [
6641 $IGNORE_LIST{system_object}
6642 ],
6643 name => 'Spell',
6644 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.'
6645 },
6646 Spellbook => {
6647 attr => [
6648 [
6649 'skill',
6650 {
6651 type => 'fixed',
6652 value => 'literacy'
6653 }
6654 ],
6655 [
6656 'randomitems',
6657 {
6658 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.',
6659 name => 'treasurelist',
6660 type => 'treasurelist'
6661 }
6662 ],
6663 [
6664 'startequip',
6665 {
6666 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6667 name => 'godgiven item',
6668 type => 'bool'
6669 }
6670 ],
6671 [
6672 'msg',
6673 {
6674 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6675 end => 'endmsg',
6676 name => 'description',
6677 type => 'text'
6678 }
6679 ]
6680 ],
6681 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.',
6682 name => 'Spellbook',
6683 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.'
6684 },
6685 Spinner => {
6686 attr => [
6687 [
6688 'sp',
6689 {
6690 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.',
6691 name => 'direction number',
6692 type => 'int'
6693 }
6694 ],
6695 [
6696 'move_on',
6697 {
6698 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6699 name => 'movement on',
6700 type => 'movement_type'
6701 }
6702 ]
6703 ],
6704 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.',
6705 ignore => [
6706 $IGNORE_LIST{non_pickable}
6707 ],
6708 name => 'Spinner',
6709 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.'
6710 },
6711 Swamp => {
6712 attr => [
6713 [
6714 'is_floor',
6715 {
6716 type => 'fixed',
6717 value => 1
6718 }
6719 ],
6720 [
6721 'is_wooded',
6722 {
6723 type => 'fixed',
6724 value => 1
6725 }
6726 ],
6727 [
6728 'speed',
6729 {
6730 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.',
6731 name => 'drowning speed',
6732 type => 'float'
6733 }
6734 ],
6735 [
6736 'speed_left',
6737 {
6738 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6739 name => 'speed left',
6740 type => 'float'
6741 }
6742 ],
6743 [
6744 'move_on',
6745 {
6746 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6747 name => 'movement on',
6748 type => 'movement_type'
6749 }
6750 ],
6751 [
6752 'move_block',
6753 {
6754 desc => 'Objects using these movement types cannot move over this space.',
6755 name => 'blocked movement',
6756 type => 'movement_type'
6757 }
6758 ],
6759 [
6760 'move_allow',
6761 {
6762 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6763 name => 'allowed movement',
6764 type => 'movement_type'
6765 }
6766 ],
6767 [
6768 'move_slow',
6769 {
6770 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6771 name => 'slowed movement',
6772 type => 'movement_type'
6773 }
6774 ],
6775 [
6776 'move_slow_penalty',
6777 {
6778 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6779 name => 'slow movement penalty',
6780 type => 'int'
6781 }
6782 ],
6783 [
6784 'no_magic',
6785 {
6786 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6787 name => 'no spells',
6788 type => 'bool'
6789 }
6790 ],
6791 [
6792 'damned',
6793 {
6794 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6795 name => 'no prayers',
6796 type => 'bool'
6797 }
6798 ]
6799 ],
6800 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.',
6801 ignore => [
6802 $IGNORE_LIST{non_pickable}
6803 ],
6804 name => 'Swamp'
6805 },
6806 Teleporter => {
6807 attr => [
6808 [
6809 'slaying',
6810 {
6811 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.',
6812 name => 'exit path',
6813 type => 'string'
6814 }
6815 ],
6816 [
6817 'hp',
6818 {
6819 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.',
6820 name => 'destination X',
6821 type => 'int'
6822 }
6823 ],
6824 [
6825 'sp',
6826 {
6827 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.',
6828 name => 'destination Y',
6829 type => 'int'
6830 }
6831 ],
6832 [
6833 'connected',
6834 {
6835 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.',
6836 name => 'connection',
6837 type => 'string'
6838 }
6839 ],
6840 [
6841 'activate_on_push',
6842 {
6843 desc => 'Whether the teleporter should only be activated on push.',
6844 name => 'activate on push',
6845 type => 'bool'
6846 }
6847 ],
6848 [
6849 'activate_on_release',
6850 {
6851 desc => 'Whether the teleporter should only be activated on release.',
6852 name => 'activate on release',
6853 type => 'bool'
6854 }
6855 ],
6856 [
6857 'speed',
6858 {
6859 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!',
6860 name => 'activation speed',
6861 type => 'float'
6862 }
6863 ],
6864 [
6865 'speed_left',
6866 {
6867 desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6868 name => 'speed left',
6869 type => 'float'
6870 }
6871 ]
6872 ],
6873 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.',
6874 ignore => [
6875 $IGNORE_LIST{non_pickable}
6876 ],
6877 name => 'Teleporter',
6878 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.'
6879 },
6880 'Timed Gate' => {
6881 attr => [
6882 [
6883 'no_pick',
6884 {
6885 type => 'fixed',
6886 value => 1
6887 }
6888 ],
6889 [
6890 'connected',
6891 {
6892 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. If unset, the gate opens automatically after some time.',
6893 name => 'connection',
6894 type => 'string'
6895 }
6896 ],
6897 [
6898 'activate_on_push',
6899 {
6900 desc => 'Whether the teleporter should only be activated on push.',
6901 name => 'activate on push',
6902 type => 'bool'
6903 }
6904 ],
6905 [
6906 'activate_on_release',
6907 {
6908 desc => 'Whether the teleporter should only be activated on release.',
6909 name => 'activate on release',
6910 type => 'bool'
6911 }
6912 ],
6913 [
6914 'wc',
6915 {
6916 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.',
6917 name => 'position state',
6918 type => 'int'
6919 }
6920 ],
6921 [
6922 'move_block',
6923 {
6924 desc => 'Objects using these movement types cannot move over this space.',
6925 name => 'blocked movement',
6926 type => 'movement_type'
6927 }
6928 ],
6929 [
6930 'move_allow',
6931 {
6932 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6933 name => 'allowed movement',
6934 type => 'movement_type'
6935 }
6936 ],
6937 [
6938 'move_slow',
6939 {
6940 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6941 name => 'slowed movement',
6942 type => 'movement_type'
6943 }
6944 ],
6945 [
6946 'move_slow_penalty',
6947 {
6948 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6949 name => 'slow movement penalty',
6950 type => 'int'
6951 }
6952 ],
6953 [
6954 'no_magic',
6955 {
6956 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6957 name => 'restrict spells',
6958 type => 'bool'
6959 }
6960 ],
6961 [
6962 'damned',
6963 {
6964 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6965 name => 'restrict prayers',
6966 type => 'bool'
6967 }
6968 ],
6969 [
6970 'hp',
6971 {
6972 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6973 name => 'open duration',
6974 type => 'int'
6975 }
6976 ]
6977 ],
6978 desc => 'Gates play an important role in Deliantra. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases. Unlike normal gates, timed gates open when triggered but automatically close again after some time.',
6979 ignore => [
6980 $IGNORE_LIST{non_pickable}
6981 ],
6982 name => 'Timed Gate',
6983 use => 'Use gates to divide your maps into separated areas. After solving area A, the player gains access to area B, and so on. Make your maps more complex than "one-way".'
6984 },
6985 Torch => {
6986 attr => [
6987 [
6988 'is_lightable',
6989 {
6990 desc => 'This flag controls whether the torch can be lit up again using a lighter or whether it can only be used once, in which case they can be enabled by simply applying them without any special tools.',
6991 name => 'reignitable',
6992 type => 'bool'
6993 }
6994 ],
6995 [
6996 'food',
6997 {
6998 desc => 'This field specifies the burning duration of the torch.',
6999 name => 'burning duration',
7000 type => 'int'
7001 }
7002 ],
7003 [
7004 'range',
7005 {
7006 desc => 'This field sets the glow radius of the torch if it is enabled. If you want to make a torch that is already burning set the "glow radius" field.',
7007 name => 'enabled glow radius',
7008 type => 'int'
7009 }
7010 ],
7011 [
7012 'level',
7013 {
7014 desc => 'If this field specyfies the cursed effect\'s level. If it is 0 no cursed effect will be generate. See also the "cursed" flag.',
7015 name => 'level',
7016 type => 'int'
7017 }
7018 ],
7019 [
7020 'cursed',
7021 {
7022 desc => 'Cursed torches, which have a level above 0, explode if the player applies them.',
7023 name => 'cursed',
7024 type => 'bool'
7025 }
7026 ]
7027 ],
7028 desc => 'Torches are a special kind of Lamp that offer the option of lighting them up without using a lighter (These torches are usually called \'pyrophor torches\'. See also the \'reignitable\' setting). The other kind of torches, that are reignitable, can be put out and put on again using a lighter.',
7029 name => 'Torch'
7030 },
7031 Trap => {
7032 attr => [
7033 [
7034 'no_pick',
7035 {
7036 type => 'fixed',
7037 value => 1
7038 }
7039 ],
7040 [
7041 'move_on',
7042 {
7043 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7044 name => 'movement on',
7045 type => 'movement_type'
7046 }
7047 ],
7048 [
7049 'level',
7050 {
7051 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.',
7052 name => 'trap level',
7053 type => 'int'
7054 }
7055 ],
7056 [
7057 'Cha',
7058 {
7059 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.',
7060 name => 'visibility',
7061 type => 'int'
7062 }
7063 ],
7064 [
7065 'hp',
7066 {
7067 desc => 'The trap will detonate <number of charges> times before disappearing.',
7068 name => 'number of charges',
7069 type => 'int'
7070 }
7071 ],
7072 [
7073 'dam',
7074 {
7075 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
7076 name => 'direct damage',
7077 type => 'int'
7078 }
7079 ],
7080 [
7081 'attacktype',
7082 {
7083 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
7084 name => 'attacktype',
7085 type => 'bitmask',
7086 value => $BITMASK{attacktype}
7087 }
7088 ],
7089 [
7090 'connected',
7091 {
7092 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
7093 name => 'connection',
7094 type => 'string'
7095 }
7096 ],
7097 [
7098 'msg',
7099 {
7100 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
7101 end => 'endmsg',
7102 name => 'detonation text',
7103 type => 'text'
7104 }
7105 ]
7106 ],
7107 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.',
7108 ignore => [
7109 'no_pick',
7110 'title',
7111 'name_pl',
7112 'weight',
7113 'value',
7114 'material',
7115 'unpaid'
7116 ],
7117 name => 'Trap',
7118 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.'
7119 },
7120 Trapdoor => {
7121 attr => [
7122 [
7123 'no_pick',
7124 {
7125 type => 'fixed',
7126 value => 1
7127 }
7128 ],
7129 [
7130 'move_on',
7131 {
7132 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7133 name => 'movement on',
7134 type => 'movement_type'
7135 }
7136 ],
7137 [
7138 'weight',
7139 {
7140 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.',
7141 name => 'hold weight',
7142 type => 'int'
7143 }
7144 ],
7145 [
7146 'hp',
7147 {
7148 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!',
7149 name => 'destination X',
7150 type => 'int'
7151 }
7152 ],
7153 [
7154 'sp',
7155 {
7156 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!',
7157 name => 'destination Y',
7158 type => 'int'
7159 }
7160 ]
7161 ],
7162 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.',
7163 ignore => [
7164 $IGNORE_LIST{non_pickable}
7165 ],
7166 name => 'Trapdoor',
7167 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.'
7168 },
7169 Treasure => {
7170 attr => [
7171 [
7172 'randomitems',
7173 {
7174 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
7175 name => 'treasurelist',
7176 type => 'treasurelist'
7177 }
7178 ],
7179 [
7180 'auto_apply',
7181 {
7182 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.',
7183 name => 'auto-generate',
7184 type => 'bool'
7185 }
7186 ],
7187 [
7188 'hp',
7189 {
7190 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.',
7191 name => 'create number',
7192 type => 'int'
7193 }
7194 ],
7195 [
7196 'exp',
7197 {
7198 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).',
7199 name => 'quality level',
7200 type => 'int'
7201 }
7202 ]
7203 ],
7204 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
7205 ignore => [
7206 'nrof',
7207 'title',
7208 'name_pl',
7209 'weight',
7210 'value',
7211 'material'
7212 ],
7213 name => 'Treasure',
7214 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.'
7215 },
7216 'Trigger Marker' => {
7217 attr => [
7218 [
7219 'no_pick',
7220 {
7221 type => 'fixed',
7222 value => 1
7223 }
7224 ],
7225 [
7226 'slaying',
7227 {
7228 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.',
7229 name => 'key string',
7230 type => 'string'
7231 }
7232 ],
7233 [
7234 'connected',
7235 {
7236 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
7237 name => 'connection',
7238 type => 'string'
7239 }
7240 ],
7241 [
7242 'food',
7243 {
7244 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.',
7245 name => 'mark duration',
7246 type => 'int'
7247 }
7248 ],
7249 [
7250 'name',
7251 {
7252 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.',
7253 name => 'delete mark',
7254 type => 'string'
7255 }
7256 ],
7257 [
7258 'msg',
7259 {
7260 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.',
7261 end => 'endmsg',
7262 name => 'marking message',
7263 type => 'text'
7264 }
7265 ]
7266 ],
7267 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. (by setting the "name" slot to the name of the marker to be removed). <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
7268 ignore => [
7269 $IGNORE_LIST{system_object}
7270 ],
7271 name => 'Trigger Marker',
7272 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.'
7273 },
7274 Wall => {
7275 attr => [
7276 [
7277 'move_block',
7278 {
7279 desc => 'Objects using these movement types cannot move over this space.',
7280 name => 'blocked movement',
7281 type => 'movement_type'
7282 }
7283 ],
7284 [
7285 'move_allow',
7286 {
7287 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7288 name => 'allowed movement',
7289 type => 'movement_type'
7290 }
7291 ],
7292 [
7293 'move_slow',
7294 {
7295 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7296 name => 'slowed movement',
7297 type => 'movement_type'
7298 }
7299 ],
7300 [
7301 'move_slow_penalty',
7302 {
7303 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
7304 name => 'slow movement penalty',
7305 type => 'int'
7306 }
7307 ],
7308 [
7309 'can_roll',
7310 {
7311 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7312 name => 'moveable',
7313 type => 'bool'
7314 }
7315 ],
7316 [
7317 'no_magic',
7318 {
7319 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7320 name => 'restrict spells',
7321 type => 'bool'
7322 }
7323 ],
7324 [
7325 'damned',
7326 {
7327 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7328 name => 'restrict prayers',
7329 type => 'bool'
7330 }
7331 ]
7332 ],
7333 desc => 'Walls usually block passage and sight.',
7334 ignore => [
7335 'nrof',
7336 'title',
7337 'name_pl',
7338 'value',
7339 'unpaid'
7340 ],
7341 name => 'Wall'
7342 },
7343 'Wand & Staff' => {
7344 attr => [
7345 [
7346 'sp',
7347 {
7348 desc => 'The <spell> specifies the contained spell.',
7349 name => 'spell',
7350 type => 'spell'
7351 }
7352 ],
7353 [
7354 'level',
7355 {
7356 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7357 name => 'casting level',
7358 type => 'int'
7359 }
7360 ],
7361 [
7362 'food',
7363 {
7364 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7365 name => 'number of charges',
7366 type => 'int'
7367 }
7368 ],
7369 [
7370 'startequip',
7371 {
7372 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7373 name => 'godgiven item',
7374 type => 'bool'
7375 }
7376 ],
7377 [
7378 'msg',
7379 {
7380 desc => 'This text may contain a description of the wand.',
7381 end => 'endmsg',
7382 name => 'description',
7383 type => 'text'
7384 }
7385 ]
7386 ],
7387 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.',
7388 name => 'Wand & Staff',
7389 use => 'Wands are quite seldomly used. The reason prolly is that they\'re generally not cost-efficient. Handing out high-level wands with powerful special spells isn\'t a good idea either, because of the recharge ability. <br><br> For low levels, staffs of healing/cure and word of recall are quite desirable though. Ideal rewards for low level quests.'
7390 },
7391 'Weak Wall' => {
7392 attr => [
7393 [
7394 'alive',
7395 {
7396 type => 'fixed',
7397 value => 1
7398 }
7399 ],
7400 [
7401 'no_pick',
7402 {
7403 type => 'fixed',
7404 value => 1
7405 }
7406 ],
7407 [
7408 'tear_down',
7409 {
7410 type => 'fixed',
7411 value => 1
7412 }
7413 ],
7414 [
7415 'race',
7416 {
7417 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.',
7418 name => 'race',
7419 type => 'string'
7420 }
7421 ],
7422 [
7423 'level',
7424 {
7425 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.',
7426 name => 'level',
7427 type => 'int'
7428 }
7429 ],
7430 [
7431 'hp',
7432 {
7433 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.',
7434 name => 'health points',
7435 type => 'int'
7436 }
7437 ],
7438 [
7439 'maxhp',
7440 {
7441 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.',
7442 name => 'max health',
7443 type => 'int'
7444 }
7445 ],
7446 [
7447 'ac',
7448 {
7449 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7450 name => 'armour class',
7451 type => 'int'
7452 }
7453 ]
7454 ],
7455 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.',
7456 ignore => [
7457 $IGNORE_LIST{non_pickable}
7458 ],
7459 name => 'Weak Wall',
7460 section => [
7461 [
7462 'resistance',
7463 [
7464 [
7465 'resist_physical',
7466 {
7467 name => 'resist physical %',
7468 type => 'int'
7469 }
7470 ],
7471 [
7472 'resist_magic',
7473 {
7474 name => 'resist magic %',
7475 type => 'int'
7476 }
7477 ],
7478 [
7479 'resist_fire',
7480 {
7481 name => 'resist fire %',
7482 type => 'int'
7483 }
7484 ],
7485 [
7486 'resist_electricity',
7487 {
7488 name => 'resist electricity %',
7489 type => 'int'
7490 }
7491 ],
7492 [
7493 'resist_cold',
7494 {
7495 name => 'resist cold %',
7496 type => 'int'
7497 }
7498 ],
7499 [
7500 'resist_confusion',
7501 {
7502 name => 'resist confusion %',
7503 type => 'int'
7504 }
7505 ],
7506 [
7507 'resist_acid',
7508 {
7509 name => 'resist acid %',
7510 type => 'int'
7511 }
7512 ],
7513 [
7514 'resist_drain',
7515 {
7516 name => 'resist draining %',
7517 type => 'int'
7518 }
7519 ],
7520 [
7521 'resist_weaponmagic',
7522 {
7523 name => 'resist weaponmagic %',
7524 type => 'int'
7525 }
7526 ],
7527 [
7528 'resist_ghosthit',
7529 {
7530 name => 'resist ghosthit %',
7531 type => 'int'
7532 }
7533 ],
7534 [
7535 'resist_poison',
7536 {
7537 name => 'resist poison %',
7538 type => 'int'
7539 }
7540 ],
7541 [
7542 'resist_slow',
7543 {
7544 name => 'resist slow %',
7545 type => 'int'
7546 }
7547 ],
7548 [
7549 'resist_paralyze',
7550 {
7551 name => 'resist paralyze %',
7552 type => 'int'
7553 }
7554 ],
7555 [
7556 'resist_fear',
7557 {
7558 name => 'resist fear %',
7559 type => 'int'
7560 }
7561 ],
7562 [
7563 'resist_deplete',
7564 {
7565 name => 'resist depletion %',
7566 type => 'int'
7567 }
7568 ],
7569 [
7570 'resist_death',
7571 {
7572 name => 'resist death-attack %',
7573 type => 'int'
7574 }
7575 ],
7576 [
7577 'resist_chaos',
7578 {
7579 name => 'resist chaos %',
7580 type => 'int'
7581 }
7582 ],
7583 [
7584 'resist_blind',
7585 {
7586 name => 'resist blinding %',
7587 type => 'int'
7588 }
7589 ],
7590 [
7591 'resist_holyword',
7592 {
7593 name => 'resist holy power %',
7594 type => 'int'
7595 }
7596 ],
7597 [
7598 'resist_godpower',
7599 {
7600 name => 'resist godpower %',
7601 type => 'int'
7602 }
7603 ]
7604 ]
7605 ]
7606 ],
7607 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.'
7608 },
7609 Weapon => {
7610 attr => [
7611 [
7612 'attacktype',
7613 {
7614 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.',
7615 name => 'attacktype',
7616 type => 'bitmask',
7617 value => $BITMASK{attacktype}
7618 }
7619 ],
7620 [
7621 'weapontype',
7622 {
7623 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.',
7624 name => 'weapontype',
7625 type => 'list',
7626 value => $LIST{weapon_type}
7627 }
7628 ],
7629 [
7630 'skill',
7631 {
7632 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7633 name => 'skill name',
7634 type => 'string'
7635 }
7636 ],
7637 [
7638 'dam',
7639 {
7640 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.',
7641 name => 'damage',
7642 type => 'int'
7643 }
7644 ],
7645 [
7646 'slaying',
7647 {
7648 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.',
7649 name => 'slaying race',
7650 type => 'string'
7651 }
7652 ],
7653 [
7654 'last_sp',
7655 {
7656 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.',
7657 name => 'weapon speed',
7658 type => 'int'
7659 }
7660 ],
7661 [
7662 'wc',
7663 {
7664 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.',
7665 name => 'weapon class',
7666 type => 'int'
7667 }
7668 ],
7669 [
7670 'magic',
7671 {
7672 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.',
7673 name => 'magic bonus',
7674 type => 'int'
7675 }
7676 ],
7677 [
7678 'item_power',
7679 {
7680 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the Deliantra server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
7681 name => 'item power',
7682 type => 'int'
7683 }
7684 ],
7685 [
7686 'damned',
7687 {
7688 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7689 name => 'damnation',
7690 type => 'bool'
7691 }
7692 ],
7693 [
7694 'cursed',
7695 {
7696 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7697 name => 'curse',
7698 type => 'bool'
7699 }
7700 ],
7701 [
7702 'lifesave',
7703 {
7704 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
7705 name => 'save life',
7706 type => 'bool'
7707 }
7708 ],
7709 [
7710 'unique',
7711 {
7712 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7713 name => 'unique item',
7714 type => 'bool'
7715 }
7716 ],
7717 [
7718 'startequip',
7719 {
7720 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7721 name => 'godgiven item',
7722 type => 'bool'
7723 }
7724 ],
7725 [
7726 'msg',
7727 {
7728 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7729 end => 'endmsg',
7730 name => 'description',
7731 type => 'text'
7732 }
7733 ]
7734 ],
7735 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.',
7736 name => 'Weapon',
7737 section => [
7738 [
7739 'stats',
7740 [
7741 [
7742 'Str',
7743 {
7744 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.',
7745 name => 'strength',
7746 type => 'int'
7747 }
7748 ],
7749 [
7750 'Dex',
7751 {
7752 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.',
7753 name => 'dexterity',
7754 type => 'int'
7755 }
7756 ],
7757 [
7758 'Con',
7759 {
7760 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.',
7761 name => 'constitution',
7762 type => 'int'
7763 }
7764 ],
7765 [
7766 'Int',
7767 {
7768 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.',
7769 name => 'intelligence',
7770 type => 'int'
7771 }
7772 ],
7773 [
7774 'Pow',
7775 {
7776 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.',
7777 name => 'power',
7778 type => 'int'
7779 }
7780 ],
7781 [
7782 'Wis',
7783 {
7784 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.',
7785 name => 'wisdom',
7786 type => 'int'
7787 }
7788 ],
7789 [
7790 'Cha',
7791 {
7792 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.',
7793 name => 'charisma',
7794 type => 'int'
7795 }
7796 ]
7797 ]
7798 ],
7799 [
7800 'resistance',
7801 [
7802 [
7803 'resist_physical',
7804 {
7805 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7806 name => 'resist physical %',
7807 type => 'int'
7808 }
7809 ],
7810 [
7811 'resist_magic',
7812 {
7813 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7814 name => 'resist magic %',
7815 type => 'int'
7816 }
7817 ],
7818 [
7819 'resist_fire',
7820 {
7821 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7822 name => 'resist fire %',
7823 type => 'int'
7824 }
7825 ],
7826 [
7827 'resist_electricity',
7828 {
7829 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7830 name => 'resist electricity %',
7831 type => 'int'
7832 }
7833 ],
7834 [
7835 'resist_cold',
7836 {
7837 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7838 name => 'resist cold %',
7839 type => 'int'
7840 }
7841 ],
7842 [
7843 'resist_acid',
7844 {
7845 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7846 name => 'resist acid %',
7847 type => 'int'
7848 }
7849 ],
7850 [
7851 'resist_confusion',
7852 {
7853 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7854 name => 'resist confusion %',
7855 type => 'int'
7856 }
7857 ],
7858 [
7859 'resist_weaponmagic',
7860 {
7861 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7862 name => 'resist weaponmagic %',
7863 type => 'int'
7864 }
7865 ],
7866 [
7867 'resist_ghosthit',
7868 {
7869 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7870 name => 'resist ghosthit %',
7871 type => 'int'
7872 }
7873 ],
7874 [
7875 'resist_slow',
7876 {
7877 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7878 name => 'resist slow %',
7879 type => 'int'
7880 }
7881 ],
7882 [
7883 'resist_fear',
7884 {
7885 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7886 name => 'resist fear %',
7887 type => 'int'
7888 }
7889 ],
7890 [
7891 'resist_death',
7892 {
7893 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7894 name => 'resist death-attack %',
7895 type => 'int'
7896 }
7897 ],
7898 [
7899 'resist_chaos',
7900 {
7901 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7902 name => 'resist chaos %',
7903 type => 'int'
7904 }
7905 ],
7906 [
7907 'resist_blind',
7908 {
7909 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7910 name => 'resist blinding %',
7911 type => 'int'
7912 }
7913 ],
7914 [
7915 'resist_holyword',
7916 {
7917 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7918 name => 'resist holy power %',
7919 type => 'int'
7920 }
7921 ],
7922 [
7923 'resist_godpower',
7924 {
7925 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7926 name => 'resist godpower %',
7927 type => 'int'
7928 }
7929 ],
7930 [
7931 'resist_paralyze',
7932 {
7933 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7934 name => 'resist paralyze %',
7935 type => 'int'
7936 }
7937 ],
7938 [
7939 'resist_drain',
7940 {
7941 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7942 name => 'resist draining %',
7943 type => 'int'
7944 }
7945 ],
7946 [
7947 'resist_deplete',
7948 {
7949 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7950 name => 'resist depletion %',
7951 type => 'int'
7952 }
7953 ],
7954 [
7955 'resist_poison',
7956 {
7957 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7958 name => 'resist poison %',
7959 type => 'int'
7960 }
7961 ]
7962 ]
7963 ],
7964 [
7965 'misc',
7966 [
7967 [
7968 'luck',
7969 {
7970 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.',
7971 name => 'luck bonus',
7972 type => 'int'
7973 }
7974 ],
7975 [
7976 'hp',
7977 {
7978 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7979 name => 'health regen.',
7980 type => 'int'
7981 }
7982 ],
7983 [
7984 'sp',
7985 {
7986 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7987 name => 'mana regen.',
7988 type => 'int'
7989 }
7990 ],
7991 [
7992 'grace',
7993 {
7994 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!!',
7995 name => 'grace regen.',
7996 type => 'int'
7997 }
7998 ],
7999 [
8000 'food',
8001 {
8002 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.',
8003 name => 'food bonus',
8004 type => 'int'
8005 }
8006 ],
8007 [
8008 'xrays',
8009 {
8010 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
8011 name => 'xray vision',
8012 type => 'bool'
8013 }
8014 ],
8015 [
8016 'stealth',
8017 {
8018 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)',
8019 name => 'stealth',
8020 type => 'bool'
8021 }
8022 ],
8023 [
8024 'reflect_spell',
8025 {
8026 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!',
8027 name => 'reflect spells',
8028 type => 'bool'
8029 }
8030 ],
8031 [
8032 'reflect_missile',
8033 {
8034 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.',
8035 name => 'reflect missiles',
8036 type => 'bool'
8037 }
8038 ],
8039 [
8040 'path_attuned',
8041 {
8042 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
8043 name => 'attuned paths',
8044 type => 'bitmask',
8045 value => $BITMASK{spellpath}
8046 }
8047 ],
8048 [
8049 'path_repelled',
8050 {
8051 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
8052 name => 'repelled paths',
8053 type => 'bitmask',
8054 value => $BITMASK{spellpath}
8055 }
8056 ],
8057 [
8058 'path_denied',
8059 {
8060 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
8061 name => 'denied paths',
8062 type => 'bitmask',
8063 value => $BITMASK{spellpath}
8064 }
8065 ]
8066 ]
8067 ]
8068 ],
8069 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.'
8070 }
8071 );
8072
8073 our %ATTR = (
8074 3 => $TYPE{Rod},
8075 4 => $TYPE{Treasure},
8076 5 => $TYPE{Potion},
8077 6 => $TYPE{Food},
8078 7 => $TYPE{'Poison Food'},
8079 8 => $TYPE{Book},
8080 9 => $TYPE{Clock},
8081 13 => $TYPE{Projectile},
8082 14 => $TYPE{'Shooting Weapon'},
8083 15 => $TYPE{Weapon},
8084 16 => $TYPE{'Brestplate Armour'},
8085 17 => $TYPE{Pedestal},
8086 18 => $TYPE{Altar},
8087 19 => $TYPE{'Item Match'},
8088 20 => $TYPE{'Locked Door'},
8089 21 => $TYPE{'Special Key'},
8090 23 => $TYPE{Door},
8091 24 => $TYPE{Key},
8092 26 => $TYPE{'Timed Gate'},
8093 27 => $TYPE{'Handle Trigger'},
8094 28 => $TYPE{'Monster (Grimreaper)'},
8095 29 => $TYPE{'Magic Ear'},
8096 30 => $TYPE{'Button Trigger'},
8097 31 => $TYPE{'Altar Trigger'},
8098 32 => $TYPE{'Pedestal Trigger'},
8099 33 => $TYPE{Shield},
8100 34 => $TYPE{Helmet},
8101 35 => $TYPE{Horn},
8102 36 => $TYPE{Money},
8103 37 => $TYPE{'Class Changer'},
8104 39 => $TYPE{Amulet},
8105 40 => $TYPE{Mover},
8106 41 => $TYPE{Teleporter},
8107 42 => $TYPE{Creator},
8108 43 => $TYPE{Skill},
8109 51 => $TYPE{Detector},
8110 52 => $TYPE{'Trigger Marker'},
8111 55 => $TYPE{Marker},
8112 56 => $TYPE{'Holy Altar'},
8113 58 => $TYPE{Battleground},
8114 60 => $TYPE{Jewel},
8115 62 => $TYPE{'Magic Wall'},
8116 64 => $TYPE{'Inventory Checker'},
8117 65 => $TYPE{'Mood Floor'},
8118 66 => $TYPE{Exit},
8119 67 => $TYPE{'Floor (Encounter)'},
8120 68 => $TYPE{'Shop Floor'},
8121 69 => $TYPE{'Shop Mat'},
8122 70 => $TYPE{Ring},
8123 72 => $TYPE{Flesh},
8124 73 => $TYPE{Inorganic},
8125 74 => $TYPE{'Skill Tool'},
8126 81 => $TYPE{Torch},
8127 82 => $TYPE{Lamp},
8128 83 => $TYPE{Duplicator},
8129 85 => $TYPE{Spellbook},
8130 87 => $TYPE{Cloak},
8131 88 => $TYPE{'Hazard Floor'},
8132 90 => $TYPE{Spinner},
8133 91 => $TYPE{Gate},
8134 92 => $TYPE{Button},
8135 93 => $TYPE{Handle},
8136 94 => $TYPE{Pit},
8137 95 => $TYPE{Trapdoor},
8138 98 => $TYPE{'Sign & MagicMouth'},
8139 99 => $TYPE{Boots},
8140 100 => $TYPE{Gloves},
8141 101 => $TYPE{Spell},
8142 103 => $TYPE{Converter},
8143 104 => $TYPE{Bracers},
8144 106 => $TYPE{Savebed},
8145 109 => $TYPE{'Wand & Staff'},
8146 110 => $TYPE{Inscribable},
8147 111 => $TYPE{Scroll},
8148 112 => $TYPE{Director},
8149 113 => $TYPE{Girdle},
8150 116 => $TYPE{'Event Connector'},
8151 122 => $TYPE{Container},
8152 130 => $TYPE{'Skill Scroll'},
8153 138 => $TYPE{Swamp},
8154 150 => $TYPE{'Shop Inventory'},
8155 154 => $TYPE{Rune},
8156 155 => $TYPE{Trap},
8157 156 => $TYPE{'Power Crystal'},
8158 158 => $TYPE{Disease},
8159 163 => $TYPE{'Item Transformer'},
8160 164 => $TYPE{'Map Script'},
8161 165 => $TYPE{'Safe ground'},
8162 999 => $TYPE{Ability}
8163 );
8164
8165 our %TYPENAME = (
8166 0 => '*NONE*',
8167 1 => 'PLAYER',
8168 2 => 'TRANSPORT',
8169 3 => 'ROD',
8170 4 => 'TREASURE',
8171 5 => 'POTION',
8172 6 => 'FOOD',
8173 7 => 'POISON',
8174 8 => 'BOOK',
8175 9 => 'CLOCK',
8176 12 => 'LIGHTNING',
8177 13 => 'ARROW',
8178 14 => 'BOW',
8179 15 => 'WEAPON',
8180 16 => 'ARMOUR',
8181 17 => 'PEDESTAL',
8182 18 => 'ALTAR',
8183 20 => 'LOCKED_DOOR',
8184 21 => 'SPECIAL_KEY',
8185 22 => 'MAP',
8186 23 => 'DOOR',
8187 24 => 'KEY',
8188 26 => 'TIMED_GATE',
8189 27 => 'TRIGGER',
8190 28 => 'GRIMREAPER',
8191 29 => 'MAGIC_EAR',
8192 30 => 'TRIGGER_BUTTON',
8193 31 => 'TRIGGER_ALTAR',
8194 32 => 'TRIGGER_PEDESTAL',
8195 33 => 'SHIELD',
8196 34 => 'HELMET',
8197 35 => 'HORN',
8198 36 => 'MONEY',
8199 37 => 'CLASS',
8200 38 => 'GRAVESTONE',
8201 39 => 'AMULET',
8202 40 => 'PLAYERMOVER',
8203 41 => 'TELEPORTER',
8204 42 => 'CREATOR',
8205 43 => 'SKILL',
8206 44 => 'EXPERIENCE',
8207 45 => 'EARTHWALL',
8208 46 => 'GOLEM',
8209 48 => 'THROWN_OBJ',
8210 49 => 'BLINDNESS',
8211 50 => 'GOD',
8212 51 => 'DETECTOR',
8213 52 => 'TRIGGER_MARKER',
8214 53 => 'DEAD_OBJECT',
8215 54 => 'DRINK',
8216 55 => 'MARKER',
8217 56 => 'HOLY_ALTAR',
8218 57 => 'PLAYER_CHANGER',
8219 58 => 'BATTLEGROUND',
8220 59 => 'PEACEMAKER',
8221 60 => 'GEM',
8222 62 => 'FIREWALL',
8223 63 => 'ANVIL',
8224 64 => 'CHECK_INV',
8225 65 => 'MOOD_FLOOR',
8226 66 => 'EXIT',
8227 67 => 'ENCOUNTER',
8228 68 => 'SHOP_FLOOR',
8229 69 => 'SHOP_MAT',
8230 70 => 'RING',
8231 71 => 'FLOOR',
8232 72 => 'FLESH',
8233 73 => 'INORGANIC',
8234 74 => 'SKILL_TOOL',
8235 75 => 'LIGHTER',
8236 76 => 'TRAP_PART',
8237 77 => 'WALL',
8238 78 => 'LIGHT_SOURCE',
8239 79 => 'MISC_OBJECT',
8240 80 => 'MONSTER',
8241 81 => 'SPAWN_GENERATOR',
8242 82 => 'LAMP',
8243 83 => 'DUPLICATOR',
8244 84 => 'TOOL',
8245 85 => 'SPELLBOOK',
8246 86 => 'BUILDFAC',
8247 87 => 'CLOAK',
8248 90 => 'SPINNER',
8249 91 => 'GATE',
8250 92 => 'BUTTON',
8251 93 => 'CF_HANDLE',
8252 94 => 'HOLE',
8253 95 => 'TRAPDOOR',
8254 98 => 'SIGN',
8255 99 => 'BOOTS',
8256 100 => 'GLOVES',
8257 101 => 'SPELL',
8258 102 => 'SPELL_EFFECT',
8259 103 => 'CONVERTER',
8260 104 => 'BRACERS',
8261 105 => 'POISONING',
8262 106 => 'SAVEBED',
8263 107 => 'POISONCLOUD',
8264 108 => 'FIREHOLES',
8265 109 => 'WAND',
8266 110 => 'INSCRIBABLE',
8267 111 => 'SCROLL',
8268 112 => 'DIRECTOR',
8269 113 => 'GIRDLE',
8270 114 => 'FORCE',
8271 115 => 'POTION_EFFECT',
8272 116 => 'EVENT_CONNECTOR',
8273 121 => 'CLOSE_CON',
8274 122 => 'CONTAINER',
8275 123 => 'ARMOUR_IMPROVER',
8276 124 => 'WEAPON_IMPROVER',
8277 130 => 'SKILLSCROLL',
8278 138 => 'DEEP_SWAMP',
8279 139 => 'IDENTIFY_ALTAR',
8280 150 => 'MENU',
8281 154 => 'RUNE',
8282 155 => 'TRAP',
8283 156 => 'POWER_CRYSTAL',
8284 157 => 'CORPSE',
8285 158 => 'DISEASE',
8286 159 => 'SYMPTOM',
8287 160 => 'BUILDER',
8288 161 => 'MATERIAL',
8289 162 => 'GPS',
8290 163 => 'ITEM_TRANSFORMER',
8291 164 => 'QUEST'
8292 );
8293
8294 our %SPELL = (
8295 0 => 'magic bullet',
8296 1 => 'small fireball',
8297 2 => 'medium fireball',
8298 3 => 'large fireball',
8299 4 => 'burning hands',
8300 5 => 'small lightning',
8301 6 => 'large lightning',
8302 7 => 'magic missile',
8303 8 => 'create bomb',
8304 9 => 'summon golem',
8305 10 => 'summon fire elemental',
8306 11 => 'summon earth elemental',
8307 12 => 'summon water elemental',
8308 13 => 'summon air elemental',
8309 14 => 'dimension door',
8310 15 => 'create earth wall',
8311 16 => 'paralyze',
8312 17 => 'icestorm',
8313 18 => 'magic mapping',
8314 19 => 'turn undead',
8315 20 => 'fear',
8316 21 => 'poison cloud',
8317 22 => 'wonder',
8318 23 => 'destruction',
8319 24 => 'perceive self',
8320 25 => 'word of recall',
8321 26 => 'invisible',
8322 27 => 'invisible to undead',
8323 28 => 'probe',
8324 29 => 'large bullet',
8325 30 => 'improved invisibility',
8326 31 => 'holy word',
8327 32 => 'minor healing',
8328 33 => 'medium healing',
8329 34 => 'major healing',
8330 35 => 'heal',
8331 36 => 'create food',
8332 37 => 'earth to dust',
8333 38 => 'armour',
8334 39 => 'strength',
8335 40 => 'dexterity',
8336 41 => 'constitution',
8337 42 => 'charisma',
8338 43 => 'create fire wall',
8339 44 => 'create frost wall',
8340 45 => 'protection from cold',
8341 46 => 'protection from electricity',
8342 47 => 'protection from fire',
8343 48 => 'protection from poison',
8344 49 => 'protection from slow',
8345 50 => 'protection from paralysis',
8346 51 => 'protection from draining',
8347 52 => 'protection from magic',
8348 53 => 'protection from attack',
8349 54 => 'levitate',
8350 55 => 'small speedball',
8351 56 => 'large speedball',
8352 57 => 'hellfire',
8353 58 => 'dragonbreath',
8354 59 => 'large icestorm',
8355 60 => 'charging',
8356 61 => 'polymorph',
8357 62 => 'cancellation',
8358 63 => 'confusion',
8359 64 => 'mass confusion',
8360 65 => 'summon pet monster',
8361 66 => 'slow',
8362 67 => 'regenerate spellpoints',
8363 68 => 'cure poison',
8364 69 => 'protection from confusion',
8365 70 => 'protection from cancellation',
8366 71 => 'protection from depletion',
8367 72 => 'alchemy',
8368 73 => 'remove curse',
8369 74 => 'remove damnation',
8370 75 => 'identify',
8371 76 => 'detect magic',
8372 77 => 'detect monster',
8373 78 => 'detect evil',
8374 79 => 'detect curse',
8375 80 => 'heroism',
8376 81 => 'aggravation',
8377 82 => 'firebolt',
8378 83 => 'frostbolt',
8379 84 => 'shockwave',
8380 85 => 'color spray',
8381 86 => 'haste',
8382 87 => 'face of death',
8383 88 => 'ball lightning',
8384 89 => 'meteor swarm',
8385 90 => 'comet',
8386 91 => 'mystic fist',
8387 92 => 'raise dead',
8388 93 => 'resurrection',
8389 94 => 'reincarnation',
8390 95 => 'immunity to cold',
8391 96 => 'immunity to electricity',
8392 97 => 'immunity to fire',
8393 98 => 'immunity to poison',
8394 99 => 'immunity to slow',
8395 100 => 'immunity to paralysis',
8396 101 => 'immunity to draining',
8397 102 => 'immunity to magic',
8398 103 => 'immunity to attack',
8399 104 => 'invulnerability',
8400 105 => 'defense',
8401 106 => 'rune of fire',
8402 107 => 'rune of frost',
8403 108 => 'rune of shocking',
8404 109 => 'rune of blasting',
8405 110 => 'rune of death',
8406 111 => 'marking rune',
8407 112 => 'build director',
8408 113 => 'create pool of chaos',
8409 114 => 'build bullet wall',
8410 115 => 'build lightning wall',
8411 116 => 'build fireball wall',
8412 117 => 'magic rune',
8413 118 => 'rune of magic drain',
8414 119 => 'antimagic rune',
8415 120 => 'rune of transferrence',
8416 121 => 'transferrence',
8417 122 => 'magic drain',
8418 123 => 'counterspell',
8419 124 => 'disarm',
8420 125 => 'cure confusion',
8421 126 => 'restoration',
8422 127 => 'summon evil monster',
8423 128 => 'counterwall',
8424 129 => 'cause light wounds',
8425 130 => 'cause medium wounds',
8426 131 => 'cause serious wounds',
8427 132 => 'charm monsters',
8428 133 => 'banishment',
8429 134 => 'create missile',
8430 135 => 'show invisible',
8431 136 => 'xray',
8432 137 => 'pacify',
8433 138 => 'summon fog',
8434 139 => 'steambolt',
8435 140 => 'command undead',
8436 141 => 'holy orb',
8437 142 => 'summon avatar',
8438 143 => 'holy possession',
8439 144 => 'bless',
8440 145 => 'curse',
8441 146 => 'regeneration',
8442 147 => 'consecrate',
8443 148 => 'summon cult monsters',
8444 149 => 'cause critical wounds',
8445 150 => 'holy wrath',
8446 151 => 'retributive strike',
8447 152 => 'finger of death',
8448 153 => 'insect plague',
8449 154 => 'call holy servant',
8450 155 => 'wall of thorns',
8451 156 => 'staff to snake',
8452 157 => 'light',
8453 158 => 'darkness',
8454 159 => 'nightfall',
8455 160 => 'daylight',
8456 161 => 'sunspear',
8457 162 => 'faery fire',
8458 163 => 'cure blindness',
8459 164 => 'dark vision',
8460 165 => 'bullet swarm',
8461 166 => 'bullet storm',
8462 167 => 'cause many wounds',
8463 168 => 'small snowstorm',
8464 169 => 'medium snowstorm',
8465 170 => 'large snowstorm',
8466 171 => 'cure disease',
8467 172 => 'cause red death',
8468 173 => 'cause flu',
8469 174 => 'cause black death',
8470 175 => 'cause leprosy',
8471 176 => 'cause smallpox',
8472 177 => 'cause white death',
8473 178 => 'cause anthrax',
8474 179 => 'cause typhoid',
8475 180 => 'mana blast',
8476 181 => 'small manaball',
8477 182 => 'medium manaball',
8478 183 => 'large manaball',
8479 184 => 'mana bolt',
8480 185 => 'dancing sword',
8481 186 => 'animate weapon',
8482 187 => 'cause cold',
8483 188 => 'divine shock',
8484 189 => 'windstorm',
8485 190 => 'sanctuary',
8486 191 => 'peace',
8487 192 => 'spiderweb',
8488 193 => 'conflict',
8489 194 => 'rage',
8490 195 => 'forked lightning',
8491 196 => 'poison fog',
8492 197 => 'flaming aura',
8493 198 => 'vitriol',
8494 199 => 'vitriol splash',
8495 200 => 'ironwood skin',
8496 201 => 'wrathful eye',
8497 202 => 'town portal',
8498 203 => 'missile swarm',
8499 204 => 'cause rabies',
8500 205 => 'glyph'
8501 );
8502
8503
8504 =head1 AUTHOR
8505
8506 Marc Lehmann <schmorp.de>
8507 http://home.schmorp.de/
8508
8509 The source files are part of the CFJavaEditor.
8510
8511 =cut
8512
8513 1