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/cvs/deliantra/Deliantra/Deliantra/Data.pm
Revision: 1.67
Committed: Fri Mar 19 21:38:14 2010 UTC (14 years, 2 months ago) by elmex
Branch: MAIN
Changes since 1.66: +233 -67 lines
Log Message:
added broken connected field.

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 'unique',
454 {
455 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
456 name => 'unique',
457 type => 'bool'
458 }
459 ],
460 [
461 'connected',
462 {
463 desc => 'For "normal" objects the connected value is mainly used for scripting purposes. You can write a string in this field that can be used from a Perl script (find_link function) to find this object, or all objects that got this connected value.',
464 name => 'connection',
465 type => 'string'
466 }
467 ]
468 ]
469 );
470
471 our %TYPE = (
472 Ability => {
473 attr => [
474 [
475 'invisible',
476 {
477 type => 'fixed',
478 value => 1
479 }
480 ],
481 [
482 'no_drop',
483 {
484 type => 'fixed',
485 value => 1
486 }
487 ],
488 [
489 'sp',
490 {
491 desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
492 name => 'short range spell',
493 type => 'spell'
494 }
495 ],
496 [
497 'hp',
498 {
499 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.',
500 name => 'long range spell',
501 type => 'nz_spell'
502 }
503 ],
504 [
505 'maxsp',
506 {
507 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".',
508 name => 'importance',
509 type => 'int'
510 }
511 ],
512 [
513 'attacktype',
514 {
515 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.',
516 name => 'is magical',
517 type => 'bool',
518 value => [
519 0,
520 2
521 ]
522 }
523 ]
524 ],
525 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;.',
526 ignore => [
527 $IGNORE_LIST{system_object}
528 ],
529 name => 'Ability',
530 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?'
531 },
532 Altar => {
533 attr => [
534 [
535 'no_pick',
536 {
537 type => 'fixed',
538 value => 1
539 }
540 ],
541 [
542 'move_on',
543 {
544 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
545 name => 'movement on',
546 type => 'movement_type'
547 }
548 ],
549 [
550 'slaying',
551 {
552 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',
553 name => 'match item name',
554 type => 'string'
555 }
556 ],
557 [
558 'food',
559 {
560 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.',
561 name => 'drop amount',
562 type => 'int'
563 }
564 ],
565 [
566 'connected',
567 {
568 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
569 name => 'connection',
570 type => 'string'
571 }
572 ],
573 [
574 'sp',
575 {
576 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.',
577 name => 'spell',
578 type => 'spell'
579 }
580 ],
581 [
582 'msg',
583 {
584 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
585 end => 'endmsg',
586 name => 'message',
587 type => 'text'
588 }
589 ]
590 ],
591 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.',
592 ignore => [
593 $IGNORE_LIST{non_pickable},
594 [
595 'connected'
596 ]
597 ],
598 name => 'Altar'
599 },
600 'Altar Trigger' => {
601 attr => [
602 [
603 'no_pick',
604 {
605 type => 'fixed',
606 value => 1
607 }
608 ],
609 [
610 'slaying',
611 {
612 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',
613 name => 'match item name',
614 type => 'string'
615 }
616 ],
617 [
618 'food',
619 {
620 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.',
621 name => 'drop amount',
622 type => 'int'
623 }
624 ],
625 [
626 'connected',
627 {
628 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
629 name => 'connection',
630 type => 'string'
631 }
632 ],
633 [
634 'sp',
635 {
636 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.',
637 name => 'spell',
638 type => 'spell'
639 }
640 ],
641 [
642 'exp',
643 {
644 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.',
645 name => 'reset time',
646 type => 'int'
647 }
648 ],
649 [
650 'last_sp',
651 {
652 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.',
653 name => 'ignore reset',
654 type => 'bool'
655 }
656 ],
657 [
658 'move_on',
659 {
660 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
661 name => 'movement on',
662 type => 'movement_type'
663 }
664 ],
665 [
666 'msg',
667 {
668 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
669 end => 'endmsg',
670 name => 'message',
671 type => 'text'
672 }
673 ]
674 ],
675 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.',
676 ignore => [
677 $IGNORE_LIST{non_pickable},
678 [
679 'connected'
680 ]
681 ],
682 name => 'Altar Trigger',
683 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. =)'
684 },
685 Amulet => {
686 attr => [
687 [
688 'ac',
689 {
690 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.',
691 name => 'armour class',
692 type => 'int'
693 }
694 ],
695 [
696 'wc',
697 {
698 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.',
699 name => 'weapon class',
700 type => 'int'
701 }
702 ],
703 [
704 'item_power',
705 {
706 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>.',
707 name => 'item power',
708 type => 'int'
709 }
710 ],
711 [
712 'damned',
713 {
714 desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
715 name => 'damnation',
716 type => 'bool'
717 }
718 ],
719 [
720 'cursed',
721 {
722 desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
723 name => 'curse',
724 type => 'bool'
725 }
726 ],
727 [
728 'lifesave',
729 {
730 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!',
731 name => 'save life',
732 type => 'bool'
733 }
734 ],
735 [
736 'unique',
737 {
738 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
739 name => 'unique item',
740 type => 'bool'
741 }
742 ],
743 [
744 'startequip',
745 {
746 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
747 name => 'godgiven item',
748 type => 'bool'
749 }
750 ],
751 [
752 'applied',
753 {
754 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.',
755 name => 'is applied',
756 type => 'bool'
757 }
758 ],
759 [
760 'msg',
761 {
762 desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
763 end => 'endmsg',
764 name => 'description',
765 type => 'text'
766 }
767 ]
768 ],
769 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
770 name => 'Amulet',
771 section => [
772 [
773 'stats',
774 [
775 [
776 'Str',
777 {
778 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
779 name => 'strength',
780 type => 'int'
781 }
782 ],
783 [
784 'Dex',
785 {
786 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
787 name => 'dexterity',
788 type => 'int'
789 }
790 ],
791 [
792 'Con',
793 {
794 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
795 name => 'constitution',
796 type => 'int'
797 }
798 ],
799 [
800 'Int',
801 {
802 desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
803 name => 'intelligence',
804 type => 'int'
805 }
806 ],
807 [
808 'Pow',
809 {
810 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.',
811 name => 'power',
812 type => 'int'
813 }
814 ],
815 [
816 'Wis',
817 {
818 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.',
819 name => 'wisdom',
820 type => 'int'
821 }
822 ],
823 [
824 'Cha',
825 {
826 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.',
827 name => 'charisma',
828 type => 'int'
829 }
830 ]
831 ]
832 ],
833 [
834 'resistance',
835 [
836 [
837 'resist_physical',
838 {
839 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
840 name => 'resist physical %',
841 type => 'int'
842 }
843 ],
844 [
845 'resist_magic',
846 {
847 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
848 name => 'resist magic %',
849 type => 'int'
850 }
851 ],
852 [
853 'resist_fire',
854 {
855 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
856 name => 'resist fire %',
857 type => 'int'
858 }
859 ],
860 [
861 'resist_electricity',
862 {
863 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
864 name => 'resist electricity %',
865 type => 'int'
866 }
867 ],
868 [
869 'resist_cold',
870 {
871 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
872 name => 'resist cold %',
873 type => 'int'
874 }
875 ],
876 [
877 'resist_acid',
878 {
879 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
880 name => 'resist acid %',
881 type => 'int'
882 }
883 ],
884 [
885 'resist_confusion',
886 {
887 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
888 name => 'resist confusion %',
889 type => 'int'
890 }
891 ],
892 [
893 'resist_weaponmagic',
894 {
895 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
896 name => 'resist weaponmagic %',
897 type => 'int'
898 }
899 ],
900 [
901 'resist_ghosthit',
902 {
903 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
904 name => 'resist ghosthit %',
905 type => 'int'
906 }
907 ],
908 [
909 'resist_slow',
910 {
911 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
912 name => 'resist slow %',
913 type => 'int'
914 }
915 ],
916 [
917 'resist_fear',
918 {
919 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
920 name => 'resist fear %',
921 type => 'int'
922 }
923 ],
924 [
925 'resist_death',
926 {
927 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
928 name => 'resist death-attack %',
929 type => 'int'
930 }
931 ],
932 [
933 'resist_chaos',
934 {
935 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
936 name => 'resist chaos %',
937 type => 'int'
938 }
939 ],
940 [
941 'resist_blind',
942 {
943 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
944 name => 'resist blinding %',
945 type => 'int'
946 }
947 ],
948 [
949 'resist_holyword',
950 {
951 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
952 name => 'resist holy power %',
953 type => 'int'
954 }
955 ],
956 [
957 'resist_godpower',
958 {
959 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
960 name => 'resist godpower %',
961 type => 'int'
962 }
963 ],
964 [
965 'resist_paralyze',
966 {
967 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
968 name => 'resist paralyze %',
969 type => 'int'
970 }
971 ],
972 [
973 'resist_drain',
974 {
975 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
976 name => 'resist draining %',
977 type => 'int'
978 }
979 ],
980 [
981 'resist_deplete',
982 {
983 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
984 name => 'resist depletion %',
985 type => 'int'
986 }
987 ],
988 [
989 'resist_poison',
990 {
991 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
992 name => 'resist poison %',
993 type => 'int'
994 }
995 ]
996 ]
997 ],
998 [
999 'misc',
1000 [
1001 [
1002 'luck',
1003 {
1004 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.',
1005 name => 'luck bonus',
1006 type => 'int'
1007 }
1008 ],
1009 [
1010 'hp',
1011 {
1012 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
1013 name => 'health regen.',
1014 type => 'int'
1015 }
1016 ],
1017 [
1018 'sp',
1019 {
1020 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
1021 name => 'mana regen.',
1022 type => 'int'
1023 }
1024 ],
1025 [
1026 'grace',
1027 {
1028 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!!',
1029 name => 'grace regen.',
1030 type => 'int'
1031 }
1032 ],
1033 [
1034 'food',
1035 {
1036 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.',
1037 name => 'food bonus',
1038 type => 'int'
1039 }
1040 ],
1041 [
1042 'xrays',
1043 {
1044 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.',
1045 name => 'xray vision',
1046 type => 'bool'
1047 }
1048 ],
1049 [
1050 'stealth',
1051 {
1052 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)',
1053 name => 'stealth',
1054 type => 'bool'
1055 }
1056 ],
1057 [
1058 'reflect_spell',
1059 {
1060 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!',
1061 name => 'reflect spells',
1062 type => 'bool'
1063 }
1064 ],
1065 [
1066 'reflect_missile',
1067 {
1068 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.',
1069 name => 'reflect missiles',
1070 type => 'bool'
1071 }
1072 ],
1073 [
1074 'move_type',
1075 {
1076 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1077 name => 'movement type',
1078 type => 'movement_type'
1079 }
1080 ],
1081 [
1082 'path_attuned',
1083 {
1084 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1085 name => 'attuned paths',
1086 type => 'bitmask',
1087 value => $BITMASK{spellpath}
1088 }
1089 ],
1090 [
1091 'path_repelled',
1092 {
1093 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1094 name => 'repelled paths',
1095 type => 'bitmask',
1096 value => $BITMASK{spellpath}
1097 }
1098 ],
1099 [
1100 'path_denied',
1101 {
1102 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1103 name => 'denied paths',
1104 type => 'bitmask',
1105 value => $BITMASK{spellpath}
1106 }
1107 ]
1108 ]
1109 ]
1110 ],
1111 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1112 },
1113 Battleground => {
1114 attr => [
1115 [
1116 'no_pick',
1117 {
1118 type => 'fixed',
1119 value => 1
1120 }
1121 ],
1122 [
1123 'is_floor',
1124 {
1125 type => 'fixed',
1126 value => 1
1127 }
1128 ],
1129 [
1130 'hp',
1131 {
1132 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1133 name => 'destination X',
1134 type => 'int'
1135 }
1136 ],
1137 [
1138 'sp',
1139 {
1140 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1141 name => 'destination Y',
1142 type => 'int'
1143 }
1144 ]
1145 ],
1146 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.',
1147 ignore => [
1148 $IGNORE_LIST{non_pickable}
1149 ],
1150 name => 'Battleground',
1151 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.)'
1152 },
1153 Book => {
1154 attr => [
1155 [
1156 'level',
1157 {
1158 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.',
1159 name => 'literacy level',
1160 type => 'int'
1161 }
1162 ],
1163 [
1164 'startequip',
1165 {
1166 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1167 name => 'godgiven item',
1168 type => 'bool'
1169 }
1170 ],
1171 [
1172 'unique',
1173 {
1174 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1175 name => 'unique item',
1176 type => 'bool'
1177 }
1178 ],
1179 [
1180 'msg',
1181 {
1182 desc => 'This is the text that appears "written" in the book.',
1183 end => 'endmsg',
1184 name => 'book content',
1185 type => 'text'
1186 }
1187 ],
1188 [
1189 'slaying',
1190 {
1191 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)',
1192 name => 'key string',
1193 type => 'string'
1194 }
1195 ],
1196 [
1197 'no_skill_ident',
1198 {
1199 desc => 'If this flag is true the player won\'t be able to identify this item with by using a skill.',
1200 name => 'no skill ident',
1201 type => 'bool'
1202 }
1203 ]
1204 ],
1205 desc => 'Applying a book, the containing message is displayed to the player.',
1206 name => 'Book'
1207 },
1208 Boots => {
1209 attr => [
1210 [
1211 'exp',
1212 {
1213 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.',
1214 name => 'speed bonus',
1215 type => 'int'
1216 }
1217 ],
1218 [
1219 'magic',
1220 {
1221 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>.',
1222 name => 'magic bonus',
1223 type => 'int'
1224 }
1225 ]
1226 ],
1227 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1228 import => [
1229 'Amulet'
1230 ],
1231 name => 'Boots',
1232 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1233 },
1234 Bracers => {
1235 attr => [
1236 [
1237 'magic',
1238 {
1239 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.',
1240 name => 'magic bonus',
1241 type => 'int'
1242 }
1243 ]
1244 ],
1245 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.',
1246 import => [
1247 'Amulet'
1248 ],
1249 name => 'Bracers',
1250 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1251 },
1252 'Brestplate Armour' => {
1253 attr => [
1254 [
1255 'last_heal',
1256 {
1257 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1258 name => 'spellpoint penalty',
1259 type => 'int'
1260 }
1261 ],
1262 [
1263 'last_sp',
1264 {
1265 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1266 name => 'slowdown penalty',
1267 type => 'int'
1268 }
1269 ],
1270 [
1271 'magic',
1272 {
1273 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.',
1274 name => 'magic bonus',
1275 type => 'int'
1276 }
1277 ]
1278 ],
1279 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1280 import => [
1281 'Amulet'
1282 ],
1283 name => 'Brestplate Armour',
1284 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1285 },
1286 Button => {
1287 attr => [
1288 [
1289 'move_on',
1290 {
1291 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1292 name => 'movement on',
1293 type => 'movement_type'
1294 }
1295 ],
1296 [
1297 'move_off',
1298 {
1299 desc => 'Which movement types deactivate this object (e.g. button).',
1300 name => 'movement off',
1301 type => 'movement_type'
1302 }
1303 ],
1304 [
1305 'no_pick',
1306 {
1307 type => 'fixed',
1308 value => 1
1309 }
1310 ],
1311 [
1312 'weight',
1313 {
1314 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1315 name => 'press weight',
1316 type => 'int'
1317 }
1318 ],
1319 [
1320 'connected',
1321 {
1322 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1323 name => 'connection',
1324 type => 'string'
1325 }
1326 ],
1327 [
1328 'msg',
1329 {
1330 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1331 end => 'endmsg',
1332 name => 'description',
1333 type => 'text'
1334 }
1335 ]
1336 ],
1337 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.',
1338 ignore => [
1339 $IGNORE_LIST{non_pickable},
1340 [
1341 'connected'
1342 ]
1343 ],
1344 name => 'Button'
1345 },
1346 'Button Trigger' => {
1347 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.',
1348 ignore => [
1349 $IGNORE_LIST{non_pickable}
1350 ],
1351 import => [
1352 'Button'
1353 ],
1354 name => 'Button Trigger'
1355 },
1356 'Class Changer' => {
1357 attr => [
1358 [
1359 'randomitems',
1360 {
1361 desc => 'This entry determines which initial items the character receives.',
1362 name => 'class items',
1363 type => 'treasurelist'
1364 }
1365 ]
1366 ],
1367 desc => 'Class changer are used while creating a character.',
1368 ignore => [
1369 $IGNORE_LIST{non_pickable}
1370 ],
1371 name => 'Class Changer',
1372 section => [
1373 [
1374 'stats',
1375 [
1376 [
1377 'Str',
1378 {
1379 desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1380 name => 'strength',
1381 type => 'int'
1382 }
1383 ],
1384 [
1385 'Dex',
1386 {
1387 desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1388 name => 'dexterity',
1389 type => 'int'
1390 }
1391 ],
1392 [
1393 'Con',
1394 {
1395 desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1396 name => 'constitution',
1397 type => 'int'
1398 }
1399 ],
1400 [
1401 'Int',
1402 {
1403 desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1404 name => 'intelligence',
1405 type => 'int'
1406 }
1407 ],
1408 [
1409 'Pow',
1410 {
1411 desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1412 name => 'power',
1413 type => 'int'
1414 }
1415 ],
1416 [
1417 'Wis',
1418 {
1419 desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1420 name => 'wisdom',
1421 type => 'int'
1422 }
1423 ],
1424 [
1425 'Cha',
1426 {
1427 desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1428 name => 'charisma',
1429 type => 'int'
1430 }
1431 ]
1432 ]
1433 ]
1434 ]
1435 },
1436 Cloak => {
1437 attr => [
1438 [
1439 'magic',
1440 {
1441 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>.',
1442 name => 'magic bonus',
1443 type => 'int'
1444 }
1445 ]
1446 ],
1447 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.',
1448 import => [
1449 'Amulet'
1450 ],
1451 name => 'Cloak',
1452 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1453 },
1454 Clock => {
1455 attr => [
1456 [
1457 'msg',
1458 {
1459 desc => 'This text may describe the item',
1460 end => 'endmsg',
1461 name => 'description',
1462 type => 'text'
1463 }
1464 ]
1465 ],
1466 desc => 'Applying a clock, the time is displayed to the player.',
1467 name => 'Clock'
1468 },
1469 Container => {
1470 attr => [
1471 [
1472 'race',
1473 {
1474 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.',
1475 name => 'container class',
1476 type => 'string'
1477 }
1478 ],
1479 [
1480 'slaying',
1481 {
1482 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container. When the key string starts with "match ", then it is expected to be a match expression, which will be applied to the player, so you can use e.g. (match type=POTION in inv). Note that the matched object will be removed.',
1483 name => 'key string',
1484 type => 'string'
1485 }
1486 ],
1487 [
1488 'container',
1489 {
1490 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.',
1491 name => 'maximum weight',
1492 type => 'int'
1493 }
1494 ],
1495 [
1496 'Str',
1497 {
1498 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.',
1499 name => 'reduce weight %',
1500 type => 'int'
1501 }
1502 ],
1503 [
1504 'is_cauldron',
1505 {
1506 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.',
1507 name => 'alchemy cauldron',
1508 type => 'bool'
1509 }
1510 ],
1511 [
1512 'unique',
1513 {
1514 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.',
1515 name => 'unique item',
1516 type => 'bool'
1517 }
1518 ],
1519 [
1520 'startequip',
1521 {
1522 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1523 name => 'godgiven item',
1524 type => 'bool'
1525 }
1526 ],
1527 [
1528 'other_arch',
1529 {
1530 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.',
1531 name => 'animation arch',
1532 type => 'string'
1533 }
1534 ],
1535 [
1536 'msg',
1537 {
1538 desc => 'This text may contain a description of the container.',
1539 end => 'endmsg',
1540 name => 'description',
1541 type => 'text'
1542 }
1543 ]
1544 ],
1545 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.',
1546 name => 'Container',
1547 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>'
1548 },
1549 Converter => {
1550 attr => [
1551 [
1552 'no_pick',
1553 {
1554 type => 'fixed',
1555 value => 1
1556 }
1557 ],
1558 [
1559 'slaying',
1560 {
1561 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1562 name => 'cost arch',
1563 type => 'string'
1564 }
1565 ],
1566 [
1567 'food',
1568 {
1569 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>.',
1570 name => 'cost number',
1571 type => 'int'
1572 }
1573 ],
1574 [
1575 'other_arch',
1576 {
1577 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.',
1578 name => 'receive arch',
1579 type => 'string'
1580 }
1581 ],
1582 [
1583 'sp',
1584 {
1585 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>.',
1586 name => 'receive number',
1587 type => 'int'
1588 }
1589 ],
1590 [
1591 'msg',
1592 {
1593 desc => 'This text may contain a description of the converter.',
1594 end => 'endmsg',
1595 name => 'description',
1596 type => 'text'
1597 }
1598 ],
1599 [
1600 'precious',
1601 {
1602 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.)',
1603 name => 'output unpaid',
1604 type => 'bool'
1605 }
1606 ]
1607 ],
1608 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.',
1609 ignore => [
1610 [
1611 'value'
1612 ],
1613 [
1614 'nrof'
1615 ],
1616 [
1617 'name_pl'
1618 ],
1619 [
1620 'no_pick'
1621 ],
1622 [
1623 'unpaid'
1624 ],
1625 [
1626 'title'
1627 ]
1628 ],
1629 name => 'Converter',
1630 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.'
1631 },
1632 Creator => {
1633 attr => [
1634 [
1635 'no_pick',
1636 {
1637 type => 'fixed',
1638 value => 1
1639 }
1640 ],
1641 [
1642 'other_arch',
1643 {
1644 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.',
1645 name => 'create arch',
1646 type => 'string'
1647 }
1648 ],
1649 [
1650 'connected',
1651 {
1652 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1653 name => 'connection',
1654 type => 'string'
1655 }
1656 ],
1657 [
1658 'activate_on_push',
1659 {
1660 desc => 'Whether the teleporter should only be activated on push.',
1661 name => 'activate on push',
1662 type => 'bool'
1663 }
1664 ],
1665 [
1666 'activate_on_release',
1667 {
1668 desc => 'Whether the teleporter should only be activated on release.',
1669 name => 'activate on release',
1670 type => 'bool'
1671 }
1672 ],
1673 [
1674 'lifesave',
1675 {
1676 desc => 'If <unlimited uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1677 name => 'unlimited uses',
1678 type => 'bool'
1679 }
1680 ],
1681 [
1682 'speed',
1683 {
1684 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.',
1685 name => 'speed',
1686 type => 'float'
1687 }
1688 ],
1689 [
1690 'hp',
1691 {
1692 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).',
1693 name => 'number of uses',
1694 type => 'int'
1695 }
1696 ],
1697 [
1698 'slaying',
1699 {
1700 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.',
1701 name => 'name of creation',
1702 type => 'string'
1703 }
1704 ],
1705 [
1706 'level',
1707 {
1708 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1709 name => 'level of creation',
1710 type => 'int'
1711 }
1712 ]
1713 ],
1714 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.',
1715 ignore => [
1716 $IGNORE_LIST{system_object},
1717 [
1718 'connected'
1719 ]
1720 ],
1721 name => 'Creator',
1722 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1723 },
1724 Detector => {
1725 attr => [
1726 [
1727 'no_pick',
1728 {
1729 type => 'fixed',
1730 value => 1
1731 }
1732 ],
1733 [
1734 'slaying',
1735 {
1736 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.',
1737 name => 'match name',
1738 type => 'string'
1739 }
1740 ],
1741 [
1742 'connected',
1743 {
1744 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1745 name => 'connection',
1746 type => 'string'
1747 }
1748 ],
1749 [
1750 'speed',
1751 {
1752 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.',
1753 name => 'detection speed',
1754 type => 'float'
1755 }
1756 ],
1757 [
1758 'speed_left',
1759 {
1760 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.',
1761 name => 'speed left',
1762 type => 'float'
1763 }
1764 ],
1765 [
1766 'speed_left',
1767 {
1768 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.',
1769 name => 'speed left',
1770 type => 'float'
1771 }
1772 ]
1773 ],
1774 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.',
1775 ignore => [
1776 $IGNORE_LIST{system_object},
1777 [
1778 'connected'
1779 ]
1780 ],
1781 name => 'Detector',
1782 use => 'Best avoid this type at all costs, use a pedestal instead.'
1783 },
1784 Director => {
1785 attr => [
1786 [
1787 'sp',
1788 {
1789 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).',
1790 name => 'direction',
1791 type => 'list',
1792 value => $LIST{direction}
1793 }
1794 ],
1795 [
1796 'move_on',
1797 {
1798 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1799 name => 'movement on',
1800 type => 'movement_type'
1801 }
1802 ]
1803 ],
1804 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.',
1805 ignore => [
1806 $IGNORE_LIST{non_pickable}
1807 ],
1808 name => 'Director',
1809 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.'
1810 },
1811 Disease => {
1812 attr => [
1813 [
1814 'invisible',
1815 {
1816 type => 'fixed',
1817 value => 1
1818 }
1819 ],
1820 [
1821 'level',
1822 {
1823 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.',
1824 name => 'plaque level',
1825 type => 'int'
1826 }
1827 ],
1828 [
1829 'race',
1830 {
1831 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1832 name => 'infect race',
1833 type => 'string'
1834 }
1835 ],
1836 [
1837 'ac',
1838 {
1839 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1840 name => 'progressiveness',
1841 type => 'int'
1842 }
1843 ],
1844 [
1845 'msg',
1846 {
1847 desc => 'This text is displayed to the player every time the symptoms strike.',
1848 end => 'endmsg',
1849 name => 'message',
1850 type => 'text'
1851 }
1852 ]
1853 ],
1854 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.',
1855 ignore => [
1856 $IGNORE_LIST{system_object}
1857 ],
1858 name => 'Disease',
1859 section => [
1860 [
1861 'spreading',
1862 [
1863 [
1864 'wc',
1865 {
1866 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.',
1867 name => 'infectiosness',
1868 type => 'int'
1869 }
1870 ],
1871 [
1872 'last_grace',
1873 {
1874 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1875 name => 'attenuation',
1876 type => 'int'
1877 }
1878 ],
1879 [
1880 'magic',
1881 {
1882 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.',
1883 name => 'infection range',
1884 type => 'int'
1885 }
1886 ],
1887 [
1888 'maxhp',
1889 {
1890 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).',
1891 name => 'persistence',
1892 type => 'int'
1893 }
1894 ],
1895 [
1896 'maxgrace',
1897 {
1898 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.',
1899 name => 'curing duration',
1900 type => 'int'
1901 }
1902 ],
1903 [
1904 'speed',
1905 {
1906 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1907 name => 'moving speed',
1908 type => 'float'
1909 }
1910 ],
1911 [
1912 'speed_left',
1913 {
1914 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.',
1915 name => 'speed left',
1916 type => 'float'
1917 }
1918 ]
1919 ]
1920 ],
1921 [
1922 'symptoms',
1923 [
1924 [
1925 'attacktype',
1926 {
1927 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1928 name => 'attacktype',
1929 type => 'bitmask',
1930 value => $BITMASK{attacktype}
1931 }
1932 ],
1933 [
1934 'dam',
1935 {
1936 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.',
1937 name => 'damage',
1938 type => 'int'
1939 }
1940 ],
1941 [
1942 'other_arch',
1943 {
1944 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.',
1945 name => 'create arch',
1946 type => 'string'
1947 }
1948 ],
1949 [
1950 'last_sp',
1951 {
1952 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1953 name => 'slowdown penalty',
1954 type => 'int'
1955 }
1956 ],
1957 [
1958 'exp',
1959 {
1960 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1961 name => 'exp. for curing',
1962 type => 'int'
1963 }
1964 ],
1965 [
1966 'maxsp',
1967 {
1968 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.',
1969 name => 'mana depletion',
1970 type => 'int'
1971 }
1972 ],
1973 [
1974 'last_eat',
1975 {
1976 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.',
1977 name => 'food depletion',
1978 type => 'int'
1979 }
1980 ],
1981 [
1982 'hp',
1983 {
1984 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1985 name => 'health regen.',
1986 type => 'int'
1987 }
1988 ],
1989 [
1990 'sp',
1991 {
1992 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1993 name => 'mana regen.',
1994 type => 'int'
1995 }
1996 ]
1997 ]
1998 ],
1999 [
2000 'disability',
2001 [
2002 [
2003 'Str',
2004 {
2005 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
2006 name => 'strength',
2007 type => 'int'
2008 }
2009 ],
2010 [
2011 'Dex',
2012 {
2013 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
2014 name => 'dexterity',
2015 type => 'int'
2016 }
2017 ],
2018 [
2019 'Con',
2020 {
2021 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
2022 name => 'constitution',
2023 type => 'int'
2024 }
2025 ],
2026 [
2027 'Int',
2028 {
2029 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
2030 name => 'intelligence',
2031 type => 'int'
2032 }
2033 ],
2034 [
2035 'Pow',
2036 {
2037 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
2038 name => 'power',
2039 type => 'int'
2040 }
2041 ],
2042 [
2043 'Wis',
2044 {
2045 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
2046 name => 'wisdom',
2047 type => 'int'
2048 }
2049 ],
2050 [
2051 'Cha',
2052 {
2053 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
2054 name => 'charisma',
2055 type => 'int'
2056 }
2057 ]
2058 ]
2059 ]
2060 ],
2061 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.'
2062 },
2063 Door => {
2064 attr => [
2065 [
2066 'no_pick',
2067 {
2068 type => 'fixed',
2069 value => 1
2070 }
2071 ],
2072 [
2073 'alive',
2074 {
2075 type => 'fixed',
2076 value => 1
2077 }
2078 ],
2079 [
2080 'move_block',
2081 {
2082 desc => 'Objects using these movement types cannot move over this space.',
2083 name => 'blocked movement',
2084 type => 'movement_type'
2085 }
2086 ],
2087 [
2088 'move_allow',
2089 {
2090 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2091 name => 'allowed movement',
2092 type => 'movement_type'
2093 }
2094 ],
2095 [
2096 'move_slow',
2097 {
2098 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2099 name => 'slowed movement',
2100 type => 'movement_type'
2101 }
2102 ],
2103 [
2104 'move_slow_penalty',
2105 {
2106 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)',
2107 name => 'slow movement penalty',
2108 type => 'int'
2109 }
2110 ],
2111 [
2112 'hp',
2113 {
2114 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
2115 name => 'hitpoints',
2116 type => 'int'
2117 }
2118 ],
2119 [
2120 'ac',
2121 {
2122 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2123 name => 'armour class',
2124 type => 'int'
2125 }
2126 ],
2127 [
2128 'other_arch',
2129 {
2130 desc => 'This string defines the object that will be created when the door was defeated.',
2131 name => 'drop arch',
2132 type => 'string'
2133 }
2134 ],
2135 [
2136 'randomitems',
2137 {
2138 desc => 'This entry determines what kind of traps will appear in the door.',
2139 name => 'treasurelist',
2140 type => 'treasurelist'
2141 }
2142 ],
2143 [
2144 'treasure_env',
2145 {
2146 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
2147 name => 'treasure in env',
2148 type => 'bool'
2149 }
2150 ]
2151 ],
2152 desc => 'A door can be opened with any 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.',
2153 ignore => [
2154 $IGNORE_LIST{non_pickable}
2155 ],
2156 name => 'Door'
2157 },
2158 Duplicator => {
2159 attr => [
2160 [
2161 'other_arch',
2162 {
2163 desc => 'Only objects of matching archtype, lying ontop of the duplicator will be duplicated, multiplied or removed. All other objects will be ignored.',
2164 name => 'target arch',
2165 type => 'string'
2166 }
2167 ],
2168 [
2169 'level',
2170 {
2171 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.',
2172 name => 'multiply factor',
2173 type => 'int'
2174 }
2175 ],
2176 [
2177 'connected',
2178 {
2179 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!',
2180 name => 'connection',
2181 type => 'string'
2182 }
2183 ],
2184 [
2185 'activate_on_push',
2186 {
2187 desc => 'Whether the teleporter should only be activated on push.',
2188 name => 'activate on push',
2189 type => 'bool'
2190 }
2191 ],
2192 [
2193 'activate_on_release',
2194 {
2195 desc => 'Whether the teleporter should only be activated on release.',
2196 name => 'activate on release',
2197 type => 'bool'
2198 }
2199 ]
2200 ],
2201 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.',
2202 ignore => [
2203 $IGNORE_LIST{system_object},
2204 [
2205 'connected'
2206 ]
2207 ],
2208 name => 'Duplicator',
2209 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%.'
2210 },
2211 'Event Connector' => {
2212 desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in. They are not used at all in Deliantra.',
2213 name => 'Event Connector'
2214 },
2215 Exit => {
2216 attr => [
2217 [
2218 'slaying',
2219 {
2220 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".',
2221 name => 'exit path',
2222 type => 'string'
2223 }
2224 ],
2225 [
2226 'hp',
2227 {
2228 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.',
2229 name => 'destination X',
2230 type => 'int'
2231 }
2232 ],
2233 [
2234 'sp',
2235 {
2236 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.',
2237 name => 'destination Y',
2238 type => 'int'
2239 }
2240 ],
2241 [
2242 'move_on',
2243 {
2244 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2245 name => 'movement on',
2246 type => 'movement_type'
2247 }
2248 ],
2249 [
2250 'msg',
2251 {
2252 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. =)',
2253 end => 'endmsg',
2254 name => 'exit message',
2255 type => 'text'
2256 }
2257 ],
2258 [
2259 'damned',
2260 {
2261 desc => 'If set, then players using this exit will have their savebed position set to the destination of the exit when passing through.',
2262 name => 'set savebed',
2263 type => 'bool'
2264 }
2265 ]
2266 ],
2267 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.',
2268 ignore => [
2269 $IGNORE_LIST{non_pickable}
2270 ],
2271 name => 'Exit',
2272 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.'
2273 },
2274 Flesh => {
2275 attr => [
2276 [
2277 'food',
2278 {
2279 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2280 name => 'foodpoints',
2281 type => 'int'
2282 }
2283 ],
2284 [
2285 'level',
2286 {
2287 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.',
2288 name => 'flesh level',
2289 type => 'int'
2290 }
2291 ],
2292 [
2293 'startequip',
2294 {
2295 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2296 name => 'godgiven item',
2297 type => 'bool'
2298 }
2299 ],
2300 [
2301 'msg',
2302 {
2303 desc => 'This text may describe the item.',
2304 end => 'endmsg',
2305 name => 'description',
2306 type => 'text'
2307 }
2308 ]
2309 ],
2310 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.',
2311 name => 'Flesh',
2312 section => [
2313 [
2314 'resistance',
2315 [
2316 [
2317 'resist_physical',
2318 {
2319 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2320 name => 'resist physical %',
2321 type => 'int'
2322 }
2323 ],
2324 [
2325 'resist_magic',
2326 {
2327 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2328 name => 'resist magic %',
2329 type => 'int'
2330 }
2331 ],
2332 [
2333 'resist_fire',
2334 {
2335 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2336 name => 'resist fire %',
2337 type => 'int'
2338 }
2339 ],
2340 [
2341 'resist_electricity',
2342 {
2343 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2344 name => 'resist electricity %',
2345 type => 'int'
2346 }
2347 ],
2348 [
2349 'resist_cold',
2350 {
2351 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2352 name => 'resist cold %',
2353 type => 'int'
2354 }
2355 ],
2356 [
2357 'resist_confusion',
2358 {
2359 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2360 name => 'resist confusion %',
2361 type => 'int'
2362 }
2363 ],
2364 [
2365 'resist_acid',
2366 {
2367 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2368 name => 'resist acid %',
2369 type => 'int'
2370 }
2371 ],
2372 [
2373 'resist_drain',
2374 {
2375 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2376 name => 'resist draining %',
2377 type => 'int'
2378 }
2379 ],
2380 [
2381 'resist_weaponmagic',
2382 {
2383 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2384 name => 'resist weaponmagic %',
2385 type => 'int'
2386 }
2387 ],
2388 [
2389 'resist_ghosthit',
2390 {
2391 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2392 name => 'resist ghosthit %',
2393 type => 'int'
2394 }
2395 ],
2396 [
2397 'resist_poison',
2398 {
2399 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2400 name => 'resist poison %',
2401 type => 'int'
2402 }
2403 ],
2404 [
2405 'resist_slow',
2406 {
2407 desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2408 name => 'resist slow %',
2409 type => 'int'
2410 }
2411 ],
2412 [
2413 'resist_paralyze',
2414 {
2415 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.',
2416 name => 'resist paralyze %',
2417 type => 'int'
2418 }
2419 ],
2420 [
2421 'resist_fear',
2422 {
2423 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.',
2424 name => 'resist fear %',
2425 type => 'int'
2426 }
2427 ],
2428 [
2429 'resist_deplete',
2430 {
2431 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.',
2432 name => 'resist depletion %',
2433 type => 'int'
2434 }
2435 ],
2436 [
2437 'resist_death',
2438 {
2439 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.',
2440 name => 'resist death-attack %',
2441 type => 'int'
2442 }
2443 ],
2444 [
2445 'resist_chaos',
2446 {
2447 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.',
2448 name => 'resist chaos %',
2449 type => 'int'
2450 }
2451 ],
2452 [
2453 'resist_blind',
2454 {
2455 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.',
2456 name => 'resist blinding %',
2457 type => 'int'
2458 }
2459 ]
2460 ]
2461 ]
2462 ],
2463 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.'
2464 },
2465 Floor => {
2466 attr => [
2467 [
2468 'is_floor',
2469 {
2470 type => 'fixed',
2471 value => 1
2472 }
2473 ],
2474 [
2475 'no_pick',
2476 {
2477 type => 'fixed',
2478 value => 1
2479 }
2480 ],
2481 [
2482 'no_magic',
2483 {
2484 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2485 name => 'no spells',
2486 type => 'bool'
2487 }
2488 ],
2489 [
2490 'damned',
2491 {
2492 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2493 name => 'no prayers',
2494 type => 'bool'
2495 }
2496 ],
2497 [
2498 'unique',
2499 {
2500 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>.',
2501 name => 'unique map',
2502 type => 'bool'
2503 }
2504 ],
2505 [
2506 'buildable',
2507 {
2508 desc => 'A buildable can be built upon. This is usually used in combination with the unique attribute for player apartments or guild storages. But it\'s use is not limited to private maps.',
2509 name => 'buildable',
2510 type => 'bool'
2511 }
2512 ],
2513 [
2514 'msg',
2515 {
2516 desc => 'This text may describe the object.',
2517 end => 'endmsg',
2518 name => 'description',
2519 type => 'text'
2520 }
2521 ]
2522 ],
2523 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2524 ignore => [
2525 $IGNORE_LIST{non_pickable}
2526 ],
2527 name => 'Floor',
2528 section => [
2529 [
2530 'terrain',
2531 [
2532 [
2533 'move_block',
2534 {
2535 desc => 'Objects using these movement types cannot move over this space.',
2536 name => 'blocked movement',
2537 type => 'movement_type'
2538 }
2539 ],
2540 [
2541 'move_allow',
2542 {
2543 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2544 name => 'allowed movement',
2545 type => 'movement_type'
2546 }
2547 ],
2548 [
2549 'move_slow',
2550 {
2551 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2552 name => 'slowed movement',
2553 type => 'movement_type'
2554 }
2555 ],
2556 [
2557 'move_slow_penalty',
2558 {
2559 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)',
2560 name => 'slow movement penalty',
2561 type => 'int'
2562 }
2563 ],
2564 [
2565 'is_wooded',
2566 {
2567 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2568 name => 'wooded terrain',
2569 type => 'bool'
2570 }
2571 ],
2572 [
2573 'is_hilly',
2574 {
2575 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2576 name => 'hilly terrain',
2577 type => 'bool'
2578 }
2579 ]
2580 ]
2581 ]
2582 ]
2583 },
2584 'Floor (Encounter)' => {
2585 attr => [
2586 [
2587 'is_floor',
2588 {
2589 type => 'fixed',
2590 value => 1
2591 }
2592 ],
2593 [
2594 'no_pick',
2595 {
2596 type => 'fixed',
2597 value => 1
2598 }
2599 ],
2600 [
2601 'no_magic',
2602 {
2603 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2604 name => 'no spells',
2605 type => 'bool'
2606 }
2607 ],
2608 [
2609 'damned',
2610 {
2611 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2612 name => 'no prayers',
2613 type => 'bool'
2614 }
2615 ],
2616 [
2617 'unique',
2618 {
2619 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>.',
2620 name => 'unique map',
2621 type => 'bool'
2622 }
2623 ],
2624 [
2625 'buildable',
2626 {
2627 desc => 'A buildable can be built upon. This is usually used in combination with the unique attribute for player apartments or guild storages. But it\'s use is not limited to private maps.',
2628 name => 'buildable',
2629 type => 'bool'
2630 }
2631 ],
2632 [
2633 'msg',
2634 {
2635 desc => 'This text may describe the object.',
2636 end => 'endmsg',
2637 name => 'description',
2638 type => 'text'
2639 }
2640 ]
2641 ],
2642 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.',
2643 ignore => [
2644 $IGNORE_LIST{non_pickable}
2645 ],
2646 name => 'Floor (Encounter)',
2647 section => [
2648 [
2649 'terrain',
2650 [
2651 [
2652 'move_block',
2653 {
2654 desc => 'Objects using these movement types cannot move over this space.',
2655 name => 'blocked movement',
2656 type => 'movement_type'
2657 }
2658 ],
2659 [
2660 'move_allow',
2661 {
2662 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2663 name => 'allowed movement',
2664 type => 'movement_type'
2665 }
2666 ],
2667 [
2668 'move_slow',
2669 {
2670 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2671 name => 'slowed movement',
2672 type => 'movement_type'
2673 }
2674 ],
2675 [
2676 'move_slow_penalty',
2677 {
2678 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)',
2679 name => 'slow movement penalty',
2680 type => 'int'
2681 }
2682 ],
2683 [
2684 'is_wooded',
2685 {
2686 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2687 name => 'wooded terrain',
2688 type => 'bool'
2689 }
2690 ],
2691 [
2692 'is_hilly',
2693 {
2694 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2695 name => 'hilly terrain',
2696 type => 'bool'
2697 }
2698 ]
2699 ]
2700 ]
2701 ]
2702 },
2703 Food => {
2704 attr => [
2705 [
2706 'food',
2707 {
2708 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2709 name => 'foodpoints',
2710 type => 'int'
2711 }
2712 ],
2713 [
2714 'startequip',
2715 {
2716 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2717 name => 'godgiven item',
2718 type => 'bool'
2719 }
2720 ]
2721 ],
2722 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2723 name => 'Food'
2724 },
2725 Gate => {
2726 attr => [
2727 [
2728 'no_pick',
2729 {
2730 type => 'fixed',
2731 value => 1
2732 }
2733 ],
2734 [
2735 'speed',
2736 {
2737 desc => 'The speed of the gate affects how fast it is closing/opening.',
2738 type => 'float'
2739 }
2740 ],
2741 [
2742 'connected',
2743 {
2744 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2745 name => 'connection',
2746 type => 'string'
2747 }
2748 ],
2749 [
2750 'wc',
2751 {
2752 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.',
2753 name => 'position state',
2754 type => 'int'
2755 }
2756 ],
2757 [
2758 'move_block',
2759 {
2760 desc => 'Objects using these movement types cannot move over this space.',
2761 name => 'blocked movement',
2762 type => 'movement_type'
2763 }
2764 ],
2765 [
2766 'move_allow',
2767 {
2768 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2769 name => 'allowed movement',
2770 type => 'movement_type'
2771 }
2772 ],
2773 [
2774 'move_slow',
2775 {
2776 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2777 name => 'slowed movement',
2778 type => 'movement_type'
2779 }
2780 ],
2781 [
2782 'move_slow_penalty',
2783 {
2784 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)',
2785 name => 'slow movement penalty',
2786 type => 'int'
2787 }
2788 ],
2789 [
2790 'no_magic',
2791 {
2792 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2793 name => 'restrict spells',
2794 type => 'bool'
2795 }
2796 ],
2797 [
2798 'damned',
2799 {
2800 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2801 name => 'restrict prayers',
2802 type => 'bool'
2803 }
2804 ]
2805 ],
2806 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.',
2807 ignore => [
2808 $IGNORE_LIST{non_pickable},
2809 [
2810 'connected'
2811 ]
2812 ],
2813 name => 'Gate',
2814 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".'
2815 },
2816 Girdle => {
2817 attr => [
2818 [
2819 'magic',
2820 {
2821 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.',
2822 name => 'magic bonus',
2823 type => 'int'
2824 }
2825 ]
2826 ],
2827 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.',
2828 import => [
2829 'Amulet'
2830 ],
2831 name => 'Girdle',
2832 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2833 },
2834 Gloves => {
2835 attr => [
2836 [
2837 'magic',
2838 {
2839 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.',
2840 name => 'magic bonus',
2841 type => 'int'
2842 }
2843 ]
2844 ],
2845 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2846 import => [
2847 'Amulet'
2848 ],
2849 name => 'Gloves',
2850 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2851 },
2852 Handle => {
2853 attr => [
2854 [
2855 'no_pick',
2856 {
2857 type => 'fixed',
2858 value => 1
2859 }
2860 ],
2861 [
2862 'connected',
2863 {
2864 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2865 name => 'connection',
2866 type => 'string'
2867 }
2868 ],
2869 [
2870 'msg',
2871 {
2872 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2873 end => 'endmsg',
2874 name => 'description',
2875 type => 'text'
2876 }
2877 ]
2878 ],
2879 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2880 ignore => [
2881 $IGNORE_LIST{non_pickable},
2882 [
2883 'connected'
2884 ]
2885 ],
2886 name => 'Handle',
2887 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.'
2888 },
2889 'Handle Trigger' => {
2890 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.',
2891 ignore => [
2892 $IGNORE_LIST{non_pickable}
2893 ],
2894 import => [
2895 'Handle'
2896 ],
2897 name => 'Handle Trigger',
2898 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.'
2899 },
2900 'Hazard Floor' => {
2901 attr => [
2902 [
2903 'is_floor',
2904 {
2905 type => 'fixed',
2906 value => 1
2907 }
2908 ],
2909 [
2910 'lifesave',
2911 {
2912 type => 'fixed',
2913 value => 1
2914 }
2915 ],
2916 [
2917 'move_on',
2918 {
2919 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2920 name => 'movement on',
2921 type => 'movement_type'
2922 }
2923 ],
2924 [
2925 'no_pick',
2926 {
2927 type => 'fixed',
2928 value => 1
2929 }
2930 ],
2931 [
2932 'attacktype',
2933 {
2934 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.',
2935 name => 'attacktype',
2936 type => 'bitmask',
2937 value => $BITMASK{attacktype}
2938 }
2939 ],
2940 [
2941 'dam',
2942 {
2943 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.',
2944 name => 'base damage',
2945 type => 'int'
2946 }
2947 ],
2948 [
2949 'wc',
2950 {
2951 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.',
2952 name => 'weaponclass',
2953 type => 'int'
2954 }
2955 ],
2956 [
2957 'level',
2958 {
2959 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.',
2960 name => 'attack level',
2961 type => 'int'
2962 }
2963 ],
2964 [
2965 'no_magic',
2966 {
2967 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2968 name => 'no spells',
2969 type => 'bool'
2970 }
2971 ],
2972 [
2973 'damned',
2974 {
2975 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2976 name => 'no prayers',
2977 type => 'bool'
2978 }
2979 ],
2980 [
2981 'unique',
2982 {
2983 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>.',
2984 name => 'unique map',
2985 type => 'bool'
2986 }
2987 ]
2988 ],
2989 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.',
2990 ignore => [
2991 $IGNORE_LIST{non_pickable}
2992 ],
2993 name => 'Hazard Floor',
2994 section => [
2995 [
2996 'terrain',
2997 [
2998 [
2999 'move_block',
3000 {
3001 desc => 'Objects using these movement types cannot move over this space.',
3002 name => 'blocked movement',
3003 type => 'movement_type'
3004 }
3005 ],
3006 [
3007 'move_allow',
3008 {
3009 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3010 name => 'allowed movement',
3011 type => 'movement_type'
3012 }
3013 ],
3014 [
3015 'move_slow',
3016 {
3017 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3018 name => 'slowed movement',
3019 type => 'movement_type'
3020 }
3021 ],
3022 [
3023 'move_slow_penalty',
3024 {
3025 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)',
3026 name => 'slow movement penalty',
3027 type => 'int'
3028 }
3029 ],
3030 [
3031 'is_wooded',
3032 {
3033 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
3034 name => 'wooded terrain',
3035 type => 'bool'
3036 }
3037 ],
3038 [
3039 'is_hilly',
3040 {
3041 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
3042 name => 'hilly terrain',
3043 type => 'bool'
3044 }
3045 ]
3046 ]
3047 ]
3048 ],
3049 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.'
3050 },
3051 Helmet => {
3052 attr => [
3053 [
3054 'magic',
3055 {
3056 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>.',
3057 name => 'magic bonus',
3058 type => 'int'
3059 }
3060 ]
3061 ],
3062 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.',
3063 import => [
3064 'Amulet'
3065 ],
3066 name => 'Helmet',
3067 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
3068 },
3069 'Holy Altar' => {
3070 attr => [
3071 [
3072 'no_pick',
3073 {
3074 type => 'fixed',
3075 value => 1
3076 }
3077 ],
3078 [
3079 'other_arch',
3080 {
3081 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.',
3082 name => 'god name',
3083 type => 'string'
3084 }
3085 ],
3086 [
3087 'level',
3088 {
3089 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.',
3090 name => 'reconsecrate level',
3091 type => 'int'
3092 }
3093 ]
3094 ],
3095 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.',
3096 ignore => [
3097 $IGNORE_LIST{non_pickable}
3098 ],
3099 name => 'Holy Altar'
3100 },
3101 Horn => {
3102 attr => [
3103 [
3104 'sp',
3105 {
3106 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!',
3107 name => 'spell',
3108 type => 'spell'
3109 }
3110 ],
3111 [
3112 'level',
3113 {
3114 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
3115 name => 'casting level',
3116 type => 'int'
3117 }
3118 ],
3119 [
3120 'hp',
3121 {
3122 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3123 name => 'initial spellpoints',
3124 type => 'int'
3125 }
3126 ],
3127 [
3128 'maxhp',
3129 {
3130 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.',
3131 name => 'max. spellpoints',
3132 type => 'int'
3133 }
3134 ],
3135 [
3136 'startequip',
3137 {
3138 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3139 name => 'godgiven item',
3140 type => 'bool'
3141 }
3142 ],
3143 [
3144 'msg',
3145 {
3146 desc => 'This text may contain a description of the horn.',
3147 end => 'endmsg',
3148 name => 'description',
3149 type => 'text'
3150 }
3151 ]
3152 ],
3153 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.',
3154 ignore => [
3155 [
3156 'title'
3157 ]
3158 ],
3159 name => 'Horn',
3160 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.'
3161 },
3162 Inorganic => {
3163 attr => [
3164 [
3165 'is_dust',
3166 {
3167 name => 'is dust',
3168 type => 'bool'
3169 }
3170 ]
3171 ],
3172 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3173 name => 'Inorganic',
3174 section => [
3175 [
3176 'resistance',
3177 [
3178 [
3179 'resist_physical',
3180 {
3181 name => 'resist physical %',
3182 type => 'int'
3183 }
3184 ],
3185 [
3186 'resist_magic',
3187 {
3188 name => 'resist magic %',
3189 type => 'int'
3190 }
3191 ],
3192 [
3193 'resist_fire',
3194 {
3195 name => 'resist fire %',
3196 type => 'int'
3197 }
3198 ],
3199 [
3200 'resist_electricity',
3201 {
3202 name => 'resist electricity %',
3203 type => 'int'
3204 }
3205 ],
3206 [
3207 'resist_cold',
3208 {
3209 name => 'resist cold %',
3210 type => 'int'
3211 }
3212 ],
3213 [
3214 'resist_confusion',
3215 {
3216 name => 'resist confusion %',
3217 type => 'int'
3218 }
3219 ],
3220 [
3221 'resist_acid',
3222 {
3223 name => 'resist acid %',
3224 type => 'int'
3225 }
3226 ],
3227 [
3228 'resist_drain',
3229 {
3230 name => 'resist draining %',
3231 type => 'int'
3232 }
3233 ],
3234 [
3235 'resist_weaponmagic',
3236 {
3237 name => 'resist weaponmagic %',
3238 type => 'int'
3239 }
3240 ],
3241 [
3242 'resist_ghosthit',
3243 {
3244 name => 'resist ghosthit %',
3245 type => 'int'
3246 }
3247 ],
3248 [
3249 'resist_poison',
3250 {
3251 name => 'resist poison %',
3252 type => 'int'
3253 }
3254 ],
3255 [
3256 'resist_slow',
3257 {
3258 name => 'resist slow %',
3259 type => 'int'
3260 }
3261 ],
3262 [
3263 'resist_paralyze',
3264 {
3265 name => 'resist paralyze %',
3266 type => 'int'
3267 }
3268 ],
3269 [
3270 'resist_fear',
3271 {
3272 name => 'resist fear %',
3273 type => 'int'
3274 }
3275 ],
3276 [
3277 'resist_deplete',
3278 {
3279 name => 'resist depletion %',
3280 type => 'int'
3281 }
3282 ],
3283 [
3284 'resist_death',
3285 {
3286 name => 'resist death-attack %',
3287 type => 'int'
3288 }
3289 ],
3290 [
3291 'resist_chaos',
3292 {
3293 name => 'resist chaos %',
3294 type => 'int'
3295 }
3296 ],
3297 [
3298 'resist_blind',
3299 {
3300 name => 'resist blinding %',
3301 type => 'int'
3302 }
3303 ],
3304 [
3305 'resist_holyword',
3306 {
3307 name => 'resist holy power %',
3308 type => 'int'
3309 }
3310 ],
3311 [
3312 'resist_godpower',
3313 {
3314 name => 'resist godpower %',
3315 type => 'int'
3316 }
3317 ]
3318 ]
3319 ]
3320 ]
3321 },
3322 Inscribable => {
3323 attr => [
3324 [
3325 'startequip',
3326 {
3327 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3328 name => 'godgiven item',
3329 type => 'bool'
3330 }
3331 ],
3332 [
3333 'unique',
3334 {
3335 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3336 name => 'unique item',
3337 type => 'bool'
3338 }
3339 ],
3340 [
3341 'other_arch',
3342 {
3343 desc => 'This is the item created after being inscribed - scrolls are treated like spell scrolls, all else will have it\'s message replaced.',
3344 name => 'book/scroll arch',
3345 type => 'string'
3346 }
3347 ]
3348 ],
3349 desc => 'Inscribable Item - when inscribed, it becomes another object.',
3350 name => 'Inscribable'
3351 },
3352 'Inventory Checker' => {
3353 attr => [
3354 [
3355 'no_pick',
3356 {
3357 type => 'fixed',
3358 value => 1
3359 }
3360 ],
3361 [
3362 'slaying',
3363 {
3364 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.',
3365 name => 'match key string',
3366 type => 'string'
3367 }
3368 ],
3369 [
3370 'race',
3371 {
3372 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>.',
3373 name => 'match arch name',
3374 type => 'string'
3375 }
3376 ],
3377 [
3378 'hp',
3379 {
3380 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. ;)',
3381 name => 'match type',
3382 type => 'int'
3383 }
3384 ],
3385 [
3386 'last_sp',
3387 {
3388 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3389 name => 'match = having',
3390 type => 'bool'
3391 }
3392 ],
3393 [
3394 'connected',
3395 {
3396 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3397 name => 'connection',
3398 type => 'string'
3399 }
3400 ],
3401 [
3402 'move_block',
3403 {
3404 desc => 'Objects using these movement types cannot move over this space.',
3405 name => 'blocked movement',
3406 type => 'movement_type'
3407 }
3408 ],
3409 [
3410 'move_allow',
3411 {
3412 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3413 name => 'allowed movement',
3414 type => 'movement_type'
3415 }
3416 ],
3417 [
3418 'move_slow',
3419 {
3420 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3421 name => 'slowed movement',
3422 type => 'movement_type'
3423 }
3424 ],
3425 [
3426 'move_slow_penalty',
3427 {
3428 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)',
3429 name => 'slow movement penalty',
3430 type => 'int'
3431 }
3432 ],
3433 [
3434 'last_heal',
3435 {
3436 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!',
3437 name => 'remove match',
3438 type => 'bool'
3439 }
3440 ]
3441 ],
3442 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.',
3443 ignore => [
3444 $IGNORE_LIST{system_object},
3445 [
3446 'connected'
3447 ]
3448 ],
3449 name => 'Inventory Checker',
3450 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.'
3451 },
3452 'Item Match' => {
3453 attr => [
3454 [
3455 'no_pick',
3456 {
3457 type => 'fixed',
3458 value => 1
3459 }
3460 ],
3461 [
3462 'slaying',
3463 {
3464 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.',
3465 name => 'match expression',
3466 type => 'string'
3467 }
3468 ],
3469 [
3470 'connected',
3471 {
3472 desc => 'When the match is triggered, all objects with the same connection value get activated.',
3473 name => 'connection',
3474 type => 'string'
3475 }
3476 ],
3477 [
3478 'move_on',
3479 {
3480 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
3481 name => 'movement on',
3482 type => 'movement_type'
3483 }
3484 ],
3485 [
3486 'move_off',
3487 {
3488 desc => 'Which movement types deactivate this object (e.g. button).',
3489 name => 'movement off',
3490 type => 'movement_type'
3491 }
3492 ],
3493 [
3494 'move_block',
3495 {
3496 desc => 'Objects using these movement types cannot move over this space.',
3497 name => 'blocked movement',
3498 type => 'movement_type'
3499 }
3500 ]
3501 ],
3502 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.',
3503 ignore => [
3504 $IGNORE_LIST{non_pickable},
3505 [
3506 'connected'
3507 ]
3508 ],
3509 name => 'Item Match',
3510 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.'
3511 },
3512 'Item Transformer' => {
3513 attr => [
3514 [
3515 'food',
3516 {
3517 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3518 name => 'number of uses',
3519 type => 'int'
3520 }
3521 ],
3522 [
3523 'slaying',
3524 {
3525 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3526 name => 'verb',
3527 type => 'string'
3528 }
3529 ],
3530 [
3531 'startequip',
3532 {
3533 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3534 name => 'godgiven item',
3535 type => 'bool'
3536 }
3537 ],
3538 [
3539 'msg',
3540 {
3541 desc => 'This text may contain a description of the item transformer.',
3542 end => 'endmsg',
3543 name => 'description',
3544 type => 'text'
3545 }
3546 ]
3547 ],
3548 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.',
3549 name => 'Item Transformer',
3550 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\'.'
3551 },
3552 Jewel => {
3553 attr => [
3554 [
3555 'race',
3556 {
3557 type => 'fixed',
3558 value => 'gold and jewels'
3559 }
3560 ],
3561 [
3562 'msg',
3563 {
3564 desc => 'This text may describe the object.',
3565 end => 'endmsg',
3566 name => 'description',
3567 type => 'text'
3568 }
3569 ]
3570 ],
3571 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.',
3572 name => 'Jewel'
3573 },
3574 Key => {
3575 attr => [
3576 [
3577 'startequip',
3578 {
3579 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3580 name => 'godgiven item',
3581 type => 'bool'
3582 }
3583 ]
3584 ],
3585 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3586 name => 'Key'
3587 },
3588 Lamp => {
3589 attr => [
3590 [
3591 'speed',
3592 {
3593 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.)',
3594 name => 'burn speed',
3595 type => 'float'
3596 }
3597 ],
3598 [
3599 'food',
3600 {
3601 desc => 'This field sets the burning duration of the lamp, which depends on the speed field of this object.',
3602 name => 'fuel',
3603 type => 'int'
3604 }
3605 ],
3606 [
3607 'range',
3608 {
3609 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.',
3610 name => 'enabled glow radius',
3611 type => 'int'
3612 }
3613 ],
3614 [
3615 'level',
3616 {
3617 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.',
3618 name => 'level',
3619 type => 'int'
3620 }
3621 ],
3622 [
3623 'cursed',
3624 {
3625 desc => 'Cursed lamps, which have a level above 0, explode if the player applies them.',
3626 name => 'cursed',
3627 type => 'bool'
3628 }
3629 ]
3630 ],
3631 desc => 'Lamps are carryable light sources for players with a fuel tank.',
3632 name => 'Lamp'
3633 },
3634 'Locked Door' => {
3635 attr => [
3636 [
3637 'move_type',
3638 {
3639 type => 'fixed',
3640 value => 0
3641 }
3642 ],
3643 [
3644 'no_pick',
3645 {
3646 type => 'fixed',
3647 value => 1
3648 }
3649 ],
3650 [
3651 'slaying',
3652 {
3653 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". When the key string starts with "match ", then it is expected to be a match expression, which will be applied to the player, so you can use e.g. (match type=POTION in inv). Note that the matched object will be removed.',
3654 name => 'key string',
3655 type => 'string'
3656 }
3657 ],
3658 [
3659 'no_magic',
3660 {
3661 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).',
3662 name => 'restrict spells',
3663 type => 'bool'
3664 }
3665 ],
3666 [
3667 'damned',
3668 {
3669 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3670 name => 'restrict prayers',
3671 type => 'bool'
3672 }
3673 ],
3674 [
3675 'msg',
3676 {
3677 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.',
3678 end => 'endmsg',
3679 name => 'lock message',
3680 type => 'text'
3681 }
3682 ]
3683 ],
3684 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3685 ignore => [
3686 $IGNORE_LIST{non_pickable}
3687 ],
3688 name => 'Locked Door',
3689 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).'
3690 },
3691 'Magic Ear' => {
3692 attr => [
3693 [
3694 'no_pick',
3695 {
3696 type => 'fixed',
3697 value => 1
3698 }
3699 ],
3700 [
3701 'connected',
3702 {
3703 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3704 name => 'connection',
3705 type => 'string'
3706 }
3707 ],
3708 [
3709 'msg',
3710 {
3711 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!',
3712 end => 'endmsg',
3713 name => 'keyword-matching',
3714 type => 'text'
3715 }
3716 ]
3717 ],
3718 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3719 ignore => [
3720 $IGNORE_LIST{system_object},
3721 [
3722 'connected'
3723 ]
3724 ],
3725 name => 'Magic Ear',
3726 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.'
3727 },
3728 'Magic Wall' => {
3729 attr => [
3730 [
3731 'dam',
3732 {
3733 desc => 'The magic wall will cast this <spell>.',
3734 name => 'spell',
3735 type => 'spell'
3736 }
3737 ],
3738 [
3739 'level',
3740 {
3741 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.',
3742 name => 'spell level',
3743 type => 'int'
3744 }
3745 ],
3746 [
3747 'connected',
3748 {
3749 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.',
3750 name => 'connection',
3751 type => 'string'
3752 }
3753 ],
3754 [
3755 'activate_on_push',
3756 {
3757 desc => 'Whether the teleporter should only be activated on push.',
3758 name => 'activate on push',
3759 type => 'bool'
3760 }
3761 ],
3762 [
3763 'activate_on_release',
3764 {
3765 desc => 'Whether the teleporter should only be activated on release.',
3766 name => 'activate on release',
3767 type => 'bool'
3768 }
3769 ],
3770 [
3771 'speed',
3772 {
3773 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".',
3774 name => 'casting speed',
3775 type => 'float'
3776 }
3777 ],
3778 [
3779 'speed_left',
3780 {
3781 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.',
3782 name => 'speed left',
3783 type => 'float'
3784 }
3785 ],
3786 [
3787 'sp',
3788 {
3789 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.',
3790 name => 'direction',
3791 type => 'list',
3792 value => $LIST{direction}
3793 }
3794 ],
3795 [
3796 'move_block',
3797 {
3798 desc => 'Objects using these movement types cannot move over this space.',
3799 name => 'blocked movement',
3800 type => 'movement_type'
3801 }
3802 ],
3803 [
3804 'move_allow',
3805 {
3806 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3807 name => 'allowed movement',
3808 type => 'movement_type'
3809 }
3810 ],
3811 [
3812 'move_slow',
3813 {
3814 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3815 name => 'slowed movement',
3816 type => 'movement_type'
3817 }
3818 ],
3819 [
3820 'move_slow_penalty',
3821 {
3822 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)',
3823 name => 'slow movement penalty',
3824 type => 'int'
3825 }
3826 ]
3827 ],
3828 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.',
3829 ignore => [
3830 $IGNORE_LIST{non_pickable},
3831 [
3832 'connected'
3833 ]
3834 ],
3835 name => 'Magic Wall',
3836 section => [
3837 [
3838 'destroyable',
3839 [
3840 [
3841 'alive',
3842 {
3843 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.',
3844 name => 'is destroyable',
3845 type => 'bool'
3846 }
3847 ],
3848 [
3849 'hp',
3850 {
3851 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3852 name => 'hitpoints',
3853 type => 'int'
3854 }
3855 ],
3856 [
3857 'maxhp',
3858 {
3859 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3860 name => 'max hitpoints',
3861 type => 'int'
3862 }
3863 ],
3864 [
3865 'ac',
3866 {
3867 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>.',
3868 name => 'armour class',
3869 type => 'int'
3870 }
3871 ]
3872 ]
3873 ],
3874 [
3875 'resistance',
3876 [
3877 [
3878 'resist_physical',
3879 {
3880 name => 'resist physical %',
3881 type => 'int'
3882 }
3883 ],
3884 [
3885 'resist_magic',
3886 {
3887 name => 'resist magic %',
3888 type => 'int'
3889 }
3890 ],
3891 [
3892 'resist_fire',
3893 {
3894 name => 'resist fire %',
3895 type => 'int'
3896 }
3897 ],
3898 [
3899 'resist_electricity',
3900 {
3901 name => 'resist electricity %',
3902 type => 'int'
3903 }
3904 ],
3905 [
3906 'resist_cold',
3907 {
3908 name => 'resist cold %',
3909 type => 'int'
3910 }
3911 ],
3912 [
3913 'resist_confusion',
3914 {
3915 name => 'resist confusion %',
3916 type => 'int'
3917 }
3918 ],
3919 [
3920 'resist_acid',
3921 {
3922 name => 'resist acid %',
3923 type => 'int'
3924 }
3925 ],
3926 [
3927 'resist_drain',
3928 {
3929 name => 'resist draining %',
3930 type => 'int'
3931 }
3932 ],
3933 [
3934 'resist_weaponmagic',
3935 {
3936 name => 'resist weaponmagic %',
3937 type => 'int'
3938 }
3939 ],
3940 [
3941 'resist_ghosthit',
3942 {
3943 name => 'resist ghosthit %',
3944 type => 'int'
3945 }
3946 ],
3947 [
3948 'resist_poison',
3949 {
3950 name => 'resist poison %',
3951 type => 'int'
3952 }
3953 ],
3954 [
3955 'resist_slow',
3956 {
3957 name => 'resist slow %',
3958 type => 'int'
3959 }
3960 ],
3961 [
3962 'resist_paralyze',
3963 {
3964 name => 'resist paralyze %',
3965 type => 'int'
3966 }
3967 ],
3968 [
3969 'resist_fear',
3970 {
3971 name => 'resist fear %',
3972 type => 'int'
3973 }
3974 ],
3975 [
3976 'resist_deplete',
3977 {
3978 name => 'resist depletion %',
3979 type => 'int'
3980 }
3981 ],
3982 [
3983 'resist_death',
3984 {
3985 name => 'resist death-attack %',
3986 type => 'int'
3987 }
3988 ],
3989 [
3990 'resist_chaos',
3991 {
3992 name => 'resist chaos %',
3993 type => 'int'
3994 }
3995 ],
3996 [
3997 'resist_blind',
3998 {
3999 name => 'resist blinding %',
4000 type => 'int'
4001 }
4002 ],
4003 [
4004 'resist_holyword',
4005 {
4006 name => 'resist holy power %',
4007 type => 'int'
4008 }
4009 ],
4010 [
4011 'resist_godpower',
4012 {
4013 name => 'resist godpower %',
4014 type => 'int'
4015 }
4016 ]
4017 ]
4018 ]
4019 ],
4020 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".'
4021 },
4022 'Map Script' => {
4023 attr => [
4024 [
4025 'connected',
4026 {
4027 desc => 'When the map script object is triggered, it will execute the perl script with the triggering object as $activator.',
4028 name => 'connection',
4029 type => 'string'
4030 }
4031 ],
4032 [
4033 'activate_on_push',
4034 {
4035 desc => 'Whether the teleporter should only be activated on push.',
4036 name => 'activate on push',
4037 type => 'bool'
4038 }
4039 ],
4040 [
4041 'activate_on_release',
4042 {
4043 desc => 'Whether the teleporter should only be activated on release.',
4044 name => 'activate on release',
4045 type => 'bool'
4046 }
4047 ],
4048 [
4049 'msg',
4050 {
4051 desc => 'This perl script will be executed each time the objetc is triggered.',
4052 end => 'endmsg',
4053 name => 'script',
4054 type => 'text'
4055 }
4056 ]
4057 ],
4058 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.',
4059 ignore => [
4060 $IGNORE_LIST{system_object},
4061 [
4062 'connected'
4063 ]
4064 ],
4065 name => 'Map Script',
4066 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.'
4067 },
4068 Marker => {
4069 attr => [
4070 [
4071 'no_pick',
4072 {
4073 type => 'fixed',
4074 value => 1
4075 }
4076 ],
4077 [
4078 'slaying',
4079 {
4080 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.',
4081 name => 'key string',
4082 type => 'string'
4083 }
4084 ],
4085 [
4086 'connected',
4087 {
4088 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
4089 name => 'connection',
4090 type => 'string'
4091 }
4092 ],
4093 [
4094 'speed',
4095 {
4096 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.',
4097 name => 'marking speed',
4098 type => 'float'
4099 }
4100 ],
4101 [
4102 'speed_left',
4103 {
4104 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.',
4105 name => 'speed left',
4106 type => 'float'
4107 }
4108 ],
4109 [
4110 'food',
4111 {
4112 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.',
4113 name => 'mark duration',
4114 type => 'int'
4115 }
4116 ],
4117 [
4118 'name',
4119 {
4120 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.',
4121 name => 'delete mark',
4122 type => 'string'
4123 }
4124 ],
4125 [
4126 'msg',
4127 {
4128 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.',
4129 end => 'endmsg',
4130 name => 'marking message',
4131 type => 'text'
4132 }
4133 ]
4134 ],
4135 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.',
4136 ignore => [
4137 $IGNORE_LIST{system_object},
4138 [
4139 'connected'
4140 ]
4141 ],
4142 name => 'Marker',
4143 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.'
4144 },
4145 Misc => {
4146 attr => [
4147 [
4148 'move_block',
4149 {
4150 desc => 'Objects using these movement types cannot move over this space.',
4151 name => 'blocked movement',
4152 type => 'movement_type'
4153 }
4154 ],
4155 [
4156 'move_allow',
4157 {
4158 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
4159 name => 'allowed movement',
4160 type => 'movement_type'
4161 }
4162 ],
4163 [
4164 'move_slow',
4165 {
4166 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
4167 name => 'slowed movement',
4168 type => 'movement_type'
4169 }
4170 ],
4171 [
4172 'move_slow_penalty',
4173 {
4174 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)',
4175 name => 'slow movement penalty',
4176 type => 'int'
4177 }
4178 ],
4179 [
4180 'cursed',
4181 {
4182 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
4183 name => 'cursed',
4184 type => 'bool'
4185 }
4186 ],
4187 [
4188 'damned',
4189 {
4190 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.',
4191 name => 'damned',
4192 type => 'bool'
4193 }
4194 ],
4195 [
4196 'unique',
4197 {
4198 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4199 name => 'unique item',
4200 type => 'bool'
4201 }
4202 ],
4203 [
4204 'startequip',
4205 {
4206 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4207 name => 'godgiven item',
4208 type => 'bool'
4209 }
4210 ],
4211 [
4212 'msg',
4213 {
4214 desc => 'This text may describe the object.',
4215 end => 'endmsg',
4216 name => 'description',
4217 type => 'text'
4218 }
4219 ]
4220 ],
4221 name => 'Misc'
4222 },
4223 Money => {
4224 attr => [
4225 [
4226 'race',
4227 {
4228 type => 'fixed',
4229 value => 'gold and jewels'
4230 }
4231 ]
4232 ],
4233 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.',
4234 ignore => [
4235 [
4236 'unpaid'
4237 ]
4238 ],
4239 name => 'Money'
4240 },
4241 'Monster & NPC' => {
4242 attr => [
4243 [
4244 'alive',
4245 {
4246 type => 'fixed',
4247 value => 1
4248 }
4249 ],
4250 [
4251 'randomitems',
4252 {
4253 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>.',
4254 name => 'treasurelist',
4255 type => 'treasurelist'
4256 }
4257 ],
4258 [
4259 'treasure_env',
4260 {
4261 desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
4262 name => 'treasure in env',
4263 type => 'bool'
4264 }
4265 ],
4266 [
4267 'level',
4268 {
4269 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
4270 name => 'level',
4271 type => 'int'
4272 }
4273 ],
4274 [
4275 'race',
4276 {
4277 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.',
4278 name => 'race',
4279 type => 'string'
4280 }
4281 ],
4282 [
4283 'exp',
4284 {
4285 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!',
4286 name => 'experience',
4287 type => 'int'
4288 }
4289 ],
4290 [
4291 'speed',
4292 {
4293 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
4294 name => 'speed',
4295 type => 'float'
4296 }
4297 ],
4298 [
4299 'speed_left',
4300 {
4301 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.',
4302 name => 'speed left',
4303 type => 'float'
4304 }
4305 ],
4306 [
4307 'other_arch',
4308 {
4309 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.',
4310 name => 'breed monster',
4311 type => 'string'
4312 }
4313 ],
4314 [
4315 'generator',
4316 {
4317 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.',
4318 name => 'multiply',
4319 type => 'bool'
4320 }
4321 ],
4322 [
4323 'use_content_on_gen',
4324 {
4325 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.',
4326 name => 'template generation',
4327 type => 'bool'
4328 }
4329 ],
4330 [
4331 'move_type',
4332 {
4333 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
4334 name => 'movement type',
4335 type => 'movement_type'
4336 }
4337 ],
4338 [
4339 'undead',
4340 {
4341 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
4342 name => 'undead',
4343 type => 'bool'
4344 }
4345 ],
4346 [
4347 'carrying',
4348 {
4349 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
4350 name => 'carries weight',
4351 type => 'int'
4352 }
4353 ],
4354 [
4355 'precious',
4356 {
4357 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.',
4358 name => 'precious',
4359 type => 'bool'
4360 }
4361 ],
4362 [
4363 'msg',
4364 {
4365 end => 'endmsg',
4366 name => 'npc message',
4367 type => 'text'
4368 }
4369 ]
4370 ],
4371 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.',
4372 ignore => [
4373 [
4374 'material'
4375 ],
4376 [
4377 'name_pl'
4378 ],
4379 [
4380 'nrof'
4381 ],
4382 [
4383 'value'
4384 ],
4385 [
4386 'unpaid'
4387 ]
4388 ],
4389 name => 'Monster & NPC',
4390 section => [
4391 [
4392 'melee',
4393 [
4394 [
4395 'attacktype',
4396 {
4397 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.',
4398 name => 'attacktype',
4399 type => 'bitmask',
4400 value => $BITMASK{attacktype}
4401 }
4402 ],
4403 [
4404 'dam',
4405 {
4406 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.',
4407 name => 'damage',
4408 type => 'int'
4409 }
4410 ],
4411 [
4412 'wc',
4413 {
4414 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4415 name => 'weapon class',
4416 type => 'int'
4417 }
4418 ],
4419 [
4420 'hp',
4421 {
4422 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>.',
4423 name => 'health points',
4424 type => 'int'
4425 }
4426 ],
4427 [
4428 'maxhp',
4429 {
4430 desc => '<max health> is the maximum amount of <health points> this monster can have.',
4431 name => 'max health',
4432 type => 'int'
4433 }
4434 ],
4435 [
4436 'ac',
4437 {
4438 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).',
4439 name => 'armour class',
4440 type => 'int'
4441 }
4442 ],
4443 [
4444 'Con',
4445 {
4446 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4447 name => 'healing rate',
4448 type => 'int'
4449 }
4450 ],
4451 [
4452 'reflect_missile',
4453 {
4454 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4455 name => 'reflect missiles',
4456 type => 'bool'
4457 }
4458 ],
4459 [
4460 'hitback',
4461 {
4462 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.',
4463 name => 'hitback',
4464 type => 'bool'
4465 }
4466 ],
4467 [
4468 'one_hit',
4469 {
4470 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4471 name => 'one hit only',
4472 type => 'bool'
4473 }
4474 ]
4475 ]
4476 ],
4477 [
4478 'spellcraft',
4479 [
4480 [
4481 'can_cast_spell',
4482 {
4483 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4484 name => 'can cast spell',
4485 type => 'bool'
4486 }
4487 ],
4488 [
4489 'reflect_spell',
4490 {
4491 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.',
4492 name => 'reflect spells',
4493 type => 'bool'
4494 }
4495 ],
4496 [
4497 'sp',
4498 {
4499 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>.',
4500 name => 'spellpoints',
4501 type => 'int'
4502 }
4503 ],
4504 [
4505 'maxsp',
4506 {
4507 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.',
4508 name => 'max spellpoints',
4509 type => 'int'
4510 }
4511 ],
4512 [
4513 'Pow',
4514 {
4515 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.',
4516 name => 'spellpoint regen.',
4517 type => 'int'
4518 }
4519 ],
4520 [
4521 'path_attuned',
4522 {
4523 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4524 name => 'attuned paths',
4525 type => 'bitmask',
4526 value => $BITMASK{spellpath}
4527 }
4528 ],
4529 [
4530 'path_repelled',
4531 {
4532 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4533 name => 'repelled paths',
4534 type => 'bitmask',
4535 value => $BITMASK{spellpath}
4536 }
4537 ],
4538 [
4539 'path_denied',
4540 {
4541 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4542 name => 'denied paths',
4543 type => 'bitmask',
4544 value => $BITMASK{spellpath}
4545 }
4546 ]
4547 ]
4548 ],
4549 [
4550 'ability',
4551 [
4552 [
4553 'Int',
4554 {
4555 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.',
4556 name => 'detect hidden',
4557 type => 'int'
4558 }
4559 ],
4560 [
4561 'see_invisible',
4562 {
4563 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.',
4564 name => 'see invisible',
4565 type => 'bool'
4566 }
4567 ],
4568 [
4569 'can_see_in_dark',
4570 {
4571 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.',
4572 name => 'see in darkness',
4573 type => 'bool'
4574 }
4575 ],
4576 [
4577 'can_use_weapon',
4578 {
4579 desc => 'Monster is able to wield weapon type objects.',
4580 name => 'can use weapons',
4581 type => 'bool'
4582 }
4583 ],
4584 [
4585 'can_use_bow',
4586 {
4587 desc => 'Monster is able to use missile-weapon type objects.',
4588 name => 'can use bows',
4589 type => 'bool'
4590 }
4591 ],
4592 [
4593 'can_use_armour',
4594 {
4595 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4596 name => 'can use armour',
4597 type => 'bool'
4598 }
4599 ],
4600 [
4601 'can_use_ring',
4602 {
4603 desc => 'Monster is able to wear rings.',
4604 name => 'can use rings',
4605 type => 'bool'
4606 }
4607 ],
4608 [
4609 'can_use_wand',
4610 {
4611 desc => 'Monster is able to use wands and staves.',
4612 name => 'can use wands',
4613 type => 'bool'
4614 }
4615 ],
4616 [
4617 'can_use_rod',
4618 {
4619 desc => 'Monster is able to use rods.',
4620 name => 'can use rods',
4621 type => 'bool'
4622 }
4623 ],
4624 [
4625 'can_use_scroll',
4626 {
4627 desc => 'Monster is able to read scrolls.',
4628 name => 'can use scrolls',
4629 type => 'bool'
4630 }
4631 ],
4632 [
4633 'can_use_skill',
4634 {
4635 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>.',
4636 name => 'can use skills',
4637 type => 'bool'
4638 }
4639 ]
4640 ]
4641 ],
4642 [
4643 'behave',
4644 [
4645 [
4646 'monster',
4647 {
4648 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.',
4649 name => 'monster behaviour',
4650 type => 'bool'
4651 }
4652 ],
4653 [
4654 'unaggressive',
4655 {
4656 desc => '<unaggressive> monsters do not attack players unless attacked first.',
4657 name => 'unaggressive',
4658 type => 'bool'
4659 }
4660 ],
4661 [
4662 'friendly',
4663 {
4664 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4665 name => 'friendly',
4666 type => 'bool'
4667 }
4668 ],
4669 [
4670 'stand_still',
4671 {
4672 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.',
4673 name => 'stand still',
4674 type => 'bool'
4675 }
4676 ],
4677 [
4678 'sleep',
4679 {
4680 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.',
4681 name => 'asleep',
4682 type => 'bool'
4683 }
4684 ],
4685 [
4686 'will_apply',
4687 {
4688 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4689 name => 'misc. actions',
4690 type => 'bitmask',
4691 value => $BITMASK{will_apply}
4692 }
4693 ],
4694 [
4695 'pick_up',
4696 {
4697 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.',
4698 name => 'pick up',
4699 type => 'bitmask',
4700 value => $BITMASK{pick_up}
4701 }
4702 ],
4703 [
4704 'Wis',
4705 {
4706 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.',
4707 name => 'sensing range',
4708 type => 'int'
4709 }
4710 ],
4711 [
4712 'attack_movement_bits_0_3',
4713 {
4714 desc => 'If this is set to default, the standard mode of movement will be used.',
4715 name => 'attack movement',
4716 type => 'list',
4717 value => $LIST{attack_movement_bits_0_3}
4718 }
4719 ],
4720 [
4721 'attack_movement_bits_4_7',
4722 {
4723 desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4724 name => 'normal movement',
4725 type => 'list',
4726 value => $LIST{attack_movement_bits_4_7}
4727 }
4728 ],
4729 [
4730 'run_away',
4731 {
4732 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.',
4733 name => 'run at % health',
4734 type => 'int'
4735 }
4736 ]
4737 ]
4738 ],
4739 [
4740 'resistance',
4741 [
4742 [
4743 'resist_physical',
4744 {
4745 name => 'resist physical %',
4746 type => 'int'
4747 }
4748 ],
4749 [
4750 'resist_magic',
4751 {
4752 name => 'resist magic %',
4753 type => 'int'
4754 }
4755 ],
4756 [
4757 'resist_fire',
4758 {
4759 name => 'resist fire %',
4760 type => 'int'
4761 }
4762 ],
4763 [
4764 'resist_electricity',
4765 {
4766 name => 'resist electricity %',
4767 type => 'int'
4768 }
4769 ],
4770 [
4771 'resist_cold',
4772 {
4773 name => 'resist cold %',
4774 type => 'int'
4775 }
4776 ],
4777 [
4778 'resist_confusion',
4779 {
4780 name => 'resist confusion %',
4781 type => 'int'
4782 }
4783 ],
4784 [
4785 'resist_acid',
4786 {
4787 name => 'resist acid %',
4788 type => 'int'
4789 }
4790 ],
4791 [
4792 'resist_drain',
4793 {
4794 name => 'resist draining %',
4795 type => 'int'
4796 }
4797 ],
4798 [
4799 'resist_weaponmagic',
4800 {
4801 name => 'resist weaponmagic %',
4802 type => 'int'
4803 }
4804 ],
4805 [
4806 'resist_ghosthit',
4807 {
4808 name => 'resist ghosthit %',
4809 type => 'int'
4810 }
4811 ],
4812 [
4813 'resist_poison',
4814 {
4815 name => 'resist poison %',
4816 type => 'int'
4817 }
4818 ],
4819 [
4820 'resist_slow',
4821 {
4822 name => 'resist slow %',
4823 type => 'int'
4824 }
4825 ],
4826 [
4827 'resist_paralyze',
4828 {
4829 name => 'resist paralyze %',
4830 type => 'int'
4831 }
4832 ],
4833 [
4834 'resist_fear',
4835 {
4836 name => 'resist fear %',
4837 type => 'int'
4838 }
4839 ],
4840 [
4841 'resist_deplete',
4842 {
4843 name => 'resist depletion %',
4844 type => 'int'
4845 }
4846 ],
4847 [
4848 'resist_death',
4849 {
4850 name => 'resist death-attack %',
4851 type => 'int'
4852 }
4853 ],
4854 [
4855 'resist_chaos',
4856 {
4857 name => 'resist chaos %',
4858 type => 'int'
4859 }
4860 ],
4861 [
4862 'resist_blind',
4863 {
4864 name => 'resist blinding %',
4865 type => 'int'
4866 }
4867 ],
4868 [
4869 'resist_holyword',
4870 {
4871 name => 'resist holy power %',
4872 type => 'int'
4873 }
4874 ],
4875 [
4876 'resist_godpower',
4877 {
4878 name => 'resist godpower %',
4879 type => 'int'
4880 }
4881 ]
4882 ]
4883 ]
4884 ],
4885 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. :-)'
4886 },
4887 'Monster (Grimreaper)' => {
4888 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4889 ignore => [
4890 [
4891 'material'
4892 ],
4893 [
4894 'name_pl'
4895 ],
4896 [
4897 'nrof'
4898 ],
4899 [
4900 'value'
4901 ],
4902 [
4903 'unpaid'
4904 ]
4905 ],
4906 import => [
4907 'Monster & NPC'
4908 ],
4909 name => 'Monster (Grimreaper)',
4910 section => [
4911 [
4912 'grimreaper',
4913 [
4914 [
4915 'value',
4916 {
4917 desc => 'The object vanishes after this number of draining attacks.',
4918 name => 'attacks',
4919 type => 'int'
4920 }
4921 ]
4922 ]
4923 ]
4924 ]
4925 },
4926 'Mood Floor' => {
4927 attr => [
4928 [
4929 'no_pick',
4930 {
4931 type => 'fixed',
4932 value => 1
4933 }
4934 ],
4935 [
4936 'last_sp',
4937 {
4938 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!',
4939 name => 'mood',
4940 type => 'list',
4941 value => $LIST{mood}
4942 }
4943 ],
4944 [
4945 'connected',
4946 {
4947 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!',
4948 name => 'connection',
4949 type => 'string'
4950 }
4951 ],
4952 [
4953 'no_magic',
4954 {
4955 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4956 name => 'no spells',
4957 type => 'bool'
4958 }
4959 ],
4960 [
4961 'damned',
4962 {
4963 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4964 name => 'no prayers',
4965 type => 'bool'
4966 }
4967 ]
4968 ],
4969 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.',
4970 ignore => [
4971 $IGNORE_LIST{system_object},
4972 [
4973 'connected'
4974 ]
4975 ],
4976 name => 'Mood Floor',
4977 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.)'
4978 },
4979 Mover => {
4980 attr => [
4981 [
4982 'attacktype',
4983 {
4984 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.',
4985 name => 'forced movement',
4986 type => 'bool'
4987 }
4988 ],
4989 [
4990 'maxsp',
4991 {
4992 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.',
4993 name => 'freeze duration',
4994 type => 'int'
4995 }
4996 ],
4997 [
4998 'speed',
4999 {
5000 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
5001 name => 'movement speed',
5002 type => 'float'
5003 }
5004 ],
5005 [
5006 'speed_left',
5007 {
5008 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.',
5009 name => 'speed left',
5010 type => 'float'
5011 }
5012 ],
5013 [
5014 'sp',
5015 {
5016 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.',
5017 name => 'direction',
5018 type => 'list',
5019 value => $LIST{direction}
5020 }
5021 ],
5022 [
5023 'lifesave',
5024 {
5025 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.',
5026 name => 'gets used up',
5027 type => 'bool'
5028 }
5029 ],
5030 [
5031 'hp',
5032 {
5033 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).',
5034 name => 'number of uses',
5035 type => 'int'
5036 }
5037 ]
5038 ],
5039 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.',
5040 ignore => [
5041 $IGNORE_LIST{non_pickable}
5042 ],
5043 name => 'Mover',
5044 section => [
5045 [
5046 'targets',
5047 [
5048 [
5049 'level',
5050 {
5051 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.',
5052 name => 'move players',
5053 type => 'bool'
5054 }
5055 ],
5056 [
5057 'move_on',
5058 {
5059 desc => 'Which movement types activate the mover.',
5060 name => 'movement type',
5061 type => 'movement_type'
5062 }
5063 ]
5064 ]
5065 ]
5066 ],
5067 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).'
5068 },
5069 Pedestal => {
5070 attr => [
5071 [
5072 'no_pick',
5073 {
5074 type => 'fixed',
5075 value => 1
5076 }
5077 ],
5078 [
5079 'slaying',
5080 {
5081 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',
5082 name => 'match race',
5083 type => 'string'
5084 }
5085 ],
5086 [
5087 'connected',
5088 {
5089 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
5090 name => 'connection',
5091 type => 'string'
5092 }
5093 ],
5094 [
5095 'move_on',
5096 {
5097 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5098 name => 'movement on',
5099 type => 'movement_type'
5100 }
5101 ]
5102 ],
5103 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.',
5104 ignore => [
5105 $IGNORE_LIST{non_pickable},
5106 [
5107 'connected'
5108 ]
5109 ],
5110 name => 'Pedestal',
5111 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.'
5112 },
5113 'Pedestal Trigger' => {
5114 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.',
5115 ignore => [
5116 $IGNORE_LIST{non_pickable}
5117 ],
5118 import => [
5119 'Pedestal'
5120 ],
5121 name => 'Pedestal Trigger'
5122 },
5123 Pit => {
5124 attr => [
5125 [
5126 'no_pick',
5127 {
5128 type => 'fixed',
5129 value => 1
5130 }
5131 ],
5132 [
5133 'range',
5134 {
5135 desc => 'The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).',
5136 name => 'spread radius',
5137 type => 'int'
5138 }
5139 ],
5140 [
5141 'connected',
5142 {
5143 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
5144 name => 'connection',
5145 type => 'string'
5146 }
5147 ],
5148 [
5149 'activate_on_push',
5150 {
5151 desc => 'Whether the teleporter should only be activated on push.',
5152 name => 'activate on push',
5153 type => 'bool'
5154 }
5155 ],
5156 [
5157 'activate_on_release',
5158 {
5159 desc => 'Whether the teleporter should only be activated on release.',
5160 name => 'activate on release',
5161 type => 'bool'
5162 }
5163 ],
5164 [
5165 'hp',
5166 {
5167 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!',
5168 name => 'destination X',
5169 type => 'int'
5170 }
5171 ],
5172 [
5173 'sp',
5174 {
5175 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!',
5176 name => 'destination Y',
5177 type => 'int'
5178 }
5179 ],
5180 [
5181 'wc',
5182 {
5183 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.',
5184 name => 'position state',
5185 type => 'int'
5186 }
5187 ],
5188 [
5189 'move_on',
5190 {
5191 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5192 name => 'movement on',
5193 type => 'movement_type'
5194 }
5195 ]
5196 ],
5197 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.',
5198 ignore => [
5199 $IGNORE_LIST{non_pickable},
5200 [
5201 'connected'
5202 ]
5203 ],
5204 name => 'Pit',
5205 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.'
5206 },
5207 'Poison Food' => {
5208 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.',
5209 name => 'Poison Food'
5210 },
5211 Potion => {
5212 attr => [
5213 [
5214 'level',
5215 {
5216 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.',
5217 name => 'potion level',
5218 type => 'int'
5219 }
5220 ],
5221 [
5222 'sp',
5223 {
5224 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".',
5225 name => 'spell',
5226 type => 'spell'
5227 }
5228 ],
5229 [
5230 'attacktype',
5231 {
5232 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.',
5233 name => 'special effect',
5234 type => 'list',
5235 value => $LIST{potion_effect}
5236 }
5237 ],
5238 [
5239 'cursed',
5240 {
5241 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 >:)',
5242 name => 'cursed',
5243 type => 'bool'
5244 }
5245 ],
5246 [
5247 'startequip',
5248 {
5249 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5250 name => 'godgiven item',
5251 type => 'bool'
5252 }
5253 ]
5254 ],
5255 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
5256 name => 'Potion',
5257 section => [
5258 [
5259 'stats',
5260 [
5261 [
5262 'Str',
5263 {
5264 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.',
5265 name => 'strength',
5266 type => 'int'
5267 }
5268 ],
5269 [
5270 'Dex',
5271 {
5272 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.',
5273 name => 'dexterity',
5274 type => 'int'
5275 }
5276 ],
5277 [
5278 'Con',
5279 {
5280 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.',
5281 name => 'constitution',
5282 type => 'int'
5283 }
5284 ],
5285 [
5286 'Int',
5287 {
5288 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.',
5289 name => 'intelligence',
5290 type => 'int'
5291 }
5292 ],
5293 [
5294 'Pow',
5295 {
5296 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.',
5297 name => 'power',
5298 type => 'int'
5299 }
5300 ],
5301 [
5302 'Wis',
5303 {
5304 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.',
5305 name => 'wisdom',
5306 type => 'int'
5307 }
5308 ],
5309 [
5310 'Cha',
5311 {
5312 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.',
5313 name => 'charisma',
5314 type => 'int'
5315 }
5316 ]
5317 ]
5318 ],
5319 [
5320 'resistance',
5321 [
5322 [
5323 'resist_physical',
5324 {
5325 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5326 name => 'resist physical %',
5327 type => 'int'
5328 }
5329 ],
5330 [
5331 'resist_magic',
5332 {
5333 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5334 name => 'resist magic %',
5335 type => 'int'
5336 }
5337 ],
5338 [
5339 'resist_fire',
5340 {
5341 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5342 name => 'resist fire %',
5343 type => 'int'
5344 }
5345 ],
5346 [
5347 'resist_electricity',
5348 {
5349 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5350 name => 'resist electricity %',
5351 type => 'int'
5352 }
5353 ],
5354 [
5355 'resist_cold',
5356 {
5357 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5358 name => 'resist cold %',
5359 type => 'int'
5360 }
5361 ],
5362 [
5363 'resist_acid',
5364 {
5365 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5366 name => 'resist acid %',
5367 type => 'int'
5368 }
5369 ],
5370 [
5371 'resist_confusion',
5372 {
5373 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5374 name => 'resist confusion %',
5375 type => 'int'
5376 }
5377 ],
5378 [
5379 'resist_weaponmagic',
5380 {
5381 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5382 name => 'resist weaponmagic %',
5383 type => 'int'
5384 }
5385 ],
5386 [
5387 'resist_ghosthit',
5388 {
5389 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5390 name => 'resist ghosthit %',
5391 type => 'int'
5392 }
5393 ],
5394 [
5395 'resist_slow',
5396 {
5397 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5398 name => 'resist slow %',
5399 type => 'int'
5400 }
5401 ],
5402 [
5403 'resist_fear',
5404 {
5405 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5406 name => 'resist fear %',
5407 type => 'int'
5408 }
5409 ],
5410 [
5411 'resist_death',
5412 {
5413 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5414 name => 'resist death-attack %',
5415 type => 'int'
5416 }
5417 ],
5418 [
5419 'resist_chaos',
5420 {
5421 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5422 name => 'resist chaos %',
5423 type => 'int'
5424 }
5425 ],
5426 [
5427 'resist_blind',
5428 {
5429 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5430 name => 'resist blinding %',
5431 type => 'int'
5432 }
5433 ],
5434 [
5435 'resist_holyword',
5436 {
5437 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5438 name => 'resist holy power %',
5439 type => 'int'
5440 }
5441 ],
5442 [
5443 'resist_godpower',
5444 {
5445 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5446 name => 'resist godpower %',
5447 type => 'int'
5448 }
5449 ],
5450 [
5451 'resist_paralyze',
5452 {
5453 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5454 name => 'resist paralyze %',
5455 type => 'int'
5456 }
5457 ],
5458 [
5459 'resist_drain',
5460 {
5461 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5462 name => 'resist draining %',
5463 type => 'int'
5464 }
5465 ],
5466 [
5467 'resist_deplete',
5468 {
5469 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5470 name => 'resist depletion %',
5471 type => 'int'
5472 }
5473 ],
5474 [
5475 'resist_poison',
5476 {
5477 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
5478 name => 'resist poison %',
5479 type => 'int'
5480 }
5481 ]
5482 ]
5483 ]
5484 ],
5485 use => 'One potion should never give multiple benefits at once.'
5486 },
5487 'Power Crystal' => {
5488 attr => [
5489 [
5490 'sp',
5491 {
5492 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
5493 name => 'initial mana',
5494 type => 'int'
5495 }
5496 ],
5497 [
5498 'maxsp',
5499 {
5500 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.',
5501 name => 'mana capacity',
5502 type => 'int'
5503 }
5504 ]
5505 ],
5506 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.',
5507 name => 'Power Crystal'
5508 },
5509 Projectile => {
5510 attr => [
5511 [
5512 'attacktype',
5513 {
5514 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.',
5515 name => 'attacktype',
5516 type => 'bitmask',
5517 value => $BITMASK{attacktype}
5518 }
5519 ],
5520 [
5521 'race',
5522 {
5523 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>.',
5524 name => 'ammunition class',
5525 type => 'string'
5526 }
5527 ],
5528 [
5529 'slaying',
5530 {
5531 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.',
5532 name => 'slaying race',
5533 type => 'string'
5534 }
5535 ],
5536 [
5537 'dam',
5538 {
5539 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5540 name => 'damage',
5541 type => 'int'
5542 }
5543 ],
5544 [
5545 'wc',
5546 {
5547 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.',
5548 name => 'weaponclass',
5549 type => 'int'
5550 }
5551 ],
5552 [
5553 'food',
5554 {
5555 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).',
5556 name => 'chance to break',
5557 type => 'int'
5558 }
5559 ],
5560 [
5561 'magic',
5562 {
5563 desc => 'Magic bonus increases chance to hit and damage a little bit.',
5564 name => 'magic bonus',
5565 type => 'int'
5566 }
5567 ],
5568 [
5569 'unique',
5570 {
5571 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5572 name => 'unique item',
5573 type => 'bool'
5574 }
5575 ],
5576 [
5577 'startequip',
5578 {
5579 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5580 name => 'godgiven item',
5581 type => 'bool'
5582 }
5583 ],
5584 [
5585 'no_drop',
5586 {
5587 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.',
5588 name => 'don\'t drop',
5589 type => 'bool'
5590 }
5591 ],
5592 [
5593 'msg',
5594 {
5595 desc => 'This text may describe the projectile. This could be nice for very special ones.',
5596 end => 'endmsg',
5597 name => 'description',
5598 type => 'text'
5599 }
5600 ]
5601 ],
5602 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.',
5603 name => 'Projectile',
5604 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.'
5605 },
5606 Ring => {
5607 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.',
5608 import => [
5609 'Amulet'
5610 ],
5611 name => 'Ring',
5612 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.'
5613 },
5614 Rod => {
5615 attr => [
5616 [
5617 'sp',
5618 {
5619 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!',
5620 name => 'spell',
5621 type => 'spell'
5622 }
5623 ],
5624 [
5625 'level',
5626 {
5627 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5628 name => 'casting level',
5629 type => 'int'
5630 }
5631 ],
5632 [
5633 'hp',
5634 {
5635 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5636 name => 'initial spellpoints',
5637 type => 'int'
5638 }
5639 ],
5640 [
5641 'maxhp',
5642 {
5643 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.',
5644 name => 'max. spellpoints',
5645 type => 'int'
5646 }
5647 ],
5648 [
5649 'startequip',
5650 {
5651 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5652 name => 'godgiven item',
5653 type => 'bool'
5654 }
5655 ],
5656 [
5657 'msg',
5658 {
5659 desc => 'This text may contain a description of the rod.',
5660 end => 'endmsg',
5661 name => 'description',
5662 type => 'text'
5663 }
5664 ]
5665 ],
5666 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.',
5667 ignore => [
5668 [
5669 'title'
5670 ]
5671 ],
5672 name => 'Rod',
5673 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>'
5674 },
5675 Rune => {
5676 attr => [
5677 [
5678 'no_pick',
5679 {
5680 type => 'fixed',
5681 value => 1
5682 }
5683 ],
5684 [
5685 'move_on',
5686 {
5687 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5688 name => 'movement on',
5689 type => 'movement_type'
5690 }
5691 ],
5692 [
5693 'level',
5694 {
5695 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.',
5696 name => 'rune level',
5697 type => 'int'
5698 }
5699 ],
5700 [
5701 'Cha',
5702 {
5703 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.',
5704 name => 'visibility',
5705 type => 'int'
5706 }
5707 ],
5708 [
5709 'hp',
5710 {
5711 desc => 'The rune will detonate <number of charges> times before disappearing.',
5712 name => 'number of charges',
5713 type => 'int'
5714 }
5715 ],
5716 [
5717 'dam',
5718 {
5719 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.',
5720 name => 'direct damage',
5721 type => 'int'
5722 }
5723 ],
5724 [
5725 'attacktype',
5726 {
5727 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.',
5728 name => 'attacktype',
5729 type => 'bitmask',
5730 value => $BITMASK{attacktype}
5731 }
5732 ],
5733 [
5734 'msg',
5735 {
5736 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5737 end => 'endmsg',
5738 name => 'detonation text',
5739 type => 'text'
5740 }
5741 ]
5742 ],
5743 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.',
5744 ignore => [
5745 [
5746 'no_pick'
5747 ],
5748 [
5749 'title'
5750 ],
5751 [
5752 'name_pl'
5753 ],
5754 [
5755 'weight'
5756 ],
5757 [
5758 'value'
5759 ],
5760 [
5761 'material'
5762 ],
5763 [
5764 'unpaid'
5765 ]
5766 ],
5767 name => 'Rune',
5768 section => [
5769 [
5770 'spellcraft',
5771 [
5772 [
5773 'sp',
5774 {
5775 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5776 name => 'spell',
5777 type => 'spell'
5778 }
5779 ],
5780 [
5781 'slaying',
5782 {
5783 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5784 name => 'spell name',
5785 type => 'string'
5786 }
5787 ],
5788 [
5789 'other_arch',
5790 {
5791 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.',
5792 name => 'spell arch',
5793 type => 'string'
5794 }
5795 ],
5796 [
5797 'maxsp',
5798 {
5799 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.',
5800 name => 'direction',
5801 type => 'list',
5802 value => $LIST{direction}
5803 }
5804 ],
5805 [
5806 'race',
5807 {
5808 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.',
5809 name => 'summon monster',
5810 type => 'string'
5811 }
5812 ],
5813 [
5814 'maxhp',
5815 {
5816 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5817 name => 'summon amount',
5818 type => 'int'
5819 }
5820 ]
5821 ]
5822 ]
5823 ],
5824 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5825 },
5826 'Safe ground' => {
5827 attr => [
5828 [
5829 'move_block',
5830 {
5831 desc => 'Objects using these movement types cannot move over this space.',
5832 name => 'blocked movement',
5833 type => 'movement_type'
5834 }
5835 ],
5836 [
5837 'move_allow',
5838 {
5839 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5840 name => 'allowed movement',
5841 type => 'movement_type'
5842 }
5843 ],
5844 [
5845 'move_slow',
5846 {
5847 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
5848 name => 'slowed movement',
5849 type => 'movement_type'
5850 }
5851 ],
5852 [
5853 'move_slow_penalty',
5854 {
5855 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)',
5856 name => 'slow movement penalty',
5857 type => 'int'
5858 }
5859 ],
5860 [
5861 'no_pick',
5862 {
5863 type => 'fixed',
5864 value => 1
5865 }
5866 ]
5867 ],
5868 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.',
5869 ignore => [
5870 $IGNORE_LIST{non_pickable}
5871 ],
5872 name => 'Safe ground',
5873 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.'
5874 },
5875 Savebed => {
5876 attr => [
5877 [
5878 'no_pick',
5879 {
5880 type => 'fixed',
5881 value => 1
5882 }
5883 ],
5884 [
5885 'no_magic',
5886 {
5887 type => 'fixed',
5888 value => 1
5889 }
5890 ],
5891 [
5892 'damned',
5893 {
5894 type => 'fixed',
5895 value => 1
5896 }
5897 ]
5898 ],
5899 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.',
5900 ignore => [
5901 $IGNORE_LIST{non_pickable}
5902 ],
5903 name => 'Savebed',
5904 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>'
5905 },
5906 Scroll => {
5907 attr => [
5908 [
5909 'level',
5910 {
5911 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5912 name => 'casting level',
5913 type => 'int'
5914 }
5915 ],
5916 [
5917 'sp',
5918 {
5919 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5920 name => 'spell',
5921 type => 'spell'
5922 }
5923 ],
5924 [
5925 'startequip',
5926 {
5927 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5928 name => 'godgiven item',
5929 type => 'bool'
5930 }
5931 ]
5932 ],
5933 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.',
5934 ignore => [
5935 [
5936 'title'
5937 ]
5938 ],
5939 name => 'Scroll',
5940 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5941 },
5942 Shield => {
5943 attr => [
5944 [
5945 'magic',
5946 {
5947 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.',
5948 name => 'magic bonus',
5949 type => 'int'
5950 }
5951 ]
5952 ],
5953 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.',
5954 import => [
5955 'Amulet'
5956 ],
5957 name => 'Shield',
5958 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5959 },
5960 'Shooting Weapon' => {
5961 attr => [
5962 [
5963 'race',
5964 {
5965 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.',
5966 name => 'ammunition class',
5967 type => 'string'
5968 }
5969 ],
5970 [
5971 'sp',
5972 {
5973 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).',
5974 name => 'shooting speed',
5975 type => 'int'
5976 }
5977 ],
5978 [
5979 'dam',
5980 {
5981 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.',
5982 name => 'base damage',
5983 type => 'int'
5984 }
5985 ],
5986 [
5987 'wc',
5988 {
5989 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.',
5990 name => 'weaponclass',
5991 type => 'int'
5992 }
5993 ],
5994 [
5995 'item_power',
5996 {
5997 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>.',
5998 name => 'item power',
5999 type => 'int'
6000 }
6001 ],
6002 [
6003 'no_strength',
6004 {
6005 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.',
6006 name => 'ignore strength',
6007 type => 'bool'
6008 }
6009 ],
6010 [
6011 'damned',
6012 {
6013 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6014 name => 'damnation',
6015 type => 'bool'
6016 }
6017 ],
6018 [
6019 'cursed',
6020 {
6021 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
6022 name => 'curse',
6023 type => 'bool'
6024 }
6025 ],
6026 [
6027 'unique',
6028 {
6029 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6030 name => 'unique item',
6031 type => 'bool'
6032 }
6033 ],
6034 [
6035 'startequip',
6036 {
6037 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6038 name => 'godgiven item',
6039 type => 'bool'
6040 }
6041 ],
6042 [
6043 'msg',
6044 {
6045 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6046 end => 'endmsg',
6047 name => 'description',
6048 type => 'text'
6049 }
6050 ]
6051 ],
6052 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.',
6053 name => 'Shooting Weapon',
6054 section => [
6055 [
6056 'stats',
6057 [
6058 [
6059 'Str',
6060 {
6061 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
6062 name => 'strength',
6063 type => 'int'
6064 }
6065 ],
6066 [
6067 'Dex',
6068 {
6069 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
6070 name => 'dexterity',
6071 type => 'int'
6072 }
6073 ],
6074 [
6075 'Con',
6076 {
6077 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
6078 name => 'constitution',
6079 type => 'int'
6080 }
6081 ],
6082 [
6083 'Int',
6084 {
6085 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
6086 name => 'intelligence',
6087 type => 'int'
6088 }
6089 ],
6090 [
6091 'Pow',
6092 {
6093 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
6094 name => 'power',
6095 type => 'int'
6096 }
6097 ],
6098 [
6099 'Wis',
6100 {
6101 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
6102 name => 'wisdom',
6103 type => 'int'
6104 }
6105 ],
6106 [
6107 'Cha',
6108 {
6109 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
6110 name => 'charisma',
6111 type => 'int'
6112 }
6113 ]
6114 ]
6115 ],
6116 [
6117 'bonus',
6118 [
6119 [
6120 'luck',
6121 {
6122 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.',
6123 name => 'luck bonus',
6124 type => 'int'
6125 }
6126 ],
6127 [
6128 'magic',
6129 {
6130 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.',
6131 name => 'magic bonus',
6132 type => 'int'
6133 }
6134 ]
6135 ]
6136 ]
6137 ],
6138 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.'
6139 },
6140 'Shop Floor' => {
6141 attr => [
6142 [
6143 'is_floor',
6144 {
6145 type => 'fixed',
6146 value => 1
6147 }
6148 ],
6149 [
6150 'no_pick',
6151 {
6152 type => 'fixed',
6153 value => 1
6154 }
6155 ],
6156 [
6157 'no_magic',
6158 {
6159 type => 'fixed',
6160 value => 1
6161 }
6162 ],
6163 [
6164 'auto_apply',
6165 {
6166 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.',
6167 name => 'generate goods',
6168 type => 'bool'
6169 }
6170 ],
6171 [
6172 'randomitems',
6173 {
6174 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.',
6175 name => 'treasurelist',
6176 type => 'treasurelist'
6177 }
6178 ],
6179 [
6180 'exp',
6181 {
6182 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.',
6183 name => 'quality level',
6184 type => 'int'
6185 }
6186 ],
6187 [
6188 'damned',
6189 {
6190 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.)',
6191 name => 'no prayers',
6192 type => 'bool'
6193 }
6194 ]
6195 ],
6196 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).',
6197 ignore => [
6198 $IGNORE_LIST{non_pickable}
6199 ],
6200 name => 'Shop Floor',
6201 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.'
6202 },
6203 'Shop Inventory' => {
6204 attr => [
6205 [
6206 'shop_coords',
6207 {
6208 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.',
6209 name => 'shop rectangle',
6210 type => 'string'
6211 }
6212 ]
6213 ],
6214 desc => 'The purpose of a sign is to display the contents of a shop.',
6215 ignore => [
6216 $IGNORE_LIST{non_pickable}
6217 ],
6218 name => 'Shop Inventory',
6219 use => 'Use these signs to present the player a list of the items in the shop'
6220 },
6221 'Shop Mat' => {
6222 attr => [
6223 [
6224 'no_pick',
6225 {
6226 type => 'fixed',
6227 value => 1
6228 }
6229 ],
6230 [
6231 'move_on',
6232 {
6233 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6234 name => 'movement on',
6235 type => 'movement_type'
6236 }
6237 ]
6238 ],
6239 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).',
6240 ignore => [
6241 $IGNORE_LIST{non_pickable}
6242 ],
6243 name => 'Shop Mat',
6244 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
6245 },
6246 'Sign & MagicMouth' => {
6247 attr => [
6248 [
6249 'connected',
6250 {
6251 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.',
6252 name => 'connection',
6253 type => 'string'
6254 }
6255 ],
6256 [
6257 'activate_on_push',
6258 {
6259 desc => 'Whether the teleporter should only be activated on push.',
6260 name => 'activate on push',
6261 type => 'bool'
6262 }
6263 ],
6264 [
6265 'activate_on_release',
6266 {
6267 desc => 'Whether the teleporter should only be activated on release.',
6268 name => 'activate on release',
6269 type => 'bool'
6270 }
6271 ],
6272 [
6273 'move_on',
6274 {
6275 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6276 name => 'movement on',
6277 type => 'movement_type'
6278 }
6279 ],
6280 [
6281 'food',
6282 {
6283 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).',
6284 name => 'counter',
6285 type => 'int'
6286 }
6287 ],
6288 [
6289 'msg',
6290 {
6291 desc => 'This text will be displayed to the player.',
6292 end => 'endmsg',
6293 name => 'message',
6294 type => 'text'
6295 }
6296 ]
6297 ],
6298 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).',
6299 ignore => [
6300 $IGNORE_LIST{non_pickable},
6301 [
6302 'connected'
6303 ]
6304 ],
6305 name => 'Sign & MagicMouth',
6306 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.'
6307 },
6308 Skill => {
6309 attr => [
6310 [
6311 'invisible',
6312 {
6313 type => 'fixed',
6314 value => 1
6315 }
6316 ],
6317 [
6318 'no_drop',
6319 {
6320 type => 'fixed',
6321 value => 1
6322 }
6323 ],
6324 [
6325 'skill',
6326 {
6327 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.',
6328 name => 'skill name',
6329 type => 'string'
6330 }
6331 ],
6332 [
6333 'expmul',
6334 {
6335 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.',
6336 name => 'exp multiplier',
6337 type => 'float'
6338 }
6339 ],
6340 [
6341 'subtype',
6342 {
6343 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.',
6344 name => 'skill type',
6345 type => 'list',
6346 value => $LIST{skill_type}
6347 }
6348 ],
6349 [
6350 'level',
6351 {
6352 name => 'level',
6353 type => 'int'
6354 }
6355 ],
6356 [
6357 'exp',
6358 {
6359 name => 'experience',
6360 type => 'int'
6361 }
6362 ],
6363 [
6364 'can_use_skill',
6365 {
6366 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.',
6367 name => 'is native skill',
6368 type => 'bool'
6369 }
6370 ]
6371 ],
6372 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.',
6373 ignore => [
6374 $IGNORE_LIST{system_object}
6375 ],
6376 name => 'Skill',
6377 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>'
6378 },
6379 'Skill Scroll' => {
6380 attr => [
6381 [
6382 'race',
6383 {
6384 type => 'fixed',
6385 value => 'scrolls'
6386 }
6387 ],
6388 [
6389 'skill',
6390 {
6391 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
6392 name => 'skill name',
6393 type => 'string'
6394 }
6395 ]
6396 ],
6397 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
6398 name => 'Skill Scroll',
6399 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.'
6400 },
6401 'Skill Tool' => {
6402 attr => [
6403 [
6404 'skill',
6405 {
6406 desc => 'This field describes which skill the player will be able to use wearing this item.',
6407 name => 'skill name',
6408 type => 'string'
6409 }
6410 ]
6411 ],
6412 desc => 'Wearing a skill tool will give the player the ability to use a skill.',
6413 name => 'Skill Tool',
6414 section => [
6415 [
6416 'stats',
6417 [
6418 [
6419 'Str',
6420 {
6421 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.',
6422 name => 'strength',
6423 type => 'int'
6424 }
6425 ],
6426 [
6427 'Dex',
6428 {
6429 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.',
6430 name => 'dexterity',
6431 type => 'int'
6432 }
6433 ],
6434 [
6435 'Con',
6436 {
6437 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.',
6438 name => 'constitution',
6439 type => 'int'
6440 }
6441 ],
6442 [
6443 'Int',
6444 {
6445 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.',
6446 name => 'intelligence',
6447 type => 'int'
6448 }
6449 ],
6450 [
6451 'Pow',
6452 {
6453 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.',
6454 name => 'power',
6455 type => 'int'
6456 }
6457 ],
6458 [
6459 'Wis',
6460 {
6461 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.',
6462 name => 'wisdom',
6463 type => 'int'
6464 }
6465 ],
6466 [
6467 'Cha',
6468 {
6469 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.',
6470 name => 'charisma',
6471 type => 'int'
6472 }
6473 ]
6474 ]
6475 ],
6476 [
6477 'resistance',
6478 [
6479 [
6480 'resist_physical',
6481 {
6482 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6483 name => 'resist physical %',
6484 type => 'int'
6485 }
6486 ],
6487 [
6488 'resist_magic',
6489 {
6490 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6491 name => 'resist magic %',
6492 type => 'int'
6493 }
6494 ],
6495 [
6496 'resist_fire',
6497 {
6498 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6499 name => 'resist fire %',
6500 type => 'int'
6501 }
6502 ],
6503 [
6504 'resist_electricity',
6505 {
6506 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6507 name => 'resist electricity %',
6508 type => 'int'
6509 }
6510 ],
6511 [
6512 'resist_cold',
6513 {
6514 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6515 name => 'resist cold %',
6516 type => 'int'
6517 }
6518 ],
6519 [
6520 'resist_acid',
6521 {
6522 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6523 name => 'resist acid %',
6524 type => 'int'
6525 }
6526 ],
6527 [
6528 'resist_confusion',
6529 {
6530 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6531 name => 'resist confusion %',
6532 type => 'int'
6533 }
6534 ],
6535 [
6536 'resist_weaponmagic',
6537 {
6538 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6539 name => 'resist weaponmagic %',
6540 type => 'int'
6541 }
6542 ],
6543 [
6544 'resist_ghosthit',
6545 {
6546 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6547 name => 'resist ghosthit %',
6548 type => 'int'
6549 }
6550 ],
6551 [
6552 'resist_slow',
6553 {
6554 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6555 name => 'resist slow %',
6556 type => 'int'
6557 }
6558 ],
6559 [
6560 'resist_fear',
6561 {
6562 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6563 name => 'resist fear %',
6564 type => 'int'
6565 }
6566 ],
6567 [
6568 'resist_death',
6569 {
6570 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6571 name => 'resist death-attack %',
6572 type => 'int'
6573 }
6574 ],
6575 [
6576 'resist_chaos',
6577 {
6578 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6579 name => 'resist chaos %',
6580 type => 'int'
6581 }
6582 ],
6583 [
6584 'resist_blind',
6585 {
6586 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6587 name => 'resist blinding %',
6588 type => 'int'
6589 }
6590 ],
6591 [
6592 'resist_holyword',
6593 {
6594 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6595 name => 'resist holy power %',
6596 type => 'int'
6597 }
6598 ],
6599 [
6600 'resist_godpower',
6601 {
6602 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6603 name => 'resist godpower %',
6604 type => 'int'
6605 }
6606 ],
6607 [
6608 'resist_paralyze',
6609 {
6610 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6611 name => 'resist paralyze %',
6612 type => 'int'
6613 }
6614 ],
6615 [
6616 'resist_drain',
6617 {
6618 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6619 name => 'resist draining %',
6620 type => 'int'
6621 }
6622 ],
6623 [
6624 'resist_deplete',
6625 {
6626 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6627 name => 'resist depletion %',
6628 type => 'int'
6629 }
6630 ],
6631 [
6632 'resist_poison',
6633 {
6634 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
6635 name => 'resist poison %',
6636 type => 'int'
6637 }
6638 ]
6639 ]
6640 ]
6641 ],
6642 use => 'Feel free to assign resistancies and stats to a skill tools or change the skill that is given.'
6643 },
6644 'Special Key' => {
6645 attr => [
6646 [
6647 'slaying',
6648 {
6649 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.',
6650 name => 'key string',
6651 type => 'string'
6652 }
6653 ],
6654 [
6655 'material',
6656 {
6657 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
6658 name => 'material',
6659 type => 'bitmask',
6660 value => $BITMASK{material}
6661 }
6662 ],
6663 [
6664 'unique',
6665 {
6666 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.',
6667 name => 'unique item',
6668 type => 'bool'
6669 }
6670 ],
6671 [
6672 'startequip',
6673 {
6674 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6675 name => 'godgiven item',
6676 type => 'bool'
6677 }
6678 ],
6679 [
6680 'msg',
6681 {
6682 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.',
6683 end => 'endmsg',
6684 name => 'description',
6685 type => 'text'
6686 }
6687 ]
6688 ],
6689 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.',
6690 ignore => [
6691 [
6692 'material'
6693 ]
6694 ],
6695 name => 'Special Key',
6696 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".'
6697 },
6698 Spell => {
6699 attr => [
6700 [
6701 'no_drop',
6702 {
6703 type => 'fixed',
6704 value => 1
6705 }
6706 ],
6707 [
6708 'invisible',
6709 {
6710 type => 'fixed',
6711 value => 1
6712 }
6713 ],
6714 [
6715 'skill',
6716 {
6717 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.',
6718 name => 'skill name',
6719 type => 'string'
6720 }
6721 ],
6722 [
6723 'subtype',
6724 {
6725 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
6726 name => 'spell type',
6727 type => 'list',
6728 value => $LIST{spell_type}
6729 }
6730 ],
6731 [
6732 'level',
6733 {
6734 name => 'spell level',
6735 type => 'int'
6736 }
6737 ],
6738 [
6739 'casting_time',
6740 {
6741 name => 'casting time',
6742 type => 'int'
6743 }
6744 ],
6745 [
6746 'duration',
6747 {
6748 name => 'duration',
6749 type => 'int'
6750 }
6751 ],
6752 [
6753 'other_arch',
6754 {
6755 name => 'create object',
6756 type => 'string'
6757 }
6758 ],
6759 [
6760 'sp',
6761 {
6762 name => 'cost spellpoints',
6763 type => 'int'
6764 }
6765 ],
6766 [
6767 'grace',
6768 {
6769 name => 'cost grace',
6770 type => 'int'
6771 }
6772 ],
6773 [
6774 'maxsp',
6775 {
6776 name => 'double cost per level',
6777 type => 'int'
6778 }
6779 ]
6780 ],
6781 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.',
6782 ignore => [
6783 $IGNORE_LIST{system_object}
6784 ],
6785 name => 'Spell',
6786 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.'
6787 },
6788 Spellbook => {
6789 attr => [
6790 [
6791 'skill',
6792 {
6793 type => 'fixed',
6794 value => 'literacy'
6795 }
6796 ],
6797 [
6798 'randomitems',
6799 {
6800 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.',
6801 name => 'treasurelist',
6802 type => 'treasurelist'
6803 }
6804 ],
6805 [
6806 'startequip',
6807 {
6808 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6809 name => 'godgiven item',
6810 type => 'bool'
6811 }
6812 ],
6813 [
6814 'msg',
6815 {
6816 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
6817 end => 'endmsg',
6818 name => 'description',
6819 type => 'text'
6820 }
6821 ]
6822 ],
6823 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.',
6824 name => 'Spellbook',
6825 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.'
6826 },
6827 Spinner => {
6828 attr => [
6829 [
6830 'sp',
6831 {
6832 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.',
6833 name => 'direction number',
6834 type => 'int'
6835 }
6836 ],
6837 [
6838 'move_on',
6839 {
6840 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6841 name => 'movement on',
6842 type => 'movement_type'
6843 }
6844 ]
6845 ],
6846 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.',
6847 ignore => [
6848 $IGNORE_LIST{non_pickable}
6849 ],
6850 name => 'Spinner',
6851 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.'
6852 },
6853 Swamp => {
6854 attr => [
6855 [
6856 'is_floor',
6857 {
6858 type => 'fixed',
6859 value => 1
6860 }
6861 ],
6862 [
6863 'is_wooded',
6864 {
6865 type => 'fixed',
6866 value => 1
6867 }
6868 ],
6869 [
6870 'speed',
6871 {
6872 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.',
6873 name => 'drowning speed',
6874 type => 'float'
6875 }
6876 ],
6877 [
6878 'speed_left',
6879 {
6880 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.',
6881 name => 'speed left',
6882 type => 'float'
6883 }
6884 ],
6885 [
6886 'move_on',
6887 {
6888 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6889 name => 'movement on',
6890 type => 'movement_type'
6891 }
6892 ],
6893 [
6894 'move_block',
6895 {
6896 desc => 'Objects using these movement types cannot move over this space.',
6897 name => 'blocked movement',
6898 type => 'movement_type'
6899 }
6900 ],
6901 [
6902 'move_allow',
6903 {
6904 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6905 name => 'allowed movement',
6906 type => 'movement_type'
6907 }
6908 ],
6909 [
6910 'move_slow',
6911 {
6912 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6913 name => 'slowed movement',
6914 type => 'movement_type'
6915 }
6916 ],
6917 [
6918 'move_slow_penalty',
6919 {
6920 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)',
6921 name => 'slow movement penalty',
6922 type => 'int'
6923 }
6924 ],
6925 [
6926 'no_magic',
6927 {
6928 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6929 name => 'no spells',
6930 type => 'bool'
6931 }
6932 ],
6933 [
6934 'damned',
6935 {
6936 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6937 name => 'no prayers',
6938 type => 'bool'
6939 }
6940 ]
6941 ],
6942 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.',
6943 ignore => [
6944 $IGNORE_LIST{non_pickable}
6945 ],
6946 name => 'Swamp'
6947 },
6948 Teleporter => {
6949 attr => [
6950 [
6951 'slaying',
6952 {
6953 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.',
6954 name => 'exit path',
6955 type => 'string'
6956 }
6957 ],
6958 [
6959 'hp',
6960 {
6961 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.',
6962 name => 'destination X',
6963 type => 'int'
6964 }
6965 ],
6966 [
6967 'sp',
6968 {
6969 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.',
6970 name => 'destination Y',
6971 type => 'int'
6972 }
6973 ],
6974 [
6975 'connected',
6976 {
6977 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.',
6978 name => 'connection',
6979 type => 'string'
6980 }
6981 ],
6982 [
6983 'activate_on_push',
6984 {
6985 desc => 'Whether the teleporter should only be activated on push.',
6986 name => 'activate on push',
6987 type => 'bool'
6988 }
6989 ],
6990 [
6991 'activate_on_release',
6992 {
6993 desc => 'Whether the teleporter should only be activated on release.',
6994 name => 'activate on release',
6995 type => 'bool'
6996 }
6997 ],
6998 [
6999 'speed',
7000 {
7001 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!',
7002 name => 'activation speed',
7003 type => 'float'
7004 }
7005 ],
7006 [
7007 'speed_left',
7008 {
7009 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.',
7010 name => 'speed left',
7011 type => 'float'
7012 }
7013 ]
7014 ],
7015 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.',
7016 ignore => [
7017 $IGNORE_LIST{non_pickable},
7018 [
7019 'connected'
7020 ]
7021 ],
7022 name => 'Teleporter',
7023 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.'
7024 },
7025 'Timed Gate' => {
7026 attr => [
7027 [
7028 'no_pick',
7029 {
7030 type => 'fixed',
7031 value => 1
7032 }
7033 ],
7034 [
7035 'connected',
7036 {
7037 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.',
7038 name => 'connection',
7039 type => 'string'
7040 }
7041 ],
7042 [
7043 'activate_on_push',
7044 {
7045 desc => 'Whether the teleporter should only be activated on push.',
7046 name => 'activate on push',
7047 type => 'bool'
7048 }
7049 ],
7050 [
7051 'activate_on_release',
7052 {
7053 desc => 'Whether the teleporter should only be activated on release.',
7054 name => 'activate on release',
7055 type => 'bool'
7056 }
7057 ],
7058 [
7059 'wc',
7060 {
7061 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.',
7062 name => 'position state',
7063 type => 'int'
7064 }
7065 ],
7066 [
7067 'move_block',
7068 {
7069 desc => 'Objects using these movement types cannot move over this space.',
7070 name => 'blocked movement',
7071 type => 'movement_type'
7072 }
7073 ],
7074 [
7075 'move_allow',
7076 {
7077 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7078 name => 'allowed movement',
7079 type => 'movement_type'
7080 }
7081 ],
7082 [
7083 'move_slow',
7084 {
7085 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7086 name => 'slowed movement',
7087 type => 'movement_type'
7088 }
7089 ],
7090 [
7091 'move_slow_penalty',
7092 {
7093 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)',
7094 name => 'slow movement penalty',
7095 type => 'int'
7096 }
7097 ],
7098 [
7099 'no_magic',
7100 {
7101 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
7102 name => 'restrict spells',
7103 type => 'bool'
7104 }
7105 ],
7106 [
7107 'damned',
7108 {
7109 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
7110 name => 'restrict prayers',
7111 type => 'bool'
7112 }
7113 ],
7114 [
7115 'hp',
7116 {
7117 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
7118 name => 'open duration',
7119 type => 'int'
7120 }
7121 ]
7122 ],
7123 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.',
7124 ignore => [
7125 $IGNORE_LIST{non_pickable},
7126 [
7127 'connected'
7128 ]
7129 ],
7130 name => 'Timed Gate',
7131 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".'
7132 },
7133 Torch => {
7134 attr => [
7135 [
7136 'is_lightable',
7137 {
7138 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.',
7139 name => 'reignitable',
7140 type => 'bool'
7141 }
7142 ],
7143 [
7144 'food',
7145 {
7146 desc => 'This field specifies the burning duration of the torch.',
7147 name => 'burning duration',
7148 type => 'int'
7149 }
7150 ],
7151 [
7152 'range',
7153 {
7154 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.',
7155 name => 'enabled glow radius',
7156 type => 'int'
7157 }
7158 ],
7159 [
7160 'level',
7161 {
7162 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.',
7163 name => 'level',
7164 type => 'int'
7165 }
7166 ],
7167 [
7168 'cursed',
7169 {
7170 desc => 'Cursed torches, which have a level above 0, explode if the player applies them.',
7171 name => 'cursed',
7172 type => 'bool'
7173 }
7174 ]
7175 ],
7176 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.',
7177 name => 'Torch'
7178 },
7179 Trap => {
7180 attr => [
7181 [
7182 'no_pick',
7183 {
7184 type => 'fixed',
7185 value => 1
7186 }
7187 ],
7188 [
7189 'move_on',
7190 {
7191 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7192 name => 'movement on',
7193 type => 'movement_type'
7194 }
7195 ],
7196 [
7197 'level',
7198 {
7199 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.',
7200 name => 'trap level',
7201 type => 'int'
7202 }
7203 ],
7204 [
7205 'Cha',
7206 {
7207 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.',
7208 name => 'visibility',
7209 type => 'int'
7210 }
7211 ],
7212 [
7213 'hp',
7214 {
7215 desc => 'The trap will detonate <number of charges> times before disappearing.',
7216 name => 'number of charges',
7217 type => 'int'
7218 }
7219 ],
7220 [
7221 'dam',
7222 {
7223 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
7224 name => 'direct damage',
7225 type => 'int'
7226 }
7227 ],
7228 [
7229 'attacktype',
7230 {
7231 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
7232 name => 'attacktype',
7233 type => 'bitmask',
7234 value => $BITMASK{attacktype}
7235 }
7236 ],
7237 [
7238 'connected',
7239 {
7240 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
7241 name => 'connection',
7242 type => 'string'
7243 }
7244 ],
7245 [
7246 'msg',
7247 {
7248 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
7249 end => 'endmsg',
7250 name => 'detonation text',
7251 type => 'text'
7252 }
7253 ]
7254 ],
7255 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.',
7256 ignore => [
7257 [
7258 'no_pick'
7259 ],
7260 [
7261 'title'
7262 ],
7263 [
7264 'name_pl'
7265 ],
7266 [
7267 'weight'
7268 ],
7269 [
7270 'value'
7271 ],
7272 [
7273 'material'
7274 ],
7275 [
7276 'unpaid'
7277 ],
7278 [
7279 'connected'
7280 ]
7281 ],
7282 name => 'Trap',
7283 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.'
7284 },
7285 Trapdoor => {
7286 attr => [
7287 [
7288 'no_pick',
7289 {
7290 type => 'fixed',
7291 value => 1
7292 }
7293 ],
7294 [
7295 'move_on',
7296 {
7297 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
7298 name => 'movement on',
7299 type => 'movement_type'
7300 }
7301 ],
7302 [
7303 'weight',
7304 {
7305 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.',
7306 name => 'hold weight',
7307 type => 'int'
7308 }
7309 ],
7310 [
7311 'hp',
7312 {
7313 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!',
7314 name => 'destination X',
7315 type => 'int'
7316 }
7317 ],
7318 [
7319 'sp',
7320 {
7321 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!',
7322 name => 'destination Y',
7323 type => 'int'
7324 }
7325 ]
7326 ],
7327 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.',
7328 ignore => [
7329 $IGNORE_LIST{non_pickable}
7330 ],
7331 name => 'Trapdoor',
7332 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.'
7333 },
7334 Treasure => {
7335 attr => [
7336 [
7337 'randomitems',
7338 {
7339 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
7340 name => 'treasurelist',
7341 type => 'treasurelist'
7342 }
7343 ],
7344 [
7345 'auto_apply',
7346 {
7347 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.',
7348 name => 'auto-generate',
7349 type => 'bool'
7350 }
7351 ],
7352 [
7353 'hp',
7354 {
7355 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.',
7356 name => 'create number',
7357 type => 'int'
7358 }
7359 ],
7360 [
7361 'exp',
7362 {
7363 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).',
7364 name => 'quality level',
7365 type => 'int'
7366 }
7367 ]
7368 ],
7369 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
7370 ignore => [
7371 [
7372 'nrof'
7373 ],
7374 [
7375 'title'
7376 ],
7377 [
7378 'name_pl'
7379 ],
7380 [
7381 'weight'
7382 ],
7383 [
7384 'value'
7385 ],
7386 [
7387 'material'
7388 ]
7389 ],
7390 name => 'Treasure',
7391 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.'
7392 },
7393 'Trigger Marker' => {
7394 attr => [
7395 [
7396 'no_pick',
7397 {
7398 type => 'fixed',
7399 value => 1
7400 }
7401 ],
7402 [
7403 'slaying',
7404 {
7405 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.',
7406 name => 'key string',
7407 type => 'string'
7408 }
7409 ],
7410 [
7411 'connected',
7412 {
7413 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
7414 name => 'connection',
7415 type => 'string'
7416 }
7417 ],
7418 [
7419 'food',
7420 {
7421 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.',
7422 name => 'mark duration',
7423 type => 'int'
7424 }
7425 ],
7426 [
7427 'name',
7428 {
7429 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.',
7430 name => 'delete mark',
7431 type => 'string'
7432 }
7433 ],
7434 [
7435 'msg',
7436 {
7437 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.',
7438 end => 'endmsg',
7439 name => 'marking message',
7440 type => 'text'
7441 }
7442 ]
7443 ],
7444 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.',
7445 ignore => [
7446 $IGNORE_LIST{system_object},
7447 [
7448 'connected'
7449 ]
7450 ],
7451 name => 'Trigger Marker',
7452 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.'
7453 },
7454 Wall => {
7455 attr => [
7456 [
7457 'move_block',
7458 {
7459 desc => 'Objects using these movement types cannot move over this space.',
7460 name => 'blocked movement',
7461 type => 'movement_type'
7462 }
7463 ],
7464 [
7465 'move_allow',
7466 {
7467 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
7468 name => 'allowed movement',
7469 type => 'movement_type'
7470 }
7471 ],
7472 [
7473 'move_slow',
7474 {
7475 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
7476 name => 'slowed movement',
7477 type => 'movement_type'
7478 }
7479 ],
7480 [
7481 'move_slow_penalty',
7482 {
7483 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)',
7484 name => 'slow movement penalty',
7485 type => 'int'
7486 }
7487 ],
7488 [
7489 'can_roll',
7490 {
7491 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
7492 name => 'moveable',
7493 type => 'bool'
7494 }
7495 ],
7496 [
7497 'no_magic',
7498 {
7499 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7500 name => 'restrict spells',
7501 type => 'bool'
7502 }
7503 ],
7504 [
7505 'damned',
7506 {
7507 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
7508 name => 'restrict prayers',
7509 type => 'bool'
7510 }
7511 ]
7512 ],
7513 desc => 'Walls usually block passage and sight.',
7514 ignore => [
7515 [
7516 'nrof'
7517 ],
7518 [
7519 'title'
7520 ],
7521 [
7522 'name_pl'
7523 ],
7524 [
7525 'value'
7526 ],
7527 [
7528 'unpaid'
7529 ]
7530 ],
7531 name => 'Wall'
7532 },
7533 'Wand & Staff' => {
7534 attr => [
7535 [
7536 'sp',
7537 {
7538 desc => 'The <spell> specifies the contained spell.',
7539 name => 'spell',
7540 type => 'spell'
7541 }
7542 ],
7543 [
7544 'level',
7545 {
7546 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
7547 name => 'casting level',
7548 type => 'int'
7549 }
7550 ],
7551 [
7552 'food',
7553 {
7554 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
7555 name => 'number of charges',
7556 type => 'int'
7557 }
7558 ],
7559 [
7560 'startequip',
7561 {
7562 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7563 name => 'godgiven item',
7564 type => 'bool'
7565 }
7566 ],
7567 [
7568 'msg',
7569 {
7570 desc => 'This text may contain a description of the wand.',
7571 end => 'endmsg',
7572 name => 'description',
7573 type => 'text'
7574 }
7575 ]
7576 ],
7577 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.',
7578 name => 'Wand & Staff',
7579 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.'
7580 },
7581 'Weak Wall' => {
7582 attr => [
7583 [
7584 'alive',
7585 {
7586 type => 'fixed',
7587 value => 1
7588 }
7589 ],
7590 [
7591 'no_pick',
7592 {
7593 type => 'fixed',
7594 value => 1
7595 }
7596 ],
7597 [
7598 'tear_down',
7599 {
7600 type => 'fixed',
7601 value => 1
7602 }
7603 ],
7604 [
7605 'race',
7606 {
7607 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.',
7608 name => 'race',
7609 type => 'string'
7610 }
7611 ],
7612 [
7613 'level',
7614 {
7615 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.',
7616 name => 'level',
7617 type => 'int'
7618 }
7619 ],
7620 [
7621 'hp',
7622 {
7623 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.',
7624 name => 'health points',
7625 type => 'int'
7626 }
7627 ],
7628 [
7629 'maxhp',
7630 {
7631 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.',
7632 name => 'max health',
7633 type => 'int'
7634 }
7635 ],
7636 [
7637 'ac',
7638 {
7639 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
7640 name => 'armour class',
7641 type => 'int'
7642 }
7643 ]
7644 ],
7645 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.',
7646 ignore => [
7647 $IGNORE_LIST{non_pickable}
7648 ],
7649 name => 'Weak Wall',
7650 section => [
7651 [
7652 'resistance',
7653 [
7654 [
7655 'resist_physical',
7656 {
7657 name => 'resist physical %',
7658 type => 'int'
7659 }
7660 ],
7661 [
7662 'resist_magic',
7663 {
7664 name => 'resist magic %',
7665 type => 'int'
7666 }
7667 ],
7668 [
7669 'resist_fire',
7670 {
7671 name => 'resist fire %',
7672 type => 'int'
7673 }
7674 ],
7675 [
7676 'resist_electricity',
7677 {
7678 name => 'resist electricity %',
7679 type => 'int'
7680 }
7681 ],
7682 [
7683 'resist_cold',
7684 {
7685 name => 'resist cold %',
7686 type => 'int'
7687 }
7688 ],
7689 [
7690 'resist_confusion',
7691 {
7692 name => 'resist confusion %',
7693 type => 'int'
7694 }
7695 ],
7696 [
7697 'resist_acid',
7698 {
7699 name => 'resist acid %',
7700 type => 'int'
7701 }
7702 ],
7703 [
7704 'resist_drain',
7705 {
7706 name => 'resist draining %',
7707 type => 'int'
7708 }
7709 ],
7710 [
7711 'resist_weaponmagic',
7712 {
7713 name => 'resist weaponmagic %',
7714 type => 'int'
7715 }
7716 ],
7717 [
7718 'resist_ghosthit',
7719 {
7720 name => 'resist ghosthit %',
7721 type => 'int'
7722 }
7723 ],
7724 [
7725 'resist_poison',
7726 {
7727 name => 'resist poison %',
7728 type => 'int'
7729 }
7730 ],
7731 [
7732 'resist_slow',
7733 {
7734 name => 'resist slow %',
7735 type => 'int'
7736 }
7737 ],
7738 [
7739 'resist_paralyze',
7740 {
7741 name => 'resist paralyze %',
7742 type => 'int'
7743 }
7744 ],
7745 [
7746 'resist_fear',
7747 {
7748 name => 'resist fear %',
7749 type => 'int'
7750 }
7751 ],
7752 [
7753 'resist_deplete',
7754 {
7755 name => 'resist depletion %',
7756 type => 'int'
7757 }
7758 ],
7759 [
7760 'resist_death',
7761 {
7762 name => 'resist death-attack %',
7763 type => 'int'
7764 }
7765 ],
7766 [
7767 'resist_chaos',
7768 {
7769 name => 'resist chaos %',
7770 type => 'int'
7771 }
7772 ],
7773 [
7774 'resist_blind',
7775 {
7776 name => 'resist blinding %',
7777 type => 'int'
7778 }
7779 ],
7780 [
7781 'resist_holyword',
7782 {
7783 name => 'resist holy power %',
7784 type => 'int'
7785 }
7786 ],
7787 [
7788 'resist_godpower',
7789 {
7790 name => 'resist godpower %',
7791 type => 'int'
7792 }
7793 ]
7794 ]
7795 ]
7796 ],
7797 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.'
7798 },
7799 Weapon => {
7800 attr => [
7801 [
7802 'attacktype',
7803 {
7804 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.',
7805 name => 'attacktype',
7806 type => 'bitmask',
7807 value => $BITMASK{attacktype}
7808 }
7809 ],
7810 [
7811 'weapontype',
7812 {
7813 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.',
7814 name => 'weapontype',
7815 type => 'list',
7816 value => $LIST{weapon_type}
7817 }
7818 ],
7819 [
7820 'skill',
7821 {
7822 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
7823 name => 'skill name',
7824 type => 'string'
7825 }
7826 ],
7827 [
7828 'dam',
7829 {
7830 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.',
7831 name => 'damage',
7832 type => 'int'
7833 }
7834 ],
7835 [
7836 'slaying',
7837 {
7838 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.',
7839 name => 'slaying race',
7840 type => 'string'
7841 }
7842 ],
7843 [
7844 'last_sp',
7845 {
7846 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.',
7847 name => 'weapon speed',
7848 type => 'int'
7849 }
7850 ],
7851 [
7852 'wc',
7853 {
7854 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.',
7855 name => 'weapon class',
7856 type => 'int'
7857 }
7858 ],
7859 [
7860 'magic',
7861 {
7862 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.',
7863 name => 'magic bonus',
7864 type => 'int'
7865 }
7866 ],
7867 [
7868 'item_power',
7869 {
7870 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>.',
7871 name => 'item power',
7872 type => 'int'
7873 }
7874 ],
7875 [
7876 'damned',
7877 {
7878 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
7879 name => 'damnation',
7880 type => 'bool'
7881 }
7882 ],
7883 [
7884 'cursed',
7885 {
7886 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
7887 name => 'curse',
7888 type => 'bool'
7889 }
7890 ],
7891 [
7892 'lifesave',
7893 {
7894 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!',
7895 name => 'save life',
7896 type => 'bool'
7897 }
7898 ],
7899 [
7900 'unique',
7901 {
7902 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
7903 name => 'unique item',
7904 type => 'bool'
7905 }
7906 ],
7907 [
7908 'startequip',
7909 {
7910 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
7911 name => 'godgiven item',
7912 type => 'bool'
7913 }
7914 ],
7915 [
7916 'msg',
7917 {
7918 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
7919 end => 'endmsg',
7920 name => 'description',
7921 type => 'text'
7922 }
7923 ]
7924 ],
7925 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.',
7926 name => 'Weapon',
7927 section => [
7928 [
7929 'stats',
7930 [
7931 [
7932 'Str',
7933 {
7934 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.',
7935 name => 'strength',
7936 type => 'int'
7937 }
7938 ],
7939 [
7940 'Dex',
7941 {
7942 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.',
7943 name => 'dexterity',
7944 type => 'int'
7945 }
7946 ],
7947 [
7948 'Con',
7949 {
7950 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.',
7951 name => 'constitution',
7952 type => 'int'
7953 }
7954 ],
7955 [
7956 'Int',
7957 {
7958 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.',
7959 name => 'intelligence',
7960 type => 'int'
7961 }
7962 ],
7963 [
7964 'Pow',
7965 {
7966 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.',
7967 name => 'power',
7968 type => 'int'
7969 }
7970 ],
7971 [
7972 'Wis',
7973 {
7974 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.',
7975 name => 'wisdom',
7976 type => 'int'
7977 }
7978 ],
7979 [
7980 'Cha',
7981 {
7982 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.',
7983 name => 'charisma',
7984 type => 'int'
7985 }
7986 ]
7987 ]
7988 ],
7989 [
7990 'resistance',
7991 [
7992 [
7993 'resist_physical',
7994 {
7995 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
7996 name => 'resist physical %',
7997 type => 'int'
7998 }
7999 ],
8000 [
8001 'resist_magic',
8002 {
8003 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8004 name => 'resist magic %',
8005 type => 'int'
8006 }
8007 ],
8008 [
8009 'resist_fire',
8010 {
8011 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8012 name => 'resist fire %',
8013 type => 'int'
8014 }
8015 ],
8016 [
8017 'resist_electricity',
8018 {
8019 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8020 name => 'resist electricity %',
8021 type => 'int'
8022 }
8023 ],
8024 [
8025 'resist_cold',
8026 {
8027 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8028 name => 'resist cold %',
8029 type => 'int'
8030 }
8031 ],
8032 [
8033 'resist_acid',
8034 {
8035 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8036 name => 'resist acid %',
8037 type => 'int'
8038 }
8039 ],
8040 [
8041 'resist_confusion',
8042 {
8043 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8044 name => 'resist confusion %',
8045 type => 'int'
8046 }
8047 ],
8048 [
8049 'resist_weaponmagic',
8050 {
8051 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8052 name => 'resist weaponmagic %',
8053 type => 'int'
8054 }
8055 ],
8056 [
8057 'resist_ghosthit',
8058 {
8059 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8060 name => 'resist ghosthit %',
8061 type => 'int'
8062 }
8063 ],
8064 [
8065 'resist_slow',
8066 {
8067 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8068 name => 'resist slow %',
8069 type => 'int'
8070 }
8071 ],
8072 [
8073 'resist_fear',
8074 {
8075 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8076 name => 'resist fear %',
8077 type => 'int'
8078 }
8079 ],
8080 [
8081 'resist_death',
8082 {
8083 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8084 name => 'resist death-attack %',
8085 type => 'int'
8086 }
8087 ],
8088 [
8089 'resist_chaos',
8090 {
8091 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8092 name => 'resist chaos %',
8093 type => 'int'
8094 }
8095 ],
8096 [
8097 'resist_blind',
8098 {
8099 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8100 name => 'resist blinding %',
8101 type => 'int'
8102 }
8103 ],
8104 [
8105 'resist_holyword',
8106 {
8107 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8108 name => 'resist holy power %',
8109 type => 'int'
8110 }
8111 ],
8112 [
8113 'resist_godpower',
8114 {
8115 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8116 name => 'resist godpower %',
8117 type => 'int'
8118 }
8119 ],
8120 [
8121 'resist_paralyze',
8122 {
8123 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8124 name => 'resist paralyze %',
8125 type => 'int'
8126 }
8127 ],
8128 [
8129 'resist_drain',
8130 {
8131 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8132 name => 'resist draining %',
8133 type => 'int'
8134 }
8135 ],
8136 [
8137 'resist_deplete',
8138 {
8139 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8140 name => 'resist depletion %',
8141 type => 'int'
8142 }
8143 ],
8144 [
8145 'resist_poison',
8146 {
8147 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
8148 name => 'resist poison %',
8149 type => 'int'
8150 }
8151 ]
8152 ]
8153 ],
8154 [
8155 'misc',
8156 [
8157 [
8158 'luck',
8159 {
8160 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.',
8161 name => 'luck bonus',
8162 type => 'int'
8163 }
8164 ],
8165 [
8166 'hp',
8167 {
8168 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
8169 name => 'health regen.',
8170 type => 'int'
8171 }
8172 ],
8173 [
8174 'sp',
8175 {
8176 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
8177 name => 'mana regen.',
8178 type => 'int'
8179 }
8180 ],
8181 [
8182 'grace',
8183 {
8184 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!!',
8185 name => 'grace regen.',
8186 type => 'int'
8187 }
8188 ],
8189 [
8190 'food',
8191 {
8192 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.',
8193 name => 'food bonus',
8194 type => 'int'
8195 }
8196 ],
8197 [
8198 'xrays',
8199 {
8200 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.',
8201 name => 'xray vision',
8202 type => 'bool'
8203 }
8204 ],
8205 [
8206 'stealth',
8207 {
8208 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)',
8209 name => 'stealth',
8210 type => 'bool'
8211 }
8212 ],
8213 [
8214 'reflect_spell',
8215 {
8216 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!',
8217 name => 'reflect spells',
8218 type => 'bool'
8219 }
8220 ],
8221 [
8222 'reflect_missile',
8223 {
8224 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.',
8225 name => 'reflect missiles',
8226 type => 'bool'
8227 }
8228 ],
8229 [
8230 'path_attuned',
8231 {
8232 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
8233 name => 'attuned paths',
8234 type => 'bitmask',
8235 value => $BITMASK{spellpath}
8236 }
8237 ],
8238 [
8239 'path_repelled',
8240 {
8241 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
8242 name => 'repelled paths',
8243 type => 'bitmask',
8244 value => $BITMASK{spellpath}
8245 }
8246 ],
8247 [
8248 'path_denied',
8249 {
8250 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
8251 name => 'denied paths',
8252 type => 'bitmask',
8253 value => $BITMASK{spellpath}
8254 }
8255 ]
8256 ]
8257 ]
8258 ],
8259 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.'
8260 }
8261 );
8262
8263 our %ATTR = (
8264 3 => $TYPE{Rod},
8265 4 => $TYPE{Treasure},
8266 5 => $TYPE{Potion},
8267 6 => $TYPE{Food},
8268 7 => $TYPE{'Poison Food'},
8269 8 => $TYPE{Book},
8270 9 => $TYPE{Clock},
8271 13 => $TYPE{Projectile},
8272 14 => $TYPE{'Shooting Weapon'},
8273 15 => $TYPE{Weapon},
8274 16 => $TYPE{'Brestplate Armour'},
8275 17 => $TYPE{Pedestal},
8276 18 => $TYPE{Altar},
8277 19 => $TYPE{'Item Match'},
8278 20 => $TYPE{'Locked Door'},
8279 21 => $TYPE{'Special Key'},
8280 23 => $TYPE{Door},
8281 24 => $TYPE{Key},
8282 26 => $TYPE{'Timed Gate'},
8283 27 => $TYPE{'Handle Trigger'},
8284 28 => $TYPE{'Monster (Grimreaper)'},
8285 29 => $TYPE{'Magic Ear'},
8286 30 => $TYPE{'Button Trigger'},
8287 31 => $TYPE{'Altar Trigger'},
8288 32 => $TYPE{'Pedestal Trigger'},
8289 33 => $TYPE{Shield},
8290 34 => $TYPE{Helmet},
8291 35 => $TYPE{Horn},
8292 36 => $TYPE{Money},
8293 37 => $TYPE{'Class Changer'},
8294 39 => $TYPE{Amulet},
8295 40 => $TYPE{Mover},
8296 41 => $TYPE{Teleporter},
8297 42 => $TYPE{Creator},
8298 43 => $TYPE{Skill},
8299 51 => $TYPE{Detector},
8300 52 => $TYPE{'Trigger Marker'},
8301 55 => $TYPE{Marker},
8302 56 => $TYPE{'Holy Altar'},
8303 58 => $TYPE{Battleground},
8304 60 => $TYPE{Jewel},
8305 62 => $TYPE{'Magic Wall'},
8306 64 => $TYPE{'Inventory Checker'},
8307 65 => $TYPE{'Mood Floor'},
8308 66 => $TYPE{Exit},
8309 67 => $TYPE{'Floor (Encounter)'},
8310 68 => $TYPE{'Shop Floor'},
8311 69 => $TYPE{'Shop Mat'},
8312 70 => $TYPE{Ring},
8313 72 => $TYPE{Flesh},
8314 73 => $TYPE{Inorganic},
8315 74 => $TYPE{'Skill Tool'},
8316 81 => $TYPE{Torch},
8317 82 => $TYPE{Lamp},
8318 83 => $TYPE{Duplicator},
8319 85 => $TYPE{Spellbook},
8320 87 => $TYPE{Cloak},
8321 88 => $TYPE{'Hazard Floor'},
8322 90 => $TYPE{Spinner},
8323 91 => $TYPE{Gate},
8324 92 => $TYPE{Button},
8325 93 => $TYPE{Handle},
8326 94 => $TYPE{Pit},
8327 95 => $TYPE{Trapdoor},
8328 98 => $TYPE{'Sign & MagicMouth'},
8329 99 => $TYPE{Boots},
8330 100 => $TYPE{Gloves},
8331 101 => $TYPE{Spell},
8332 103 => $TYPE{Converter},
8333 104 => $TYPE{Bracers},
8334 106 => $TYPE{Savebed},
8335 109 => $TYPE{'Wand & Staff'},
8336 110 => $TYPE{Inscribable},
8337 111 => $TYPE{Scroll},
8338 112 => $TYPE{Director},
8339 113 => $TYPE{Girdle},
8340 116 => $TYPE{'Event Connector'},
8341 122 => $TYPE{Container},
8342 130 => $TYPE{'Skill Scroll'},
8343 138 => $TYPE{Swamp},
8344 150 => $TYPE{'Shop Inventory'},
8345 154 => $TYPE{Rune},
8346 155 => $TYPE{Trap},
8347 156 => $TYPE{'Power Crystal'},
8348 158 => $TYPE{Disease},
8349 163 => $TYPE{'Item Transformer'},
8350 164 => $TYPE{'Map Script'},
8351 165 => $TYPE{'Safe ground'},
8352 999 => $TYPE{Ability}
8353 );
8354
8355 our %TYPENAME = (
8356 0 => '*NONE*',
8357 1 => 'PLAYER',
8358 2 => 'TRANSPORT',
8359 3 => 'ROD',
8360 4 => 'TREASURE',
8361 5 => 'POTION',
8362 6 => 'FOOD',
8363 7 => 'POISON',
8364 8 => 'BOOK',
8365 9 => 'CLOCK',
8366 12 => 'LIGHTNING',
8367 13 => 'ARROW',
8368 14 => 'BOW',
8369 15 => 'WEAPON',
8370 16 => 'ARMOUR',
8371 17 => 'PEDESTAL',
8372 18 => 'ALTAR',
8373 20 => 'LOCKED_DOOR',
8374 21 => 'SPECIAL_KEY',
8375 22 => 'MAP',
8376 23 => 'DOOR',
8377 24 => 'KEY',
8378 26 => 'TIMED_GATE',
8379 27 => 'TRIGGER',
8380 28 => 'GRIMREAPER',
8381 29 => 'MAGIC_EAR',
8382 30 => 'TRIGGER_BUTTON',
8383 31 => 'TRIGGER_ALTAR',
8384 32 => 'TRIGGER_PEDESTAL',
8385 33 => 'SHIELD',
8386 34 => 'HELMET',
8387 35 => 'HORN',
8388 36 => 'MONEY',
8389 37 => 'CLASS',
8390 38 => 'GRAVESTONE',
8391 39 => 'AMULET',
8392 40 => 'PLAYERMOVER',
8393 41 => 'TELEPORTER',
8394 42 => 'CREATOR',
8395 43 => 'SKILL',
8396 44 => 'EXPERIENCE',
8397 45 => 'EARTHWALL',
8398 46 => 'GOLEM',
8399 48 => 'THROWN_OBJ',
8400 49 => 'BLINDNESS',
8401 50 => 'GOD',
8402 51 => 'DETECTOR',
8403 52 => 'TRIGGER_MARKER',
8404 53 => 'DEAD_OBJECT',
8405 54 => 'DRINK',
8406 55 => 'MARKER',
8407 56 => 'HOLY_ALTAR',
8408 57 => 'PLAYER_CHANGER',
8409 58 => 'BATTLEGROUND',
8410 59 => 'PEACEMAKER',
8411 60 => 'GEM',
8412 62 => 'FIREWALL',
8413 63 => 'ANVIL',
8414 64 => 'CHECK_INV',
8415 65 => 'MOOD_FLOOR',
8416 66 => 'EXIT',
8417 67 => 'ENCOUNTER',
8418 68 => 'SHOP_FLOOR',
8419 69 => 'SHOP_MAT',
8420 70 => 'RING',
8421 71 => 'FLOOR',
8422 72 => 'FLESH',
8423 73 => 'INORGANIC',
8424 74 => 'SKILL_TOOL',
8425 75 => 'LIGHTER',
8426 76 => 'TRAP_PART',
8427 77 => 'WALL',
8428 78 => 'LIGHT_SOURCE',
8429 79 => 'MISC_OBJECT',
8430 80 => 'MONSTER',
8431 81 => 'SPAWN_GENERATOR',
8432 82 => 'LAMP',
8433 83 => 'DUPLICATOR',
8434 84 => 'TOOL',
8435 85 => 'SPELLBOOK',
8436 86 => 'BUILDFAC',
8437 87 => 'CLOAK',
8438 90 => 'SPINNER',
8439 91 => 'GATE',
8440 92 => 'BUTTON',
8441 93 => 'CF_HANDLE',
8442 94 => 'HOLE',
8443 95 => 'TRAPDOOR',
8444 98 => 'SIGN',
8445 99 => 'BOOTS',
8446 100 => 'GLOVES',
8447 101 => 'SPELL',
8448 102 => 'SPELL_EFFECT',
8449 103 => 'CONVERTER',
8450 104 => 'BRACERS',
8451 105 => 'POISONING',
8452 106 => 'SAVEBED',
8453 107 => 'POISONCLOUD',
8454 108 => 'FIREHOLES',
8455 109 => 'WAND',
8456 110 => 'INSCRIBABLE',
8457 111 => 'SCROLL',
8458 112 => 'DIRECTOR',
8459 113 => 'GIRDLE',
8460 114 => 'FORCE',
8461 115 => 'POTION_EFFECT',
8462 116 => 'EVENT_CONNECTOR',
8463 121 => 'CLOSE_CON',
8464 122 => 'CONTAINER',
8465 123 => 'ARMOUR_IMPROVER',
8466 124 => 'WEAPON_IMPROVER',
8467 130 => 'SKILLSCROLL',
8468 138 => 'DEEP_SWAMP',
8469 139 => 'IDENTIFY_ALTAR',
8470 150 => 'MENU',
8471 154 => 'RUNE',
8472 155 => 'TRAP',
8473 156 => 'POWER_CRYSTAL',
8474 157 => 'CORPSE',
8475 158 => 'DISEASE',
8476 159 => 'SYMPTOM',
8477 160 => 'BUILDER',
8478 161 => 'MATERIAL',
8479 162 => 'GPS',
8480 163 => 'ITEM_TRANSFORMER',
8481 164 => 'QUEST'
8482 );
8483
8484 our %SPELL = (
8485 0 => 'magic bullet',
8486 1 => 'small fireball',
8487 2 => 'medium fireball',
8488 3 => 'large fireball',
8489 4 => 'burning hands',
8490 5 => 'small lightning',
8491 6 => 'large lightning',
8492 7 => 'magic missile',
8493 8 => 'create bomb',
8494 9 => 'summon golem',
8495 10 => 'summon fire elemental',
8496 11 => 'summon earth elemental',
8497 12 => 'summon water elemental',
8498 13 => 'summon air elemental',
8499 14 => 'dimension door',
8500 15 => 'create earth wall',
8501 16 => 'paralyze',
8502 17 => 'icestorm',
8503 18 => 'magic mapping',
8504 19 => 'turn undead',
8505 20 => 'fear',
8506 21 => 'poison cloud',
8507 22 => 'wonder',
8508 23 => 'destruction',
8509 24 => 'perceive self',
8510 25 => 'word of recall',
8511 26 => 'invisible',
8512 27 => 'invisible to undead',
8513 28 => 'probe',
8514 29 => 'large bullet',
8515 30 => 'improved invisibility',
8516 31 => 'holy word',
8517 32 => 'minor healing',
8518 33 => 'medium healing',
8519 34 => 'major healing',
8520 35 => 'heal',
8521 36 => 'create food',
8522 37 => 'earth to dust',
8523 38 => 'armour',
8524 39 => 'strength',
8525 40 => 'dexterity',
8526 41 => 'constitution',
8527 42 => 'charisma',
8528 43 => 'create fire wall',
8529 44 => 'create frost wall',
8530 45 => 'protection from cold',
8531 46 => 'protection from electricity',
8532 47 => 'protection from fire',
8533 48 => 'protection from poison',
8534 49 => 'protection from slow',
8535 50 => 'protection from paralysis',
8536 51 => 'protection from draining',
8537 52 => 'protection from magic',
8538 53 => 'protection from attack',
8539 54 => 'levitate',
8540 55 => 'small speedball',
8541 56 => 'large speedball',
8542 57 => 'hellfire',
8543 58 => 'dragonbreath',
8544 59 => 'large icestorm',
8545 60 => 'charging',
8546 61 => 'polymorph',
8547 62 => 'cancellation',
8548 63 => 'confusion',
8549 64 => 'mass confusion',
8550 65 => 'summon pet monster',
8551 66 => 'slow',
8552 67 => 'regenerate spellpoints',
8553 68 => 'cure poison',
8554 69 => 'protection from confusion',
8555 70 => 'protection from cancellation',
8556 71 => 'protection from depletion',
8557 72 => 'alchemy',
8558 73 => 'remove curse',
8559 74 => 'remove damnation',
8560 75 => 'identify',
8561 76 => 'detect magic',
8562 77 => 'detect monster',
8563 78 => 'detect evil',
8564 79 => 'detect curse',
8565 80 => 'heroism',
8566 81 => 'aggravation',
8567 82 => 'firebolt',
8568 83 => 'frostbolt',
8569 84 => 'shockwave',
8570 85 => 'color spray',
8571 86 => 'haste',
8572 87 => 'face of death',
8573 88 => 'ball lightning',
8574 89 => 'meteor swarm',
8575 90 => 'comet',
8576 91 => 'mystic fist',
8577 92 => 'raise dead',
8578 93 => 'resurrection',
8579 94 => 'reincarnation',
8580 95 => 'immunity to cold',
8581 96 => 'immunity to electricity',
8582 97 => 'immunity to fire',
8583 98 => 'immunity to poison',
8584 99 => 'immunity to slow',
8585 100 => 'immunity to paralysis',
8586 101 => 'immunity to draining',
8587 102 => 'immunity to magic',
8588 103 => 'immunity to attack',
8589 104 => 'invulnerability',
8590 105 => 'defense',
8591 106 => 'rune of fire',
8592 107 => 'rune of frost',
8593 108 => 'rune of shocking',
8594 109 => 'rune of blasting',
8595 110 => 'rune of death',
8596 111 => 'marking rune',
8597 112 => 'build director',
8598 113 => 'create pool of chaos',
8599 114 => 'build bullet wall',
8600 115 => 'build lightning wall',
8601 116 => 'build fireball wall',
8602 117 => 'magic rune',
8603 118 => 'rune of magic drain',
8604 119 => 'antimagic rune',
8605 120 => 'rune of transferrence',
8606 121 => 'transferrence',
8607 122 => 'magic drain',
8608 123 => 'counterspell',
8609 124 => 'disarm',
8610 125 => 'cure confusion',
8611 126 => 'restoration',
8612 127 => 'summon evil monster',
8613 128 => 'counterwall',
8614 129 => 'cause light wounds',
8615 130 => 'cause medium wounds',
8616 131 => 'cause serious wounds',
8617 132 => 'charm monsters',
8618 133 => 'banishment',
8619 134 => 'create missile',
8620 135 => 'show invisible',
8621 136 => 'xray',
8622 137 => 'pacify',
8623 138 => 'summon fog',
8624 139 => 'steambolt',
8625 140 => 'command undead',
8626 141 => 'holy orb',
8627 142 => 'summon avatar',
8628 143 => 'holy possession',
8629 144 => 'bless',
8630 145 => 'curse',
8631 146 => 'regeneration',
8632 147 => 'consecrate',
8633 148 => 'summon cult monsters',
8634 149 => 'cause critical wounds',
8635 150 => 'holy wrath',
8636 151 => 'retributive strike',
8637 152 => 'finger of death',
8638 153 => 'insect plague',
8639 154 => 'call holy servant',
8640 155 => 'wall of thorns',
8641 156 => 'staff to snake',
8642 157 => 'light',
8643 158 => 'darkness',
8644 159 => 'nightfall',
8645 160 => 'daylight',
8646 161 => 'sunspear',
8647 162 => 'faery fire',
8648 163 => 'cure blindness',
8649 164 => 'dark vision',
8650 165 => 'bullet swarm',
8651 166 => 'bullet storm',
8652 167 => 'cause many wounds',
8653 168 => 'small snowstorm',
8654 169 => 'medium snowstorm',
8655 170 => 'large snowstorm',
8656 171 => 'cure disease',
8657 172 => 'cause red death',
8658 173 => 'cause flu',
8659 174 => 'cause black death',
8660 175 => 'cause leprosy',
8661 176 => 'cause smallpox',
8662 177 => 'cause white death',
8663 178 => 'cause anthrax',
8664 179 => 'cause typhoid',
8665 180 => 'mana blast',
8666 181 => 'small manaball',
8667 182 => 'medium manaball',
8668 183 => 'large manaball',
8669 184 => 'mana bolt',
8670 185 => 'dancing sword',
8671 186 => 'animate weapon',
8672 187 => 'cause cold',
8673 188 => 'divine shock',
8674 189 => 'windstorm',
8675 190 => 'sanctuary',
8676 191 => 'peace',
8677 192 => 'spiderweb',
8678 193 => 'conflict',
8679 194 => 'rage',
8680 195 => 'forked lightning',
8681 196 => 'poison fog',
8682 197 => 'flaming aura',
8683 198 => 'vitriol',
8684 199 => 'vitriol splash',
8685 200 => 'ironwood skin',
8686 201 => 'wrathful eye',
8687 202 => 'town portal',
8688 203 => 'missile swarm',
8689 204 => 'cause rabies',
8690 205 => 'glyph'
8691 );
8692
8693
8694 =head1 AUTHOR
8695
8696 Marc Lehmann <schmorp.de>
8697 http://home.schmorp.de/
8698
8699 The source files are part of the CFJavaEditor.
8700
8701 =cut
8702
8703 1