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Revision: 1.8
Committed: Mon Mar 13 03:47:36 2006 UTC (18 years, 2 months ago) by root
Branch: MAIN
Changes since 1.7: +113 -6 lines
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File Contents

# Content
1 =head1 NAME
2
3 Crossfire::Data - various data structures useful for understanding archs and objects
4
5 =head1
6
7 THIS FILE IS AUTOGENERATED, DO NOT EDIT!
8
9 It's a translation of the following files:
10
11 res/spells.xml
12 res/types.xml
13 res/typenumbers.xml
14
15 See F<res/README> for more info.
16
17 =cut
18
19 package Crossfire::Data;
20
21 our %BITMASK = (
22 attacktype => {
23 0 => 'Physical',
24 1 => 'Magical',
25 2 => 'Fire',
26 3 => 'Electricity',
27 4 => 'Cold',
28 5 => 'Confusion',
29 6 => 'Acid',
30 7 => 'Drain',
31 8 => 'Weaponmagic',
32 9 => 'Ghosthit',
33 10 => 'Poison',
34 11 => 'Slow',
35 12 => 'Paralyze',
36 13 => 'Turn Undead',
37 14 => 'Fear',
38 15 => 'Cancellation',
39 16 => 'Depletion',
40 17 => 'Death',
41 18 => 'Chaos',
42 19 => 'Counterspell',
43 20 => 'God Power',
44 21 => 'Holy Power',
45 22 => 'Blinding'
46 },
47 material => {
48 0 => 'Paper',
49 1 => 'Iron',
50 2 => 'Glass',
51 3 => 'Leather',
52 4 => 'Wood',
53 5 => 'Organics',
54 6 => 'Stone',
55 7 => 'Cloth',
56 8 => 'Adamantite'
57 },
58 pick_up => {
59 0 => 'Nothing',
60 1 => 'Wealth',
61 2 => 'Food',
62 3 => 'Weapons',
63 4 => 'Armour',
64 5 => 'Inverse',
65 6 => 'All'
66 },
67 spellpath => {
68 0 => 'Protection',
69 1 => 'Fire',
70 2 => 'Frost',
71 3 => 'Electricity',
72 4 => 'Missiles',
73 5 => 'Self',
74 6 => 'Summoning',
75 7 => 'Abjuration',
76 8 => 'Restoration',
77 9 => 'Detonation',
78 10 => 'Mind',
79 11 => 'Creation',
80 12 => 'Teleportation',
81 13 => 'Information',
82 14 => 'Transmutation',
83 15 => 'Transferrence',
84 16 => 'Turning',
85 17 => 'Wounding',
86 18 => 'Death',
87 19 => 'Light'
88 },
89 will_apply => {
90 0 => 'Apply Handles',
91 1 => 'Open Chests',
92 2 => 'Break Walls',
93 3 => 'Open Doors'
94 }
95 );
96
97 our %LIST = (
98 direction => {
99 0 => '<none>',
100 1 => 'north',
101 2 => 'northeast',
102 3 => 'east',
103 4 => 'southeast',
104 5 => 'south',
105 6 => 'southwest',
106 7 => 'west',
107 8 => 'northwest'
108 },
109 mood => {
110 0 => 'furious',
111 1 => 'angry',
112 2 => 'calm',
113 3 => 'sleep',
114 4 => 'charm'
115 },
116 potion_effect => {
117 0 => '<none>',
118 65536 => 'life restoration',
119 1048576 => 'improvement'
120 },
121 skill_type => {
122 1 => 'lockpicking',
123 2 => 'hiding',
124 3 => 'smithery',
125 4 => 'bowyer',
126 5 => 'jeweler',
127 6 => 'alchemy',
128 7 => 'stealing',
129 8 => 'literacy',
130 9 => 'bargaining',
131 10 => 'jumping',
132 11 => 'detect magic',
133 12 => 'oratory',
134 13 => 'singing',
135 14 => 'detect curse',
136 15 => 'find traps',
137 16 => 'mediatation',
138 17 => 'punching',
139 18 => 'flame touch',
140 19 => 'karate',
141 20 => 'climbing',
142 21 => 'woodsman',
143 22 => 'inscription',
144 23 => 'one handed weapons',
145 24 => 'missile weapons',
146 25 => 'throwing',
147 26 => 'use magic item',
148 27 => 'disarm traps',
149 28 => 'set traps',
150 29 => 'thaumaturgy',
151 30 => 'praying',
152 31 => 'clawing',
153 32 => 'levitation',
154 33 => 'summoning',
155 34 => 'pyromancy',
156 35 => 'evocation',
157 36 => 'sorcery',
158 37 => 'two handed weapons'
159 },
160 spell_type => {
161 1 => 'raise dead',
162 2 => 'rune',
163 3 => 'make mark',
164 4 => 'bolt',
165 5 => 'bullet',
166 6 => 'explosion',
167 7 => 'cone',
168 8 => 'bomb',
169 9 => 'wonder',
170 10 => 'smite',
171 11 => 'magic missile',
172 12 => 'summon golem',
173 13 => 'dimension door',
174 14 => 'magic mapping',
175 15 => 'magic wall',
176 16 => 'destruction',
177 17 => 'perceive self',
178 18 => 'word of recall',
179 19 => 'invisible',
180 20 => 'probe',
181 21 => 'healing',
182 22 => 'create food',
183 23 => 'earth to dust',
184 24 => 'change ability',
185 25 => 'bless',
186 26 => 'curse',
187 27 => 'summon monster',
188 28 => 'recharge',
189 29 => 'polymorph',
190 30 => 'alchemy',
191 31 => 'remove curse',
192 32 => 'identify',
193 33 => 'detection',
194 34 => 'mood change',
195 35 => 'moving ball',
196 36 => 'swarm',
197 37 => 'charge mana',
198 38 => 'dispel rune',
199 39 => 'create missile',
200 40 => 'consecrate',
201 41 => 'animate weapon',
202 42 => 'light',
203 43 => 'change map light',
204 44 => 'faery fire',
205 45 => 'disease',
206 46 => 'aura',
207 47 => 'town portal'
208 },
209 weapon_type => {
210 0 => '<unknown>',
211 1 => 'sword',
212 2 => 'arrows',
213 3 => 'axe',
214 4 => 'katana',
215 5 => 'knife, dagger',
216 6 => 'whip, chain',
217 7 => 'hammer, flail',
218 8 => 'club, stick'
219 }
220 );
221
222 our %IGNORE_LIST = (
223 non_pickable => [
224 'value',
225 'nrof',
226 'weight',
227 'name_pl',
228 'material',
229 'no_pick',
230 'unpaid',
231 'title',
232 'identified'
233 ],
234 system_object => [
235 'value',
236 'nrof',
237 'weight',
238 'name_pl',
239 'material',
240 'no_pick',
241 'unpaid',
242 'title',
243 'glow_radius',
244 'identified',
245 'blocksview',
246 'invisible'
247 ]
248 );
249
250 our %DEFAULT_ATTR = (
251 attr => [
252 [
253 'name',
254 {
255 desc => 'This is the name of the object, displayed to the player.',
256 name => 'name',
257 type => 'string'
258 }
259 ],
260 [
261 'name_pl',
262 {
263 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.',
264 name => 'plural name',
265 type => 'string'
266 }
267 ],
268 [
269 'title',
270 {
271 desc => 'This is the object\'s title. Once an object is identified the title is attached to the name. Typical titels are "of mostrai", "of xray vision" etc.',
272 name => 'title',
273 type => 'string'
274 }
275 ],
276 [
277 'face',
278 {
279 desc => 'The image-name defines what image is displayed for this object in-game.',
280 name => 'image',
281 type => 'string'
282 }
283 ],
284 [
285 'nrof',
286 {
287 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.',
288 name => 'number',
289 type => 'int'
290 }
291 ],
292 [
293 'weight',
294 {
295 desc => 'This value defines the object\'s weight in gramm (1000g is 1kg). Objects with zero weight are not pickable for players. Still, set the "non-pickable"-flag for explicitly non-pickable objects (hey, this is opensource.. you never know ;) ).',
296 name => 'weight',
297 type => 'int'
298 }
299 ],
300 [
301 'value',
302 {
303 desc => 'Adds a certain value to the object: It will be worth that many times the default value from it\'s archetype (E.g. "value = 3" means three times worth the default value). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.',
304 name => 'value',
305 type => 'int'
306 }
307 ],
308 [
309 'glow_radius',
310 {
311 desc => 'If <glow radius> is set to a value greater zero, the object appears lit up on dark maps. <glow radius> can be a value between 0 and 4, the higher, the more light does the object emmit.',
312 name => 'glow radius',
313 type => 'int'
314 }
315 ],
316 [
317 'material',
318 {
319 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.',
320 name => 'material',
321 type => 'bitmask',
322 value => $BITMASK{material}
323 }
324 ],
325 [
326 'no_pick',
327 {
328 desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
329 name => 'non-pickable',
330 type => 'bool'
331 }
332 ],
333 [
334 'invisible',
335 {
336 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.',
337 name => 'invisible',
338 type => 'bool'
339 }
340 ],
341 [
342 'blocksview',
343 {
344 desc => 'If an item is set to block view, players (and monsters) cannot see byond it unless they cross it or manage to stand ontop.',
345 name => 'block view',
346 type => 'bool'
347 }
348 ],
349 [
350 'identified',
351 {
352 desc => 'If an item is identified, the player has full knowledge about it.',
353 name => 'identified',
354 type => 'bool'
355 }
356 ],
357 [
358 'unpaid',
359 {
360 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.',
361 name => 'unpaid',
362 type => 'bool'
363 }
364 ]
365 ]
366 );
367
368 our %TYPE = (
369 Ability => {
370 attr => [
371 [
372 'invisible',
373 {
374 type => 'fixed',
375 value => 1
376 }
377 ],
378 [
379 'no_drop',
380 {
381 type => 'fixed',
382 value => 1
383 }
384 ],
385 [
386 'sp',
387 {
388 desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
389 name => 'short range spell',
390 type => 'spell'
391 }
392 ],
393 [
394 'hp',
395 {
396 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.',
397 name => 'long range spell',
398 type => 'nz_spell'
399 }
400 ],
401 [
402 'maxsp',
403 {
404 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".',
405 name => 'importance',
406 type => 'int'
407 }
408 ],
409 [
410 'attacktype',
411 {
412 desc => 'This flag specifies wether the ability <is magical> in nature. If enabled, all spells produced by this ability will have magic attacktype added to the usual attacktypes. This should always be set for spell-like abilities. "Natural" abilities like a dragon\'s firebreath are an exception. Note that non-magical abilities are more dangerous because magic resistance does not protect from those.',
413 name => 'is magical',
414 type => 'bool',
415 value => [
416 0,
417 2
418 ]
419 }
420 ]
421 ],
422 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;.',
423 ignore => [
424 $IGNORE_LIST{system_object}
425 ],
426 name => 'Ability',
427 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?'
428 },
429 Altar => {
430 attr => [
431 [
432 'no_pick',
433 {
434 type => 'fixed',
435 value => 1
436 }
437 ],
438 [
439 'walk_on',
440 {
441 type => 'fixed',
442 value => 1
443 }
444 ],
445 [
446 'slaying',
447 {
448 desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
449 name => 'match item name',
450 type => 'string'
451 }
452 ],
453 [
454 'food',
455 {
456 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.',
457 name => 'drop amount',
458 type => 'int'
459 }
460 ],
461 [
462 'connected',
463 {
464 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
465 name => 'connection',
466 type => 'int'
467 }
468 ],
469 [
470 'sp',
471 {
472 desc => 'When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitly in this way. Don\'t set both <spell> and <connection> for one altar.',
473 name => 'spell',
474 type => 'spell'
475 }
476 ],
477 [
478 'msg',
479 {
480 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
481 end => 'endmsg',
482 name => 'message',
483 type => 'text'
484 }
485 ]
486 ],
487 desc => 'When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. Either way, the sacrificed item dissapears.',
488 ignore => [
489 $IGNORE_LIST{non_pickable}
490 ],
491 name => 'Altar'
492 },
493 'Altar Trigger' => {
494 attr => [
495 [
496 'no_pick',
497 {
498 type => 'fixed',
499 value => 1
500 }
501 ],
502 [
503 'slaying',
504 {
505 desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
506 name => 'match item name',
507 type => 'string'
508 }
509 ],
510 [
511 'food',
512 {
513 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.',
514 name => 'drop amount',
515 type => 'int'
516 }
517 ],
518 [
519 'connected',
520 {
521 desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
522 name => 'connection',
523 type => 'int'
524 }
525 ],
526 [
527 'sp',
528 {
529 desc => 'When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitly in this way. Don\'t set both <spell> and <connection> for one altar.',
530 name => 'spell',
531 type => 'spell'
532 }
533 ],
534 [
535 'exp',
536 {
537 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.',
538 name => 'reset time',
539 type => 'int'
540 }
541 ],
542 [
543 'last_sp',
544 {
545 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.',
546 name => 'ignore reset',
547 type => 'bool'
548 }
549 ],
550 [
551 'walk_on',
552 {
553 type => 'fixed',
554 value => 1
555 }
556 ],
557 [
558 'msg',
559 {
560 desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
561 end => 'endmsg',
562 name => 'message',
563 type => 'text'
564 }
565 ]
566 ],
567 desc => 'Altar_triggers work pretty much like normal altars (drop sacrifice -> connection activated), except for the fact that they reset after usage. Hence, altar_triggers can be used infinitly.',
568 ignore => [
569 $IGNORE_LIST{non_pickable}
570 ],
571 name => 'Altar Trigger',
572 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. =)'
573 },
574 Amulet => {
575 attr => [
576 [
577 'ac',
578 {
579 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.',
580 name => 'armour class',
581 type => 'int'
582 }
583 ],
584 [
585 'wc',
586 {
587 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.',
588 name => 'weapon class',
589 type => 'int'
590 }
591 ],
592 [
593 'item_power',
594 {
595 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
596 name => 'item power',
597 type => 'int'
598 }
599 ],
600 [
601 'damned',
602 {
603 desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
604 name => 'damnation',
605 type => 'bool'
606 }
607 ],
608 [
609 'cursed',
610 {
611 desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
612 name => 'curse',
613 type => 'bool'
614 }
615 ],
616 [
617 'lifesave',
618 {
619 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his healthpoints reach zero, the item dissapears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
620 name => 'save life',
621 type => 'bool'
622 }
623 ],
624 [
625 'unique',
626 {
627 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
628 name => 'unique item',
629 type => 'bool'
630 }
631 ],
632 [
633 'startequip',
634 {
635 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
636 name => 'godgiven item',
637 type => 'bool'
638 }
639 ],
640 [
641 'applied',
642 {
643 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.',
644 name => 'is applied',
645 type => 'bool'
646 }
647 ],
648 [
649 'msg',
650 {
651 desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
652 end => 'endmsg',
653 name => 'description',
654 type => 'text'
655 }
656 ]
657 ],
658 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
659 name => 'Amulet',
660 section => [
661 [
662 'resistance',
663 [
664 [
665 'resist_physical',
666 {
667 desc => 'This adds physical resistance to the item (= armour value). The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
668 name => 'resist physical %',
669 type => 'int'
670 }
671 ],
672 [
673 'resist_magic',
674 {
675 desc => 'This adds magic resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
676 name => 'resist magic %',
677 type => 'int'
678 }
679 ],
680 [
681 'resist_fire',
682 {
683 desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
684 name => 'resist fire %',
685 type => 'int'
686 }
687 ],
688 [
689 'resist_electricity',
690 {
691 desc => 'This adds electricity resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
692 name => 'resist electricity %',
693 type => 'int'
694 }
695 ],
696 [
697 'resist_cold',
698 {
699 desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
700 name => 'resist cold %',
701 type => 'int'
702 }
703 ],
704 [
705 'resist_confusion',
706 {
707 desc => 'This adds confusion resistance to the item. The number is a percent-value in the range 0-100. Confusion resistance is not very effective unless the value comes close to 100 (= perfect immunity).',
708 name => 'resist confusion %',
709 type => 'int'
710 }
711 ],
712 [
713 'resist_acid',
714 {
715 desc => 'This adds acid resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
716 name => 'resist acid %',
717 type => 'int'
718 }
719 ],
720 [
721 'resist_drain',
722 {
723 desc => 'This adds draining resistance to the item. The number is a percent-value in the range 0-100. Draining resistance is little effective unless the value is 100 (= perfect immunity).',
724 name => 'resist draining %',
725 type => 'int'
726 }
727 ],
728 [
729 'resist_weaponmagic',
730 {
731 desc => 'This adds weaponmagic resistance to the item. The number is a percent-value in the range 0-100. Weaponmagic resistance generally should not exist on equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) are not meant to be easily resisted.',
732 name => 'resist weaponmagic %',
733 type => 'int'
734 }
735 ],
736 [
737 'resist_ghosthit',
738 {
739 desc => 'This adds ghosthit resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
740 name => 'resist ghosthit %',
741 type => 'int'
742 }
743 ],
744 [
745 'resist_poison',
746 {
747 desc => 'This adds poison resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
748 name => 'resist poison %',
749 type => 'int'
750 }
751 ],
752 [
753 'resist_slow',
754 {
755 desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
756 name => 'resist slow %',
757 type => 'int'
758 }
759 ],
760 [
761 'resist_paralyze',
762 {
763 desc => 'This adds paralyze resistance to the item. The number is a percent-value in the range 0-100. Paralyze resistance is little effective unless the value is 100 (= perfect immunity).',
764 name => 'resist paralyze %',
765 type => 'int'
766 }
767 ],
768 [
769 'resist_fear',
770 {
771 desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
772 name => 'resist fear %',
773 type => 'int'
774 }
775 ],
776 [
777 'resist_deplete',
778 {
779 desc => 'This adds depletion resistance to the item. The number is a percent-value in the range 0-100. Depletion resistance is little effective unless the value is 100 (= perfect immunity).',
780 name => 'resist depletion %',
781 type => 'int'
782 }
783 ],
784 [
785 'resist_death',
786 {
787 desc => 'This adds death-attack resistance to the item. The number is a percent-value in the range 0-100. Death-attack resistance is little effective unless the value is 100 (= perfect immunity). Generally, resistance to death-attack is not supposed to be available to players!',
788 name => 'resist death-attack %',
789 type => 'int'
790 }
791 ],
792 [
793 'resist_chaos',
794 {
795 desc => 'This adds chaos resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact. Note that chaos is not a stand-alone attacktype. Chaos "contains" a combination of other attacktypes.',
796 name => 'resist chaos %',
797 type => 'int'
798 }
799 ],
800 [
801 'resist_blind',
802 {
803 desc => 'This adds blinding resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
804 name => 'resist blinding %',
805 type => 'int'
806 }
807 ],
808 [
809 'resist_holyword',
810 {
811 desc => 'This adds holy power resistance to the item. The number is a percent-value in the range 0-100. Holy power is the attacktype that holyword-type spells use to hurt undead creatures. This kind of resistance is only reasonable for undead players (wraith or devourer cult). Generally, resistance to holy word should not be available for players.',
812 name => 'resist holy power %',
813 type => 'int'
814 }
815 ]
816 ]
817 ],
818 [
819 'stats',
820 [
821 [
822 'Str',
823 {
824 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
825 name => 'strength',
826 type => 'int'
827 }
828 ],
829 [
830 'Dex',
831 {
832 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
833 name => 'dexterity',
834 type => 'int'
835 }
836 ],
837 [
838 'Con',
839 {
840 desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
841 name => 'constitution',
842 type => 'int'
843 }
844 ],
845 [
846 'Int',
847 {
848 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
849 name => 'intelligence',
850 type => 'int'
851 }
852 ],
853 [
854 'Pow',
855 {
856 desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
857 name => 'power',
858 type => 'int'
859 }
860 ],
861 [
862 'Wis',
863 {
864 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
865 name => 'wisdom',
866 type => 'int'
867 }
868 ],
869 [
870 'Cha',
871 {
872 desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
873 name => 'charisma',
874 type => 'int'
875 }
876 ]
877 ]
878 ],
879 [
880 'misc',
881 [
882 [
883 'luck',
884 {
885 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.',
886 name => 'luck bonus',
887 type => 'int'
888 }
889 ],
890 [
891 'hp',
892 {
893 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
894 name => 'health regen.',
895 type => 'int'
896 }
897 ],
898 [
899 'sp',
900 {
901 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
902 name => 'mana regen.',
903 type => 'int'
904 }
905 ],
906 [
907 'grace',
908 {
909 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!!',
910 name => 'grace regen.',
911 type => 'int'
912 }
913 ],
914 [
915 'food',
916 {
917 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.',
918 name => 'food bonus',
919 type => 'int'
920 }
921 ],
922 [
923 'xrays',
924 {
925 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desireable, so don\'t give it away for cheap on equipment.',
926 name => 'xray vision',
927 type => 'bool'
928 }
929 ],
930 [
931 'stealth',
932 {
933 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)',
934 name => 'stealth',
935 type => 'bool'
936 }
937 ],
938 [
939 'reflect_spell',
940 {
941 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!',
942 name => 'reflect spells',
943 type => 'bool'
944 }
945 ],
946 [
947 'reflect_missile',
948 {
949 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.',
950 name => 'reflect missiles',
951 type => 'bool'
952 }
953 ],
954 [
955 'flying',
956 {
957 desc => 'As soon as the player applies a piece of equipment with <levitate> set, the player will start to float in the air.',
958 name => 'levitate',
959 type => 'bool'
960 }
961 ],
962 [
963 'path_attuned',
964 {
965 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
966 name => 'attuned paths',
967 type => 'bitmask',
968 value => $BITMASK{spellpath}
969 }
970 ],
971 [
972 'path_repelled',
973 {
974 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
975 name => 'repelled paths',
976 type => 'bitmask',
977 value => $BITMASK{spellpath}
978 }
979 ],
980 [
981 'path_denied',
982 {
983 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
984 name => 'denied paths',
985 type => 'bitmask',
986 value => $BITMASK{spellpath}
987 }
988 ]
989 ]
990 ]
991 ],
992 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
993 },
994 Battleground => {
995 attr => [
996 [
997 'no_pick',
998 {
999 type => 'fixed',
1000 value => 1
1001 }
1002 ],
1003 [
1004 'is_floor',
1005 {
1006 type => 'fixed',
1007 value => 1
1008 }
1009 ],
1010 [
1011 'hp',
1012 {
1013 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1014 name => 'destination X',
1015 type => 'int'
1016 }
1017 ],
1018 [
1019 'sp',
1020 {
1021 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1022 name => 'destination Y',
1023 type => 'int'
1024 }
1025 ]
1026 ],
1027 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.',
1028 ignore => [
1029 $IGNORE_LIST{non_pickable}
1030 ],
1031 name => 'Battleground',
1032 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.)'
1033 },
1034 Book => {
1035 attr => [
1036 [
1037 'level',
1038 {
1039 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.',
1040 name => 'literacy level',
1041 type => 'int'
1042 }
1043 ],
1044 [
1045 'startequip',
1046 {
1047 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1048 name => 'godgiven item',
1049 type => 'bool'
1050 }
1051 ],
1052 [
1053 'unique',
1054 {
1055 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1056 name => 'unique item',
1057 type => 'bool'
1058 }
1059 ],
1060 [
1061 'msg',
1062 {
1063 desc => 'This is the text that appears "written" in the book.',
1064 end => 'endmsg',
1065 name => 'book content',
1066 type => 'text'
1067 }
1068 ]
1069 ],
1070 desc => 'Applying a book, the containing message is displayed to the player.',
1071 name => 'Book'
1072 },
1073 Boots => {
1074 attr => [
1075 [
1076 'exp',
1077 {
1078 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.',
1079 name => 'speed bonus',
1080 type => 'int'
1081 }
1082 ],
1083 [
1084 'magic',
1085 {
1086 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>.',
1087 name => 'magic bonus',
1088 type => 'int'
1089 }
1090 ]
1091 ],
1092 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1093 import => [
1094 $TYPE{Amulet}
1095 ],
1096 name => 'Boots',
1097 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1098 },
1099 Bracers => {
1100 attr => [
1101 [
1102 'magic',
1103 {
1104 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.',
1105 name => 'magic bonus',
1106 type => 'int'
1107 }
1108 ]
1109 ],
1110 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.',
1111 import => [
1112 $TYPE{Amulet}
1113 ],
1114 name => 'Bracers',
1115 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1116 },
1117 'Brestplate Armour' => {
1118 attr => [
1119 [
1120 'last_heal',
1121 {
1122 desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1123 name => 'spellpoint penalty',
1124 type => 'int'
1125 }
1126 ],
1127 [
1128 'last_sp',
1129 {
1130 desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1131 name => 'slowdown penalty',
1132 type => 'int'
1133 }
1134 ],
1135 [
1136 'magic',
1137 {
1138 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.',
1139 name => 'magic bonus',
1140 type => 'int'
1141 }
1142 ]
1143 ],
1144 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1145 import => [
1146 $TYPE{Amulet}
1147 ],
1148 name => 'Brestplate Armour',
1149 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1150 },
1151 Button => {
1152 attr => [
1153 [
1154 'walk_on',
1155 {
1156 type => 'fixed',
1157 value => 1
1158 }
1159 ],
1160 [
1161 'walk_off',
1162 {
1163 type => 'fixed',
1164 value => 1
1165 }
1166 ],
1167 [
1168 'no_pick',
1169 {
1170 type => 'fixed',
1171 value => 1
1172 }
1173 ],
1174 [
1175 'weight',
1176 {
1177 desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1178 name => 'press weight',
1179 type => 'string'
1180 }
1181 ],
1182 [
1183 'connected',
1184 {
1185 desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1186 name => 'connection',
1187 type => 'int'
1188 }
1189 ],
1190 [
1191 'msg',
1192 {
1193 desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1194 end => 'endmsg',
1195 name => 'description',
1196 type => 'text'
1197 }
1198 ]
1199 ],
1200 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.',
1201 ignore => [
1202 $IGNORE_LIST{non_pickable}
1203 ],
1204 name => 'Button'
1205 },
1206 Cloak => {
1207 attr => [
1208 [
1209 'magic',
1210 {
1211 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>.',
1212 name => 'magic bonus',
1213 type => 'int'
1214 }
1215 ]
1216 ],
1217 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.',
1218 import => [
1219 $TYPE{Amulet}
1220 ],
1221 name => 'Cloak',
1222 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1223 },
1224 Clock => {
1225 attr => [
1226 [
1227 'msg',
1228 {
1229 desc => 'This text may describe the item',
1230 end => 'endmsg',
1231 name => 'description',
1232 type => 'text'
1233 }
1234 ]
1235 ],
1236 desc => 'Applying a clock, the time is displayed to the player.',
1237 name => 'Clock'
1238 },
1239 Container => {
1240 attr => [
1241 [
1242 'race',
1243 {
1244 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.',
1245 name => 'container class',
1246 type => 'string'
1247 }
1248 ],
1249 [
1250 'slaying',
1251 {
1252 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1253 name => 'key string',
1254 type => 'string'
1255 }
1256 ],
1257 [
1258 'container',
1259 {
1260 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.',
1261 name => 'maximum weight',
1262 type => 'int'
1263 }
1264 ],
1265 [
1266 'Str',
1267 {
1268 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.',
1269 name => 'reduce weight %',
1270 type => 'int'
1271 }
1272 ],
1273 [
1274 'is_cauldron',
1275 {
1276 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.',
1277 name => 'alchemy cauldron',
1278 type => 'bool'
1279 }
1280 ],
1281 [
1282 'unique',
1283 {
1284 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.',
1285 name => 'unique item',
1286 type => 'bool'
1287 }
1288 ],
1289 [
1290 'startequip',
1291 {
1292 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1293 name => 'godgiven item',
1294 type => 'bool'
1295 }
1296 ],
1297 [
1298 'other_arch',
1299 {
1300 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.',
1301 name => 'animation arch',
1302 type => 'string'
1303 }
1304 ],
1305 [
1306 'msg',
1307 {
1308 desc => 'This text may contain a description of the container.',
1309 end => 'endmsg',
1310 name => 'description',
1311 type => 'text'
1312 }
1313 ]
1314 ],
1315 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.',
1316 name => 'Container',
1317 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>'
1318 },
1319 Converter => {
1320 attr => [
1321 [
1322 'no_pick',
1323 {
1324 type => 'fixed',
1325 value => 1
1326 }
1327 ],
1328 [
1329 'slaying',
1330 {
1331 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1332 name => 'cost arch',
1333 type => 'string'
1334 }
1335 ],
1336 [
1337 'food',
1338 {
1339 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>.',
1340 name => 'cost number',
1341 type => 'int'
1342 }
1343 ],
1344 [
1345 'other_arch',
1346 {
1347 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.',
1348 name => 'receive arch',
1349 type => 'string'
1350 }
1351 ],
1352 [
1353 'sp',
1354 {
1355 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>.',
1356 name => 'receive number',
1357 type => 'int'
1358 }
1359 ],
1360 [
1361 'msg',
1362 {
1363 desc => 'This text may contain a description of the converter.',
1364 end => 'endmsg',
1365 name => 'description',
1366 type => 'text'
1367 }
1368 ]
1369 ],
1370 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.',
1371 ignore => [
1372 'value',
1373 'nrof',
1374 'name_pl',
1375 'no_pick',
1376 'unpaid',
1377 'title'
1378 ],
1379 name => 'Converter',
1380 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.'
1381 },
1382 Creator => {
1383 attr => [
1384 [
1385 'no_pick',
1386 {
1387 type => 'fixed',
1388 value => 1
1389 }
1390 ],
1391 [
1392 'other_arch',
1393 {
1394 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.',
1395 name => 'create arch',
1396 type => 'string'
1397 }
1398 ],
1399 [
1400 'connected',
1401 {
1402 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1403 name => 'connection',
1404 type => 'int'
1405 }
1406 ],
1407 [
1408 'lifesave',
1409 {
1410 desc => 'If <infinit uses> is set, the creator will work infinitly, regardless of the value in <number of uses>.',
1411 name => 'infinit uses',
1412 type => 'bool'
1413 }
1414 ],
1415 [
1416 'hp',
1417 {
1418 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).',
1419 name => 'number of uses',
1420 type => 'int'
1421 }
1422 ],
1423 [
1424 'slaying',
1425 {
1426 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.',
1427 name => 'name of creation',
1428 type => 'string'
1429 }
1430 ],
1431 [
1432 'level',
1433 {
1434 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1435 name => 'level of creation',
1436 type => 'int'
1437 }
1438 ]
1439 ],
1440 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.',
1441 ignore => [
1442 $IGNORE_LIST{system_object}
1443 ],
1444 name => 'Creator',
1445 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1446 },
1447 Detector => {
1448 attr => [
1449 [
1450 'no_pick',
1451 {
1452 type => 'fixed',
1453 value => 1
1454 }
1455 ],
1456 [
1457 'slaying',
1458 {
1459 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.',
1460 name => 'match name',
1461 type => 'string'
1462 }
1463 ],
1464 [
1465 'connected',
1466 {
1467 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1468 name => 'connection',
1469 type => 'int'
1470 }
1471 ],
1472 [
1473 'speed',
1474 {
1475 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.',
1476 name => 'detection speed',
1477 type => 'float'
1478 }
1479 ]
1480 ],
1481 desc => 'Detectors work quite much like inv. checkers/pedestals: If the detector finds a specific object, it toggles its connected value. <br><br> What is "unique" about them, compared to inv. checkers/ pedestals? - First, detectors check their square for a match periodically, not instantly. Second, detectors check directly for object names. Third, detectors do not check the inventory of players/monsters.',
1482 ignore => [
1483 $IGNORE_LIST{system_object}
1484 ],
1485 name => 'Detector',
1486 use => 'There is one major speciality about detectors: You can detect spells blown over a detector! To detect a lighting bolt for example, set "slaying ligthing" and "speed 1.0". In combination with spellcasting walls, this can be very useful for map-mechanisms.'
1487 },
1488 Director => {
1489 attr => [
1490 [
1491 'sp',
1492 {
1493 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).',
1494 name => 'direction',
1495 type => 'list',
1496 value => $LIST{direction}
1497 }
1498 ],
1499 [
1500 'walk_on',
1501 {
1502 type => 'fixed',
1503 value => 1
1504 }
1505 ],
1506 [
1507 'fly_on',
1508 {
1509 type => 'fixed',
1510 value => 1
1511 }
1512 ]
1513 ],
1514 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.',
1515 ignore => [
1516 $IGNORE_LIST{non_pickable}
1517 ],
1518 name => 'Director',
1519 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.'
1520 },
1521 Disease => {
1522 attr => [
1523 [
1524 'invisible',
1525 {
1526 type => 'fixed',
1527 value => 1
1528 }
1529 ],
1530 [
1531 'level',
1532 {
1533 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.',
1534 name => 'plaque level',
1535 type => 'int'
1536 }
1537 ],
1538 [
1539 'race',
1540 {
1541 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1542 name => 'infect race',
1543 type => 'string'
1544 }
1545 ],
1546 [
1547 'ac',
1548 {
1549 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1550 name => 'progressiveness',
1551 type => 'int'
1552 }
1553 ],
1554 [
1555 'msg',
1556 {
1557 desc => 'This text is displayed to the player every time the symptoms strike.',
1558 end => 'endmsg',
1559 name => 'message',
1560 type => 'text'
1561 }
1562 ]
1563 ],
1564 desc => 'Diseases are an intersting form of spellcraft in Crossfire. Once casted, they can spread out and infect creatures in a large area. Being infected can have various effects, from amusing farts to horrible damage - almost everything is possible.',
1565 ignore => [
1566 $IGNORE_LIST{system_object}
1567 ],
1568 name => 'Disease',
1569 section => [
1570 [
1571 'spreading',
1572 [
1573 [
1574 'wc',
1575 {
1576 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.',
1577 name => 'infectiosness',
1578 type => 'int'
1579 }
1580 ],
1581 [
1582 'last_grace',
1583 {
1584 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1585 name => 'attenuation',
1586 type => 'int'
1587 }
1588 ],
1589 [
1590 'magic',
1591 {
1592 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.',
1593 name => 'infection range',
1594 type => 'int'
1595 }
1596 ],
1597 [
1598 'maxhp',
1599 {
1600 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).',
1601 name => 'persistence',
1602 type => 'int'
1603 }
1604 ],
1605 [
1606 'maxgrace',
1607 {
1608 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.',
1609 name => 'curing duration',
1610 type => 'int'
1611 }
1612 ],
1613 [
1614 'speed',
1615 {
1616 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1617 name => 'moving speed',
1618 type => 'float'
1619 }
1620 ]
1621 ]
1622 ],
1623 [
1624 'symptoms',
1625 [
1626 [
1627 'attacktype',
1628 {
1629 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1630 name => 'attacktype',
1631 type => 'bitmask',
1632 value => $BITMASK{attacktype}
1633 }
1634 ],
1635 [
1636 'dam',
1637 {
1638 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.',
1639 name => 'damage',
1640 type => 'int'
1641 }
1642 ],
1643 [
1644 'other_arch',
1645 {
1646 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.',
1647 name => 'create arch',
1648 type => 'string'
1649 }
1650 ],
1651 [
1652 'last_sp',
1653 {
1654 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1655 name => 'slowdown penalty',
1656 type => 'int'
1657 }
1658 ],
1659 [
1660 'exp',
1661 {
1662 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1663 name => 'exp. for curing',
1664 type => 'int'
1665 }
1666 ],
1667 [
1668 'maxsp',
1669 {
1670 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.',
1671 name => 'mana depletion',
1672 type => 'int'
1673 }
1674 ],
1675 [
1676 'last_eat',
1677 {
1678 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.',
1679 name => 'food depletion',
1680 type => 'int'
1681 }
1682 ],
1683 [
1684 'hp',
1685 {
1686 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1687 name => 'health regen.',
1688 type => 'int'
1689 }
1690 ],
1691 [
1692 'sp',
1693 {
1694 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1695 name => 'mana regen.',
1696 type => 'int'
1697 }
1698 ]
1699 ]
1700 ],
1701 [
1702 'disability',
1703 [
1704 [
1705 'Str',
1706 {
1707 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1708 name => 'strength',
1709 type => 'int'
1710 }
1711 ],
1712 [
1713 'Dex',
1714 {
1715 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1716 name => 'dexterity',
1717 type => 'int'
1718 }
1719 ],
1720 [
1721 'Con',
1722 {
1723 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1724 name => 'constitution',
1725 type => 'int'
1726 }
1727 ],
1728 [
1729 'Int',
1730 {
1731 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1732 name => 'intelligence',
1733 type => 'int'
1734 }
1735 ],
1736 [
1737 'Pow',
1738 {
1739 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1740 name => 'power',
1741 type => 'int'
1742 }
1743 ],
1744 [
1745 'Wis',
1746 {
1747 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1748 name => 'wisdom',
1749 type => 'int'
1750 }
1751 ],
1752 [
1753 'Cha',
1754 {
1755 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1756 name => 'charisma',
1757 type => 'int'
1758 }
1759 ]
1760 ]
1761 ]
1762 ],
1763 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.'
1764 },
1765 Duplicator => {
1766 attr => [
1767 [
1768 'other_arch',
1769 {
1770 desc => 'Only objects of matching archtype, lying ontop of the dublicator will be dublicated, multiplied or removed. All other objects will be ignored.',
1771 name => 'target arch',
1772 type => 'string'
1773 }
1774 ],
1775 [
1776 'level',
1777 {
1778 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.',
1779 name => 'multiply factor',
1780 type => 'int'
1781 }
1782 ],
1783 [
1784 'connected',
1785 {
1786 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!',
1787 name => 'connection',
1788 type => 'int'
1789 }
1790 ]
1791 ],
1792 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.',
1793 ignore => [
1794 $IGNORE_LIST{system_object}
1795 ],
1796 name => 'Duplicator',
1797 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%.'
1798 },
1799 Exit => {
1800 attr => [
1801 [
1802 'slaying',
1803 {
1804 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".',
1805 name => 'exit path',
1806 type => 'string'
1807 }
1808 ],
1809 [
1810 'hp',
1811 {
1812 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.',
1813 name => 'destination X',
1814 type => 'int'
1815 }
1816 ],
1817 [
1818 'sp',
1819 {
1820 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.',
1821 name => 'destination Y',
1822 type => 'int'
1823 }
1824 ],
1825 [
1826 'walk_on',
1827 {
1828 desc => 'If set, the player will apply the exit by just walking into it. This must be set for the invisible exits for example. If unset, the player has to step onto the exit and press \'a\' to get transferred.',
1829 name => 'apply by walking',
1830 type => 'bool'
1831 }
1832 ],
1833 [
1834 'fly_on',
1835 {
1836 desc => 'If set, the player will apply the exit by "flying into it". Flying means the player is levitating. E.g. wearing levitation boots.',
1837 name => 'apply by flying',
1838 type => 'bool'
1839 }
1840 ],
1841 [
1842 'msg',
1843 {
1844 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. =)',
1845 end => 'endmsg',
1846 name => 'exit message',
1847 type => 'text'
1848 }
1849 ],
1850 [
1851 'unique',
1852 {
1853 desc => 'This flag defines the destined map as "personal unique map". If set, there will be a seperate version of that map for every player out there. This feature is used for the permanent apartments (in Scorn/Nuernberg/Caterham...). It should not be used for anything else than apartments, since Crossfire is a *multi*player game. In such a permanent apartment don\'t forget to set the unique-flag for all floor tiles too (see floors). An exit pointing outside of a personal unique map must have the "unique destination"-flag unset.',
1854 name => 'unique destination',
1855 type => 'bool'
1856 }
1857 ]
1858 ],
1859 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.',
1860 ignore => [
1861 $IGNORE_LIST{non_pickable}
1862 ],
1863 name => 'Exit',
1864 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.'
1865 },
1866 Flesh => {
1867 attr => [
1868 [
1869 'food',
1870 {
1871 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
1872 name => 'foodpoints',
1873 type => 'int'
1874 }
1875 ],
1876 [
1877 'level',
1878 {
1879 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.',
1880 name => 'flesh level',
1881 type => 'int'
1882 }
1883 ],
1884 [
1885 'startequip',
1886 {
1887 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1888 name => 'godgiven item',
1889 type => 'bool'
1890 }
1891 ],
1892 [
1893 'msg',
1894 {
1895 desc => 'This text may describe the item.',
1896 end => 'endmsg',
1897 name => 'description',
1898 type => 'text'
1899 }
1900 ]
1901 ],
1902 desc => 'Just like with food, the player can fill his stomache and gain a little health by eating flesh-objects. <br> For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in those cathegories. The only constraint to this process is the &lt;flesh level&gt;. Don\'t forget that flesh items with resistances have to be balanced according to map/monster difficulty.',
1903 name => 'Flesh',
1904 section => [
1905 [
1906 'resistance',
1907 [
1908 [
1909 'resist_physical',
1910 {
1911 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.',
1912 name => 'resist physical %',
1913 type => 'int'
1914 }
1915 ],
1916 [
1917 'resist_magic',
1918 {
1919 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.',
1920 name => 'resist magic %',
1921 type => 'int'
1922 }
1923 ],
1924 [
1925 'resist_fire',
1926 {
1927 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.',
1928 name => 'resist fire %',
1929 type => 'int'
1930 }
1931 ],
1932 [
1933 'resist_electricity',
1934 {
1935 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.',
1936 name => 'resist electricity %',
1937 type => 'int'
1938 }
1939 ],
1940 [
1941 'resist_cold',
1942 {
1943 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.',
1944 name => 'resist cold %',
1945 type => 'int'
1946 }
1947 ],
1948 [
1949 'resist_confusion',
1950 {
1951 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.',
1952 name => 'resist confusion %',
1953 type => 'int'
1954 }
1955 ],
1956 [
1957 'resist_acid',
1958 {
1959 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.',
1960 name => 'resist acid %',
1961 type => 'int'
1962 }
1963 ],
1964 [
1965 'resist_drain',
1966 {
1967 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.',
1968 name => 'resist draining %',
1969 type => 'int'
1970 }
1971 ],
1972 [
1973 'resist_weaponmagic',
1974 {
1975 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.',
1976 name => 'resist weaponmagic %',
1977 type => 'int'
1978 }
1979 ],
1980 [
1981 'resist_ghosthit',
1982 {
1983 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.',
1984 name => 'resist ghosthit %',
1985 type => 'int'
1986 }
1987 ],
1988 [
1989 'resist_poison',
1990 {
1991 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.',
1992 name => 'resist poison %',
1993 type => 'int'
1994 }
1995 ],
1996 [
1997 'resist_slow',
1998 {
1999 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.',
2000 name => 'resist slow %',
2001 type => 'int'
2002 }
2003 ],
2004 [
2005 'resist_paralyze',
2006 {
2007 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.',
2008 name => 'resist paralyze %',
2009 type => 'int'
2010 }
2011 ],
2012 [
2013 'resist_fear',
2014 {
2015 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.',
2016 name => 'resist fear %',
2017 type => 'int'
2018 }
2019 ],
2020 [
2021 'resist_deplete',
2022 {
2023 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.',
2024 name => 'resist depletion %',
2025 type => 'int'
2026 }
2027 ],
2028 [
2029 'resist_death',
2030 {
2031 desc => 'RResistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2032 name => 'resist death-attack %',
2033 type => 'int'
2034 }
2035 ],
2036 [
2037 'resist_chaos',
2038 {
2039 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.',
2040 name => 'resist chaos %',
2041 type => 'int'
2042 }
2043 ],
2044 [
2045 'resist_blind',
2046 {
2047 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.',
2048 name => 'resist blinding %',
2049 type => 'int'
2050 }
2051 ]
2052 ]
2053 ]
2054 ],
2055 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.'
2056 },
2057 Floor => {
2058 attr => [
2059 [
2060 'is_floor',
2061 {
2062 type => 'fixed',
2063 value => 1
2064 }
2065 ],
2066 [
2067 'no_pick',
2068 {
2069 type => 'fixed',
2070 value => 1
2071 }
2072 ],
2073 [
2074 'no_pass',
2075 {
2076 desc => 'If set, the object cannot be passed by players nor monsters.',
2077 name => 'blocking passage',
2078 type => 'bool'
2079 }
2080 ],
2081 [
2082 'no_magic',
2083 {
2084 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2085 name => 'no spells',
2086 type => 'bool'
2087 }
2088 ],
2089 [
2090 'damned',
2091 {
2092 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2093 name => 'no prayers',
2094 type => 'bool'
2095 }
2096 ],
2097 [
2098 'unique',
2099 {
2100 desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2101 name => 'unique map',
2102 type => 'bool'
2103 }
2104 ],
2105 [
2106 'msg',
2107 {
2108 desc => 'This text may describe the object.',
2109 end => 'endmsg',
2110 name => 'description',
2111 type => 'text'
2112 }
2113 ]
2114 ],
2115 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2116 ignore => [
2117 $IGNORE_LIST{non_pickable}
2118 ],
2119 name => 'Floor',
2120 required => {
2121 alive => 0,
2122 is_floor => 1
2123 },
2124 section => [
2125 [
2126 'terrain',
2127 [
2128 [
2129 'slow_move',
2130 {
2131 desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
2132 name => 'slow movement',
2133 type => 'int'
2134 }
2135 ],
2136 [
2137 'is_wooded',
2138 {
2139 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2140 name => 'wooded terrain',
2141 type => 'bool'
2142 }
2143 ],
2144 [
2145 'is_hilly',
2146 {
2147 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2148 name => 'hilly terrain',
2149 type => 'bool'
2150 }
2151 ]
2152 ]
2153 ]
2154 ]
2155 },
2156 'Floor (Encounter)' => {
2157 attr => [
2158 [
2159 'is_floor',
2160 {
2161 type => 'fixed',
2162 value => 1
2163 }
2164 ],
2165 [
2166 'no_pick',
2167 {
2168 type => 'fixed',
2169 value => 1
2170 }
2171 ],
2172 [
2173 'no_pass',
2174 {
2175 desc => 'If set, the object cannot be passed by players nor monsters.',
2176 name => 'blocking passage',
2177 type => 'bool'
2178 }
2179 ],
2180 [
2181 'no_magic',
2182 {
2183 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2184 name => 'no spells',
2185 type => 'bool'
2186 }
2187 ],
2188 [
2189 'damned',
2190 {
2191 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2192 name => 'no prayers',
2193 type => 'bool'
2194 }
2195 ],
2196 [
2197 'unique',
2198 {
2199 desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2200 name => 'unique map',
2201 type => 'bool'
2202 }
2203 ],
2204 [
2205 'msg',
2206 {
2207 desc => 'This text may describe the object.',
2208 end => 'endmsg',
2209 name => 'description',
2210 type => 'text'
2211 }
2212 ]
2213 ],
2214 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.',
2215 ignore => [
2216 $IGNORE_LIST{non_pickable}
2217 ],
2218 name => 'Floor (Encounter)',
2219 section => [
2220 [
2221 'terrain',
2222 [
2223 [
2224 'slow_move',
2225 {
2226 desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
2227 name => 'slow movement',
2228 type => 'int'
2229 }
2230 ],
2231 [
2232 'is_wooded',
2233 {
2234 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2235 name => 'wooded terrain',
2236 type => 'bool'
2237 }
2238 ],
2239 [
2240 'is_hilly',
2241 {
2242 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2243 name => 'hilly terrain',
2244 type => 'bool'
2245 }
2246 ]
2247 ]
2248 ]
2249 ]
2250 },
2251 Food => {
2252 attr => [
2253 [
2254 'food',
2255 {
2256 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2257 name => 'foodpoints',
2258 type => 'int'
2259 }
2260 ],
2261 [
2262 'startequip',
2263 {
2264 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2265 name => 'godgiven item',
2266 type => 'bool'
2267 }
2268 ]
2269 ],
2270 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2271 name => 'Food'
2272 },
2273 Gate => {
2274 attr => [
2275 [
2276 'no_pick',
2277 {
2278 type => 'fixed',
2279 value => 1
2280 }
2281 ],
2282 [
2283 'connected',
2284 {
2285 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2286 name => 'connection',
2287 type => 'int'
2288 }
2289 ],
2290 [
2291 'wc',
2292 {
2293 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.',
2294 name => 'position state',
2295 type => 'int'
2296 }
2297 ],
2298 [
2299 'no_pass',
2300 {
2301 desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
2302 name => 'blocking passage',
2303 type => 'bool'
2304 }
2305 ],
2306 [
2307 'no_magic',
2308 {
2309 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2310 name => 'restrict spells',
2311 type => 'bool'
2312 }
2313 ],
2314 [
2315 'damned',
2316 {
2317 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2318 name => 'restrict prayers',
2319 type => 'bool'
2320 }
2321 ]
2322 ],
2323 desc => 'Gates play an important role in Crossfire. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases.',
2324 ignore => [
2325 $IGNORE_LIST{non_pickable}
2326 ],
2327 name => 'Gate',
2328 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".'
2329 },
2330 Girdle => {
2331 attr => [
2332 [
2333 'magic',
2334 {
2335 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.',
2336 name => 'magic bonus',
2337 type => 'int'
2338 }
2339 ]
2340 ],
2341 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.',
2342 import => [
2343 $TYPE{Amulet}
2344 ],
2345 name => 'Girdle',
2346 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2347 },
2348 Gloves => {
2349 attr => [
2350 [
2351 'magic',
2352 {
2353 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.',
2354 name => 'magic bonus',
2355 type => 'int'
2356 }
2357 ]
2358 ],
2359 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2360 import => [
2361 $TYPE{Amulet}
2362 ],
2363 name => 'Gloves',
2364 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2365 },
2366 Handle => {
2367 attr => [
2368 [
2369 'no_pick',
2370 {
2371 type => 'fixed',
2372 value => 1
2373 }
2374 ],
2375 [
2376 'connected',
2377 {
2378 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2379 name => 'connection',
2380 type => 'int'
2381 }
2382 ],
2383 [
2384 'msg',
2385 {
2386 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2387 end => 'endmsg',
2388 name => 'description',
2389 type => 'text'
2390 }
2391 ]
2392 ],
2393 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2394 ignore => [
2395 $IGNORE_LIST{non_pickable}
2396 ],
2397 name => 'Handle',
2398 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.'
2399 },
2400 'Handle Trigger' => {
2401 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.',
2402 ignore => [
2403 $IGNORE_LIST{non_pickable}
2404 ],
2405 import => [
2406 $TYPE{Handle}
2407 ],
2408 name => 'Handle Trigger',
2409 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.'
2410 },
2411 'Hazard Floor' => {
2412 attr => [
2413 [
2414 'is_floor',
2415 {
2416 type => 'fixed',
2417 value => 1
2418 }
2419 ],
2420 [
2421 'lifesave',
2422 {
2423 type => 'fixed',
2424 value => 1
2425 }
2426 ],
2427 [
2428 'walk_on',
2429 {
2430 type => 'fixed',
2431 value => 1
2432 }
2433 ],
2434 [
2435 'no_pick',
2436 {
2437 type => 'fixed',
2438 value => 1
2439 }
2440 ],
2441 [
2442 'attacktype',
2443 {
2444 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.',
2445 name => 'attacktype',
2446 type => 'bitmask',
2447 value => $BITMASK{attacktype}
2448 }
2449 ],
2450 [
2451 'dam',
2452 {
2453 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.',
2454 name => 'base damage',
2455 type => 'int'
2456 }
2457 ],
2458 [
2459 'wc',
2460 {
2461 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.',
2462 name => 'weaponclass',
2463 type => 'int'
2464 }
2465 ],
2466 [
2467 'level',
2468 {
2469 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.',
2470 name => 'attack level',
2471 type => 'int'
2472 }
2473 ],
2474 [
2475 'no_magic',
2476 {
2477 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2478 name => 'no spells',
2479 type => 'bool'
2480 }
2481 ],
2482 [
2483 'damned',
2484 {
2485 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2486 name => 'no prayers',
2487 type => 'bool'
2488 }
2489 ],
2490 [
2491 'unique',
2492 {
2493 desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2494 name => 'unique map',
2495 type => 'bool'
2496 }
2497 ]
2498 ],
2499 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.',
2500 ignore => [
2501 $IGNORE_LIST{non_pickable}
2502 ],
2503 name => 'Hazard Floor',
2504 required => {
2505 is_floor => 1
2506 },
2507 section => [
2508 [
2509 'terrain',
2510 [
2511 [
2512 'slow_move',
2513 {
2514 desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
2515 name => 'slow movement',
2516 type => 'int'
2517 }
2518 ],
2519 [
2520 'is_wooded',
2521 {
2522 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2523 name => 'wooded terrain',
2524 type => 'bool'
2525 }
2526 ],
2527 [
2528 'is_hilly',
2529 {
2530 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2531 name => 'hilly terrain',
2532 type => 'bool'
2533 }
2534 ]
2535 ]
2536 ]
2537 ],
2538 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.'
2539 },
2540 Helmet => {
2541 attr => [
2542 [
2543 'magic',
2544 {
2545 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>.',
2546 name => 'magic bonus',
2547 type => 'int'
2548 }
2549 ]
2550 ],
2551 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.',
2552 import => [
2553 $TYPE{Amulet}
2554 ],
2555 name => 'Helmet',
2556 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2557 },
2558 'Holy Altar' => {
2559 attr => [
2560 [
2561 'no_pick',
2562 {
2563 type => 'fixed',
2564 value => 1
2565 }
2566 ],
2567 [
2568 'other_arch',
2569 {
2570 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.',
2571 name => 'god name',
2572 type => 'string'
2573 }
2574 ],
2575 [
2576 'level',
2577 {
2578 desc => 'To re-consecrate an altar, the player\'s wisdom level must be as high or higher than this value. In that way, some altars can not be re-consecrated, while other altars, like those in dungeons, could be. Altars located in temples should have at least <reconsecrate level> 100. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult.',
2579 name => 'reconsecrate level',
2580 type => 'int'
2581 }
2582 ]
2583 ],
2584 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.',
2585 ignore => [
2586 $IGNORE_LIST{non_pickable}
2587 ],
2588 name => 'Holy Altar'
2589 },
2590 Horn => {
2591 attr => [
2592 [
2593 'sp',
2594 {
2595 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!',
2596 name => 'spell',
2597 type => 'spell'
2598 }
2599 ],
2600 [
2601 'level',
2602 {
2603 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
2604 name => 'casting level',
2605 type => 'int'
2606 }
2607 ],
2608 [
2609 'hp',
2610 {
2611 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
2612 name => 'initial spellpoints',
2613 type => 'int'
2614 }
2615 ],
2616 [
2617 'maxhp',
2618 {
2619 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.',
2620 name => 'max. spellpoints',
2621 type => 'int'
2622 }
2623 ],
2624 [
2625 'startequip',
2626 {
2627 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2628 name => 'godgiven item',
2629 type => 'bool'
2630 }
2631 ],
2632 [
2633 'msg',
2634 {
2635 desc => 'This text may contain a description of the horn.',
2636 end => 'endmsg',
2637 name => 'description',
2638 type => 'text'
2639 }
2640 ]
2641 ],
2642 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.',
2643 ignore => [
2644 'title'
2645 ],
2646 name => 'Horn',
2647 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.'
2648 },
2649 Inorganic => {
2650 attr => [
2651 [
2652 'is_dust',
2653 {
2654 name => 'is dust',
2655 type => 'bool'
2656 }
2657 ]
2658 ],
2659 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
2660 name => 'Inorganic',
2661 section => [
2662 [
2663 'resistance',
2664 [
2665 [
2666 'resist_physical',
2667 {
2668 name => 'resist physical %',
2669 type => 'int'
2670 }
2671 ],
2672 [
2673 'resist_magic',
2674 {
2675 name => 'resist magic %',
2676 type => 'int'
2677 }
2678 ],
2679 [
2680 'resist_fire',
2681 {
2682 name => 'resist fire %',
2683 type => 'int'
2684 }
2685 ],
2686 [
2687 'resist_electricity',
2688 {
2689 name => 'resist electricity %',
2690 type => 'int'
2691 }
2692 ],
2693 [
2694 'resist_cold',
2695 {
2696 name => 'resist cold %',
2697 type => 'int'
2698 }
2699 ],
2700 [
2701 'resist_acid',
2702 {
2703 name => 'resist acid %',
2704 type => 'int'
2705 }
2706 ],
2707 [
2708 'resist_weaponmagic',
2709 {
2710 name => 'resist weaponmagic %',
2711 type => 'int'
2712 }
2713 ],
2714 [
2715 'resist_ghosthit',
2716 {
2717 name => 'resist ghosthit %',
2718 type => 'int'
2719 }
2720 ],
2721 [
2722 'resist_poison',
2723 {
2724 name => 'resist poison %',
2725 type => 'int'
2726 }
2727 ],
2728 [
2729 'resist_death',
2730 {
2731 name => 'resist death-attack %',
2732 type => 'int'
2733 }
2734 ],
2735 [
2736 'resist_chaos',
2737 {
2738 name => 'resist chaos %',
2739 type => 'int'
2740 }
2741 ],
2742 [
2743 'resist_holyword',
2744 {
2745 name => 'resist holy power %',
2746 type => 'int'
2747 }
2748 ]
2749 ]
2750 ]
2751 ]
2752 },
2753 'Inventory Checker' => {
2754 attr => [
2755 [
2756 'no_pick',
2757 {
2758 type => 'fixed',
2759 value => 1
2760 }
2761 ],
2762 [
2763 'slaying',
2764 {
2765 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.',
2766 name => 'match key string',
2767 type => 'string'
2768 }
2769 ],
2770 [
2771 'race',
2772 {
2773 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>.',
2774 name => 'match arch name',
2775 type => 'string'
2776 }
2777 ],
2778 [
2779 'hp',
2780 {
2781 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. ;)',
2782 name => 'match type',
2783 type => 'int'
2784 }
2785 ],
2786 [
2787 'last_sp',
2788 {
2789 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
2790 name => 'match = having',
2791 type => 'bool'
2792 }
2793 ],
2794 [
2795 'connected',
2796 {
2797 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2798 name => 'connection',
2799 type => 'int'
2800 }
2801 ],
2802 [
2803 'no_pass',
2804 {
2805 desc => 'If set, only players meeting the match criteria can pass through that space. If unset (default), the inventory checker acts like a trigger/button.',
2806 name => 'blocking passage',
2807 type => 'bool'
2808 }
2809 ],
2810 [
2811 'last_heal',
2812 {
2813 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!',
2814 name => 'remove match',
2815 type => 'bool'
2816 }
2817 ]
2818 ],
2819 desc => 'Inventory checkers passively check the players inventory for a specific object. You can set a connected value that is triggered either if that object is present or missing (-&gt; "last_sp") when a player walks over the inv. checker. A valid option is to remove the matching object (usually not recommended, see "last_heal"). <br><br> Alternatively, you can set your inv. checker to block all players that do/don\'t carry the matching object (-&gt; "no_pass"). <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.',
2820 ignore => [
2821 $IGNORE_LIST{system_object}
2822 ],
2823 name => 'Inventory Checker',
2824 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.'
2825 },
2826 'Item Transformer' => {
2827 attr => [
2828 [
2829 'food',
2830 {
2831 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
2832 name => 'number of uses',
2833 type => 'int'
2834 }
2835 ],
2836 [
2837 'slaying',
2838 {
2839 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
2840 name => 'verb',
2841 type => 'string'
2842 }
2843 ],
2844 [
2845 'startequip',
2846 {
2847 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2848 name => 'godgiven item',
2849 type => 'bool'
2850 }
2851 ],
2852 [
2853 'msg',
2854 {
2855 desc => 'This text may contain a description of the item transformer.',
2856 end => 'endmsg',
2857 name => 'description',
2858 type => 'text'
2859 }
2860 ]
2861 ],
2862 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.',
2863 name => 'Item Transformer',
2864 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\'.'
2865 },
2866 Jewel => {
2867 attr => [
2868 [
2869 'race',
2870 {
2871 type => 'fixed',
2872 value => 'gold and jewels'
2873 }
2874 ],
2875 [
2876 'msg',
2877 {
2878 desc => 'This text may describe the object.',
2879 end => 'endmsg',
2880 name => 'description',
2881 type => 'text'
2882 }
2883 ]
2884 ],
2885 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.',
2886 name => 'Jewel'
2887 },
2888 'Locked Door' => {
2889 attr => [
2890 [
2891 'no_pass',
2892 {
2893 type => 'fixed',
2894 value => 1
2895 }
2896 ],
2897 [
2898 'no_pick',
2899 {
2900 type => 'fixed',
2901 value => 1
2902 }
2903 ],
2904 [
2905 'slaying',
2906 {
2907 desc => 'The <key string> in the door must be identical with the <key string> in the special key, then the door is unlocked. It is VERY important to set the <key string> to something that is unique among the CF mapset. DONT EVER USE the default string "set_individual_value".',
2908 name => 'key string',
2909 type => 'string'
2910 }
2911 ],
2912 [
2913 'no_magic',
2914 {
2915 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).',
2916 name => 'restrict spells',
2917 type => 'bool'
2918 }
2919 ],
2920 [
2921 'damned',
2922 {
2923 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
2924 name => 'restrict prayers',
2925 type => 'bool'
2926 }
2927 ],
2928 [
2929 'msg',
2930 {
2931 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.',
2932 end => 'endmsg',
2933 name => 'lock message',
2934 type => 'text'
2935 }
2936 ]
2937 ],
2938 desc => 'A locked door can be opened only when carrying the appropriate special key.',
2939 ignore => [
2940 $IGNORE_LIST{non_pickable}
2941 ],
2942 name => 'Locked Door',
2943 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).'
2944 },
2945 'Magic Ear' => {
2946 attr => [
2947 [
2948 'no_pick',
2949 {
2950 type => 'fixed',
2951 value => 1
2952 }
2953 ],
2954 [
2955 'connected',
2956 {
2957 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
2958 name => 'connection',
2959 type => 'int'
2960 }
2961 ],
2962 [
2963 'msg',
2964 {
2965 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!',
2966 end => 'endmsg',
2967 name => 'keyword-matching',
2968 type => 'text'
2969 }
2970 ]
2971 ],
2972 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
2973 ignore => [
2974 $IGNORE_LIST{system_object}
2975 ],
2976 name => 'Magic Ear',
2977 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.'
2978 },
2979 'Magic Wall' => {
2980 attr => [
2981 [
2982 'dam',
2983 {
2984 desc => 'The magic wall will cast this <spell>.',
2985 name => 'spell',
2986 type => 'spell'
2987 }
2988 ],
2989 [
2990 'level',
2991 {
2992 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.',
2993 name => 'spell level',
2994 type => 'int'
2995 }
2996 ],
2997 [
2998 'connected',
2999 {
3000 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.',
3001 name => 'connection',
3002 type => 'int'
3003 }
3004 ],
3005 [
3006 'speed',
3007 {
3008 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".',
3009 name => 'casting speed',
3010 type => 'float'
3011 }
3012 ],
3013 [
3014 'sp',
3015 {
3016 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.',
3017 name => 'direction',
3018 type => 'list',
3019 value => $LIST{direction}
3020 }
3021 ],
3022 [
3023 'no_pass',
3024 {
3025 desc => 'If set, the object cannot be passed by players nor monsters.',
3026 name => 'blocking passage',
3027 type => 'bool'
3028 }
3029 ]
3030 ],
3031 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.',
3032 ignore => [
3033 $IGNORE_LIST{non_pickable}
3034 ],
3035 name => 'Magic Wall',
3036 section => [
3037 [
3038 'destroyable',
3039 [
3040 [
3041 'alive',
3042 {
3043 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.',
3044 name => 'is destroyable',
3045 type => 'bool'
3046 }
3047 ],
3048 [
3049 'hp',
3050 {
3051 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3052 name => 'hitpoints',
3053 type => 'int'
3054 }
3055 ],
3056 [
3057 'maxhp',
3058 {
3059 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3060 name => 'max hitpoints',
3061 type => 'int'
3062 }
3063 ],
3064 [
3065 'ac',
3066 {
3067 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>.',
3068 name => 'armour class',
3069 type => 'int'
3070 }
3071 ]
3072 ]
3073 ],
3074 [
3075 'resistance',
3076 [
3077 [
3078 'resist_physical',
3079 {
3080 name => 'resist physical %',
3081 type => 'int'
3082 }
3083 ],
3084 [
3085 'resist_magic',
3086 {
3087 name => 'resist magic %',
3088 type => 'int'
3089 }
3090 ],
3091 [
3092 'resist_fire',
3093 {
3094 name => 'resist fire %',
3095 type => 'int'
3096 }
3097 ],
3098 [
3099 'resist_electricity',
3100 {
3101 name => 'resist electricity %',
3102 type => 'int'
3103 }
3104 ],
3105 [
3106 'resist_cold',
3107 {
3108 name => 'resist cold %',
3109 type => 'int'
3110 }
3111 ],
3112 [
3113 'resist_confusion',
3114 {
3115 name => 'resist confusion %',
3116 type => 'int'
3117 }
3118 ],
3119 [
3120 'resist_acid',
3121 {
3122 name => 'resist acid %',
3123 type => 'int'
3124 }
3125 ],
3126 [
3127 'resist_drain',
3128 {
3129 name => 'resist draining %',
3130 type => 'int'
3131 }
3132 ],
3133 [
3134 'resist_weaponmagic',
3135 {
3136 name => 'resist weaponmagic %',
3137 type => 'int'
3138 }
3139 ],
3140 [
3141 'resist_ghosthit',
3142 {
3143 name => 'resist ghosthit %',
3144 type => 'int'
3145 }
3146 ],
3147 [
3148 'resist_poison',
3149 {
3150 name => 'resist poison %',
3151 type => 'int'
3152 }
3153 ],
3154 [
3155 'resist_slow',
3156 {
3157 name => 'resist slow %',
3158 type => 'int'
3159 }
3160 ],
3161 [
3162 'resist_paralyze',
3163 {
3164 name => 'resist paralyze %',
3165 type => 'int'
3166 }
3167 ],
3168 [
3169 'resist_fear',
3170 {
3171 name => 'resist fear %',
3172 type => 'int'
3173 }
3174 ],
3175 [
3176 'resist_deplete',
3177 {
3178 name => 'resist depletion %',
3179 type => 'int'
3180 }
3181 ],
3182 [
3183 'resist_turn_undead',
3184 {
3185 name => 'resist turn undead %',
3186 type => 'int'
3187 }
3188 ],
3189 [
3190 'resist_death',
3191 {
3192 name => 'resist death-attack %',
3193 type => 'int'
3194 }
3195 ],
3196 [
3197 'resist_chaos',
3198 {
3199 name => 'resist chaos %',
3200 type => 'int'
3201 }
3202 ],
3203 [
3204 'resist_blind',
3205 {
3206 name => 'resist blinding %',
3207 type => 'int'
3208 }
3209 ],
3210 [
3211 'resist_holyword',
3212 {
3213 name => 'resist holy power %',
3214 type => 'int'
3215 }
3216 ],
3217 [
3218 'resist_godpower',
3219 {
3220 name => 'resist godpower %',
3221 type => 'int'
3222 }
3223 ]
3224 ]
3225 ]
3226 ],
3227 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".'
3228 },
3229 Marker => {
3230 attr => [
3231 [
3232 'no_pick',
3233 {
3234 type => 'fixed',
3235 value => 1
3236 }
3237 ],
3238 [
3239 'slaying',
3240 {
3241 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.',
3242 name => 'key string',
3243 type => 'string'
3244 }
3245 ],
3246 [
3247 'connected',
3248 {
3249 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3250 name => 'connection',
3251 type => 'int'
3252 }
3253 ],
3254 [
3255 'speed',
3256 {
3257 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.',
3258 name => 'marking speed',
3259 type => 'float'
3260 }
3261 ],
3262 [
3263 'food',
3264 {
3265 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.',
3266 name => 'mark duration',
3267 type => 'int'
3268 }
3269 ],
3270 [
3271 'name',
3272 {
3273 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.',
3274 name => 'delete mark',
3275 type => 'string'
3276 }
3277 ],
3278 [
3279 'msg',
3280 {
3281 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.',
3282 end => 'endmsg',
3283 name => 'marking message',
3284 type => 'text'
3285 }
3286 ]
3287 ],
3288 desc => 'A marker is an object that inserts an invisible force (a mark) into a player stepping on it. This force does nothing except containing a &lt;key string&gt; which can be discovered by detectors or inventory checkers. It is also possible to use markers for removing marks again. <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
3289 ignore => [
3290 $IGNORE_LIST{system_object}
3291 ],
3292 name => 'Marker',
3293 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.'
3294 },
3295 Misc => {
3296 attr => [
3297 [
3298 'no_pass',
3299 {
3300 desc => 'If set, the object cannot be passed by players nor monsters.',
3301 name => 'blocking passage',
3302 type => 'bool'
3303 }
3304 ],
3305 [
3306 'cursed',
3307 {
3308 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3309 name => 'cursed',
3310 type => 'bool'
3311 }
3312 ],
3313 [
3314 'damned',
3315 {
3316 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.',
3317 name => 'damned',
3318 type => 'bool'
3319 }
3320 ],
3321 [
3322 'unique',
3323 {
3324 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3325 name => 'unique item',
3326 type => 'bool'
3327 }
3328 ],
3329 [
3330 'startequip',
3331 {
3332 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3333 name => 'godgiven item',
3334 type => 'bool'
3335 }
3336 ],
3337 [
3338 'msg',
3339 {
3340 desc => 'This text may describe the object.',
3341 end => 'endmsg',
3342 name => 'description',
3343 type => 'text'
3344 }
3345 ]
3346 ],
3347 name => 'Misc'
3348 },
3349 Money => {
3350 attr => [
3351 [
3352 'race',
3353 {
3354 type => 'fixed',
3355 value => 'gold and jewels'
3356 }
3357 ]
3358 ],
3359 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.',
3360 ignore => [
3361 'unpaid'
3362 ],
3363 name => 'Money'
3364 },
3365 'Monster & NPC' => {
3366 attr => [
3367 [
3368 'alive',
3369 {
3370 type => 'fixed',
3371 value => 1
3372 }
3373 ],
3374 [
3375 'randomitems',
3376 {
3377 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>.',
3378 name => 'treasurelist',
3379 type => 'treasurelist'
3380 }
3381 ],
3382 [
3383 'level',
3384 {
3385 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3386 name => 'level',
3387 type => 'int'
3388 }
3389 ],
3390 [
3391 'race',
3392 {
3393 desc => 'Every monster should have a race set to cathegorize it. The monster\'s <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god.',
3394 name => 'race',
3395 type => 'string'
3396 }
3397 ],
3398 [
3399 'exp',
3400 {
3401 desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-cathegory the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a reasonable value. Compare with existing arches to get a feeling what reasonable means. Keep in mind that spellcasting monsters are a lot harder to kill than non-spellcasters!',
3402 name => 'experience',
3403 type => 'int'
3404 }
3405 ],
3406 [
3407 'speed',
3408 {
3409 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3410 name => 'speed',
3411 type => 'float'
3412 }
3413 ],
3414 [
3415 'other_arch',
3416 {
3417 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.',
3418 name => 'breed monster',
3419 type => 'string'
3420 }
3421 ],
3422 [
3423 'generator',
3424 {
3425 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.',
3426 name => 'multiply',
3427 type => 'bool'
3428 }
3429 ],
3430 [
3431 'use_content_on_gen',
3432 {
3433 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.',
3434 name => 'template generation',
3435 type => 'bool'
3436 }
3437 ],
3438 [
3439 'flying',
3440 {
3441 desc => 'Flying monsters won\'t get slowed down in rough terrain and they won\'t be affected by movers.',
3442 name => 'flying',
3443 type => 'bool'
3444 }
3445 ],
3446 [
3447 'undead',
3448 {
3449 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3450 name => 'undead',
3451 type => 'bool'
3452 }
3453 ],
3454 [
3455 'carrying',
3456 {
3457 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3458 name => 'carries weight',
3459 type => 'int'
3460 }
3461 ],
3462 [
3463 'msg',
3464 {
3465 end => 'endmsg',
3466 name => 'npc message',
3467 type => 'text'
3468 }
3469 ]
3470 ],
3471 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.',
3472 ignore => [
3473 'material',
3474 'name_pl',
3475 'nrof',
3476 'value',
3477 'unpaid'
3478 ],
3479 name => 'Monster & NPC',
3480 required => {
3481 alive => 1,
3482 is_floor => 0,
3483 tear_down => 0
3484 },
3485 section => [
3486 [
3487 'melee',
3488 [
3489 [
3490 'attacktype',
3491 {
3492 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.',
3493 name => 'attacktype',
3494 type => 'bitmask',
3495 value => $BITMASK{attacktype}
3496 }
3497 ],
3498 [
3499 'dam',
3500 {
3501 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.',
3502 name => 'damage',
3503 type => 'int'
3504 }
3505 ],
3506 [
3507 'wc',
3508 {
3509 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
3510 name => 'weapon class',
3511 type => 'int'
3512 }
3513 ],
3514 [
3515 'hp',
3516 {
3517 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>.',
3518 name => 'health points',
3519 type => 'int'
3520 }
3521 ],
3522 [
3523 'maxhp',
3524 {
3525 desc => '<max health> is the maximum amount of <health points> this monster can have.',
3526 name => 'max health',
3527 type => 'int'
3528 }
3529 ],
3530 [
3531 'ac',
3532 {
3533 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).',
3534 name => 'armour class',
3535 type => 'int'
3536 }
3537 ],
3538 [
3539 'Con',
3540 {
3541 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
3542 name => 'healing rate',
3543 type => 'int'
3544 }
3545 ],
3546 [
3547 'reflect_missile',
3548 {
3549 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
3550 name => 'reflect missiles',
3551 type => 'bool'
3552 }
3553 ],
3554 [
3555 'hitback',
3556 {
3557 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.',
3558 name => 'hitback',
3559 type => 'bool'
3560 }
3561 ],
3562 [
3563 'one_hit',
3564 {
3565 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
3566 name => 'one hit only',
3567 type => 'bool'
3568 }
3569 ]
3570 ]
3571 ],
3572 [
3573 'spellcraft',
3574 [
3575 [
3576 'can_cast_spell',
3577 {
3578 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
3579 name => 'can cast spell',
3580 type => 'bool'
3581 }
3582 ],
3583 [
3584 'reflect_spell',
3585 {
3586 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.',
3587 name => 'reflect spells',
3588 type => 'bool'
3589 }
3590 ],
3591 [
3592 'sp',
3593 {
3594 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>.',
3595 name => 'spellpoints',
3596 type => 'int'
3597 }
3598 ],
3599 [
3600 'maxsp',
3601 {
3602 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.',
3603 name => 'max spellpoints',
3604 type => 'int'
3605 }
3606 ],
3607 [
3608 'Pow',
3609 {
3610 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.',
3611 name => 'spellpoint regen.',
3612 type => 'int'
3613 }
3614 ],
3615 [
3616 'path_attuned',
3617 {
3618 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
3619 name => 'attuned paths',
3620 type => 'bitmask',
3621 value => $BITMASK{spellpath}
3622 }
3623 ],
3624 [
3625 'path_repelled',
3626 {
3627 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
3628 name => 'repelled paths',
3629 type => 'bitmask',
3630 value => $BITMASK{spellpath}
3631 }
3632 ],
3633 [
3634 'path_denied',
3635 {
3636 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
3637 name => 'denied paths',
3638 type => 'bitmask',
3639 value => $BITMASK{spellpath}
3640 }
3641 ]
3642 ]
3643 ],
3644 [
3645 'ability',
3646 [
3647 [
3648 'Int',
3649 {
3650 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.',
3651 name => 'detect hidden',
3652 type => 'int'
3653 }
3654 ],
3655 [
3656 'see_invisible',
3657 {
3658 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.',
3659 name => 'see invisible',
3660 type => 'bool'
3661 }
3662 ],
3663 [
3664 'can_see_in_dark',
3665 {
3666 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.',
3667 name => 'see in darkness',
3668 type => 'bool'
3669 }
3670 ],
3671 [
3672 'can_use_weapon',
3673 {
3674 desc => 'Monster is able to wield weapon type objects.',
3675 name => 'can use weapons',
3676 type => 'bool'
3677 }
3678 ],
3679 [
3680 'can_use_bow',
3681 {
3682 desc => 'Monster is able to use missile-weapon type objects.',
3683 name => 'can use bows',
3684 type => 'bool'
3685 }
3686 ],
3687 [
3688 'can_use_armour',
3689 {
3690 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
3691 name => 'can use armour',
3692 type => 'bool'
3693 }
3694 ],
3695 [
3696 'can_use_ring',
3697 {
3698 desc => 'Monster is able to wear rings.',
3699 name => 'can use rings',
3700 type => 'bool'
3701 }
3702 ],
3703 [
3704 'can_use_wand',
3705 {
3706 desc => 'Monster is able to use wands and staves.',
3707 name => 'can use wands',
3708 type => 'bool'
3709 }
3710 ],
3711 [
3712 'can_use_rod',
3713 {
3714 desc => 'Monster is able to use rods.',
3715 name => 'can use rods',
3716 type => 'bool'
3717 }
3718 ],
3719 [
3720 'can_use_scroll',
3721 {
3722 desc => 'Monster is able to read scrolls.',
3723 name => 'can use scrolls',
3724 type => 'bool'
3725 }
3726 ],
3727 [
3728 'can_use_skill',
3729 {
3730 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>.',
3731 name => 'can use skills',
3732 type => 'bool'
3733 }
3734 ]
3735 ]
3736 ],
3737 [
3738 'behave',
3739 [
3740 [
3741 'monster',
3742 {
3743 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.',
3744 name => 'monster behaviour',
3745 type => 'bool'
3746 }
3747 ],
3748 [
3749 'unaggressive',
3750 {
3751 desc => '<unaggressive> monsters do not attack players unless attacked first.',
3752 name => 'unaggressive',
3753 type => 'bool'
3754 }
3755 ],
3756 [
3757 'friendly',
3758 {
3759 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
3760 name => 'friendly',
3761 type => 'bool'
3762 }
3763 ],
3764 [
3765 'stand_still',
3766 {
3767 desc => 'Monsters which <stand still> won\'t move to leave their position. When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. In older versions of Crossfire it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Neverthless, you should still be cautious when lining up <stand still>-monster in order to "defend" something: Such monsters are rather easy to kill. It\'s good for low level maps, but not much more.',
3768 name => 'stand still',
3769 type => 'bool'
3770 }
3771 ],
3772 [
3773 'sleep',
3774 {
3775 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.',
3776 name => 'asleep',
3777 type => 'bool'
3778 }
3779 ],
3780 [
3781 'will_apply',
3782 {
3783 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
3784 name => 'misc. actions',
3785 type => 'bitmask',
3786 value => $BITMASK{will_apply}
3787 }
3788 ],
3789 [
3790 'pick_up',
3791 {
3792 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.',
3793 name => 'pick up',
3794 type => 'bitmask',
3795 value => $BITMASK{pick_up}
3796 }
3797 ],
3798 [
3799 'Wis',
3800 {
3801 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.',
3802 name => 'sensing range',
3803 type => 'int'
3804 }
3805 ],
3806 [
3807 'attack_movement',
3808 {
3809 name => 'attack movement',
3810 type => 'int'
3811 }
3812 ],
3813 [
3814 'run_away',
3815 {
3816 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.',
3817 name => 'run at % health',
3818 type => 'int'
3819 }
3820 ]
3821 ]
3822 ],
3823 [
3824 'resistance',
3825 [
3826 [
3827 'resist_physical',
3828 {
3829 name => 'resist physical %',
3830 type => 'int'
3831 }
3832 ],
3833 [
3834 'resist_magic',
3835 {
3836 name => 'resist magic %',
3837 type => 'int'
3838 }
3839 ],
3840 [
3841 'resist_fire',
3842 {
3843 name => 'resist fire %',
3844 type => 'int'
3845 }
3846 ],
3847 [
3848 'resist_electricity',
3849 {
3850 name => 'resist electricity %',
3851 type => 'int'
3852 }
3853 ],
3854 [
3855 'resist_cold',
3856 {
3857 name => 'resist cold %',
3858 type => 'int'
3859 }
3860 ],
3861 [
3862 'resist_confusion',
3863 {
3864 name => 'resist confusion %',
3865 type => 'int'
3866 }
3867 ],
3868 [
3869 'resist_acid',
3870 {
3871 name => 'resist acid %',
3872 type => 'int'
3873 }
3874 ],
3875 [
3876 'resist_drain',
3877 {
3878 name => 'resist draining %',
3879 type => 'int'
3880 }
3881 ],
3882 [
3883 'resist_weaponmagic',
3884 {
3885 name => 'resist weaponmagic %',
3886 type => 'int'
3887 }
3888 ],
3889 [
3890 'resist_ghosthit',
3891 {
3892 name => 'resist ghosthit %',
3893 type => 'int'
3894 }
3895 ],
3896 [
3897 'resist_poison',
3898 {
3899 name => 'resist poison %',
3900 type => 'int'
3901 }
3902 ],
3903 [
3904 'resist_slow',
3905 {
3906 name => 'resist slow %',
3907 type => 'int'
3908 }
3909 ],
3910 [
3911 'resist_paralyze',
3912 {
3913 name => 'resist paralyze %',
3914 type => 'int'
3915 }
3916 ],
3917 [
3918 'resist_fear',
3919 {
3920 name => 'resist fear %',
3921 type => 'int'
3922 }
3923 ],
3924 [
3925 'resist_deplete',
3926 {
3927 name => 'resist depletion %',
3928 type => 'int'
3929 }
3930 ],
3931 [
3932 'resist_turn_undead',
3933 {
3934 name => 'resist turn undead %',
3935 type => 'int'
3936 }
3937 ],
3938 [
3939 'resist_death',
3940 {
3941 name => 'resist death-attack %',
3942 type => 'int'
3943 }
3944 ],
3945 [
3946 'resist_chaos',
3947 {
3948 name => 'resist chaos %',
3949 type => 'int'
3950 }
3951 ],
3952 [
3953 'resist_blind',
3954 {
3955 name => 'resist blinding %',
3956 type => 'int'
3957 }
3958 ],
3959 [
3960 'resist_holyword',
3961 {
3962 name => 'resist holy power %',
3963 type => 'int'
3964 }
3965 ],
3966 [
3967 'resist_godpower',
3968 {
3969 name => 'resist godpower %',
3970 type => 'int'
3971 }
3972 ]
3973 ]
3974 ]
3975 ],
3976 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. :-)'
3977 },
3978 'Mood Floor' => {
3979 attr => [
3980 [
3981 'no_pick',
3982 {
3983 type => 'fixed',
3984 value => 1
3985 }
3986 ],
3987 [
3988 'last_sp',
3989 {
3990 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!',
3991 name => 'mood',
3992 type => 'list',
3993 value => $LIST{mood}
3994 }
3995 ],
3996 [
3997 'connected',
3998 {
3999 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!',
4000 name => 'connection',
4001 type => 'int'
4002 }
4003 ],
4004 [
4005 'no_magic',
4006 {
4007 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4008 name => 'no spells',
4009 type => 'bool'
4010 }
4011 ],
4012 [
4013 'damned',
4014 {
4015 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4016 name => 'no prayers',
4017 type => 'bool'
4018 }
4019 ]
4020 ],
4021 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.',
4022 ignore => [
4023 $IGNORE_LIST{system_object}
4024 ],
4025 name => 'Mood Floor',
4026 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.)'
4027 },
4028 Mover => {
4029 attr => [
4030 [
4031 'attacktype',
4032 {
4033 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.',
4034 name => 'forced movement',
4035 type => 'bool'
4036 }
4037 ],
4038 [
4039 'maxsp',
4040 {
4041 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.',
4042 name => 'freeze duration',
4043 type => 'int'
4044 }
4045 ],
4046 [
4047 'speed',
4048 {
4049 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4050 name => 'movement speed',
4051 type => 'float'
4052 }
4053 ],
4054 [
4055 'sp',
4056 {
4057 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.',
4058 name => 'direction',
4059 type => 'list',
4060 value => $LIST{direction}
4061 }
4062 ],
4063 [
4064 'lifesave',
4065 {
4066 desc => 'If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitly.',
4067 name => 'gets used up',
4068 type => 'bool'
4069 }
4070 ],
4071 [
4072 'hp',
4073 {
4074 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).',
4075 name => 'number of uses',
4076 type => 'int'
4077 }
4078 ]
4079 ],
4080 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.',
4081 ignore => [
4082 $IGNORE_LIST{non_pickable}
4083 ],
4084 name => 'Mover',
4085 section => [
4086 [
4087 'targets',
4088 [
4089 [
4090 'level',
4091 {
4092 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.',
4093 name => 'move players',
4094 type => 'bool'
4095 }
4096 ],
4097 [
4098 'walk_on',
4099 {
4100 desc => 'This should always be set.',
4101 name => 'move walking creatures',
4102 type => 'bool'
4103 }
4104 ],
4105 [
4106 'fly_on',
4107 {
4108 desc => 'Move flying creatures enabled means all flying (living) objects will get moved too. If disabled, only walking (non-flying) creatures will get moved.',
4109 name => 'move flying creatures',
4110 type => 'bool'
4111 }
4112 ]
4113 ]
4114 ]
4115 ],
4116 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).'
4117 },
4118 Pedestal => {
4119 attr => [
4120 [
4121 'no_pick',
4122 {
4123 type => 'fixed',
4124 value => 1
4125 }
4126 ],
4127 [
4128 'slaying',
4129 {
4130 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.',
4131 name => 'match race',
4132 type => 'string'
4133 }
4134 ],
4135 [
4136 'connected',
4137 {
4138 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4139 name => 'connection',
4140 type => 'int'
4141 }
4142 ],
4143 [
4144 'walk_on',
4145 {
4146 type => 'fixed',
4147 value => 1
4148 }
4149 ],
4150 [
4151 'walk_off',
4152 {
4153 type => 'fixed',
4154 value => 1
4155 }
4156 ]
4157 ],
4158 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.',
4159 ignore => [
4160 $IGNORE_LIST{non_pickable}
4161 ],
4162 name => 'Pedestal',
4163 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.'
4164 },
4165 Pit => {
4166 attr => [
4167 [
4168 'no_pick',
4169 {
4170 type => 'fixed',
4171 value => 1
4172 }
4173 ],
4174 [
4175 'connected',
4176 {
4177 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4178 name => 'connection',
4179 type => 'int'
4180 }
4181 ],
4182 [
4183 'hp',
4184 {
4185 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!',
4186 name => 'destination X',
4187 type => 'int'
4188 }
4189 ],
4190 [
4191 'sp',
4192 {
4193 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!',
4194 name => 'destination Y',
4195 type => 'int'
4196 }
4197 ],
4198 [
4199 'wc',
4200 {
4201 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.',
4202 name => 'position state',
4203 type => 'int'
4204 }
4205 ],
4206 [
4207 'walk_on',
4208 {
4209 desc => 'If set, all walking creatures will fall into the pit. This does NOT need to be set for closed pits!',
4210 name => 'swallow walking',
4211 type => 'bool'
4212 }
4213 ],
4214 [
4215 'fly_on',
4216 {
4217 desc => 'If set, all flying creatures will fall into the pit as well. This is not the behaviour expected from a pit, and it should only be used for map-mechanisms (e.g. for transporting flying monsters). An interesting side-effect: If this flag is enabled, spell effects like fire/snow also make their way through the pit.',
4218 name => 'swallow flying',
4219 type => 'bool'
4220 }
4221 ]
4222 ],
4223 desc => 'Pits are holes, transporting the player when he walks (and falls) into them. A speciality about pits is that they don\'t transport the player to the exact destination, but within a two-square radius of the destination (never on blocked squares).<br> Optionally, pits can get closed and opened, similar to gates.<br><br> Monsters and items are affected by pits just as well as players. Even multipart monsters can fall through them, given enough space.',
4224 ignore => [
4225 $IGNORE_LIST{non_pickable}
4226 ],
4227 name => 'Pit',
4228 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.'
4229 },
4230 'Poison Food' => {
4231 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.',
4232 name => 'Poison Food'
4233 },
4234 Potion => {
4235 attr => [
4236 [
4237 'level',
4238 {
4239 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.',
4240 name => 'potion level',
4241 type => 'int'
4242 }
4243 ],
4244 [
4245 'sp',
4246 {
4247 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".',
4248 name => 'spell',
4249 type => 'spell'
4250 }
4251 ],
4252 [
4253 'attacktype',
4254 {
4255 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.',
4256 name => 'special effect',
4257 type => 'list',
4258 value => $LIST{potion_effect}
4259 }
4260 ],
4261 [
4262 'cursed',
4263 {
4264 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 >:)',
4265 name => 'cursed',
4266 type => 'bool'
4267 }
4268 ],
4269 [
4270 'startequip',
4271 {
4272 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4273 name => 'godgiven item',
4274 type => 'bool'
4275 }
4276 ]
4277 ],
4278 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4279 name => 'Potion',
4280 section => [
4281 [
4282 'stats',
4283 [
4284 [
4285 'Str',
4286 {
4287 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.',
4288 name => 'strength',
4289 type => 'int'
4290 }
4291 ],
4292 [
4293 'Dex',
4294 {
4295 desc => 'The player\'s dexterity will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4296 name => 'dexterity',
4297 type => 'int'
4298 }
4299 ],
4300 [
4301 'Con',
4302 {
4303 desc => 'The player\'s constitution will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4304 name => 'constitution',
4305 type => 'int'
4306 }
4307 ],
4308 [
4309 'Int',
4310 {
4311 desc => 'The player\'s intelligence will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4312 name => 'intelligence',
4313 type => 'int'
4314 }
4315 ],
4316 [
4317 'Pow',
4318 {
4319 desc => 'The player\'s power will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4320 name => 'power',
4321 type => 'int'
4322 }
4323 ],
4324 [
4325 'Wis',
4326 {
4327 desc => 'The player\'s wisdom will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4328 name => 'wisdom',
4329 type => 'int'
4330 }
4331 ],
4332 [
4333 'Cha',
4334 {
4335 desc => 'The player\'s charisma will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4336 name => 'charisma',
4337 type => 'int'
4338 }
4339 ]
4340 ]
4341 ],
4342 [
4343 'resistance',
4344 [
4345 [
4346 'resist_physical',
4347 {
4348 desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4349 name => 'resist physical %',
4350 type => 'int'
4351 }
4352 ],
4353 [
4354 'resist_magic',
4355 {
4356 desc => 'The player\'s resistance to magic will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4357 name => 'resist magic %',
4358 type => 'int'
4359 }
4360 ],
4361 [
4362 'resist_fire',
4363 {
4364 desc => 'The player\'s resistance to fire will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4365 name => 'resist fire %',
4366 type => 'int'
4367 }
4368 ],
4369 [
4370 'resist_electricity',
4371 {
4372 desc => 'The player\'s resistance to electricity will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4373 name => 'resist electricity %',
4374 type => 'int'
4375 }
4376 ],
4377 [
4378 'resist_cold',
4379 {
4380 desc => 'The player\'s resistance to cold will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4381 name => 'resist cold %',
4382 type => 'int'
4383 }
4384 ],
4385 [
4386 'resist_acid',
4387 {
4388 desc => 'The player\'s resistance to acid will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4389 name => 'resist acid %',
4390 type => 'int'
4391 }
4392 ],
4393 [
4394 'resist_confusion',
4395 {
4396 desc => 'The player\'s resistance to confusion will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4397 name => 'resist confusion %',
4398 type => 'int'
4399 }
4400 ],
4401 [
4402 'resist_weaponmagic',
4403 {
4404 desc => 'The player\'s resistance to weaponmagic will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4405 name => 'resist weaponmagic %',
4406 type => 'int'
4407 }
4408 ],
4409 [
4410 'resist_paralyze',
4411 {
4412 desc => 'The player\'s resistance to paralyze will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4413 name => 'resist paralyze %',
4414 type => 'int'
4415 }
4416 ],
4417 [
4418 'resist_drain',
4419 {
4420 desc => 'The player\'s resistance to draining will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4421 name => 'resist draining %',
4422 type => 'int'
4423 }
4424 ],
4425 [
4426 'resist_deplete',
4427 {
4428 desc => 'The player\'s resistance to depletion will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4429 name => 'resist depletion %',
4430 type => 'int'
4431 }
4432 ],
4433 [
4434 'resist_poison',
4435 {
4436 desc => 'The player\'s resistance to poison will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4437 name => 'resist poison %',
4438 type => 'int'
4439 }
4440 ]
4441 ]
4442 ]
4443 ],
4444 use => 'One potion should never give multiple benefits at once.'
4445 },
4446 'Power Crystal' => {
4447 attr => [
4448 [
4449 'sp',
4450 {
4451 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
4452 name => 'initial mana',
4453 type => 'int'
4454 }
4455 ],
4456 [
4457 'maxsp',
4458 {
4459 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.',
4460 name => 'mana capacity',
4461 type => 'int'
4462 }
4463 ]
4464 ],
4465 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.',
4466 name => 'Power Crystal'
4467 },
4468 Projectile => {
4469 attr => [
4470 [
4471 'attacktype',
4472 {
4473 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.',
4474 name => 'attacktype',
4475 type => 'bitmask',
4476 value => $BITMASK{attacktype}
4477 }
4478 ],
4479 [
4480 'race',
4481 {
4482 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>.',
4483 name => 'ammunition class',
4484 type => 'string'
4485 }
4486 ],
4487 [
4488 'slaying',
4489 {
4490 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.',
4491 name => 'slaying race',
4492 type => 'string'
4493 }
4494 ],
4495 [
4496 'dam',
4497 {
4498 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
4499 name => 'damage',
4500 type => 'int'
4501 }
4502 ],
4503 [
4504 'wc',
4505 {
4506 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.',
4507 name => 'weaponclass',
4508 type => 'int'
4509 }
4510 ],
4511 [
4512 'food',
4513 {
4514 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).',
4515 name => 'chance to break',
4516 type => 'int'
4517 }
4518 ],
4519 [
4520 'magic',
4521 {
4522 desc => 'Magic bonus increases chance to hit and damage a little bit.',
4523 name => 'magic bonus',
4524 type => 'int'
4525 }
4526 ],
4527 [
4528 'unique',
4529 {
4530 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4531 name => 'unique item',
4532 type => 'bool'
4533 }
4534 ],
4535 [
4536 'startequip',
4537 {
4538 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4539 name => 'godgiven item',
4540 type => 'bool'
4541 }
4542 ],
4543 [
4544 'no_drop',
4545 {
4546 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.',
4547 name => 'don\'t drop',
4548 type => 'bool'
4549 }
4550 ],
4551 [
4552 'msg',
4553 {
4554 desc => 'This text may describe the projectile. This could be nice for very special ones.',
4555 end => 'endmsg',
4556 name => 'description',
4557 type => 'text'
4558 }
4559 ]
4560 ],
4561 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.',
4562 name => 'Projectile',
4563 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.'
4564 },
4565 Ring => {
4566 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.',
4567 import => [
4568 $TYPE{Amulet}
4569 ],
4570 name => 'Ring',
4571 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.'
4572 },
4573 Rod => {
4574 attr => [
4575 [
4576 'sp',
4577 {
4578 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!',
4579 name => 'spell',
4580 type => 'spell'
4581 }
4582 ],
4583 [
4584 'level',
4585 {
4586 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
4587 name => 'casting level',
4588 type => 'int'
4589 }
4590 ],
4591 [
4592 'hp',
4593 {
4594 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
4595 name => 'initial spellpoints',
4596 type => 'int'
4597 }
4598 ],
4599 [
4600 'maxhp',
4601 {
4602 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.',
4603 name => 'max. spellpoints',
4604 type => 'int'
4605 }
4606 ],
4607 [
4608 'startequip',
4609 {
4610 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4611 name => 'godgiven item',
4612 type => 'bool'
4613 }
4614 ],
4615 [
4616 'msg',
4617 {
4618 desc => 'This text may contain a description of the rod.',
4619 end => 'endmsg',
4620 name => 'description',
4621 type => 'text'
4622 }
4623 ]
4624 ],
4625 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.',
4626 ignore => [
4627 'title'
4628 ],
4629 name => 'Rod',
4630 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>'
4631 },
4632 Rune => {
4633 attr => [
4634 [
4635 'no_pick',
4636 {
4637 type => 'fixed',
4638 value => 1
4639 }
4640 ],
4641 [
4642 'walk_on',
4643 {
4644 type => 'fixed',
4645 value => 1
4646 }
4647 ],
4648 [
4649 'level',
4650 {
4651 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.',
4652 name => 'rune level',
4653 type => 'int'
4654 }
4655 ],
4656 [
4657 'Cha',
4658 {
4659 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.',
4660 name => 'visibility',
4661 type => 'int'
4662 }
4663 ],
4664 [
4665 'hp',
4666 {
4667 desc => 'The rune will detonate <number of charges> times before disappearing.',
4668 name => 'number of charges',
4669 type => 'int'
4670 }
4671 ],
4672 [
4673 'dam',
4674 {
4675 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.',
4676 name => 'direct damage',
4677 type => 'int'
4678 }
4679 ],
4680 [
4681 'attacktype',
4682 {
4683 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.',
4684 name => 'attacktype',
4685 type => 'bitmask',
4686 value => $BITMASK{attacktype}
4687 }
4688 ],
4689 [
4690 'msg',
4691 {
4692 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
4693 end => 'endmsg',
4694 name => 'detonation text',
4695 type => 'text'
4696 }
4697 ]
4698 ],
4699 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.',
4700 ignore => [
4701 'no_pick',
4702 'title',
4703 'name_pl',
4704 'weight',
4705 'value',
4706 'material',
4707 'unpaid'
4708 ],
4709 name => 'Rune',
4710 section => [
4711 [
4712 'spellcraft',
4713 [
4714 [
4715 'sp',
4716 {
4717 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
4718 name => 'spell',
4719 type => 'spell'
4720 }
4721 ],
4722 [
4723 'slaying',
4724 {
4725 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
4726 name => 'spell name',
4727 type => 'string'
4728 }
4729 ],
4730 [
4731 'other_arch',
4732 {
4733 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.',
4734 name => 'spell arch',
4735 type => 'string'
4736 }
4737 ],
4738 [
4739 'maxsp',
4740 {
4741 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.',
4742 name => 'direction',
4743 type => 'list',
4744 value => $LIST{direction}
4745 }
4746 ],
4747 [
4748 'race',
4749 {
4750 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.',
4751 name => 'summon monster',
4752 type => 'string'
4753 }
4754 ],
4755 [
4756 'maxhp',
4757 {
4758 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
4759 name => 'summon amount',
4760 type => 'int'
4761 }
4762 ]
4763 ]
4764 ]
4765 ],
4766 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
4767 },
4768 Savebed => {
4769 attr => [
4770 [
4771 'no_pick',
4772 {
4773 type => 'fixed',
4774 value => 1
4775 }
4776 ],
4777 [
4778 'no_magic',
4779 {
4780 type => 'fixed',
4781 value => 1
4782 }
4783 ],
4784 [
4785 'damned',
4786 {
4787 type => 'fixed',
4788 value => 1
4789 }
4790 ]
4791 ],
4792 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.',
4793 ignore => [
4794 $IGNORE_LIST{non_pickable}
4795 ],
4796 name => 'Savebed',
4797 use => 'Put savebed locations in towns, do not put them into dungeons. It is absolutely neccessary that a place with savebeds is 100% secure. That means: <UL> <LI> Monsters must not be able to reach the savebeds under any circumstances! <LI> If there are NPCs around, make sure they have the friendly-flag set. <LI> Insert a relyable exit! Make sure there is no possibility that players get trapped in a savebed location. <LI> If possible, mark the whole site as no-spell area (Insert this arch called "dungeon_magic" everywhere). This is not required, but it makes the place much more safe. </UL>'
4798 },
4799 Scroll => {
4800 attr => [
4801 [
4802 'level',
4803 {
4804 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
4805 name => 'casting level',
4806 type => 'int'
4807 }
4808 ],
4809 [
4810 'sp',
4811 {
4812 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
4813 name => 'spell',
4814 type => 'spell'
4815 }
4816 ],
4817 [
4818 'startequip',
4819 {
4820 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4821 name => 'godgiven item',
4822 type => 'bool'
4823 }
4824 ]
4825 ],
4826 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.',
4827 ignore => [
4828 'title'
4829 ],
4830 name => 'Scroll',
4831 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
4832 },
4833 Shield => {
4834 attr => [
4835 [
4836 'magic',
4837 {
4838 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.',
4839 name => 'magic bonus',
4840 type => 'int'
4841 }
4842 ]
4843 ],
4844 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.',
4845 import => [
4846 $TYPE{Amulet}
4847 ],
4848 name => 'Shield',
4849 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
4850 },
4851 'Shooting Weapon' => {
4852 attr => [
4853 [
4854 'race',
4855 {
4856 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.',
4857 name => 'ammunition class',
4858 type => 'string'
4859 }
4860 ],
4861 [
4862 'sp',
4863 {
4864 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).',
4865 name => 'shooting speed',
4866 type => 'int'
4867 }
4868 ],
4869 [
4870 'dam',
4871 {
4872 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.',
4873 name => 'base damage',
4874 type => 'int'
4875 }
4876 ],
4877 [
4878 'wc',
4879 {
4880 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.',
4881 name => 'weaponclass',
4882 type => 'int'
4883 }
4884 ],
4885 [
4886 'item_power',
4887 {
4888 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
4889 name => 'item power',
4890 type => 'int'
4891 }
4892 ],
4893 [
4894 'no_strength',
4895 {
4896 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.',
4897 name => 'ignore strength',
4898 type => 'bool'
4899 }
4900 ],
4901 [
4902 'damned',
4903 {
4904 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
4905 name => 'damnation',
4906 type => 'bool'
4907 }
4908 ],
4909 [
4910 'cursed',
4911 {
4912 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
4913 name => 'curse',
4914 type => 'bool'
4915 }
4916 ],
4917 [
4918 'unique',
4919 {
4920 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4921 name => 'unique item',
4922 type => 'bool'
4923 }
4924 ],
4925 [
4926 'startequip',
4927 {
4928 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4929 name => 'godgiven item',
4930 type => 'bool'
4931 }
4932 ],
4933 [
4934 'msg',
4935 {
4936 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
4937 end => 'endmsg',
4938 name => 'description',
4939 type => 'text'
4940 }
4941 ]
4942 ],
4943 desc => 'Schooting weapons like bows/crossbows are used to shoot projectiles (arrows/bolts). Shooting weapons and normal (melee) weapons can be wielded both at the same time. Like with any other equipment, stats/bonuses from shooting weapons are directly inherited to the player. <br><br> It\'s very easy to add new pairs of weapons &amp; projectiles. Just set matching &lt;ammunition class&gt; both for shooting weapon and projectile.',
4944 name => 'Shooting Weapon',
4945 section => [
4946 [
4947 'stats',
4948 [
4949 [
4950 'Str',
4951 {
4952 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
4953 name => 'strength',
4954 type => 'int'
4955 }
4956 ],
4957 [
4958 'Dex',
4959 {
4960 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
4961 name => 'dexterity',
4962 type => 'int'
4963 }
4964 ],
4965 [
4966 'Con',
4967 {
4968 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
4969 name => 'constitution',
4970 type => 'int'
4971 }
4972 ],
4973 [
4974 'Int',
4975 {
4976 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
4977 name => 'intelligence',
4978 type => 'int'
4979 }
4980 ],
4981 [
4982 'Pow',
4983 {
4984 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
4985 name => 'power',
4986 type => 'int'
4987 }
4988 ],
4989 [
4990 'Wis',
4991 {
4992 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
4993 name => 'wisdom',
4994 type => 'int'
4995 }
4996 ],
4997 [
4998 'Cha',
4999 {
5000 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5001 name => 'charisma',
5002 type => 'int'
5003 }
5004 ]
5005 ]
5006 ],
5007 [
5008 'bonus',
5009 [
5010 [
5011 'luck',
5012 {
5013 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.',
5014 name => 'luck bonus',
5015 type => 'int'
5016 }
5017 ],
5018 [
5019 'magic',
5020 {
5021 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.',
5022 name => 'magic bonus',
5023 type => 'int'
5024 }
5025 ]
5026 ]
5027 ]
5028 ],
5029 use => 'Shooting weapons should not add bonuses in general. There\'s already enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. Schooting weapons should especially not add bonuses to the player that have nothing to do with schooting. A Wisdom bonus on a bow is crap for example! A name like "Longbow of great Wisdom" doesn\'t help - still crap.'
5030 },
5031 'Shop Floor' => {
5032 attr => [
5033 [
5034 'is_floor',
5035 {
5036 type => 'fixed',
5037 value => 1
5038 }
5039 ],
5040 [
5041 'no_pick',
5042 {
5043 type => 'fixed',
5044 value => 1
5045 }
5046 ],
5047 [
5048 'no_magic',
5049 {
5050 type => 'fixed',
5051 value => 1
5052 }
5053 ],
5054 [
5055 'auto_apply',
5056 {
5057 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.',
5058 name => 'generate goods',
5059 type => 'bool'
5060 }
5061 ],
5062 [
5063 'randomitems',
5064 {
5065 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.',
5066 name => 'treasurelist',
5067 type => 'treasurelist'
5068 }
5069 ],
5070 [
5071 'exp',
5072 {
5073 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.',
5074 name => 'quality level',
5075 type => 'int'
5076 }
5077 ],
5078 [
5079 'damned',
5080 {
5081 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.)',
5082 name => 'no prayers',
5083 type => 'bool'
5084 }
5085 ]
5086 ],
5087 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).',
5088 ignore => [
5089 $IGNORE_LIST{non_pickable}
5090 ],
5091 name => 'Shop Floor',
5092 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.'
5093 },
5094 'Shop Mat' => {
5095 attr => [
5096 [
5097 'no_pick',
5098 {
5099 type => 'fixed',
5100 value => 1
5101 }
5102 ],
5103 [
5104 'walk_on',
5105 {
5106 desc => 'If set, the player can enter/leave the shop by just walking into the shop mat.',
5107 name => 'apply by walking',
5108 type => 'bool'
5109 }
5110 ],
5111 [
5112 'fly_on',
5113 {
5114 desc => 'If set, the player can enter/leave the shop by "flying" into the shop mat.',
5115 name => 'apply by flying',
5116 type => 'bool'
5117 }
5118 ]
5119 ],
5120 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).',
5121 ignore => [
5122 $IGNORE_LIST{non_pickable}
5123 ],
5124 name => 'Shop Mat',
5125 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5126 },
5127 'Sign & MagicMouth' => {
5128 attr => [
5129 [
5130 'connected',
5131 {
5132 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.',
5133 name => 'connection',
5134 type => 'int'
5135 }
5136 ],
5137 [
5138 'walk_on',
5139 {
5140 desc => 'If set, the player gets the message when walking ontop of the object. "invisible 1" should be set in this case. This is the typical configuration for a "magic_mouth": The player walks through a dungeon and suddenly he gets a message. Use this to create some roleplay atmosphere, and to inform the player about possible dangers or secrets.',
5141 name => 'activate by walking',
5142 type => 'bool'
5143 }
5144 ],
5145 [
5146 'fly_on',
5147 {
5148 desc => 'If set, the player gets the message when flying (=levitating) ontop of the object. Usually this should be set together with walk_on.',
5149 name => 'activate by flying',
5150 type => 'bool'
5151 }
5152 ],
5153 [
5154 'food',
5155 {
5156 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).',
5157 name => 'counter',
5158 type => 'int'
5159 }
5160 ],
5161 [
5162 'msg',
5163 {
5164 desc => 'This text will be displayed to the player.',
5165 end => 'endmsg',
5166 name => 'message',
5167 type => 'text'
5168 }
5169 ]
5170 ],
5171 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).',
5172 ignore => [
5173 $IGNORE_LIST{non_pickable}
5174 ],
5175 name => 'Sign & MagicMouth',
5176 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.'
5177 },
5178 Skill => {
5179 attr => [
5180 [
5181 'invisible',
5182 {
5183 type => 'fixed',
5184 value => 1
5185 }
5186 ],
5187 [
5188 'no_drop',
5189 {
5190 type => 'fixed',
5191 value => 1
5192 }
5193 ],
5194 [
5195 'skill',
5196 {
5197 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.',
5198 name => 'skill name',
5199 type => 'string'
5200 }
5201 ],
5202 [
5203 'expmul',
5204 {
5205 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.',
5206 name => 'exp multiplier',
5207 type => 'float'
5208 }
5209 ],
5210 [
5211 'subtype',
5212 {
5213 desc => 'The <skill type> defines the base functionality of the skill. Skill types are hardcoded in the Crossfire server. It isn\'t hard to create new skill types, but it requires a bit of server-coding.',
5214 name => 'skill type',
5215 type => 'list',
5216 value => $LIST{skill_type}
5217 }
5218 ],
5219 [
5220 'level',
5221 {
5222 name => 'level',
5223 type => 'int'
5224 }
5225 ],
5226 [
5227 'exp',
5228 {
5229 name => 'experience',
5230 type => 'int'
5231 }
5232 ],
5233 [
5234 'can_use_skill',
5235 {
5236 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.',
5237 name => 'is native skill',
5238 type => 'bool'
5239 }
5240 ]
5241 ],
5242 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.',
5243 ignore => [
5244 $IGNORE_LIST{system_object}
5245 ],
5246 name => 'Skill',
5247 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>'
5248 },
5249 'Skill Scroll' => {
5250 attr => [
5251 [
5252 'race',
5253 {
5254 type => 'fixed',
5255 value => 'scrolls'
5256 }
5257 ],
5258 [
5259 'skill',
5260 {
5261 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5262 name => 'skill name',
5263 type => 'string'
5264 }
5265 ]
5266 ],
5267 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5268 name => 'Skill Scroll',
5269 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.'
5270 },
5271 'Special Key' => {
5272 attr => [
5273 [
5274 'slaying',
5275 {
5276 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.',
5277 name => 'key string',
5278 type => 'string'
5279 }
5280 ],
5281 [
5282 'material',
5283 {
5284 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5285 name => 'material',
5286 type => 'bitmask',
5287 value => $BITMASK{material}
5288 }
5289 ],
5290 [
5291 'unique',
5292 {
5293 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.',
5294 name => 'unique item',
5295 type => 'bool'
5296 }
5297 ],
5298 [
5299 'startequip',
5300 {
5301 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5302 name => 'godgiven item',
5303 type => 'bool'
5304 }
5305 ],
5306 [
5307 'msg',
5308 {
5309 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.',
5310 end => 'endmsg',
5311 name => 'description',
5312 type => 'text'
5313 }
5314 ]
5315 ],
5316 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.',
5317 ignore => [
5318 'material'
5319 ],
5320 name => 'Special Key',
5321 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".'
5322 },
5323 Spell => {
5324 attr => [
5325 [
5326 'no_drop',
5327 {
5328 type => 'fixed',
5329 value => 1
5330 }
5331 ],
5332 [
5333 'invisible',
5334 {
5335 type => 'fixed',
5336 value => 1
5337 }
5338 ],
5339 [
5340 'skill',
5341 {
5342 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.',
5343 name => 'skill name',
5344 type => 'string'
5345 }
5346 ],
5347 [
5348 'subtype',
5349 {
5350 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5351 name => 'spell type',
5352 type => 'list',
5353 value => $LIST{spell_type}
5354 }
5355 ],
5356 [
5357 'level',
5358 {
5359 name => 'spell level',
5360 type => 'int'
5361 }
5362 ],
5363 [
5364 'casting_time',
5365 {
5366 name => 'casting time',
5367 type => 'int'
5368 }
5369 ],
5370 [
5371 'duration',
5372 {
5373 name => 'duration',
5374 type => 'int'
5375 }
5376 ],
5377 [
5378 'other_arch',
5379 {
5380 name => 'create object',
5381 type => 'string'
5382 }
5383 ],
5384 [
5385 'sp',
5386 {
5387 name => 'cost spellpoints',
5388 type => 'int'
5389 }
5390 ],
5391 [
5392 'grace',
5393 {
5394 name => 'cost grace',
5395 type => 'int'
5396 }
5397 ],
5398 [
5399 'maxsp',
5400 {
5401 name => 'double cost per level',
5402 type => 'int'
5403 }
5404 ]
5405 ],
5406 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.',
5407 ignore => [
5408 $IGNORE_LIST{system_object}
5409 ],
5410 name => 'Spell',
5411 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.'
5412 },
5413 Spellbook => {
5414 attr => [
5415 [
5416 'skill',
5417 {
5418 type => 'fixed',
5419 value => 'literacy'
5420 }
5421 ],
5422 [
5423 'randomitems',
5424 {
5425 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.',
5426 name => 'treasurelist',
5427 type => 'treasurelist'
5428 }
5429 ],
5430 [
5431 'startequip',
5432 {
5433 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5434 name => 'godgiven item',
5435 type => 'bool'
5436 }
5437 ],
5438 [
5439 'msg',
5440 {
5441 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
5442 end => 'endmsg',
5443 name => 'description',
5444 type => 'text'
5445 }
5446 ]
5447 ],
5448 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.',
5449 name => 'Spellbook',
5450 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.'
5451 },
5452 Spinner => {
5453 attr => [
5454 [
5455 'sp',
5456 {
5457 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.',
5458 name => 'direction number',
5459 type => 'int'
5460 }
5461 ],
5462 [
5463 'walk_on',
5464 {
5465 type => 'fixed',
5466 value => 1
5467 }
5468 ],
5469 [
5470 'fly_on',
5471 {
5472 type => 'fixed',
5473 value => 1
5474 }
5475 ]
5476 ],
5477 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.',
5478 ignore => [
5479 $IGNORE_LIST{non_pickable}
5480 ],
5481 name => 'Spinner',
5482 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.'
5483 },
5484 Swamp => {
5485 attr => [
5486 [
5487 'walk_on',
5488 {
5489 type => 'fixed',
5490 value => 1
5491 }
5492 ],
5493 [
5494 'is_floor',
5495 {
5496 type => 'fixed',
5497 value => 1
5498 }
5499 ],
5500 [
5501 'is_wooded',
5502 {
5503 type => 'fixed',
5504 value => 1
5505 }
5506 ],
5507 [
5508 'speed',
5509 {
5510 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.',
5511 name => 'drowning speed',
5512 type => 'float'
5513 }
5514 ],
5515 [
5516 'slow_move',
5517 {
5518 desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp',
5519 name => 'slow movement',
5520 type => 'int'
5521 }
5522 ],
5523 [
5524 'no_magic',
5525 {
5526 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
5527 name => 'no spells',
5528 type => 'bool'
5529 }
5530 ],
5531 [
5532 'damned',
5533 {
5534 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
5535 name => 'no prayers',
5536 type => 'bool'
5537 }
5538 ]
5539 ],
5540 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.',
5541 ignore => [
5542 $IGNORE_LIST{non_pickable}
5543 ],
5544 name => 'Swamp'
5545 },
5546 Teleporter => {
5547 attr => [
5548 [
5549 'slaying',
5550 {
5551 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.',
5552 name => 'exit path',
5553 type => 'string'
5554 }
5555 ],
5556 [
5557 'hp',
5558 {
5559 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.',
5560 name => 'destination X',
5561 type => 'int'
5562 }
5563 ],
5564 [
5565 'sp',
5566 {
5567 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.',
5568 name => 'destination Y',
5569 type => 'int'
5570 }
5571 ],
5572 [
5573 'connected',
5574 {
5575 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.',
5576 name => 'connection',
5577 type => 'int'
5578 }
5579 ],
5580 [
5581 'speed',
5582 {
5583 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!',
5584 name => 'activation speed',
5585 type => 'float'
5586 }
5587 ]
5588 ],
5589 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.',
5590 ignore => [
5591 $IGNORE_LIST{non_pickable}
5592 ],
5593 name => 'Teleporter',
5594 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.'
5595 },
5596 'Timed Gate' => {
5597 attr => [
5598 [
5599 'no_pick',
5600 {
5601 type => 'fixed',
5602 value => 1
5603 }
5604 ],
5605 [
5606 'connected',
5607 {
5608 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.',
5609 name => 'connection',
5610 type => 'int'
5611 }
5612 ],
5613 [
5614 'wc',
5615 {
5616 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.',
5617 name => 'position state',
5618 type => 'int'
5619 }
5620 ],
5621 [
5622 'no_pass',
5623 {
5624 desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
5625 name => 'blocking passage',
5626 type => 'bool'
5627 }
5628 ],
5629 [
5630 'no_magic',
5631 {
5632 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
5633 name => 'restrict spells',
5634 type => 'bool'
5635 }
5636 ],
5637 [
5638 'damned',
5639 {
5640 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
5641 name => 'restrict prayers',
5642 type => 'bool'
5643 }
5644 ],
5645 [
5646 'hp',
5647 {
5648 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
5649 name => 'open duration',
5650 type => 'int'
5651 }
5652 ]
5653 ],
5654 desc => 'Gates play an important role in Crossfire. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases. Unlike normal gates, timed gates open when triggered but automatically close again after some time.',
5655 ignore => [
5656 $IGNORE_LIST{non_pickable}
5657 ],
5658 name => 'Timed Gate',
5659 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".'
5660 },
5661 Trap => {
5662 attr => [
5663 [
5664 'no_pick',
5665 {
5666 type => 'fixed',
5667 value => 1
5668 }
5669 ],
5670 [
5671 'walk_on',
5672 {
5673 type => 'fixed',
5674 value => 1
5675 }
5676 ],
5677 [
5678 'level',
5679 {
5680 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.',
5681 name => 'trap level',
5682 type => 'int'
5683 }
5684 ],
5685 [
5686 'Cha',
5687 {
5688 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.',
5689 name => 'visibility',
5690 type => 'int'
5691 }
5692 ],
5693 [
5694 'hp',
5695 {
5696 desc => 'The trap will detonate <number of charges> times before disappearing.',
5697 name => 'number of charges',
5698 type => 'int'
5699 }
5700 ],
5701 [
5702 'dam',
5703 {
5704 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
5705 name => 'direct damage',
5706 type => 'int'
5707 }
5708 ],
5709 [
5710 'attacktype',
5711 {
5712 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
5713 name => 'attacktype',
5714 type => 'bitmask',
5715 value => $BITMASK{attacktype}
5716 }
5717 ],
5718 [
5719 'connected',
5720 {
5721 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
5722 name => 'connection',
5723 type => 'int'
5724 }
5725 ],
5726 [
5727 'msg',
5728 {
5729 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
5730 end => 'endmsg',
5731 name => 'detonation text',
5732 type => 'text'
5733 }
5734 ]
5735 ],
5736 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.',
5737 ignore => [
5738 'no_pick',
5739 'title',
5740 'name_pl',
5741 'weight',
5742 'value',
5743 'material',
5744 'unpaid'
5745 ],
5746 name => 'Trap',
5747 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.'
5748 },
5749 Trapdoor => {
5750 attr => [
5751 [
5752 'no_pick',
5753 {
5754 type => 'fixed',
5755 value => 1
5756 }
5757 ],
5758 [
5759 'walk_on',
5760 {
5761 type => 'fixed',
5762 value => 1
5763 }
5764 ],
5765 [
5766 'weight',
5767 {
5768 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.',
5769 name => 'hold weight',
5770 type => 'int'
5771 }
5772 ],
5773 [
5774 'hp',
5775 {
5776 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!',
5777 name => 'destination X',
5778 type => 'int'
5779 }
5780 ],
5781 [
5782 'sp',
5783 {
5784 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!',
5785 name => 'destination Y',
5786 type => 'int'
5787 }
5788 ]
5789 ],
5790 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.',
5791 ignore => [
5792 $IGNORE_LIST{non_pickable}
5793 ],
5794 name => 'Trapdoor',
5795 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.'
5796 },
5797 Treasure => {
5798 attr => [
5799 [
5800 'randomitems',
5801 {
5802 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
5803 name => 'treasurelist',
5804 type => 'treasurelist'
5805 }
5806 ],
5807 [
5808 'auto_apply',
5809 {
5810 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.',
5811 name => 'auto-generate',
5812 type => 'bool'
5813 }
5814 ],
5815 [
5816 'hp',
5817 {
5818 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.',
5819 name => 'create number',
5820 type => 'int'
5821 }
5822 ],
5823 [
5824 'exp',
5825 {
5826 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).',
5827 name => 'quality level',
5828 type => 'int'
5829 }
5830 ]
5831 ],
5832 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
5833 ignore => [
5834 'nrof',
5835 'title',
5836 'name_pl',
5837 'weight',
5838 'value',
5839 'material'
5840 ],
5841 name => 'Treasure',
5842 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.'
5843 },
5844 'Trigger Marker' => {
5845 attr => [
5846 [
5847 'no_pick',
5848 {
5849 type => 'fixed',
5850 value => 1
5851 }
5852 ],
5853 [
5854 'slaying',
5855 {
5856 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.',
5857 name => 'key string',
5858 type => 'string'
5859 }
5860 ],
5861 [
5862 'connected',
5863 {
5864 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
5865 name => 'connection',
5866 type => 'int'
5867 }
5868 ],
5869 [
5870 'food',
5871 {
5872 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.',
5873 name => 'mark duration',
5874 type => 'int'
5875 }
5876 ],
5877 [
5878 'name',
5879 {
5880 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.',
5881 name => 'delete mark',
5882 type => 'string'
5883 }
5884 ],
5885 [
5886 'msg',
5887 {
5888 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.',
5889 end => 'endmsg',
5890 name => 'marking message',
5891 type => 'text'
5892 }
5893 ]
5894 ],
5895 desc => 'A trigger marker is an object that inserts an invisible force (a mark) into a player stepping on it WHEN TRIGGERED. This force does nothing except containing a &lt;key string&gt; which can be discovered by detectors or inventory checkers. It is also possible to use markers for removing marks again. <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
5896 ignore => [
5897 $IGNORE_LIST{system_object}
5898 ],
5899 name => 'Trigger Marker',
5900 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.'
5901 },
5902 Wall => {
5903 attr => [
5904 [
5905 'no_pass',
5906 {
5907 desc => 'If set, the object cannot be passed by players nor monsters.',
5908 name => 'blocking passage',
5909 type => 'bool'
5910 }
5911 ],
5912 [
5913 'can_roll',
5914 {
5915 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
5916 name => 'moveable',
5917 type => 'bool'
5918 }
5919 ],
5920 [
5921 'no_magic',
5922 {
5923 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
5924 name => 'restrict spells',
5925 type => 'bool'
5926 }
5927 ],
5928 [
5929 'damned',
5930 {
5931 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
5932 name => 'restrict prayers',
5933 type => 'bool'
5934 }
5935 ]
5936 ],
5937 desc => 'Walls usually block passage and sight.',
5938 ignore => [
5939 'nrof',
5940 'title',
5941 'name_pl',
5942 'value',
5943 'unpaid'
5944 ],
5945 name => 'Wall',
5946 required => {
5947 alive => 0,
5948 is_floor => 0,
5949 no_pass => 1
5950 }
5951 },
5952 'Wand & Staff' => {
5953 attr => [
5954 [
5955 'sp',
5956 {
5957 desc => 'The <spell> specifies the contained spell.',
5958 name => 'spell',
5959 type => 'spell'
5960 }
5961 ],
5962 [
5963 'level',
5964 {
5965 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
5966 name => 'casting level',
5967 type => 'int'
5968 }
5969 ],
5970 [
5971 'food',
5972 {
5973 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
5974 name => 'number of charges',
5975 type => 'int'
5976 }
5977 ],
5978 [
5979 'startequip',
5980 {
5981 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5982 name => 'godgiven item',
5983 type => 'bool'
5984 }
5985 ],
5986 [
5987 'msg',
5988 {
5989 desc => 'This text may contain a description of the wand.',
5990 end => 'endmsg',
5991 name => 'description',
5992 type => 'text'
5993 }
5994 ]
5995 ],
5996 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.',
5997 name => 'Wand & Staff',
5998 use => 'Wands are quite seldomly used. The reason prolly is that they\'re generally not cost-efficient. Handing out high-level wands with powerfull special spells isn\'t a good idea either, because of the recharge ability. <br><br> For low levels, staffs of healing/cure and word of recall are quite desireable though. Ideal rewards for low level quests.'
5999 },
6000 'Weak Wall' => {
6001 attr => [
6002 [
6003 'alive',
6004 {
6005 type => 'fixed',
6006 value => 1
6007 }
6008 ],
6009 [
6010 'no_pick',
6011 {
6012 type => 'fixed',
6013 value => 1
6014 }
6015 ],
6016 [
6017 'tear_down',
6018 {
6019 type => 'fixed',
6020 value => 1
6021 }
6022 ],
6023 [
6024 'race',
6025 {
6026 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.',
6027 name => 'race',
6028 type => 'string'
6029 }
6030 ],
6031 [
6032 'level',
6033 {
6034 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.',
6035 name => 'level',
6036 type => 'int'
6037 }
6038 ],
6039 [
6040 'hp',
6041 {
6042 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.',
6043 name => 'health points',
6044 type => 'int'
6045 }
6046 ],
6047 [
6048 'maxhp',
6049 {
6050 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.',
6051 name => 'max health',
6052 type => 'int'
6053 }
6054 ],
6055 [
6056 'ac',
6057 {
6058 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6059 name => 'armour class',
6060 type => 'int'
6061 }
6062 ]
6063 ],
6064 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.',
6065 ignore => [
6066 $IGNORE_LIST{non_pickable}
6067 ],
6068 name => 'Weak Wall',
6069 required => {
6070 alive => 1,
6071 is_floor => 0,
6072 tear_down => 1
6073 },
6074 section => [
6075 [
6076 'resistance',
6077 [
6078 [
6079 'resist_physical',
6080 {
6081 name => 'resist physical %',
6082 type => 'int'
6083 }
6084 ],
6085 [
6086 'resist_magic',
6087 {
6088 name => 'resist magic %',
6089 type => 'int'
6090 }
6091 ],
6092 [
6093 'resist_fire',
6094 {
6095 name => 'resist fire %',
6096 type => 'int'
6097 }
6098 ],
6099 [
6100 'resist_electricity',
6101 {
6102 name => 'resist electricity %',
6103 type => 'int'
6104 }
6105 ],
6106 [
6107 'resist_cold',
6108 {
6109 name => 'resist cold %',
6110 type => 'int'
6111 }
6112 ],
6113 [
6114 'resist_confusion',
6115 {
6116 name => 'resist confusion %',
6117 type => 'int'
6118 }
6119 ],
6120 [
6121 'resist_acid',
6122 {
6123 name => 'resist acid %',
6124 type => 'int'
6125 }
6126 ],
6127 [
6128 'resist_drain',
6129 {
6130 name => 'resist draining %',
6131 type => 'int'
6132 }
6133 ],
6134 [
6135 'resist_weaponmagic',
6136 {
6137 name => 'resist weaponmagic %',
6138 type => 'int'
6139 }
6140 ],
6141 [
6142 'resist_ghosthit',
6143 {
6144 name => 'resist ghosthit %',
6145 type => 'int'
6146 }
6147 ],
6148 [
6149 'resist_poison',
6150 {
6151 name => 'resist poison %',
6152 type => 'int'
6153 }
6154 ],
6155 [
6156 'resist_slow',
6157 {
6158 name => 'resist slow %',
6159 type => 'int'
6160 }
6161 ],
6162 [
6163 'resist_paralyze',
6164 {
6165 name => 'resist paralyze %',
6166 type => 'int'
6167 }
6168 ],
6169 [
6170 'resist_fear',
6171 {
6172 name => 'resist fear %',
6173 type => 'int'
6174 }
6175 ],
6176 [
6177 'resist_deplete',
6178 {
6179 name => 'resist depletion %',
6180 type => 'int'
6181 }
6182 ],
6183 [
6184 'resist_turn_undead',
6185 {
6186 name => 'resist turn undead %',
6187 type => 'int'
6188 }
6189 ],
6190 [
6191 'resist_death',
6192 {
6193 name => 'resist death-attack %',
6194 type => 'int'
6195 }
6196 ],
6197 [
6198 'resist_chaos',
6199 {
6200 name => 'resist chaos %',
6201 type => 'int'
6202 }
6203 ],
6204 [
6205 'resist_blind',
6206 {
6207 name => 'resist blinding %',
6208 type => 'int'
6209 }
6210 ],
6211 [
6212 'resist_holyword',
6213 {
6214 name => 'resist holy power %',
6215 type => 'int'
6216 }
6217 ],
6218 [
6219 'resist_godpower',
6220 {
6221 name => 'resist godpower %',
6222 type => 'int'
6223 }
6224 ]
6225 ]
6226 ]
6227 ],
6228 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.'
6229 },
6230 Weapon => {
6231 attr => [
6232 [
6233 'attacktype',
6234 {
6235 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.',
6236 name => 'attacktype',
6237 type => 'bitmask',
6238 value => $BITMASK{attacktype}
6239 }
6240 ],
6241 [
6242 'weapontype',
6243 {
6244 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.',
6245 name => 'weapontype',
6246 type => 'list',
6247 value => $LIST{weapon_type}
6248 }
6249 ],
6250 [
6251 'skill',
6252 {
6253 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6254 name => 'skill name',
6255 type => 'string'
6256 }
6257 ],
6258 [
6259 'dam',
6260 {
6261 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.',
6262 name => 'damage',
6263 type => 'int'
6264 }
6265 ],
6266 [
6267 'slaying',
6268 {
6269 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.',
6270 name => 'slaying race',
6271 type => 'string'
6272 }
6273 ],
6274 [
6275 'last_sp',
6276 {
6277 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.',
6278 name => 'weapon speed',
6279 type => 'int'
6280 }
6281 ],
6282 [
6283 'wc',
6284 {
6285 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.',
6286 name => 'weapon class',
6287 type => 'int'
6288 }
6289 ],
6290 [
6291 'magic',
6292 {
6293 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.',
6294 name => 'magic bonus',
6295 type => 'int'
6296 }
6297 ],
6298 [
6299 'item_power',
6300 {
6301 desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
6302 name => 'item power',
6303 type => 'int'
6304 }
6305 ],
6306 [
6307 'damned',
6308 {
6309 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6310 name => 'damnation',
6311 type => 'bool'
6312 }
6313 ],
6314 [
6315 'cursed',
6316 {
6317 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
6318 name => 'curse',
6319 type => 'bool'
6320 }
6321 ],
6322 [
6323 'lifesave',
6324 {
6325 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his healthpoints reach zero, the item dissapears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
6326 name => 'save life',
6327 type => 'bool'
6328 }
6329 ],
6330 [
6331 'unique',
6332 {
6333 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6334 name => 'unique item',
6335 type => 'bool'
6336 }
6337 ],
6338 [
6339 'startequip',
6340 {
6341 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6342 name => 'godgiven item',
6343 type => 'bool'
6344 }
6345 ],
6346 [
6347 'msg',
6348 {
6349 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6350 end => 'endmsg',
6351 name => 'description',
6352 type => 'text'
6353 }
6354 ]
6355 ],
6356 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.',
6357 name => 'Weapon',
6358 section => [
6359 [
6360 'resistance',
6361 [
6362 [
6363 'resist_physical',
6364 {
6365 desc => 'This adds physical resistance to the weapon (= armour value). The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6366 name => 'resist physical %',
6367 type => 'int'
6368 }
6369 ],
6370 [
6371 'resist_magic',
6372 {
6373 desc => 'This adds magic resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6374 name => 'resist magic %',
6375 type => 'int'
6376 }
6377 ],
6378 [
6379 'resist_fire',
6380 {
6381 desc => 'This adds fire resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6382 name => 'resist fire %',
6383 type => 'int'
6384 }
6385 ],
6386 [
6387 'resist_electricity',
6388 {
6389 desc => 'This adds electricity resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6390 name => 'resist electricity %',
6391 type => 'int'
6392 }
6393 ],
6394 [
6395 'resist_cold',
6396 {
6397 desc => 'This adds fire resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6398 name => 'resist cold %',
6399 type => 'int'
6400 }
6401 ],
6402 [
6403 'resist_confusion',
6404 {
6405 desc => 'This adds confusion resistance to the weapon. The number is a percent-value in the range 0-100. Confusion resistance is not very effective unless the value comes close to 100 (= perfect immunity).',
6406 name => 'resist confusion %',
6407 type => 'int'
6408 }
6409 ],
6410 [
6411 'resist_acid',
6412 {
6413 desc => 'This adds acid resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6414 name => 'resist acid %',
6415 type => 'int'
6416 }
6417 ],
6418 [
6419 'resist_drain',
6420 {
6421 desc => 'This adds draining resistance to the weapon. The number is a percent-value in the range 0-100. Draining resistance is little effective unless the value is 100 (= perfect immunity).',
6422 name => 'resist draining %',
6423 type => 'int'
6424 }
6425 ],
6426 [
6427 'resist_weaponmagic',
6428 {
6429 desc => 'This adds weaponmagic resistance to the weapon. The number is a percent-value in the range 0-100. Weaponmagic resistance generally should not exist on equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) are not meant to be easily resisted.',
6430 name => 'resist weaponmagic %',
6431 type => 'int'
6432 }
6433 ],
6434 [
6435 'resist_ghosthit',
6436 {
6437 desc => 'This adds ghosthit resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6438 name => 'resist ghosthit %',
6439 type => 'int'
6440 }
6441 ],
6442 [
6443 'resist_poison',
6444 {
6445 desc => 'This adds poison resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6446 name => 'resist poison %',
6447 type => 'int'
6448 }
6449 ],
6450 [
6451 'resist_slow',
6452 {
6453 desc => 'This adds fear resistance to the weapon. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
6454 name => 'resist slow %',
6455 type => 'int'
6456 }
6457 ],
6458 [
6459 'resist_paralyze',
6460 {
6461 desc => 'This adds paralyze resistance to the weapon. The number is a percent-value in the range 0-100. Paralyze resistance is little effective unless the value is 100 (= perfect immunity).',
6462 name => 'resist paralyze %',
6463 type => 'int'
6464 }
6465 ],
6466 [
6467 'resist_fear',
6468 {
6469 desc => 'This adds fear resistance to the weapon. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
6470 name => 'resist fear %',
6471 type => 'int'
6472 }
6473 ],
6474 [
6475 'resist_deplete',
6476 {
6477 desc => 'This adds depletion resistance to the weapon. The number is a percent-value in the range 0-100. Depletion resistance is little effective unless the value is 100 (= perfect immunity).',
6478 name => 'resist depletion %',
6479 type => 'int'
6480 }
6481 ],
6482 [
6483 'resist_death',
6484 {
6485 desc => 'This adds death-attack resistance to the weapon. The number is a percent-value in the range 0-100. Death-attack resistance is little effective unless the value is 100 (= perfect immunity). Generally, resistance to death-attack is not supposed to be available to players!',
6486 name => 'resist death-attack %',
6487 type => 'int'
6488 }
6489 ],
6490 [
6491 'resist_chaos',
6492 {
6493 desc => 'This adds chaos resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact. Note that chaos is not a stand-alone attacktype. Chaos "contains" a combination of other attacktypes.',
6494 name => 'resist chaos %',
6495 type => 'int'
6496 }
6497 ],
6498 [
6499 'resist_blind',
6500 {
6501 desc => 'This adds blinding resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6502 name => 'resist blinding %',
6503 type => 'int'
6504 }
6505 ],
6506 [
6507 'resist_holyword',
6508 {
6509 desc => 'This adds holy power resistance to the weapon. The number is a percent-value in the range 0-100. Holy power is the attacktype that holyword-type spells use to hurt undead creatures. This kind of resistance is only reasonable for undead players (wraith or devourer cult). Generally, resistance to holy word should not be available for players.',
6510 name => 'resist holy power %',
6511 type => 'int'
6512 }
6513 ]
6514 ]
6515 ],
6516 [
6517 'stats',
6518 [
6519 [
6520 'Str',
6521 {
6522 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
6523 name => 'strength',
6524 type => 'int'
6525 }
6526 ],
6527 [
6528 'Dex',
6529 {
6530 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
6531 name => 'dexterity',
6532 type => 'int'
6533 }
6534 ],
6535 [
6536 'Con',
6537 {
6538 desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
6539 name => 'constitution',
6540 type => 'int'
6541 }
6542 ],
6543 [
6544 'Int',
6545 {
6546 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
6547 name => 'intelligence',
6548 type => 'int'
6549 }
6550 ],
6551 [
6552 'Pow',
6553 {
6554 desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
6555 name => 'power',
6556 type => 'int'
6557 }
6558 ],
6559 [
6560 'Wis',
6561 {
6562 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
6563 name => 'wisdom',
6564 type => 'int'
6565 }
6566 ],
6567 [
6568 'Cha',
6569 {
6570 desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
6571 name => 'charisma',
6572 type => 'int'
6573 }
6574 ]
6575 ]
6576 ],
6577 [
6578 'misc',
6579 [
6580 [
6581 'luck',
6582 {
6583 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.',
6584 name => 'luck bonus',
6585 type => 'int'
6586 }
6587 ],
6588 [
6589 'hp',
6590 {
6591 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
6592 name => 'health regen.',
6593 type => 'int'
6594 }
6595 ],
6596 [
6597 'sp',
6598 {
6599 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
6600 name => 'mana regen.',
6601 type => 'int'
6602 }
6603 ],
6604 [
6605 'grace',
6606 {
6607 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!!',
6608 name => 'grace regen.',
6609 type => 'int'
6610 }
6611 ],
6612 [
6613 'food',
6614 {
6615 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.',
6616 name => 'food bonus',
6617 type => 'int'
6618 }
6619 ],
6620 [
6621 'xrays',
6622 {
6623 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desireable, so don\'t give it away for cheap on equipment.',
6624 name => 'xray vision',
6625 type => 'bool'
6626 }
6627 ],
6628 [
6629 'stealth',
6630 {
6631 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)',
6632 name => 'stealth',
6633 type => 'bool'
6634 }
6635 ],
6636 [
6637 'reflect_spell',
6638 {
6639 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!',
6640 name => 'reflect spells',
6641 type => 'bool'
6642 }
6643 ],
6644 [
6645 'reflect_missile',
6646 {
6647 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.',
6648 name => 'reflect missiles',
6649 type => 'bool'
6650 }
6651 ],
6652 [
6653 'path_attuned',
6654 {
6655 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
6656 name => 'attuned paths',
6657 type => 'bitmask',
6658 value => $BITMASK{spellpath}
6659 }
6660 ],
6661 [
6662 'path_repelled',
6663 {
6664 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
6665 name => 'repelled paths',
6666 type => 'bitmask',
6667 value => $BITMASK{spellpath}
6668 }
6669 ],
6670 [
6671 'path_denied',
6672 {
6673 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
6674 name => 'denied paths',
6675 type => 'bitmask',
6676 value => $BITMASK{spellpath}
6677 }
6678 ]
6679 ]
6680 ]
6681 ],
6682 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.'
6683 }
6684 );
6685
6686 our @ATTR0 = (
6687 $TYPE{Floor},
6688 $TYPE{'Monster & NPC'},
6689 $TYPE{Wall},
6690 $TYPE{'Weak Wall'}
6691 );
6692
6693 our %ATTR = (
6694 3 => $TYPE{Rod},
6695 4 => $TYPE{Treasure},
6696 5 => $TYPE{Potion},
6697 6 => $TYPE{Food},
6698 7 => $TYPE{'Poison Food'},
6699 8 => $TYPE{Book},
6700 9 => $TYPE{Clock},
6701 13 => $TYPE{Projectile},
6702 14 => $TYPE{'Shooting Weapon'},
6703 15 => $TYPE{Weapon},
6704 16 => $TYPE{'Brestplate Armour'},
6705 17 => $TYPE{Pedestal},
6706 18 => $TYPE{Altar},
6707 20 => $TYPE{'Locked Door'},
6708 21 => $TYPE{'Special Key'},
6709 26 => $TYPE{'Timed Gate'},
6710 27 => $TYPE{'Handle Trigger'},
6711 29 => $TYPE{'Magic Ear'},
6712 31 => $TYPE{'Altar Trigger'},
6713 33 => $TYPE{Shield},
6714 34 => $TYPE{Helmet},
6715 35 => $TYPE{Horn},
6716 36 => $TYPE{Money},
6717 39 => $TYPE{Amulet},
6718 40 => $TYPE{Mover},
6719 41 => $TYPE{Teleporter},
6720 42 => $TYPE{Creator},
6721 43 => $TYPE{Skill},
6722 51 => $TYPE{Detector},
6723 52 => $TYPE{'Trigger Marker'},
6724 55 => $TYPE{Marker},
6725 56 => $TYPE{'Holy Altar'},
6726 58 => $TYPE{Battleground},
6727 60 => $TYPE{Jewel},
6728 62 => $TYPE{'Magic Wall'},
6729 64 => $TYPE{'Inventory Checker'},
6730 65 => $TYPE{'Mood Floor'},
6731 66 => $TYPE{Exit},
6732 67 => $TYPE{'Floor (Encounter)'},
6733 68 => $TYPE{'Shop Floor'},
6734 69 => $TYPE{'Shop Mat'},
6735 70 => $TYPE{Ring},
6736 72 => $TYPE{Flesh},
6737 73 => $TYPE{Inorganic},
6738 83 => $TYPE{Duplicator},
6739 85 => $TYPE{Spellbook},
6740 87 => $TYPE{Cloak},
6741 88 => $TYPE{'Hazard Floor'},
6742 90 => $TYPE{Spinner},
6743 91 => $TYPE{Gate},
6744 92 => $TYPE{Button},
6745 93 => $TYPE{Handle},
6746 94 => $TYPE{Pit},
6747 95 => $TYPE{Trapdoor},
6748 98 => $TYPE{'Sign & MagicMouth'},
6749 99 => $TYPE{Boots},
6750 100 => $TYPE{Gloves},
6751 101 => $TYPE{Spell},
6752 103 => $TYPE{Converter},
6753 104 => $TYPE{Bracers},
6754 106 => $TYPE{Savebed},
6755 109 => $TYPE{'Wand & Staff'},
6756 110 => $TYPE{Ability},
6757 111 => $TYPE{Scroll},
6758 112 => $TYPE{Director},
6759 113 => $TYPE{Girdle},
6760 122 => $TYPE{Container},
6761 130 => $TYPE{'Skill Scroll'},
6762 138 => $TYPE{Swamp},
6763 154 => $TYPE{Rune},
6764 155 => $TYPE{Trap},
6765 156 => $TYPE{'Power Crystal'},
6766 158 => $TYPE{Disease},
6767 163 => $TYPE{'Item Transformer'}
6768 );
6769
6770 our %TYPENAME = (
6771 0 => '*NONE*',
6772 1 => 'PLAYER',
6773 2 => 'BULLET',
6774 3 => 'ROD',
6775 4 => 'TREASURE',
6776 5 => 'POTION',
6777 6 => 'FOOD',
6778 7 => 'POISON',
6779 8 => 'BOOK',
6780 9 => 'CLOCK',
6781 10 => 'FBULLET',
6782 11 => 'FBALL',
6783 12 => 'LIGHTNING',
6784 13 => 'ARROW',
6785 14 => 'BOW',
6786 15 => 'WEAPON',
6787 16 => 'ARMOUR',
6788 17 => 'PEDESTAL',
6789 18 => 'ALTAR',
6790 19 => 'CONFUSION',
6791 20 => 'LOCKED_DOOR',
6792 21 => 'SPECIAL_KEY',
6793 22 => 'MAP',
6794 23 => 'DOOR',
6795 24 => 'KEY',
6796 25 => 'MMISSILE',
6797 26 => 'TIMED_GATE',
6798 27 => 'TRIGGER',
6799 28 => 'GRIMREAPER',
6800 29 => 'MAGIC_EAR',
6801 30 => 'TRIGGER_BUTTON',
6802 31 => 'TRIGGER_ALTAR',
6803 32 => 'TRIGGER_PEDESTAL',
6804 33 => 'SHIELD',
6805 34 => 'HELMET',
6806 35 => 'HORN',
6807 36 => 'MONEY',
6808 37 => 'CLASS',
6809 38 => 'GRAVESTONE',
6810 39 => 'AMULET',
6811 40 => 'PLAYERMOVER',
6812 41 => 'TELEPORTER',
6813 42 => 'CREATOR',
6814 43 => 'SKILL',
6815 44 => 'EXPERIENCE',
6816 45 => 'EARTHWALL',
6817 46 => 'GOLEM',
6818 47 => 'BOMB',
6819 48 => 'THROWN_OBJ',
6820 49 => 'BLINDNESS',
6821 50 => 'GOD',
6822 51 => 'DETECTOR',
6823 52 => 'TRIGGER_MARKER',
6824 53 => 'DEAD_OBJECT',
6825 54 => 'DRINK',
6826 55 => 'MARKER',
6827 56 => 'HOLY_ALTAR',
6828 57 => 'PLAYER_CHANGER',
6829 58 => 'BATTLEGROUND',
6830 59 => 'PEACEMAKER',
6831 60 => 'GEM',
6832 61 => 'FIRECHEST',
6833 62 => 'FIREWALL',
6834 63 => 'ANVIL',
6835 64 => 'CHECK_INV',
6836 65 => 'MOOD_FLOOR',
6837 66 => 'EXIT',
6838 67 => 'ENCOUNTER',
6839 68 => 'SHOP_FLOOR',
6840 69 => 'SHOP_MAT',
6841 70 => 'RING',
6842 71 => 'FLOOR',
6843 72 => 'FLESH',
6844 73 => 'INORGANIC',
6845 74 => 'SKILL_TOOL',
6846 75 => 'LIGHTER',
6847 76 => 'TRAP_PART',
6848 77 => 'WALL',
6849 78 => 'LIGHT_SOURCE',
6850 79 => 'MISC_OBJECT',
6851 80 => 'MONSTER',
6852 81 => 'SPAWN_GENERATOR',
6853 82 => 'LAMP',
6854 83 => 'DUPLICATOR',
6855 84 => 'TOOL',
6856 85 => 'SPELLBOOK',
6857 86 => 'BUILDFAC',
6858 87 => 'CLOAK',
6859 88 => 'CONE',
6860 89 => 'AURA',
6861 90 => 'SPINNER',
6862 91 => 'GATE',
6863 92 => 'BUTTON',
6864 93 => 'CF_HANDLE',
6865 94 => 'HOLE',
6866 95 => 'TRAPDOOR',
6867 96 => 'WORD_OF_RECALL',
6868 97 => 'PARAIMAGE',
6869 98 => 'SIGN',
6870 99 => 'BOOTS',
6871 100 => 'GLOVES',
6872 101 => 'SPELL',
6873 102 => 'SPELL_EFFECT',
6874 103 => 'CONVERTER',
6875 104 => 'BRACERS',
6876 105 => 'POISONING',
6877 106 => 'SAVEBED',
6878 107 => 'POISONCLOUD',
6879 108 => 'FIREHOLES',
6880 109 => 'WAND',
6881 110 => 'ABILITY',
6882 111 => 'SCROLL',
6883 112 => 'DIRECTOR',
6884 113 => 'GIRDLE',
6885 114 => 'FORCE',
6886 115 => 'POTION_EFFECT',
6887 121 => 'CLOSE_CON',
6888 122 => 'CONTAINER',
6889 123 => 'ARMOUR_IMPROVER',
6890 124 => 'WEAPON_IMPROVER',
6891 130 => 'SKILLSCROLL',
6892 138 => 'DEEP_SWAMP',
6893 139 => 'IDENTIFY_ALTAR',
6894 141 => 'CANCELLATION',
6895 150 => 'MENU',
6896 151 => 'BALL_LIGHTNING',
6897 153 => 'SWARM_SPELL',
6898 154 => 'RUNE',
6899 155 => 'TRAP',
6900 156 => 'POWER_CRYSTAL',
6901 157 => 'CORPSE',
6902 158 => 'DISEASE',
6903 159 => 'SYMPTOM',
6904 160 => 'BUILDER',
6905 161 => 'BUILD_MATERIAL',
6906 162 => 'GPS'
6907 );
6908
6909 our %SPELL = (
6910 0 => 'magic bullet',
6911 1 => 'small fireball',
6912 2 => 'medium fireball',
6913 3 => 'large fireball',
6914 4 => 'burning hands',
6915 5 => 'small lightning',
6916 6 => 'large lightning',
6917 7 => 'magic missile',
6918 8 => 'create bomb',
6919 9 => 'summon golem',
6920 10 => 'summon fire elemental',
6921 11 => 'summon earth elemental',
6922 12 => 'summon water elemental',
6923 13 => 'summon air elemental',
6924 14 => 'dimension door',
6925 15 => 'create earth wall',
6926 16 => 'paralyze',
6927 17 => 'icestorm',
6928 18 => 'magic mapping',
6929 19 => 'turn undead',
6930 20 => 'fear',
6931 21 => 'poison cloud',
6932 22 => 'wonder',
6933 23 => 'destruction',
6934 24 => 'perceive self',
6935 25 => 'word of recall',
6936 26 => 'invisible',
6937 27 => 'invisible to undead',
6938 28 => 'probe',
6939 29 => 'large bullet',
6940 30 => 'improved invisibility',
6941 31 => 'holy word',
6942 32 => 'minor healing',
6943 33 => 'medium healing',
6944 34 => 'major healing',
6945 35 => 'heal',
6946 36 => 'create food',
6947 37 => 'earth to dust',
6948 38 => 'armour',
6949 39 => 'strength',
6950 40 => 'dexterity',
6951 41 => 'constitution',
6952 42 => 'charisma',
6953 43 => 'create fire wall',
6954 44 => 'create frost wall',
6955 45 => 'protection from cold',
6956 46 => 'protection from electricity',
6957 47 => 'protection from fire',
6958 48 => 'protection from poison',
6959 49 => 'protection from slow',
6960 50 => 'protection from paralysis',
6961 51 => 'protection from draining',
6962 52 => 'protection from magic',
6963 53 => 'protection from attack',
6964 54 => 'levitate',
6965 55 => 'small speedball',
6966 56 => 'large speedball',
6967 57 => 'hellfire',
6968 58 => 'dragonbreath',
6969 59 => 'large icestorm',
6970 60 => 'charging',
6971 61 => 'polymorph',
6972 62 => 'cancellation',
6973 63 => 'confusion',
6974 64 => 'mass confusion',
6975 65 => 'summon pet monster',
6976 66 => 'slow',
6977 67 => 'regenerate spellpoints',
6978 68 => 'cure poison',
6979 69 => 'protection from confusion',
6980 70 => 'protection from cancellation',
6981 71 => 'protection from depletion',
6982 72 => 'alchemy',
6983 73 => 'remove curse',
6984 74 => 'remove damnation',
6985 75 => 'identify',
6986 76 => 'detect magic',
6987 77 => 'detect monster',
6988 78 => 'detect evil',
6989 79 => 'detect curse',
6990 80 => 'heroism',
6991 81 => 'aggravation',
6992 82 => 'firebolt',
6993 83 => 'frostbolt',
6994 84 => 'shockwave',
6995 85 => 'color spray',
6996 86 => 'haste',
6997 87 => 'face of death',
6998 88 => 'ball lightning',
6999 89 => 'meteor swarm',
7000 90 => 'comet',
7001 91 => 'mystic fist',
7002 92 => 'raise dead',
7003 93 => 'resurrection',
7004 94 => 'reincarnation',
7005 95 => 'immunity to cold',
7006 96 => 'immunity to electricity',
7007 97 => 'immunity to fire',
7008 98 => 'immunity to poison',
7009 99 => 'immunity to slow',
7010 100 => 'immunity to paralysis',
7011 101 => 'immunity to draining',
7012 102 => 'immunity to magic',
7013 103 => 'immunity to attack',
7014 104 => 'invulnerability',
7015 105 => 'defense',
7016 106 => 'rune of fire',
7017 107 => 'rune of frost',
7018 108 => 'rune of shocking',
7019 109 => 'rune of blasting',
7020 110 => 'rune of death',
7021 111 => 'marking rune',
7022 112 => 'build director',
7023 113 => 'create pool of chaos',
7024 114 => 'build bullet wall',
7025 115 => 'build lightning wall',
7026 116 => 'build fireball wall',
7027 117 => 'magic rune',
7028 118 => 'rune of magic drain',
7029 119 => 'antimagic rune',
7030 120 => 'rune of transferrence',
7031 121 => 'transferrence',
7032 122 => 'magic drain',
7033 123 => 'counterspell',
7034 124 => 'disarm',
7035 125 => 'cure confusion',
7036 126 => 'restoration',
7037 127 => 'summon evil monster',
7038 128 => 'counterwall',
7039 129 => 'cause light wounds',
7040 130 => 'cause medium wounds',
7041 131 => 'cause serious wounds',
7042 132 => 'charm monsters',
7043 133 => 'banishment',
7044 134 => 'create missile',
7045 135 => 'show invisible',
7046 136 => 'xray',
7047 137 => 'pacify',
7048 138 => 'summon fog',
7049 139 => 'steambolt',
7050 140 => 'command undead',
7051 141 => 'holy orb',
7052 142 => 'summon avatar',
7053 143 => 'holy possession',
7054 144 => 'bless',
7055 145 => 'curse',
7056 146 => 'regeneration',
7057 147 => 'consecrate',
7058 148 => 'summon cult monsters',
7059 149 => 'cause critical wounds',
7060 150 => 'holy wrath',
7061 151 => 'retributive strike',
7062 152 => 'finger of death',
7063 153 => 'insect plague',
7064 154 => 'call holy servant',
7065 155 => 'wall of thorns',
7066 156 => 'staff to snake',
7067 157 => 'light',
7068 158 => 'darkness',
7069 159 => 'nightfall',
7070 160 => 'daylight',
7071 161 => 'sunspear',
7072 162 => 'faery fire',
7073 163 => 'cure blindness',
7074 164 => 'dark vision',
7075 165 => 'bullet swarm',
7076 166 => 'bullet storm',
7077 167 => 'cause many wounds',
7078 168 => 'small snowstorm',
7079 169 => 'medium snowstorm',
7080 170 => 'large snowstorm',
7081 171 => 'cure disease',
7082 172 => 'cause red death',
7083 173 => 'cause flu',
7084 174 => 'cause black death',
7085 175 => 'cause leprosy',
7086 176 => 'cause smallpox',
7087 177 => 'cause white death',
7088 178 => 'cause anthrax',
7089 179 => 'cause typhoid',
7090 180 => 'mana blast',
7091 181 => 'small manaball',
7092 182 => 'medium manaball',
7093 183 => 'large manaball',
7094 184 => 'mana bolt',
7095 185 => 'dancing sword',
7096 186 => 'animate weapon',
7097 187 => 'cause cold',
7098 188 => 'divine shock',
7099 189 => 'windstorm',
7100 190 => 'sanctuary',
7101 191 => 'peace',
7102 192 => 'spiderweb',
7103 193 => 'conflict',
7104 194 => 'rage',
7105 195 => 'forked lightning',
7106 196 => 'poison fog',
7107 197 => 'flaming aura',
7108 198 => 'vitriol',
7109 199 => 'vitriol splash',
7110 200 => 'ironwood skin',
7111 201 => 'wrathful eye',
7112 202 => 'town portal',
7113 203 => 'missile swarm',
7114 204 => 'cause rabies',
7115 205 => 'glyph'
7116 );
7117
7118
7119 =head1 AUTHOR
7120
7121 Marc Lehmann <schmorp.de>
7122 http://home.schmorp.de/
7123
7124 The source files are part of the CFJavaEditor.
7125
7126 =cut
7127
7128 1