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Revision: 1.9
Committed: Mon Mar 13 04:38:46 2006 UTC (18 years, 2 months ago) by root
Branch: MAIN
Changes since 1.8: +222 -33 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 titles 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 grams (1000g is 1kg). Objects with zero weight are not pickable for players. Still, set the "non-pickable"-flag for explicitly non-pickable objects (hey, this is opensource.. you never know ;) ).',
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 emit.',
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 whether the ability <is magical> in nature. If enabled, all spells produced by this ability will have magic attacktype added to the usual attacktypes. This should always be set for spell-like abilities. "Natural" abilities like a dragon\'s firebreath are an exception. Note that non-magical abilities are more dangerous because magic resistance does not protect from those.',
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 infinitely 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 disappears.',
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 infinitely 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 infinitely.',
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 health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
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 desirable, 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 => 'int'
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 'Button Trigger' => {
1207 desc => 'Handle buttons are buttons which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
1208 ignore => [
1209 $IGNORE_LIST{non_pickable}
1210 ],
1211 import => [
1212 $TYPE{Button}
1213 ],
1214 name => 'Button Trigger'
1215 },
1216 'Class Changer' => {
1217 attr => [
1218 [
1219 'randomitems',
1220 {
1221 desc => 'This entry determines which initial items the character receives.',
1222 name => 'class items',
1223 type => 'treasurelist'
1224 }
1225 ]
1226 ],
1227 desc => 'Class changer are used while creating a character.',
1228 ignore => [
1229 $IGNORE_LIST{non_pickable}
1230 ],
1231 name => 'Class Changer',
1232 section => [
1233 [
1234 'stats',
1235 [
1236 [
1237 'Str',
1238 {
1239 desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1240 name => 'strength',
1241 type => 'int'
1242 }
1243 ],
1244 [
1245 'Dex',
1246 {
1247 desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1248 name => 'dexterity',
1249 type => 'int'
1250 }
1251 ],
1252 [
1253 'Con',
1254 {
1255 desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1256 name => 'constitution',
1257 type => 'int'
1258 }
1259 ],
1260 [
1261 'Int',
1262 {
1263 desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1264 name => 'intelligence',
1265 type => 'int'
1266 }
1267 ],
1268 [
1269 'Pow',
1270 {
1271 desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1272 name => 'power',
1273 type => 'int'
1274 }
1275 ],
1276 [
1277 'Wis',
1278 {
1279 desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1280 name => 'wisdom',
1281 type => 'int'
1282 }
1283 ],
1284 [
1285 'Cha',
1286 {
1287 desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1288 name => 'charisma',
1289 type => 'int'
1290 }
1291 ]
1292 ]
1293 ]
1294 ]
1295 },
1296 Cloak => {
1297 attr => [
1298 [
1299 'magic',
1300 {
1301 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>.',
1302 name => 'magic bonus',
1303 type => 'int'
1304 }
1305 ]
1306 ],
1307 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.',
1308 import => [
1309 $TYPE{Amulet}
1310 ],
1311 name => 'Cloak',
1312 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1313 },
1314 Clock => {
1315 attr => [
1316 [
1317 'msg',
1318 {
1319 desc => 'This text may describe the item',
1320 end => 'endmsg',
1321 name => 'description',
1322 type => 'text'
1323 }
1324 ]
1325 ],
1326 desc => 'Applying a clock, the time is displayed to the player.',
1327 name => 'Clock'
1328 },
1329 Container => {
1330 attr => [
1331 [
1332 'race',
1333 {
1334 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.',
1335 name => 'container class',
1336 type => 'string'
1337 }
1338 ],
1339 [
1340 'slaying',
1341 {
1342 desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1343 name => 'key string',
1344 type => 'string'
1345 }
1346 ],
1347 [
1348 'container',
1349 {
1350 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.',
1351 name => 'maximum weight',
1352 type => 'int'
1353 }
1354 ],
1355 [
1356 'Str',
1357 {
1358 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.',
1359 name => 'reduce weight %',
1360 type => 'int'
1361 }
1362 ],
1363 [
1364 'is_cauldron',
1365 {
1366 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.',
1367 name => 'alchemy cauldron',
1368 type => 'bool'
1369 }
1370 ],
1371 [
1372 'unique',
1373 {
1374 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.',
1375 name => 'unique item',
1376 type => 'bool'
1377 }
1378 ],
1379 [
1380 'startequip',
1381 {
1382 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1383 name => 'godgiven item',
1384 type => 'bool'
1385 }
1386 ],
1387 [
1388 'other_arch',
1389 {
1390 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.',
1391 name => 'animation arch',
1392 type => 'string'
1393 }
1394 ],
1395 [
1396 'msg',
1397 {
1398 desc => 'This text may contain a description of the container.',
1399 end => 'endmsg',
1400 name => 'description',
1401 type => 'text'
1402 }
1403 ]
1404 ],
1405 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.',
1406 name => 'Container',
1407 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>'
1408 },
1409 Converter => {
1410 attr => [
1411 [
1412 'no_pick',
1413 {
1414 type => 'fixed',
1415 value => 1
1416 }
1417 ],
1418 [
1419 'slaying',
1420 {
1421 desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1422 name => 'cost arch',
1423 type => 'string'
1424 }
1425 ],
1426 [
1427 'food',
1428 {
1429 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>.',
1430 name => 'cost number',
1431 type => 'int'
1432 }
1433 ],
1434 [
1435 'other_arch',
1436 {
1437 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.',
1438 name => 'receive arch',
1439 type => 'string'
1440 }
1441 ],
1442 [
1443 'sp',
1444 {
1445 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>.',
1446 name => 'receive number',
1447 type => 'int'
1448 }
1449 ],
1450 [
1451 'msg',
1452 {
1453 desc => 'This text may contain a description of the converter.',
1454 end => 'endmsg',
1455 name => 'description',
1456 type => 'text'
1457 }
1458 ]
1459 ],
1460 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.',
1461 ignore => [
1462 'value',
1463 'nrof',
1464 'name_pl',
1465 'no_pick',
1466 'unpaid',
1467 'title'
1468 ],
1469 name => 'Converter',
1470 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.'
1471 },
1472 Creator => {
1473 attr => [
1474 [
1475 'no_pick',
1476 {
1477 type => 'fixed',
1478 value => 1
1479 }
1480 ],
1481 [
1482 'other_arch',
1483 {
1484 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.',
1485 name => 'create arch',
1486 type => 'string'
1487 }
1488 ],
1489 [
1490 'connected',
1491 {
1492 desc => 'Whenever the connection value is activated, the creator gets triggered.',
1493 name => 'connection',
1494 type => 'int'
1495 }
1496 ],
1497 [
1498 'lifesave',
1499 {
1500 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1501 name => 'infinit uses',
1502 type => 'bool'
1503 }
1504 ],
1505 [
1506 'hp',
1507 {
1508 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).',
1509 name => 'number of uses',
1510 type => 'int'
1511 }
1512 ],
1513 [
1514 'slaying',
1515 {
1516 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.',
1517 name => 'name of creation',
1518 type => 'string'
1519 }
1520 ],
1521 [
1522 'level',
1523 {
1524 desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1525 name => 'level of creation',
1526 type => 'int'
1527 }
1528 ]
1529 ],
1530 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.',
1531 ignore => [
1532 $IGNORE_LIST{system_object}
1533 ],
1534 name => 'Creator',
1535 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1536 },
1537 Detector => {
1538 attr => [
1539 [
1540 'no_pick',
1541 {
1542 type => 'fixed',
1543 value => 1
1544 }
1545 ],
1546 [
1547 'slaying',
1548 {
1549 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.',
1550 name => 'match name',
1551 type => 'string'
1552 }
1553 ],
1554 [
1555 'connected',
1556 {
1557 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1558 name => 'connection',
1559 type => 'int'
1560 }
1561 ],
1562 [
1563 'speed',
1564 {
1565 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.',
1566 name => 'detection speed',
1567 type => 'float'
1568 }
1569 ]
1570 ],
1571 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.',
1572 ignore => [
1573 $IGNORE_LIST{system_object}
1574 ],
1575 name => 'Detector',
1576 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.'
1577 },
1578 Director => {
1579 attr => [
1580 [
1581 'sp',
1582 {
1583 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).',
1584 name => 'direction',
1585 type => 'list',
1586 value => $LIST{direction}
1587 }
1588 ],
1589 [
1590 'walk_on',
1591 {
1592 type => 'fixed',
1593 value => 1
1594 }
1595 ],
1596 [
1597 'fly_on',
1598 {
1599 type => 'fixed',
1600 value => 1
1601 }
1602 ]
1603 ],
1604 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.',
1605 ignore => [
1606 $IGNORE_LIST{non_pickable}
1607 ],
1608 name => 'Director',
1609 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.'
1610 },
1611 Disease => {
1612 attr => [
1613 [
1614 'invisible',
1615 {
1616 type => 'fixed',
1617 value => 1
1618 }
1619 ],
1620 [
1621 'level',
1622 {
1623 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.',
1624 name => 'plaque level',
1625 type => 'int'
1626 }
1627 ],
1628 [
1629 'race',
1630 {
1631 desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1632 name => 'infect race',
1633 type => 'string'
1634 }
1635 ],
1636 [
1637 'ac',
1638 {
1639 desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1640 name => 'progressiveness',
1641 type => 'int'
1642 }
1643 ],
1644 [
1645 'msg',
1646 {
1647 desc => 'This text is displayed to the player every time the symptoms strike.',
1648 end => 'endmsg',
1649 name => 'message',
1650 type => 'text'
1651 }
1652 ]
1653 ],
1654 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.',
1655 ignore => [
1656 $IGNORE_LIST{system_object}
1657 ],
1658 name => 'Disease',
1659 section => [
1660 [
1661 'spreading',
1662 [
1663 [
1664 'wc',
1665 {
1666 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.',
1667 name => 'infectiosness',
1668 type => 'int'
1669 }
1670 ],
1671 [
1672 'last_grace',
1673 {
1674 desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1675 name => 'attenuation',
1676 type => 'int'
1677 }
1678 ],
1679 [
1680 'magic',
1681 {
1682 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.',
1683 name => 'infection range',
1684 type => 'int'
1685 }
1686 ],
1687 [
1688 'maxhp',
1689 {
1690 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).',
1691 name => 'persistence',
1692 type => 'int'
1693 }
1694 ],
1695 [
1696 'maxgrace',
1697 {
1698 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.',
1699 name => 'curing duration',
1700 type => 'int'
1701 }
1702 ],
1703 [
1704 'speed',
1705 {
1706 desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1707 name => 'moving speed',
1708 type => 'float'
1709 }
1710 ]
1711 ]
1712 ],
1713 [
1714 'symptoms',
1715 [
1716 [
1717 'attacktype',
1718 {
1719 desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1720 name => 'attacktype',
1721 type => 'bitmask',
1722 value => $BITMASK{attacktype}
1723 }
1724 ],
1725 [
1726 'dam',
1727 {
1728 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.',
1729 name => 'damage',
1730 type => 'int'
1731 }
1732 ],
1733 [
1734 'other_arch',
1735 {
1736 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.',
1737 name => 'create arch',
1738 type => 'string'
1739 }
1740 ],
1741 [
1742 'last_sp',
1743 {
1744 desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1745 name => 'slowdown penalty',
1746 type => 'int'
1747 }
1748 ],
1749 [
1750 'exp',
1751 {
1752 desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1753 name => 'exp. for curing',
1754 type => 'int'
1755 }
1756 ],
1757 [
1758 'maxsp',
1759 {
1760 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.',
1761 name => 'mana depletion',
1762 type => 'int'
1763 }
1764 ],
1765 [
1766 'last_eat',
1767 {
1768 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.',
1769 name => 'food depletion',
1770 type => 'int'
1771 }
1772 ],
1773 [
1774 'hp',
1775 {
1776 desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1777 name => 'health regen.',
1778 type => 'int'
1779 }
1780 ],
1781 [
1782 'sp',
1783 {
1784 desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1785 name => 'mana regen.',
1786 type => 'int'
1787 }
1788 ]
1789 ]
1790 ],
1791 [
1792 'disability',
1793 [
1794 [
1795 'Str',
1796 {
1797 desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1798 name => 'strength',
1799 type => 'int'
1800 }
1801 ],
1802 [
1803 'Dex',
1804 {
1805 desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1806 name => 'dexterity',
1807 type => 'int'
1808 }
1809 ],
1810 [
1811 'Con',
1812 {
1813 desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1814 name => 'constitution',
1815 type => 'int'
1816 }
1817 ],
1818 [
1819 'Int',
1820 {
1821 desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1822 name => 'intelligence',
1823 type => 'int'
1824 }
1825 ],
1826 [
1827 'Pow',
1828 {
1829 desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1830 name => 'power',
1831 type => 'int'
1832 }
1833 ],
1834 [
1835 'Wis',
1836 {
1837 desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1838 name => 'wisdom',
1839 type => 'int'
1840 }
1841 ],
1842 [
1843 'Cha',
1844 {
1845 desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1846 name => 'charisma',
1847 type => 'int'
1848 }
1849 ]
1850 ]
1851 ]
1852 ],
1853 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.'
1854 },
1855 Door => {
1856 attr => [
1857 [
1858 'no_pick',
1859 {
1860 type => 'fixed',
1861 value => 1
1862 }
1863 ],
1864 [
1865 'alive',
1866 {
1867 type => 'fixed',
1868 value => 1
1869 }
1870 ],
1871 [
1872 'no_pass',
1873 {
1874 desc => 'If set, a player must defeat the door to enter.',
1875 name => 'blocking passage',
1876 type => 'bool'
1877 }
1878 ],
1879 [
1880 'hp',
1881 {
1882 desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
1883 name => 'hitpoints',
1884 type => 'int'
1885 }
1886 ],
1887 [
1888 'ac',
1889 {
1890 desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
1891 name => 'armour class',
1892 type => 'int'
1893 }
1894 ],
1895 [
1896 'other_arch',
1897 {
1898 desc => 'This string defines the object that will be created when the door was defeated.',
1899 name => 'drop arch',
1900 type => 'string'
1901 }
1902 ],
1903 [
1904 'randomitems',
1905 {
1906 desc => 'This entry determines what kind of traps will appear in the door.',
1907 name => 'treasurelist',
1908 type => 'treasurelist'
1909 }
1910 ]
1911 ],
1912 desc => 'A door can be opened with a normal key. It also can be broken by attacking it, and it can be defeated with the lockpicking skill. If a door is defeated, horizontally and vertically adjacent doors are automatically removed.',
1913 ignore => [
1914 $IGNORE_LIST{non_pickable}
1915 ],
1916 name => 'Door'
1917 },
1918 Duplicator => {
1919 attr => [
1920 [
1921 'other_arch',
1922 {
1923 desc => 'Only objects of matching archtype, lying ontop of the dublicator will be dublicated, multiplied or removed. All other objects will be ignored.',
1924 name => 'target arch',
1925 type => 'string'
1926 }
1927 ],
1928 [
1929 'level',
1930 {
1931 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.',
1932 name => 'multiply factor',
1933 type => 'int'
1934 }
1935 ],
1936 [
1937 'connected',
1938 {
1939 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!',
1940 name => 'connection',
1941 type => 'int'
1942 }
1943 ]
1944 ],
1945 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.',
1946 ignore => [
1947 $IGNORE_LIST{system_object}
1948 ],
1949 name => 'Duplicator',
1950 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%.'
1951 },
1952 Exit => {
1953 attr => [
1954 [
1955 'slaying',
1956 {
1957 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".',
1958 name => 'exit path',
1959 type => 'string'
1960 }
1961 ],
1962 [
1963 'hp',
1964 {
1965 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.',
1966 name => 'destination X',
1967 type => 'int'
1968 }
1969 ],
1970 [
1971 'sp',
1972 {
1973 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.',
1974 name => 'destination Y',
1975 type => 'int'
1976 }
1977 ],
1978 [
1979 'walk_on',
1980 {
1981 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.',
1982 name => 'apply by walking',
1983 type => 'bool'
1984 }
1985 ],
1986 [
1987 'fly_on',
1988 {
1989 desc => 'If set, the player will apply the exit by "flying into it". Flying means the player is levitating. E.g. wearing levitation boots.',
1990 name => 'apply by flying',
1991 type => 'bool'
1992 }
1993 ],
1994 [
1995 'msg',
1996 {
1997 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. =)',
1998 end => 'endmsg',
1999 name => 'exit message',
2000 type => 'text'
2001 }
2002 ],
2003 [
2004 'unique',
2005 {
2006 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.',
2007 name => 'unique destination',
2008 type => 'bool'
2009 }
2010 ]
2011 ],
2012 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.',
2013 ignore => [
2014 $IGNORE_LIST{non_pickable}
2015 ],
2016 name => 'Exit',
2017 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.'
2018 },
2019 Flesh => {
2020 attr => [
2021 [
2022 'food',
2023 {
2024 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2025 name => 'foodpoints',
2026 type => 'int'
2027 }
2028 ],
2029 [
2030 'level',
2031 {
2032 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.',
2033 name => 'flesh level',
2034 type => 'int'
2035 }
2036 ],
2037 [
2038 'startequip',
2039 {
2040 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2041 name => 'godgiven item',
2042 type => 'bool'
2043 }
2044 ],
2045 [
2046 'msg',
2047 {
2048 desc => 'This text may describe the item.',
2049 end => 'endmsg',
2050 name => 'description',
2051 type => 'text'
2052 }
2053 ]
2054 ],
2055 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.',
2056 name => 'Flesh',
2057 section => [
2058 [
2059 'resistance',
2060 [
2061 [
2062 'resist_physical',
2063 {
2064 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.',
2065 name => 'resist physical %',
2066 type => 'int'
2067 }
2068 ],
2069 [
2070 'resist_magic',
2071 {
2072 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.',
2073 name => 'resist magic %',
2074 type => 'int'
2075 }
2076 ],
2077 [
2078 'resist_fire',
2079 {
2080 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.',
2081 name => 'resist fire %',
2082 type => 'int'
2083 }
2084 ],
2085 [
2086 'resist_electricity',
2087 {
2088 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.',
2089 name => 'resist electricity %',
2090 type => 'int'
2091 }
2092 ],
2093 [
2094 'resist_cold',
2095 {
2096 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.',
2097 name => 'resist cold %',
2098 type => 'int'
2099 }
2100 ],
2101 [
2102 'resist_confusion',
2103 {
2104 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.',
2105 name => 'resist confusion %',
2106 type => 'int'
2107 }
2108 ],
2109 [
2110 'resist_acid',
2111 {
2112 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.',
2113 name => 'resist acid %',
2114 type => 'int'
2115 }
2116 ],
2117 [
2118 'resist_drain',
2119 {
2120 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.',
2121 name => 'resist draining %',
2122 type => 'int'
2123 }
2124 ],
2125 [
2126 'resist_weaponmagic',
2127 {
2128 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.',
2129 name => 'resist weaponmagic %',
2130 type => 'int'
2131 }
2132 ],
2133 [
2134 'resist_ghosthit',
2135 {
2136 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.',
2137 name => 'resist ghosthit %',
2138 type => 'int'
2139 }
2140 ],
2141 [
2142 'resist_poison',
2143 {
2144 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.',
2145 name => 'resist poison %',
2146 type => 'int'
2147 }
2148 ],
2149 [
2150 'resist_slow',
2151 {
2152 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.',
2153 name => 'resist slow %',
2154 type => 'int'
2155 }
2156 ],
2157 [
2158 'resist_paralyze',
2159 {
2160 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.',
2161 name => 'resist paralyze %',
2162 type => 'int'
2163 }
2164 ],
2165 [
2166 'resist_fear',
2167 {
2168 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.',
2169 name => 'resist fear %',
2170 type => 'int'
2171 }
2172 ],
2173 [
2174 'resist_deplete',
2175 {
2176 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.',
2177 name => 'resist depletion %',
2178 type => 'int'
2179 }
2180 ],
2181 [
2182 'resist_death',
2183 {
2184 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.',
2185 name => 'resist death-attack %',
2186 type => 'int'
2187 }
2188 ],
2189 [
2190 'resist_chaos',
2191 {
2192 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.',
2193 name => 'resist chaos %',
2194 type => 'int'
2195 }
2196 ],
2197 [
2198 'resist_blind',
2199 {
2200 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.',
2201 name => 'resist blinding %',
2202 type => 'int'
2203 }
2204 ]
2205 ]
2206 ]
2207 ],
2208 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.'
2209 },
2210 Floor => {
2211 attr => [
2212 [
2213 'is_floor',
2214 {
2215 type => 'fixed',
2216 value => 1
2217 }
2218 ],
2219 [
2220 'no_pick',
2221 {
2222 type => 'fixed',
2223 value => 1
2224 }
2225 ],
2226 [
2227 'no_pass',
2228 {
2229 desc => 'If set, the object cannot be passed by players nor monsters.',
2230 name => 'blocking passage',
2231 type => 'bool'
2232 }
2233 ],
2234 [
2235 'no_magic',
2236 {
2237 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2238 name => 'no spells',
2239 type => 'bool'
2240 }
2241 ],
2242 [
2243 'damned',
2244 {
2245 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2246 name => 'no prayers',
2247 type => 'bool'
2248 }
2249 ],
2250 [
2251 'unique',
2252 {
2253 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>.',
2254 name => 'unique map',
2255 type => 'bool'
2256 }
2257 ],
2258 [
2259 'msg',
2260 {
2261 desc => 'This text may describe the object.',
2262 end => 'endmsg',
2263 name => 'description',
2264 type => 'text'
2265 }
2266 ]
2267 ],
2268 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2269 ignore => [
2270 $IGNORE_LIST{non_pickable}
2271 ],
2272 name => 'Floor',
2273 required => {
2274 alive => 0,
2275 is_floor => 1
2276 },
2277 section => [
2278 [
2279 'terrain',
2280 [
2281 [
2282 'slow_move',
2283 {
2284 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)',
2285 name => 'slow movement',
2286 type => 'int'
2287 }
2288 ],
2289 [
2290 'is_wooded',
2291 {
2292 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2293 name => 'wooded terrain',
2294 type => 'bool'
2295 }
2296 ],
2297 [
2298 'is_hilly',
2299 {
2300 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2301 name => 'hilly terrain',
2302 type => 'bool'
2303 }
2304 ]
2305 ]
2306 ]
2307 ]
2308 },
2309 'Floor (Encounter)' => {
2310 attr => [
2311 [
2312 'is_floor',
2313 {
2314 type => 'fixed',
2315 value => 1
2316 }
2317 ],
2318 [
2319 'no_pick',
2320 {
2321 type => 'fixed',
2322 value => 1
2323 }
2324 ],
2325 [
2326 'no_pass',
2327 {
2328 desc => 'If set, the object cannot be passed by players nor monsters.',
2329 name => 'blocking passage',
2330 type => 'bool'
2331 }
2332 ],
2333 [
2334 'no_magic',
2335 {
2336 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2337 name => 'no spells',
2338 type => 'bool'
2339 }
2340 ],
2341 [
2342 'damned',
2343 {
2344 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2345 name => 'no prayers',
2346 type => 'bool'
2347 }
2348 ],
2349 [
2350 'unique',
2351 {
2352 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>.',
2353 name => 'unique map',
2354 type => 'bool'
2355 }
2356 ],
2357 [
2358 'msg',
2359 {
2360 desc => 'This text may describe the object.',
2361 end => 'endmsg',
2362 name => 'description',
2363 type => 'text'
2364 }
2365 ]
2366 ],
2367 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.',
2368 ignore => [
2369 $IGNORE_LIST{non_pickable}
2370 ],
2371 name => 'Floor (Encounter)',
2372 section => [
2373 [
2374 'terrain',
2375 [
2376 [
2377 'slow_move',
2378 {
2379 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)',
2380 name => 'slow movement',
2381 type => 'int'
2382 }
2383 ],
2384 [
2385 'is_wooded',
2386 {
2387 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2388 name => 'wooded terrain',
2389 type => 'bool'
2390 }
2391 ],
2392 [
2393 'is_hilly',
2394 {
2395 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2396 name => 'hilly terrain',
2397 type => 'bool'
2398 }
2399 ]
2400 ]
2401 ]
2402 ]
2403 },
2404 Food => {
2405 attr => [
2406 [
2407 'food',
2408 {
2409 desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2410 name => 'foodpoints',
2411 type => 'int'
2412 }
2413 ],
2414 [
2415 'startequip',
2416 {
2417 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2418 name => 'godgiven item',
2419 type => 'bool'
2420 }
2421 ]
2422 ],
2423 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2424 name => 'Food'
2425 },
2426 Gate => {
2427 attr => [
2428 [
2429 'no_pick',
2430 {
2431 type => 'fixed',
2432 value => 1
2433 }
2434 ],
2435 [
2436 'connected',
2437 {
2438 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2439 name => 'connection',
2440 type => 'int'
2441 }
2442 ],
2443 [
2444 'wc',
2445 {
2446 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.',
2447 name => 'position state',
2448 type => 'int'
2449 }
2450 ],
2451 [
2452 'no_pass',
2453 {
2454 desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
2455 name => 'blocking passage',
2456 type => 'bool'
2457 }
2458 ],
2459 [
2460 'no_magic',
2461 {
2462 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2463 name => 'restrict spells',
2464 type => 'bool'
2465 }
2466 ],
2467 [
2468 'damned',
2469 {
2470 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2471 name => 'restrict prayers',
2472 type => 'bool'
2473 }
2474 ]
2475 ],
2476 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.',
2477 ignore => [
2478 $IGNORE_LIST{non_pickable}
2479 ],
2480 name => 'Gate',
2481 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".'
2482 },
2483 Girdle => {
2484 attr => [
2485 [
2486 'magic',
2487 {
2488 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.',
2489 name => 'magic bonus',
2490 type => 'int'
2491 }
2492 ]
2493 ],
2494 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.',
2495 import => [
2496 $TYPE{Amulet}
2497 ],
2498 name => 'Girdle',
2499 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2500 },
2501 Gloves => {
2502 attr => [
2503 [
2504 'magic',
2505 {
2506 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.',
2507 name => 'magic bonus',
2508 type => 'int'
2509 }
2510 ]
2511 ],
2512 desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2513 import => [
2514 $TYPE{Amulet}
2515 ],
2516 name => 'Gloves',
2517 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2518 },
2519 Handle => {
2520 attr => [
2521 [
2522 'no_pick',
2523 {
2524 type => 'fixed',
2525 value => 1
2526 }
2527 ],
2528 [
2529 'connected',
2530 {
2531 desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2532 name => 'connection',
2533 type => 'int'
2534 }
2535 ],
2536 [
2537 'msg',
2538 {
2539 desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2540 end => 'endmsg',
2541 name => 'description',
2542 type => 'text'
2543 }
2544 ]
2545 ],
2546 desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2547 ignore => [
2548 $IGNORE_LIST{non_pickable}
2549 ],
2550 name => 'Handle',
2551 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.'
2552 },
2553 'Handle Trigger' => {
2554 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.',
2555 ignore => [
2556 $IGNORE_LIST{non_pickable}
2557 ],
2558 import => [
2559 $TYPE{Handle}
2560 ],
2561 name => 'Handle Trigger',
2562 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.'
2563 },
2564 'Hazard Floor' => {
2565 attr => [
2566 [
2567 'is_floor',
2568 {
2569 type => 'fixed',
2570 value => 1
2571 }
2572 ],
2573 [
2574 'lifesave',
2575 {
2576 type => 'fixed',
2577 value => 1
2578 }
2579 ],
2580 [
2581 'walk_on',
2582 {
2583 type => 'fixed',
2584 value => 1
2585 }
2586 ],
2587 [
2588 'no_pick',
2589 {
2590 type => 'fixed',
2591 value => 1
2592 }
2593 ],
2594 [
2595 'attacktype',
2596 {
2597 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.',
2598 name => 'attacktype',
2599 type => 'bitmask',
2600 value => $BITMASK{attacktype}
2601 }
2602 ],
2603 [
2604 'dam',
2605 {
2606 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.',
2607 name => 'base damage',
2608 type => 'int'
2609 }
2610 ],
2611 [
2612 'wc',
2613 {
2614 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.',
2615 name => 'weaponclass',
2616 type => 'int'
2617 }
2618 ],
2619 [
2620 'level',
2621 {
2622 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.',
2623 name => 'attack level',
2624 type => 'int'
2625 }
2626 ],
2627 [
2628 'no_magic',
2629 {
2630 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2631 name => 'no spells',
2632 type => 'bool'
2633 }
2634 ],
2635 [
2636 'damned',
2637 {
2638 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2639 name => 'no prayers',
2640 type => 'bool'
2641 }
2642 ],
2643 [
2644 'unique',
2645 {
2646 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>.',
2647 name => 'unique map',
2648 type => 'bool'
2649 }
2650 ]
2651 ],
2652 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.',
2653 ignore => [
2654 $IGNORE_LIST{non_pickable}
2655 ],
2656 name => 'Hazard Floor',
2657 required => {
2658 is_floor => 1
2659 },
2660 section => [
2661 [
2662 'terrain',
2663 [
2664 [
2665 'slow_move',
2666 {
2667 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)',
2668 name => 'slow movement',
2669 type => 'int'
2670 }
2671 ],
2672 [
2673 'is_wooded',
2674 {
2675 desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2676 name => 'wooded terrain',
2677 type => 'bool'
2678 }
2679 ],
2680 [
2681 'is_hilly',
2682 {
2683 desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2684 name => 'hilly terrain',
2685 type => 'bool'
2686 }
2687 ]
2688 ]
2689 ]
2690 ],
2691 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.'
2692 },
2693 Helmet => {
2694 attr => [
2695 [
2696 'magic',
2697 {
2698 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>.',
2699 name => 'magic bonus',
2700 type => 'int'
2701 }
2702 ]
2703 ],
2704 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.',
2705 import => [
2706 $TYPE{Amulet}
2707 ],
2708 name => 'Helmet',
2709 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2710 },
2711 'Holy Altar' => {
2712 attr => [
2713 [
2714 'no_pick',
2715 {
2716 type => 'fixed',
2717 value => 1
2718 }
2719 ],
2720 [
2721 'other_arch',
2722 {
2723 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.',
2724 name => 'god name',
2725 type => 'string'
2726 }
2727 ],
2728 [
2729 'level',
2730 {
2731 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.',
2732 name => 'reconsecrate level',
2733 type => 'int'
2734 }
2735 ]
2736 ],
2737 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.',
2738 ignore => [
2739 $IGNORE_LIST{non_pickable}
2740 ],
2741 name => 'Holy Altar'
2742 },
2743 Horn => {
2744 attr => [
2745 [
2746 'sp',
2747 {
2748 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!',
2749 name => 'spell',
2750 type => 'spell'
2751 }
2752 ],
2753 [
2754 'level',
2755 {
2756 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
2757 name => 'casting level',
2758 type => 'int'
2759 }
2760 ],
2761 [
2762 'hp',
2763 {
2764 desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
2765 name => 'initial spellpoints',
2766 type => 'int'
2767 }
2768 ],
2769 [
2770 'maxhp',
2771 {
2772 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.',
2773 name => 'max. spellpoints',
2774 type => 'int'
2775 }
2776 ],
2777 [
2778 'startequip',
2779 {
2780 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2781 name => 'godgiven item',
2782 type => 'bool'
2783 }
2784 ],
2785 [
2786 'msg',
2787 {
2788 desc => 'This text may contain a description of the horn.',
2789 end => 'endmsg',
2790 name => 'description',
2791 type => 'text'
2792 }
2793 ]
2794 ],
2795 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.',
2796 ignore => [
2797 'title'
2798 ],
2799 name => 'Horn',
2800 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.'
2801 },
2802 Inorganic => {
2803 attr => [
2804 [
2805 'is_dust',
2806 {
2807 name => 'is dust',
2808 type => 'bool'
2809 }
2810 ]
2811 ],
2812 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
2813 name => 'Inorganic',
2814 section => [
2815 [
2816 'resistance',
2817 [
2818 [
2819 'resist_physical',
2820 {
2821 name => 'resist physical %',
2822 type => 'int'
2823 }
2824 ],
2825 [
2826 'resist_magic',
2827 {
2828 name => 'resist magic %',
2829 type => 'int'
2830 }
2831 ],
2832 [
2833 'resist_fire',
2834 {
2835 name => 'resist fire %',
2836 type => 'int'
2837 }
2838 ],
2839 [
2840 'resist_electricity',
2841 {
2842 name => 'resist electricity %',
2843 type => 'int'
2844 }
2845 ],
2846 [
2847 'resist_cold',
2848 {
2849 name => 'resist cold %',
2850 type => 'int'
2851 }
2852 ],
2853 [
2854 'resist_acid',
2855 {
2856 name => 'resist acid %',
2857 type => 'int'
2858 }
2859 ],
2860 [
2861 'resist_weaponmagic',
2862 {
2863 name => 'resist weaponmagic %',
2864 type => 'int'
2865 }
2866 ],
2867 [
2868 'resist_ghosthit',
2869 {
2870 name => 'resist ghosthit %',
2871 type => 'int'
2872 }
2873 ],
2874 [
2875 'resist_poison',
2876 {
2877 name => 'resist poison %',
2878 type => 'int'
2879 }
2880 ],
2881 [
2882 'resist_death',
2883 {
2884 name => 'resist death-attack %',
2885 type => 'int'
2886 }
2887 ],
2888 [
2889 'resist_chaos',
2890 {
2891 name => 'resist chaos %',
2892 type => 'int'
2893 }
2894 ],
2895 [
2896 'resist_holyword',
2897 {
2898 name => 'resist holy power %',
2899 type => 'int'
2900 }
2901 ]
2902 ]
2903 ]
2904 ]
2905 },
2906 'Inventory Checker' => {
2907 attr => [
2908 [
2909 'no_pick',
2910 {
2911 type => 'fixed',
2912 value => 1
2913 }
2914 ],
2915 [
2916 'slaying',
2917 {
2918 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.',
2919 name => 'match key string',
2920 type => 'string'
2921 }
2922 ],
2923 [
2924 'race',
2925 {
2926 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>.',
2927 name => 'match arch name',
2928 type => 'string'
2929 }
2930 ],
2931 [
2932 'hp',
2933 {
2934 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. ;)',
2935 name => 'match type',
2936 type => 'int'
2937 }
2938 ],
2939 [
2940 'last_sp',
2941 {
2942 desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
2943 name => 'match = having',
2944 type => 'bool'
2945 }
2946 ],
2947 [
2948 'connected',
2949 {
2950 desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2951 name => 'connection',
2952 type => 'int'
2953 }
2954 ],
2955 [
2956 'no_pass',
2957 {
2958 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.',
2959 name => 'blocking passage',
2960 type => 'bool'
2961 }
2962 ],
2963 [
2964 'last_heal',
2965 {
2966 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!',
2967 name => 'remove match',
2968 type => 'bool'
2969 }
2970 ]
2971 ],
2972 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.',
2973 ignore => [
2974 $IGNORE_LIST{system_object}
2975 ],
2976 name => 'Inventory Checker',
2977 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.'
2978 },
2979 'Item Transformer' => {
2980 attr => [
2981 [
2982 'food',
2983 {
2984 desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
2985 name => 'number of uses',
2986 type => 'int'
2987 }
2988 ],
2989 [
2990 'slaying',
2991 {
2992 desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
2993 name => 'verb',
2994 type => 'string'
2995 }
2996 ],
2997 [
2998 'startequip',
2999 {
3000 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3001 name => 'godgiven item',
3002 type => 'bool'
3003 }
3004 ],
3005 [
3006 'msg',
3007 {
3008 desc => 'This text may contain a description of the item transformer.',
3009 end => 'endmsg',
3010 name => 'description',
3011 type => 'text'
3012 }
3013 ]
3014 ],
3015 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.',
3016 name => 'Item Transformer',
3017 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\'.'
3018 },
3019 Jewel => {
3020 attr => [
3021 [
3022 'race',
3023 {
3024 type => 'fixed',
3025 value => 'gold and jewels'
3026 }
3027 ],
3028 [
3029 'msg',
3030 {
3031 desc => 'This text may describe the object.',
3032 end => 'endmsg',
3033 name => 'description',
3034 type => 'text'
3035 }
3036 ]
3037 ],
3038 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.',
3039 name => 'Jewel'
3040 },
3041 Key => {
3042 attr => [
3043 [
3044 'startequip',
3045 {
3046 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3047 name => 'godgiven item',
3048 type => 'bool'
3049 }
3050 ]
3051 ],
3052 desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3053 name => 'Key'
3054 },
3055 'Locked Door' => {
3056 attr => [
3057 [
3058 'no_pass',
3059 {
3060 type => 'fixed',
3061 value => 1
3062 }
3063 ],
3064 [
3065 'no_pick',
3066 {
3067 type => 'fixed',
3068 value => 1
3069 }
3070 ],
3071 [
3072 'slaying',
3073 {
3074 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".',
3075 name => 'key string',
3076 type => 'string'
3077 }
3078 ],
3079 [
3080 'no_magic',
3081 {
3082 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).',
3083 name => 'restrict spells',
3084 type => 'bool'
3085 }
3086 ],
3087 [
3088 'damned',
3089 {
3090 desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3091 name => 'restrict prayers',
3092 type => 'bool'
3093 }
3094 ],
3095 [
3096 'msg',
3097 {
3098 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.',
3099 end => 'endmsg',
3100 name => 'lock message',
3101 type => 'text'
3102 }
3103 ]
3104 ],
3105 desc => 'A locked door can be opened only when carrying the appropriate special key.',
3106 ignore => [
3107 $IGNORE_LIST{non_pickable}
3108 ],
3109 name => 'Locked Door',
3110 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).'
3111 },
3112 'Magic Ear' => {
3113 attr => [
3114 [
3115 'no_pick',
3116 {
3117 type => 'fixed',
3118 value => 1
3119 }
3120 ],
3121 [
3122 'connected',
3123 {
3124 desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3125 name => 'connection',
3126 type => 'int'
3127 }
3128 ],
3129 [
3130 'msg',
3131 {
3132 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!',
3133 end => 'endmsg',
3134 name => 'keyword-matching',
3135 type => 'text'
3136 }
3137 ]
3138 ],
3139 desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3140 ignore => [
3141 $IGNORE_LIST{system_object}
3142 ],
3143 name => 'Magic Ear',
3144 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.'
3145 },
3146 'Magic Wall' => {
3147 attr => [
3148 [
3149 'dam',
3150 {
3151 desc => 'The magic wall will cast this <spell>.',
3152 name => 'spell',
3153 type => 'spell'
3154 }
3155 ],
3156 [
3157 'level',
3158 {
3159 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.',
3160 name => 'spell level',
3161 type => 'int'
3162 }
3163 ],
3164 [
3165 'connected',
3166 {
3167 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.',
3168 name => 'connection',
3169 type => 'int'
3170 }
3171 ],
3172 [
3173 'speed',
3174 {
3175 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".',
3176 name => 'casting speed',
3177 type => 'float'
3178 }
3179 ],
3180 [
3181 'sp',
3182 {
3183 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.',
3184 name => 'direction',
3185 type => 'list',
3186 value => $LIST{direction}
3187 }
3188 ],
3189 [
3190 'no_pass',
3191 {
3192 desc => 'If set, the object cannot be passed by players nor monsters.',
3193 name => 'blocking passage',
3194 type => 'bool'
3195 }
3196 ]
3197 ],
3198 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.',
3199 ignore => [
3200 $IGNORE_LIST{non_pickable}
3201 ],
3202 name => 'Magic Wall',
3203 section => [
3204 [
3205 'destroyable',
3206 [
3207 [
3208 'alive',
3209 {
3210 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.',
3211 name => 'is destroyable',
3212 type => 'bool'
3213 }
3214 ],
3215 [
3216 'hp',
3217 {
3218 desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3219 name => 'hitpoints',
3220 type => 'int'
3221 }
3222 ],
3223 [
3224 'maxhp',
3225 {
3226 desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3227 name => 'max hitpoints',
3228 type => 'int'
3229 }
3230 ],
3231 [
3232 'ac',
3233 {
3234 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>.',
3235 name => 'armour class',
3236 type => 'int'
3237 }
3238 ]
3239 ]
3240 ],
3241 [
3242 'resistance',
3243 [
3244 [
3245 'resist_physical',
3246 {
3247 name => 'resist physical %',
3248 type => 'int'
3249 }
3250 ],
3251 [
3252 'resist_magic',
3253 {
3254 name => 'resist magic %',
3255 type => 'int'
3256 }
3257 ],
3258 [
3259 'resist_fire',
3260 {
3261 name => 'resist fire %',
3262 type => 'int'
3263 }
3264 ],
3265 [
3266 'resist_electricity',
3267 {
3268 name => 'resist electricity %',
3269 type => 'int'
3270 }
3271 ],
3272 [
3273 'resist_cold',
3274 {
3275 name => 'resist cold %',
3276 type => 'int'
3277 }
3278 ],
3279 [
3280 'resist_confusion',
3281 {
3282 name => 'resist confusion %',
3283 type => 'int'
3284 }
3285 ],
3286 [
3287 'resist_acid',
3288 {
3289 name => 'resist acid %',
3290 type => 'int'
3291 }
3292 ],
3293 [
3294 'resist_drain',
3295 {
3296 name => 'resist draining %',
3297 type => 'int'
3298 }
3299 ],
3300 [
3301 'resist_weaponmagic',
3302 {
3303 name => 'resist weaponmagic %',
3304 type => 'int'
3305 }
3306 ],
3307 [
3308 'resist_ghosthit',
3309 {
3310 name => 'resist ghosthit %',
3311 type => 'int'
3312 }
3313 ],
3314 [
3315 'resist_poison',
3316 {
3317 name => 'resist poison %',
3318 type => 'int'
3319 }
3320 ],
3321 [
3322 'resist_slow',
3323 {
3324 name => 'resist slow %',
3325 type => 'int'
3326 }
3327 ],
3328 [
3329 'resist_paralyze',
3330 {
3331 name => 'resist paralyze %',
3332 type => 'int'
3333 }
3334 ],
3335 [
3336 'resist_fear',
3337 {
3338 name => 'resist fear %',
3339 type => 'int'
3340 }
3341 ],
3342 [
3343 'resist_deplete',
3344 {
3345 name => 'resist depletion %',
3346 type => 'int'
3347 }
3348 ],
3349 [
3350 'resist_turn_undead',
3351 {
3352 name => 'resist turn undead %',
3353 type => 'int'
3354 }
3355 ],
3356 [
3357 'resist_death',
3358 {
3359 name => 'resist death-attack %',
3360 type => 'int'
3361 }
3362 ],
3363 [
3364 'resist_chaos',
3365 {
3366 name => 'resist chaos %',
3367 type => 'int'
3368 }
3369 ],
3370 [
3371 'resist_blind',
3372 {
3373 name => 'resist blinding %',
3374 type => 'int'
3375 }
3376 ],
3377 [
3378 'resist_holyword',
3379 {
3380 name => 'resist holy power %',
3381 type => 'int'
3382 }
3383 ],
3384 [
3385 'resist_godpower',
3386 {
3387 name => 'resist godpower %',
3388 type => 'int'
3389 }
3390 ]
3391 ]
3392 ]
3393 ],
3394 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".'
3395 },
3396 Marker => {
3397 attr => [
3398 [
3399 'no_pick',
3400 {
3401 type => 'fixed',
3402 value => 1
3403 }
3404 ],
3405 [
3406 'slaying',
3407 {
3408 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.',
3409 name => 'key string',
3410 type => 'string'
3411 }
3412 ],
3413 [
3414 'connected',
3415 {
3416 desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3417 name => 'connection',
3418 type => 'int'
3419 }
3420 ],
3421 [
3422 'speed',
3423 {
3424 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.',
3425 name => 'marking speed',
3426 type => 'float'
3427 }
3428 ],
3429 [
3430 'food',
3431 {
3432 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.',
3433 name => 'mark duration',
3434 type => 'int'
3435 }
3436 ],
3437 [
3438 'name',
3439 {
3440 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.',
3441 name => 'delete mark',
3442 type => 'string'
3443 }
3444 ],
3445 [
3446 'msg',
3447 {
3448 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.',
3449 end => 'endmsg',
3450 name => 'marking message',
3451 type => 'text'
3452 }
3453 ]
3454 ],
3455 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.',
3456 ignore => [
3457 $IGNORE_LIST{system_object}
3458 ],
3459 name => 'Marker',
3460 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.'
3461 },
3462 Misc => {
3463 attr => [
3464 [
3465 'no_pass',
3466 {
3467 desc => 'If set, the object cannot be passed by players nor monsters.',
3468 name => 'blocking passage',
3469 type => 'bool'
3470 }
3471 ],
3472 [
3473 'cursed',
3474 {
3475 desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3476 name => 'cursed',
3477 type => 'bool'
3478 }
3479 ],
3480 [
3481 'damned',
3482 {
3483 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.',
3484 name => 'damned',
3485 type => 'bool'
3486 }
3487 ],
3488 [
3489 'unique',
3490 {
3491 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3492 name => 'unique item',
3493 type => 'bool'
3494 }
3495 ],
3496 [
3497 'startequip',
3498 {
3499 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3500 name => 'godgiven item',
3501 type => 'bool'
3502 }
3503 ],
3504 [
3505 'msg',
3506 {
3507 desc => 'This text may describe the object.',
3508 end => 'endmsg',
3509 name => 'description',
3510 type => 'text'
3511 }
3512 ]
3513 ],
3514 name => 'Misc'
3515 },
3516 Money => {
3517 attr => [
3518 [
3519 'race',
3520 {
3521 type => 'fixed',
3522 value => 'gold and jewels'
3523 }
3524 ]
3525 ],
3526 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.',
3527 ignore => [
3528 'unpaid'
3529 ],
3530 name => 'Money'
3531 },
3532 'Monster & NPC' => {
3533 attr => [
3534 [
3535 'alive',
3536 {
3537 type => 'fixed',
3538 value => 1
3539 }
3540 ],
3541 [
3542 'randomitems',
3543 {
3544 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>.',
3545 name => 'treasurelist',
3546 type => 'treasurelist'
3547 }
3548 ],
3549 [
3550 'level',
3551 {
3552 desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3553 name => 'level',
3554 type => 'int'
3555 }
3556 ],
3557 [
3558 'race',
3559 {
3560 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.',
3561 name => 'race',
3562 type => 'string'
3563 }
3564 ],
3565 [
3566 'exp',
3567 {
3568 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!',
3569 name => 'experience',
3570 type => 'int'
3571 }
3572 ],
3573 [
3574 'speed',
3575 {
3576 desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3577 name => 'speed',
3578 type => 'float'
3579 }
3580 ],
3581 [
3582 'other_arch',
3583 {
3584 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.',
3585 name => 'breed monster',
3586 type => 'string'
3587 }
3588 ],
3589 [
3590 'generator',
3591 {
3592 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.',
3593 name => 'multiply',
3594 type => 'bool'
3595 }
3596 ],
3597 [
3598 'use_content_on_gen',
3599 {
3600 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.',
3601 name => 'template generation',
3602 type => 'bool'
3603 }
3604 ],
3605 [
3606 'flying',
3607 {
3608 desc => 'Flying monsters won\'t get slowed down in rough terrain and they won\'t be affected by movers.',
3609 name => 'flying',
3610 type => 'bool'
3611 }
3612 ],
3613 [
3614 'undead',
3615 {
3616 desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3617 name => 'undead',
3618 type => 'bool'
3619 }
3620 ],
3621 [
3622 'carrying',
3623 {
3624 desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3625 name => 'carries weight',
3626 type => 'int'
3627 }
3628 ],
3629 [
3630 'msg',
3631 {
3632 end => 'endmsg',
3633 name => 'npc message',
3634 type => 'text'
3635 }
3636 ]
3637 ],
3638 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.',
3639 ignore => [
3640 'material',
3641 'name_pl',
3642 'nrof',
3643 'value',
3644 'unpaid'
3645 ],
3646 name => 'Monster & NPC',
3647 required => {
3648 alive => 1,
3649 is_floor => 0,
3650 tear_down => 0
3651 },
3652 section => [
3653 [
3654 'melee',
3655 [
3656 [
3657 'attacktype',
3658 {
3659 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.',
3660 name => 'attacktype',
3661 type => 'bitmask',
3662 value => $BITMASK{attacktype}
3663 }
3664 ],
3665 [
3666 'dam',
3667 {
3668 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.',
3669 name => 'damage',
3670 type => 'int'
3671 }
3672 ],
3673 [
3674 'wc',
3675 {
3676 desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
3677 name => 'weapon class',
3678 type => 'int'
3679 }
3680 ],
3681 [
3682 'hp',
3683 {
3684 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>.',
3685 name => 'health points',
3686 type => 'int'
3687 }
3688 ],
3689 [
3690 'maxhp',
3691 {
3692 desc => '<max health> is the maximum amount of <health points> this monster can have.',
3693 name => 'max health',
3694 type => 'int'
3695 }
3696 ],
3697 [
3698 'ac',
3699 {
3700 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).',
3701 name => 'armour class',
3702 type => 'int'
3703 }
3704 ],
3705 [
3706 'Con',
3707 {
3708 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
3709 name => 'healing rate',
3710 type => 'int'
3711 }
3712 ],
3713 [
3714 'reflect_missile',
3715 {
3716 desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
3717 name => 'reflect missiles',
3718 type => 'bool'
3719 }
3720 ],
3721 [
3722 'hitback',
3723 {
3724 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.',
3725 name => 'hitback',
3726 type => 'bool'
3727 }
3728 ],
3729 [
3730 'one_hit',
3731 {
3732 desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
3733 name => 'one hit only',
3734 type => 'bool'
3735 }
3736 ]
3737 ]
3738 ],
3739 [
3740 'spellcraft',
3741 [
3742 [
3743 'can_cast_spell',
3744 {
3745 desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
3746 name => 'can cast spell',
3747 type => 'bool'
3748 }
3749 ],
3750 [
3751 'reflect_spell',
3752 {
3753 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.',
3754 name => 'reflect spells',
3755 type => 'bool'
3756 }
3757 ],
3758 [
3759 'sp',
3760 {
3761 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>.',
3762 name => 'spellpoints',
3763 type => 'int'
3764 }
3765 ],
3766 [
3767 'maxsp',
3768 {
3769 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.',
3770 name => 'max spellpoints',
3771 type => 'int'
3772 }
3773 ],
3774 [
3775 'Pow',
3776 {
3777 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.',
3778 name => 'spellpoint regen.',
3779 type => 'int'
3780 }
3781 ],
3782 [
3783 'path_attuned',
3784 {
3785 desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
3786 name => 'attuned paths',
3787 type => 'bitmask',
3788 value => $BITMASK{spellpath}
3789 }
3790 ],
3791 [
3792 'path_repelled',
3793 {
3794 desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
3795 name => 'repelled paths',
3796 type => 'bitmask',
3797 value => $BITMASK{spellpath}
3798 }
3799 ],
3800 [
3801 'path_denied',
3802 {
3803 desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
3804 name => 'denied paths',
3805 type => 'bitmask',
3806 value => $BITMASK{spellpath}
3807 }
3808 ]
3809 ]
3810 ],
3811 [
3812 'ability',
3813 [
3814 [
3815 'Int',
3816 {
3817 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.',
3818 name => 'detect hidden',
3819 type => 'int'
3820 }
3821 ],
3822 [
3823 'see_invisible',
3824 {
3825 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.',
3826 name => 'see invisible',
3827 type => 'bool'
3828 }
3829 ],
3830 [
3831 'can_see_in_dark',
3832 {
3833 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.',
3834 name => 'see in darkness',
3835 type => 'bool'
3836 }
3837 ],
3838 [
3839 'can_use_weapon',
3840 {
3841 desc => 'Monster is able to wield weapon type objects.',
3842 name => 'can use weapons',
3843 type => 'bool'
3844 }
3845 ],
3846 [
3847 'can_use_bow',
3848 {
3849 desc => 'Monster is able to use missile-weapon type objects.',
3850 name => 'can use bows',
3851 type => 'bool'
3852 }
3853 ],
3854 [
3855 'can_use_armour',
3856 {
3857 desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
3858 name => 'can use armour',
3859 type => 'bool'
3860 }
3861 ],
3862 [
3863 'can_use_ring',
3864 {
3865 desc => 'Monster is able to wear rings.',
3866 name => 'can use rings',
3867 type => 'bool'
3868 }
3869 ],
3870 [
3871 'can_use_wand',
3872 {
3873 desc => 'Monster is able to use wands and staves.',
3874 name => 'can use wands',
3875 type => 'bool'
3876 }
3877 ],
3878 [
3879 'can_use_rod',
3880 {
3881 desc => 'Monster is able to use rods.',
3882 name => 'can use rods',
3883 type => 'bool'
3884 }
3885 ],
3886 [
3887 'can_use_scroll',
3888 {
3889 desc => 'Monster is able to read scrolls.',
3890 name => 'can use scrolls',
3891 type => 'bool'
3892 }
3893 ],
3894 [
3895 'can_use_skill',
3896 {
3897 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>.',
3898 name => 'can use skills',
3899 type => 'bool'
3900 }
3901 ]
3902 ]
3903 ],
3904 [
3905 'behave',
3906 [
3907 [
3908 'monster',
3909 {
3910 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.',
3911 name => 'monster behaviour',
3912 type => 'bool'
3913 }
3914 ],
3915 [
3916 'unaggressive',
3917 {
3918 desc => '<unaggressive> monsters do not attack players unless attacked first.',
3919 name => 'unaggressive',
3920 type => 'bool'
3921 }
3922 ],
3923 [
3924 'friendly',
3925 {
3926 desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
3927 name => 'friendly',
3928 type => 'bool'
3929 }
3930 ],
3931 [
3932 'stand_still',
3933 {
3934 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.',
3935 name => 'stand still',
3936 type => 'bool'
3937 }
3938 ],
3939 [
3940 'sleep',
3941 {
3942 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.',
3943 name => 'asleep',
3944 type => 'bool'
3945 }
3946 ],
3947 [
3948 'will_apply',
3949 {
3950 desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
3951 name => 'misc. actions',
3952 type => 'bitmask',
3953 value => $BITMASK{will_apply}
3954 }
3955 ],
3956 [
3957 'pick_up',
3958 {
3959 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.',
3960 name => 'pick up',
3961 type => 'bitmask',
3962 value => $BITMASK{pick_up}
3963 }
3964 ],
3965 [
3966 'Wis',
3967 {
3968 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.',
3969 name => 'sensing range',
3970 type => 'int'
3971 }
3972 ],
3973 [
3974 'attack_movement',
3975 {
3976 name => 'attack movement',
3977 type => 'int'
3978 }
3979 ],
3980 [
3981 'run_away',
3982 {
3983 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.',
3984 name => 'run at % health',
3985 type => 'int'
3986 }
3987 ]
3988 ]
3989 ],
3990 [
3991 'resistance',
3992 [
3993 [
3994 'resist_physical',
3995 {
3996 name => 'resist physical %',
3997 type => 'int'
3998 }
3999 ],
4000 [
4001 'resist_magic',
4002 {
4003 name => 'resist magic %',
4004 type => 'int'
4005 }
4006 ],
4007 [
4008 'resist_fire',
4009 {
4010 name => 'resist fire %',
4011 type => 'int'
4012 }
4013 ],
4014 [
4015 'resist_electricity',
4016 {
4017 name => 'resist electricity %',
4018 type => 'int'
4019 }
4020 ],
4021 [
4022 'resist_cold',
4023 {
4024 name => 'resist cold %',
4025 type => 'int'
4026 }
4027 ],
4028 [
4029 'resist_confusion',
4030 {
4031 name => 'resist confusion %',
4032 type => 'int'
4033 }
4034 ],
4035 [
4036 'resist_acid',
4037 {
4038 name => 'resist acid %',
4039 type => 'int'
4040 }
4041 ],
4042 [
4043 'resist_drain',
4044 {
4045 name => 'resist draining %',
4046 type => 'int'
4047 }
4048 ],
4049 [
4050 'resist_weaponmagic',
4051 {
4052 name => 'resist weaponmagic %',
4053 type => 'int'
4054 }
4055 ],
4056 [
4057 'resist_ghosthit',
4058 {
4059 name => 'resist ghosthit %',
4060 type => 'int'
4061 }
4062 ],
4063 [
4064 'resist_poison',
4065 {
4066 name => 'resist poison %',
4067 type => 'int'
4068 }
4069 ],
4070 [
4071 'resist_slow',
4072 {
4073 name => 'resist slow %',
4074 type => 'int'
4075 }
4076 ],
4077 [
4078 'resist_paralyze',
4079 {
4080 name => 'resist paralyze %',
4081 type => 'int'
4082 }
4083 ],
4084 [
4085 'resist_fear',
4086 {
4087 name => 'resist fear %',
4088 type => 'int'
4089 }
4090 ],
4091 [
4092 'resist_deplete',
4093 {
4094 name => 'resist depletion %',
4095 type => 'int'
4096 }
4097 ],
4098 [
4099 'resist_turn_undead',
4100 {
4101 name => 'resist turn undead %',
4102 type => 'int'
4103 }
4104 ],
4105 [
4106 'resist_death',
4107 {
4108 name => 'resist death-attack %',
4109 type => 'int'
4110 }
4111 ],
4112 [
4113 'resist_chaos',
4114 {
4115 name => 'resist chaos %',
4116 type => 'int'
4117 }
4118 ],
4119 [
4120 'resist_blind',
4121 {
4122 name => 'resist blinding %',
4123 type => 'int'
4124 }
4125 ],
4126 [
4127 'resist_holyword',
4128 {
4129 name => 'resist holy power %',
4130 type => 'int'
4131 }
4132 ],
4133 [
4134 'resist_godpower',
4135 {
4136 name => 'resist godpower %',
4137 type => 'int'
4138 }
4139 ]
4140 ]
4141 ]
4142 ],
4143 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. :-)'
4144 },
4145 'Monster (Grimreaper)' => {
4146 desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4147 ignore => [
4148 'material',
4149 'name_pl',
4150 'nrof',
4151 'value',
4152 'unpaid'
4153 ],
4154 import => [
4155 $TYPE{'Monster & NPC'}
4156 ],
4157 name => 'Monster (Grimreaper)',
4158 section => [
4159 [
4160 'grimreaper',
4161 [
4162 [
4163 'value',
4164 {
4165 desc => 'The object vanishes after this number of draining attacks.',
4166 name => 'attacks',
4167 type => 'int'
4168 }
4169 ]
4170 ]
4171 ]
4172 ]
4173 },
4174 'Mood Floor' => {
4175 attr => [
4176 [
4177 'no_pick',
4178 {
4179 type => 'fixed',
4180 value => 1
4181 }
4182 ],
4183 [
4184 'last_sp',
4185 {
4186 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!',
4187 name => 'mood',
4188 type => 'list',
4189 value => $LIST{mood}
4190 }
4191 ],
4192 [
4193 'connected',
4194 {
4195 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!',
4196 name => 'connection',
4197 type => 'int'
4198 }
4199 ],
4200 [
4201 'no_magic',
4202 {
4203 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4204 name => 'no spells',
4205 type => 'bool'
4206 }
4207 ],
4208 [
4209 'damned',
4210 {
4211 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4212 name => 'no prayers',
4213 type => 'bool'
4214 }
4215 ]
4216 ],
4217 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.',
4218 ignore => [
4219 $IGNORE_LIST{system_object}
4220 ],
4221 name => 'Mood Floor',
4222 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.)'
4223 },
4224 Mover => {
4225 attr => [
4226 [
4227 'attacktype',
4228 {
4229 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.',
4230 name => 'forced movement',
4231 type => 'bool'
4232 }
4233 ],
4234 [
4235 'maxsp',
4236 {
4237 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.',
4238 name => 'freeze duration',
4239 type => 'int'
4240 }
4241 ],
4242 [
4243 'speed',
4244 {
4245 desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4246 name => 'movement speed',
4247 type => 'float'
4248 }
4249 ],
4250 [
4251 'sp',
4252 {
4253 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.',
4254 name => 'direction',
4255 type => 'list',
4256 value => $LIST{direction}
4257 }
4258 ],
4259 [
4260 'lifesave',
4261 {
4262 desc => 'If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitely.',
4263 name => 'gets used up',
4264 type => 'bool'
4265 }
4266 ],
4267 [
4268 'hp',
4269 {
4270 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).',
4271 name => 'number of uses',
4272 type => 'int'
4273 }
4274 ]
4275 ],
4276 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.',
4277 ignore => [
4278 $IGNORE_LIST{non_pickable}
4279 ],
4280 name => 'Mover',
4281 section => [
4282 [
4283 'targets',
4284 [
4285 [
4286 'level',
4287 {
4288 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.',
4289 name => 'move players',
4290 type => 'bool'
4291 }
4292 ],
4293 [
4294 'walk_on',
4295 {
4296 desc => 'This should always be set.',
4297 name => 'move walking creatures',
4298 type => 'bool'
4299 }
4300 ],
4301 [
4302 'fly_on',
4303 {
4304 desc => 'Move flying creatures enabled means all flying (living) objects will get moved too. If disabled, only walking (non-flying) creatures will get moved.',
4305 name => 'move flying creatures',
4306 type => 'bool'
4307 }
4308 ]
4309 ]
4310 ]
4311 ],
4312 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).'
4313 },
4314 Pedestal => {
4315 attr => [
4316 [
4317 'no_pick',
4318 {
4319 type => 'fixed',
4320 value => 1
4321 }
4322 ],
4323 [
4324 'slaying',
4325 {
4326 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.',
4327 name => 'match race',
4328 type => 'string'
4329 }
4330 ],
4331 [
4332 'connected',
4333 {
4334 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4335 name => 'connection',
4336 type => 'int'
4337 }
4338 ],
4339 [
4340 'walk_on',
4341 {
4342 type => 'fixed',
4343 value => 1
4344 }
4345 ],
4346 [
4347 'walk_off',
4348 {
4349 type => 'fixed',
4350 value => 1
4351 }
4352 ]
4353 ],
4354 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.',
4355 ignore => [
4356 $IGNORE_LIST{non_pickable}
4357 ],
4358 name => 'Pedestal',
4359 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.'
4360 },
4361 Pit => {
4362 attr => [
4363 [
4364 'no_pick',
4365 {
4366 type => 'fixed',
4367 value => 1
4368 }
4369 ],
4370 [
4371 'connected',
4372 {
4373 desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4374 name => 'connection',
4375 type => 'int'
4376 }
4377 ],
4378 [
4379 'hp',
4380 {
4381 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!',
4382 name => 'destination X',
4383 type => 'int'
4384 }
4385 ],
4386 [
4387 'sp',
4388 {
4389 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!',
4390 name => 'destination Y',
4391 type => 'int'
4392 }
4393 ],
4394 [
4395 'wc',
4396 {
4397 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.',
4398 name => 'position state',
4399 type => 'int'
4400 }
4401 ],
4402 [
4403 'walk_on',
4404 {
4405 desc => 'If set, all walking creatures will fall into the pit. This does NOT need to be set for closed pits!',
4406 name => 'swallow walking',
4407 type => 'bool'
4408 }
4409 ],
4410 [
4411 'fly_on',
4412 {
4413 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.',
4414 name => 'swallow flying',
4415 type => 'bool'
4416 }
4417 ]
4418 ],
4419 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.',
4420 ignore => [
4421 $IGNORE_LIST{non_pickable}
4422 ],
4423 name => 'Pit',
4424 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.'
4425 },
4426 'Poison Food' => {
4427 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.',
4428 name => 'Poison Food'
4429 },
4430 Potion => {
4431 attr => [
4432 [
4433 'level',
4434 {
4435 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.',
4436 name => 'potion level',
4437 type => 'int'
4438 }
4439 ],
4440 [
4441 'sp',
4442 {
4443 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".',
4444 name => 'spell',
4445 type => 'spell'
4446 }
4447 ],
4448 [
4449 'attacktype',
4450 {
4451 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.',
4452 name => 'special effect',
4453 type => 'list',
4454 value => $LIST{potion_effect}
4455 }
4456 ],
4457 [
4458 'cursed',
4459 {
4460 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 >:)',
4461 name => 'cursed',
4462 type => 'bool'
4463 }
4464 ],
4465 [
4466 'startequip',
4467 {
4468 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4469 name => 'godgiven item',
4470 type => 'bool'
4471 }
4472 ]
4473 ],
4474 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4475 name => 'Potion',
4476 section => [
4477 [
4478 'stats',
4479 [
4480 [
4481 'Str',
4482 {
4483 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.',
4484 name => 'strength',
4485 type => 'int'
4486 }
4487 ],
4488 [
4489 'Dex',
4490 {
4491 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.',
4492 name => 'dexterity',
4493 type => 'int'
4494 }
4495 ],
4496 [
4497 'Con',
4498 {
4499 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.',
4500 name => 'constitution',
4501 type => 'int'
4502 }
4503 ],
4504 [
4505 'Int',
4506 {
4507 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.',
4508 name => 'intelligence',
4509 type => 'int'
4510 }
4511 ],
4512 [
4513 'Pow',
4514 {
4515 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.',
4516 name => 'power',
4517 type => 'int'
4518 }
4519 ],
4520 [
4521 'Wis',
4522 {
4523 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.',
4524 name => 'wisdom',
4525 type => 'int'
4526 }
4527 ],
4528 [
4529 'Cha',
4530 {
4531 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.',
4532 name => 'charisma',
4533 type => 'int'
4534 }
4535 ]
4536 ]
4537 ],
4538 [
4539 'resistance',
4540 [
4541 [
4542 'resist_physical',
4543 {
4544 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!',
4545 name => 'resist physical %',
4546 type => 'int'
4547 }
4548 ],
4549 [
4550 'resist_magic',
4551 {
4552 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!',
4553 name => 'resist magic %',
4554 type => 'int'
4555 }
4556 ],
4557 [
4558 'resist_fire',
4559 {
4560 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!',
4561 name => 'resist fire %',
4562 type => 'int'
4563 }
4564 ],
4565 [
4566 'resist_electricity',
4567 {
4568 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!',
4569 name => 'resist electricity %',
4570 type => 'int'
4571 }
4572 ],
4573 [
4574 'resist_cold',
4575 {
4576 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!',
4577 name => 'resist cold %',
4578 type => 'int'
4579 }
4580 ],
4581 [
4582 'resist_acid',
4583 {
4584 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!',
4585 name => 'resist acid %',
4586 type => 'int'
4587 }
4588 ],
4589 [
4590 'resist_confusion',
4591 {
4592 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!',
4593 name => 'resist confusion %',
4594 type => 'int'
4595 }
4596 ],
4597 [
4598 'resist_weaponmagic',
4599 {
4600 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!',
4601 name => 'resist weaponmagic %',
4602 type => 'int'
4603 }
4604 ],
4605 [
4606 'resist_paralyze',
4607 {
4608 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!',
4609 name => 'resist paralyze %',
4610 type => 'int'
4611 }
4612 ],
4613 [
4614 'resist_drain',
4615 {
4616 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!',
4617 name => 'resist draining %',
4618 type => 'int'
4619 }
4620 ],
4621 [
4622 'resist_deplete',
4623 {
4624 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!',
4625 name => 'resist depletion %',
4626 type => 'int'
4627 }
4628 ],
4629 [
4630 'resist_poison',
4631 {
4632 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!',
4633 name => 'resist poison %',
4634 type => 'int'
4635 }
4636 ]
4637 ]
4638 ]
4639 ],
4640 use => 'One potion should never give multiple benefits at once.'
4641 },
4642 'Power Crystal' => {
4643 attr => [
4644 [
4645 'sp',
4646 {
4647 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
4648 name => 'initial mana',
4649 type => 'int'
4650 }
4651 ],
4652 [
4653 'maxsp',
4654 {
4655 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.',
4656 name => 'mana capacity',
4657 type => 'int'
4658 }
4659 ]
4660 ],
4661 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.',
4662 name => 'Power Crystal'
4663 },
4664 Projectile => {
4665 attr => [
4666 [
4667 'attacktype',
4668 {
4669 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.',
4670 name => 'attacktype',
4671 type => 'bitmask',
4672 value => $BITMASK{attacktype}
4673 }
4674 ],
4675 [
4676 'race',
4677 {
4678 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>.',
4679 name => 'ammunition class',
4680 type => 'string'
4681 }
4682 ],
4683 [
4684 'slaying',
4685 {
4686 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.',
4687 name => 'slaying race',
4688 type => 'string'
4689 }
4690 ],
4691 [
4692 'dam',
4693 {
4694 desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
4695 name => 'damage',
4696 type => 'int'
4697 }
4698 ],
4699 [
4700 'wc',
4701 {
4702 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.',
4703 name => 'weaponclass',
4704 type => 'int'
4705 }
4706 ],
4707 [
4708 'food',
4709 {
4710 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).',
4711 name => 'chance to break',
4712 type => 'int'
4713 }
4714 ],
4715 [
4716 'magic',
4717 {
4718 desc => 'Magic bonus increases chance to hit and damage a little bit.',
4719 name => 'magic bonus',
4720 type => 'int'
4721 }
4722 ],
4723 [
4724 'unique',
4725 {
4726 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4727 name => 'unique item',
4728 type => 'bool'
4729 }
4730 ],
4731 [
4732 'startequip',
4733 {
4734 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4735 name => 'godgiven item',
4736 type => 'bool'
4737 }
4738 ],
4739 [
4740 'no_drop',
4741 {
4742 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.',
4743 name => 'don\'t drop',
4744 type => 'bool'
4745 }
4746 ],
4747 [
4748 'msg',
4749 {
4750 desc => 'This text may describe the projectile. This could be nice for very special ones.',
4751 end => 'endmsg',
4752 name => 'description',
4753 type => 'text'
4754 }
4755 ]
4756 ],
4757 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.',
4758 name => 'Projectile',
4759 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.'
4760 },
4761 Ring => {
4762 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.',
4763 import => [
4764 $TYPE{Amulet}
4765 ],
4766 name => 'Ring',
4767 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.'
4768 },
4769 Rod => {
4770 attr => [
4771 [
4772 'sp',
4773 {
4774 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!',
4775 name => 'spell',
4776 type => 'spell'
4777 }
4778 ],
4779 [
4780 'level',
4781 {
4782 desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
4783 name => 'casting level',
4784 type => 'int'
4785 }
4786 ],
4787 [
4788 'hp',
4789 {
4790 desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
4791 name => 'initial spellpoints',
4792 type => 'int'
4793 }
4794 ],
4795 [
4796 'maxhp',
4797 {
4798 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.',
4799 name => 'max. spellpoints',
4800 type => 'int'
4801 }
4802 ],
4803 [
4804 'startequip',
4805 {
4806 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4807 name => 'godgiven item',
4808 type => 'bool'
4809 }
4810 ],
4811 [
4812 'msg',
4813 {
4814 desc => 'This text may contain a description of the rod.',
4815 end => 'endmsg',
4816 name => 'description',
4817 type => 'text'
4818 }
4819 ]
4820 ],
4821 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.',
4822 ignore => [
4823 'title'
4824 ],
4825 name => 'Rod',
4826 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>'
4827 },
4828 Rune => {
4829 attr => [
4830 [
4831 'no_pick',
4832 {
4833 type => 'fixed',
4834 value => 1
4835 }
4836 ],
4837 [
4838 'walk_on',
4839 {
4840 type => 'fixed',
4841 value => 1
4842 }
4843 ],
4844 [
4845 'level',
4846 {
4847 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.',
4848 name => 'rune level',
4849 type => 'int'
4850 }
4851 ],
4852 [
4853 'Cha',
4854 {
4855 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.',
4856 name => 'visibility',
4857 type => 'int'
4858 }
4859 ],
4860 [
4861 'hp',
4862 {
4863 desc => 'The rune will detonate <number of charges> times before disappearing.',
4864 name => 'number of charges',
4865 type => 'int'
4866 }
4867 ],
4868 [
4869 'dam',
4870 {
4871 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.',
4872 name => 'direct damage',
4873 type => 'int'
4874 }
4875 ],
4876 [
4877 'attacktype',
4878 {
4879 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.',
4880 name => 'attacktype',
4881 type => 'bitmask',
4882 value => $BITMASK{attacktype}
4883 }
4884 ],
4885 [
4886 'msg',
4887 {
4888 desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
4889 end => 'endmsg',
4890 name => 'detonation text',
4891 type => 'text'
4892 }
4893 ]
4894 ],
4895 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.',
4896 ignore => [
4897 'no_pick',
4898 'title',
4899 'name_pl',
4900 'weight',
4901 'value',
4902 'material',
4903 'unpaid'
4904 ],
4905 name => 'Rune',
4906 section => [
4907 [
4908 'spellcraft',
4909 [
4910 [
4911 'sp',
4912 {
4913 desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
4914 name => 'spell',
4915 type => 'spell'
4916 }
4917 ],
4918 [
4919 'slaying',
4920 {
4921 desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
4922 name => 'spell name',
4923 type => 'string'
4924 }
4925 ],
4926 [
4927 'other_arch',
4928 {
4929 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.',
4930 name => 'spell arch',
4931 type => 'string'
4932 }
4933 ],
4934 [
4935 'maxsp',
4936 {
4937 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.',
4938 name => 'direction',
4939 type => 'list',
4940 value => $LIST{direction}
4941 }
4942 ],
4943 [
4944 'race',
4945 {
4946 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.',
4947 name => 'summon monster',
4948 type => 'string'
4949 }
4950 ],
4951 [
4952 'maxhp',
4953 {
4954 desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
4955 name => 'summon amount',
4956 type => 'int'
4957 }
4958 ]
4959 ]
4960 ]
4961 ],
4962 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
4963 },
4964 Savebed => {
4965 attr => [
4966 [
4967 'no_pick',
4968 {
4969 type => 'fixed',
4970 value => 1
4971 }
4972 ],
4973 [
4974 'no_magic',
4975 {
4976 type => 'fixed',
4977 value => 1
4978 }
4979 ],
4980 [
4981 'damned',
4982 {
4983 type => 'fixed',
4984 value => 1
4985 }
4986 ]
4987 ],
4988 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.',
4989 ignore => [
4990 $IGNORE_LIST{non_pickable}
4991 ],
4992 name => 'Savebed',
4993 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>'
4994 },
4995 Scroll => {
4996 attr => [
4997 [
4998 'level',
4999 {
5000 desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5001 name => 'casting level',
5002 type => 'int'
5003 }
5004 ],
5005 [
5006 'sp',
5007 {
5008 desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5009 name => 'spell',
5010 type => 'spell'
5011 }
5012 ],
5013 [
5014 'startequip',
5015 {
5016 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5017 name => 'godgiven item',
5018 type => 'bool'
5019 }
5020 ]
5021 ],
5022 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.',
5023 ignore => [
5024 'title'
5025 ],
5026 name => 'Scroll',
5027 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5028 },
5029 Shield => {
5030 attr => [
5031 [
5032 'magic',
5033 {
5034 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.',
5035 name => 'magic bonus',
5036 type => 'int'
5037 }
5038 ]
5039 ],
5040 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.',
5041 import => [
5042 $TYPE{Amulet}
5043 ],
5044 name => 'Shield',
5045 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5046 },
5047 'Shooting Weapon' => {
5048 attr => [
5049 [
5050 'race',
5051 {
5052 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.',
5053 name => 'ammunition class',
5054 type => 'string'
5055 }
5056 ],
5057 [
5058 'sp',
5059 {
5060 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).',
5061 name => 'shooting speed',
5062 type => 'int'
5063 }
5064 ],
5065 [
5066 'dam',
5067 {
5068 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.',
5069 name => 'base damage',
5070 type => 'int'
5071 }
5072 ],
5073 [
5074 'wc',
5075 {
5076 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.',
5077 name => 'weaponclass',
5078 type => 'int'
5079 }
5080 ],
5081 [
5082 'item_power',
5083 {
5084 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>.',
5085 name => 'item power',
5086 type => 'int'
5087 }
5088 ],
5089 [
5090 'no_strength',
5091 {
5092 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.',
5093 name => 'ignore strength',
5094 type => 'bool'
5095 }
5096 ],
5097 [
5098 'damned',
5099 {
5100 desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5101 name => 'damnation',
5102 type => 'bool'
5103 }
5104 ],
5105 [
5106 'cursed',
5107 {
5108 desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5109 name => 'curse',
5110 type => 'bool'
5111 }
5112 ],
5113 [
5114 'unique',
5115 {
5116 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5117 name => 'unique item',
5118 type => 'bool'
5119 }
5120 ],
5121 [
5122 'startequip',
5123 {
5124 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5125 name => 'godgiven item',
5126 type => 'bool'
5127 }
5128 ],
5129 [
5130 'msg',
5131 {
5132 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5133 end => 'endmsg',
5134 name => 'description',
5135 type => 'text'
5136 }
5137 ]
5138 ],
5139 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.',
5140 name => 'Shooting Weapon',
5141 section => [
5142 [
5143 'stats',
5144 [
5145 [
5146 'Str',
5147 {
5148 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5149 name => 'strength',
5150 type => 'int'
5151 }
5152 ],
5153 [
5154 'Dex',
5155 {
5156 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5157 name => 'dexterity',
5158 type => 'int'
5159 }
5160 ],
5161 [
5162 'Con',
5163 {
5164 desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5165 name => 'constitution',
5166 type => 'int'
5167 }
5168 ],
5169 [
5170 'Int',
5171 {
5172 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5173 name => 'intelligence',
5174 type => 'int'
5175 }
5176 ],
5177 [
5178 'Pow',
5179 {
5180 desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5181 name => 'power',
5182 type => 'int'
5183 }
5184 ],
5185 [
5186 'Wis',
5187 {
5188 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5189 name => 'wisdom',
5190 type => 'int'
5191 }
5192 ],
5193 [
5194 'Cha',
5195 {
5196 desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5197 name => 'charisma',
5198 type => 'int'
5199 }
5200 ]
5201 ]
5202 ],
5203 [
5204 'bonus',
5205 [
5206 [
5207 'luck',
5208 {
5209 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.',
5210 name => 'luck bonus',
5211 type => 'int'
5212 }
5213 ],
5214 [
5215 'magic',
5216 {
5217 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.',
5218 name => 'magic bonus',
5219 type => 'int'
5220 }
5221 ]
5222 ]
5223 ]
5224 ],
5225 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.'
5226 },
5227 'Shop Floor' => {
5228 attr => [
5229 [
5230 'is_floor',
5231 {
5232 type => 'fixed',
5233 value => 1
5234 }
5235 ],
5236 [
5237 'no_pick',
5238 {
5239 type => 'fixed',
5240 value => 1
5241 }
5242 ],
5243 [
5244 'no_magic',
5245 {
5246 type => 'fixed',
5247 value => 1
5248 }
5249 ],
5250 [
5251 'auto_apply',
5252 {
5253 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.',
5254 name => 'generate goods',
5255 type => 'bool'
5256 }
5257 ],
5258 [
5259 'randomitems',
5260 {
5261 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.',
5262 name => 'treasurelist',
5263 type => 'treasurelist'
5264 }
5265 ],
5266 [
5267 'exp',
5268 {
5269 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.',
5270 name => 'quality level',
5271 type => 'int'
5272 }
5273 ],
5274 [
5275 'damned',
5276 {
5277 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.)',
5278 name => 'no prayers',
5279 type => 'bool'
5280 }
5281 ]
5282 ],
5283 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).',
5284 ignore => [
5285 $IGNORE_LIST{non_pickable}
5286 ],
5287 name => 'Shop Floor',
5288 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.'
5289 },
5290 'Shop Mat' => {
5291 attr => [
5292 [
5293 'no_pick',
5294 {
5295 type => 'fixed',
5296 value => 1
5297 }
5298 ],
5299 [
5300 'walk_on',
5301 {
5302 desc => 'If set, the player can enter/leave the shop by just walking into the shop mat.',
5303 name => 'apply by walking',
5304 type => 'bool'
5305 }
5306 ],
5307 [
5308 'fly_on',
5309 {
5310 desc => 'If set, the player can enter/leave the shop by "flying" into the shop mat.',
5311 name => 'apply by flying',
5312 type => 'bool'
5313 }
5314 ]
5315 ],
5316 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).',
5317 ignore => [
5318 $IGNORE_LIST{non_pickable}
5319 ],
5320 name => 'Shop Mat',
5321 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5322 },
5323 'Sign & MagicMouth' => {
5324 attr => [
5325 [
5326 'connected',
5327 {
5328 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.',
5329 name => 'connection',
5330 type => 'int'
5331 }
5332 ],
5333 [
5334 'walk_on',
5335 {
5336 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.',
5337 name => 'activate by walking',
5338 type => 'bool'
5339 }
5340 ],
5341 [
5342 'fly_on',
5343 {
5344 desc => 'If set, the player gets the message when flying (=levitating) ontop of the object. Usually this should be set together with walk_on.',
5345 name => 'activate by flying',
5346 type => 'bool'
5347 }
5348 ],
5349 [
5350 'food',
5351 {
5352 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).',
5353 name => 'counter',
5354 type => 'int'
5355 }
5356 ],
5357 [
5358 'msg',
5359 {
5360 desc => 'This text will be displayed to the player.',
5361 end => 'endmsg',
5362 name => 'message',
5363 type => 'text'
5364 }
5365 ]
5366 ],
5367 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).',
5368 ignore => [
5369 $IGNORE_LIST{non_pickable}
5370 ],
5371 name => 'Sign & MagicMouth',
5372 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.'
5373 },
5374 Skill => {
5375 attr => [
5376 [
5377 'invisible',
5378 {
5379 type => 'fixed',
5380 value => 1
5381 }
5382 ],
5383 [
5384 'no_drop',
5385 {
5386 type => 'fixed',
5387 value => 1
5388 }
5389 ],
5390 [
5391 'skill',
5392 {
5393 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.',
5394 name => 'skill name',
5395 type => 'string'
5396 }
5397 ],
5398 [
5399 'expmul',
5400 {
5401 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.',
5402 name => 'exp multiplier',
5403 type => 'float'
5404 }
5405 ],
5406 [
5407 'subtype',
5408 {
5409 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.',
5410 name => 'skill type',
5411 type => 'list',
5412 value => $LIST{skill_type}
5413 }
5414 ],
5415 [
5416 'level',
5417 {
5418 name => 'level',
5419 type => 'int'
5420 }
5421 ],
5422 [
5423 'exp',
5424 {
5425 name => 'experience',
5426 type => 'int'
5427 }
5428 ],
5429 [
5430 'can_use_skill',
5431 {
5432 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.',
5433 name => 'is native skill',
5434 type => 'bool'
5435 }
5436 ]
5437 ],
5438 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.',
5439 ignore => [
5440 $IGNORE_LIST{system_object}
5441 ],
5442 name => 'Skill',
5443 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>'
5444 },
5445 'Skill Scroll' => {
5446 attr => [
5447 [
5448 'race',
5449 {
5450 type => 'fixed',
5451 value => 'scrolls'
5452 }
5453 ],
5454 [
5455 'skill',
5456 {
5457 desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5458 name => 'skill name',
5459 type => 'string'
5460 }
5461 ]
5462 ],
5463 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5464 name => 'Skill Scroll',
5465 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.'
5466 },
5467 'Special Key' => {
5468 attr => [
5469 [
5470 'slaying',
5471 {
5472 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.',
5473 name => 'key string',
5474 type => 'string'
5475 }
5476 ],
5477 [
5478 'material',
5479 {
5480 desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5481 name => 'material',
5482 type => 'bitmask',
5483 value => $BITMASK{material}
5484 }
5485 ],
5486 [
5487 'unique',
5488 {
5489 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.',
5490 name => 'unique item',
5491 type => 'bool'
5492 }
5493 ],
5494 [
5495 'startequip',
5496 {
5497 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5498 name => 'godgiven item',
5499 type => 'bool'
5500 }
5501 ],
5502 [
5503 'msg',
5504 {
5505 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.',
5506 end => 'endmsg',
5507 name => 'description',
5508 type => 'text'
5509 }
5510 ]
5511 ],
5512 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.',
5513 ignore => [
5514 'material'
5515 ],
5516 name => 'Special Key',
5517 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".'
5518 },
5519 Spell => {
5520 attr => [
5521 [
5522 'no_drop',
5523 {
5524 type => 'fixed',
5525 value => 1
5526 }
5527 ],
5528 [
5529 'invisible',
5530 {
5531 type => 'fixed',
5532 value => 1
5533 }
5534 ],
5535 [
5536 'skill',
5537 {
5538 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.',
5539 name => 'skill name',
5540 type => 'string'
5541 }
5542 ],
5543 [
5544 'subtype',
5545 {
5546 desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5547 name => 'spell type',
5548 type => 'list',
5549 value => $LIST{spell_type}
5550 }
5551 ],
5552 [
5553 'level',
5554 {
5555 name => 'spell level',
5556 type => 'int'
5557 }
5558 ],
5559 [
5560 'casting_time',
5561 {
5562 name => 'casting time',
5563 type => 'int'
5564 }
5565 ],
5566 [
5567 'duration',
5568 {
5569 name => 'duration',
5570 type => 'int'
5571 }
5572 ],
5573 [
5574 'other_arch',
5575 {
5576 name => 'create object',
5577 type => 'string'
5578 }
5579 ],
5580 [
5581 'sp',
5582 {
5583 name => 'cost spellpoints',
5584 type => 'int'
5585 }
5586 ],
5587 [
5588 'grace',
5589 {
5590 name => 'cost grace',
5591 type => 'int'
5592 }
5593 ],
5594 [
5595 'maxsp',
5596 {
5597 name => 'double cost per level',
5598 type => 'int'
5599 }
5600 ]
5601 ],
5602 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.',
5603 ignore => [
5604 $IGNORE_LIST{system_object}
5605 ],
5606 name => 'Spell',
5607 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.'
5608 },
5609 Spellbook => {
5610 attr => [
5611 [
5612 'skill',
5613 {
5614 type => 'fixed',
5615 value => 'literacy'
5616 }
5617 ],
5618 [
5619 'randomitems',
5620 {
5621 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.',
5622 name => 'treasurelist',
5623 type => 'treasurelist'
5624 }
5625 ],
5626 [
5627 'startequip',
5628 {
5629 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5630 name => 'godgiven item',
5631 type => 'bool'
5632 }
5633 ],
5634 [
5635 'msg',
5636 {
5637 desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
5638 end => 'endmsg',
5639 name => 'description',
5640 type => 'text'
5641 }
5642 ]
5643 ],
5644 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.',
5645 name => 'Spellbook',
5646 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.'
5647 },
5648 Spinner => {
5649 attr => [
5650 [
5651 'sp',
5652 {
5653 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.',
5654 name => 'direction number',
5655 type => 'int'
5656 }
5657 ],
5658 [
5659 'walk_on',
5660 {
5661 type => 'fixed',
5662 value => 1
5663 }
5664 ],
5665 [
5666 'fly_on',
5667 {
5668 type => 'fixed',
5669 value => 1
5670 }
5671 ]
5672 ],
5673 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.',
5674 ignore => [
5675 $IGNORE_LIST{non_pickable}
5676 ],
5677 name => 'Spinner',
5678 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.'
5679 },
5680 Swamp => {
5681 attr => [
5682 [
5683 'walk_on',
5684 {
5685 type => 'fixed',
5686 value => 1
5687 }
5688 ],
5689 [
5690 'is_floor',
5691 {
5692 type => 'fixed',
5693 value => 1
5694 }
5695 ],
5696 [
5697 'is_wooded',
5698 {
5699 type => 'fixed',
5700 value => 1
5701 }
5702 ],
5703 [
5704 'speed',
5705 {
5706 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.',
5707 name => 'drowning speed',
5708 type => 'float'
5709 }
5710 ],
5711 [
5712 'slow_move',
5713 {
5714 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',
5715 name => 'slow movement',
5716 type => 'int'
5717 }
5718 ],
5719 [
5720 'no_magic',
5721 {
5722 desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
5723 name => 'no spells',
5724 type => 'bool'
5725 }
5726 ],
5727 [
5728 'damned',
5729 {
5730 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
5731 name => 'no prayers',
5732 type => 'bool'
5733 }
5734 ]
5735 ],
5736 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.',
5737 ignore => [
5738 $IGNORE_LIST{non_pickable}
5739 ],
5740 name => 'Swamp'
5741 },
5742 Teleporter => {
5743 attr => [
5744 [
5745 'slaying',
5746 {
5747 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.',
5748 name => 'exit path',
5749 type => 'string'
5750 }
5751 ],
5752 [
5753 'hp',
5754 {
5755 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.',
5756 name => 'destination X',
5757 type => 'int'
5758 }
5759 ],
5760 [
5761 'sp',
5762 {
5763 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.',
5764 name => 'destination Y',
5765 type => 'int'
5766 }
5767 ],
5768 [
5769 'connected',
5770 {
5771 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.',
5772 name => 'connection',
5773 type => 'int'
5774 }
5775 ],
5776 [
5777 'speed',
5778 {
5779 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!',
5780 name => 'activation speed',
5781 type => 'float'
5782 }
5783 ]
5784 ],
5785 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.',
5786 ignore => [
5787 $IGNORE_LIST{non_pickable}
5788 ],
5789 name => 'Teleporter',
5790 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.'
5791 },
5792 'Timed Gate' => {
5793 attr => [
5794 [
5795 'no_pick',
5796 {
5797 type => 'fixed',
5798 value => 1
5799 }
5800 ],
5801 [
5802 'connected',
5803 {
5804 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.',
5805 name => 'connection',
5806 type => 'int'
5807 }
5808 ],
5809 [
5810 'wc',
5811 {
5812 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.',
5813 name => 'position state',
5814 type => 'int'
5815 }
5816 ],
5817 [
5818 'no_pass',
5819 {
5820 desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
5821 name => 'blocking passage',
5822 type => 'bool'
5823 }
5824 ],
5825 [
5826 'no_magic',
5827 {
5828 desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
5829 name => 'restrict spells',
5830 type => 'bool'
5831 }
5832 ],
5833 [
5834 'damned',
5835 {
5836 desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
5837 name => 'restrict prayers',
5838 type => 'bool'
5839 }
5840 ],
5841 [
5842 'hp',
5843 {
5844 desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
5845 name => 'open duration',
5846 type => 'int'
5847 }
5848 ]
5849 ],
5850 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.',
5851 ignore => [
5852 $IGNORE_LIST{non_pickable}
5853 ],
5854 name => 'Timed Gate',
5855 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".'
5856 },
5857 Trap => {
5858 attr => [
5859 [
5860 'no_pick',
5861 {
5862 type => 'fixed',
5863 value => 1
5864 }
5865 ],
5866 [
5867 'walk_on',
5868 {
5869 type => 'fixed',
5870 value => 1
5871 }
5872 ],
5873 [
5874 'level',
5875 {
5876 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.',
5877 name => 'trap level',
5878 type => 'int'
5879 }
5880 ],
5881 [
5882 'Cha',
5883 {
5884 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.',
5885 name => 'visibility',
5886 type => 'int'
5887 }
5888 ],
5889 [
5890 'hp',
5891 {
5892 desc => 'The trap will detonate <number of charges> times before disappearing.',
5893 name => 'number of charges',
5894 type => 'int'
5895 }
5896 ],
5897 [
5898 'dam',
5899 {
5900 desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
5901 name => 'direct damage',
5902 type => 'int'
5903 }
5904 ],
5905 [
5906 'attacktype',
5907 {
5908 desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
5909 name => 'attacktype',
5910 type => 'bitmask',
5911 value => $BITMASK{attacktype}
5912 }
5913 ],
5914 [
5915 'connected',
5916 {
5917 desc => 'When the trap is detonated, all objects with the same connection value get activated.',
5918 name => 'connection',
5919 type => 'int'
5920 }
5921 ],
5922 [
5923 'msg',
5924 {
5925 desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
5926 end => 'endmsg',
5927 name => 'detonation text',
5928 type => 'text'
5929 }
5930 ]
5931 ],
5932 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.',
5933 ignore => [
5934 'no_pick',
5935 'title',
5936 'name_pl',
5937 'weight',
5938 'value',
5939 'material',
5940 'unpaid'
5941 ],
5942 name => 'Trap',
5943 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.'
5944 },
5945 Trapdoor => {
5946 attr => [
5947 [
5948 'no_pick',
5949 {
5950 type => 'fixed',
5951 value => 1
5952 }
5953 ],
5954 [
5955 'walk_on',
5956 {
5957 type => 'fixed',
5958 value => 1
5959 }
5960 ],
5961 [
5962 'weight',
5963 {
5964 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.',
5965 name => 'hold weight',
5966 type => 'int'
5967 }
5968 ],
5969 [
5970 'hp',
5971 {
5972 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!',
5973 name => 'destination X',
5974 type => 'int'
5975 }
5976 ],
5977 [
5978 'sp',
5979 {
5980 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!',
5981 name => 'destination Y',
5982 type => 'int'
5983 }
5984 ]
5985 ],
5986 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.',
5987 ignore => [
5988 $IGNORE_LIST{non_pickable}
5989 ],
5990 name => 'Trapdoor',
5991 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.'
5992 },
5993 Treasure => {
5994 attr => [
5995 [
5996 'randomitems',
5997 {
5998 desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
5999 name => 'treasurelist',
6000 type => 'treasurelist'
6001 }
6002 ],
6003 [
6004 'auto_apply',
6005 {
6006 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.',
6007 name => 'auto-generate',
6008 type => 'bool'
6009 }
6010 ],
6011 [
6012 'hp',
6013 {
6014 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.',
6015 name => 'create number',
6016 type => 'int'
6017 }
6018 ],
6019 [
6020 'exp',
6021 {
6022 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).',
6023 name => 'quality level',
6024 type => 'int'
6025 }
6026 ]
6027 ],
6028 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6029 ignore => [
6030 'nrof',
6031 'title',
6032 'name_pl',
6033 'weight',
6034 'value',
6035 'material'
6036 ],
6037 name => 'Treasure',
6038 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.'
6039 },
6040 'Trigger Marker' => {
6041 attr => [
6042 [
6043 'no_pick',
6044 {
6045 type => 'fixed',
6046 value => 1
6047 }
6048 ],
6049 [
6050 'slaying',
6051 {
6052 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.',
6053 name => 'key string',
6054 type => 'string'
6055 }
6056 ],
6057 [
6058 'connected',
6059 {
6060 desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6061 name => 'connection',
6062 type => 'int'
6063 }
6064 ],
6065 [
6066 'food',
6067 {
6068 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.',
6069 name => 'mark duration',
6070 type => 'int'
6071 }
6072 ],
6073 [
6074 'name',
6075 {
6076 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.',
6077 name => 'delete mark',
6078 type => 'string'
6079 }
6080 ],
6081 [
6082 'msg',
6083 {
6084 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.',
6085 end => 'endmsg',
6086 name => 'marking message',
6087 type => 'text'
6088 }
6089 ]
6090 ],
6091 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.',
6092 ignore => [
6093 $IGNORE_LIST{system_object}
6094 ],
6095 name => 'Trigger Marker',
6096 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.'
6097 },
6098 Wall => {
6099 attr => [
6100 [
6101 'no_pass',
6102 {
6103 desc => 'If set, the object cannot be passed by players nor monsters.',
6104 name => 'blocking passage',
6105 type => 'bool'
6106 }
6107 ],
6108 [
6109 'can_roll',
6110 {
6111 desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6112 name => 'moveable',
6113 type => 'bool'
6114 }
6115 ],
6116 [
6117 'no_magic',
6118 {
6119 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6120 name => 'restrict spells',
6121 type => 'bool'
6122 }
6123 ],
6124 [
6125 'damned',
6126 {
6127 desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6128 name => 'restrict prayers',
6129 type => 'bool'
6130 }
6131 ]
6132 ],
6133 desc => 'Walls usually block passage and sight.',
6134 ignore => [
6135 'nrof',
6136 'title',
6137 'name_pl',
6138 'value',
6139 'unpaid'
6140 ],
6141 name => 'Wall',
6142 required => {
6143 alive => 0,
6144 is_floor => 0,
6145 no_pass => 1
6146 }
6147 },
6148 'Wand & Staff' => {
6149 attr => [
6150 [
6151 'sp',
6152 {
6153 desc => 'The <spell> specifies the contained spell.',
6154 name => 'spell',
6155 type => 'spell'
6156 }
6157 ],
6158 [
6159 'level',
6160 {
6161 desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6162 name => 'casting level',
6163 type => 'int'
6164 }
6165 ],
6166 [
6167 'food',
6168 {
6169 desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6170 name => 'number of charges',
6171 type => 'int'
6172 }
6173 ],
6174 [
6175 'startequip',
6176 {
6177 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6178 name => 'godgiven item',
6179 type => 'bool'
6180 }
6181 ],
6182 [
6183 'msg',
6184 {
6185 desc => 'This text may contain a description of the wand.',
6186 end => 'endmsg',
6187 name => 'description',
6188 type => 'text'
6189 }
6190 ]
6191 ],
6192 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.',
6193 name => 'Wand & Staff',
6194 use => 'Wands are quite seldomly used. The reason prolly is that they\'re generally not cost-efficient. Handing out high-level wands with powerful special spells isn\'t a good idea either, because of the recharge ability. <br><br> For low levels, staffs of healing/cure and word of recall are quite desirable though. Ideal rewards for low level quests.'
6195 },
6196 'Weak Wall' => {
6197 attr => [
6198 [
6199 'alive',
6200 {
6201 type => 'fixed',
6202 value => 1
6203 }
6204 ],
6205 [
6206 'no_pick',
6207 {
6208 type => 'fixed',
6209 value => 1
6210 }
6211 ],
6212 [
6213 'tear_down',
6214 {
6215 type => 'fixed',
6216 value => 1
6217 }
6218 ],
6219 [
6220 'race',
6221 {
6222 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.',
6223 name => 'race',
6224 type => 'string'
6225 }
6226 ],
6227 [
6228 'level',
6229 {
6230 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.',
6231 name => 'level',
6232 type => 'int'
6233 }
6234 ],
6235 [
6236 'hp',
6237 {
6238 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.',
6239 name => 'health points',
6240 type => 'int'
6241 }
6242 ],
6243 [
6244 'maxhp',
6245 {
6246 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.',
6247 name => 'max health',
6248 type => 'int'
6249 }
6250 ],
6251 [
6252 'ac',
6253 {
6254 desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6255 name => 'armour class',
6256 type => 'int'
6257 }
6258 ]
6259 ],
6260 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.',
6261 ignore => [
6262 $IGNORE_LIST{non_pickable}
6263 ],
6264 name => 'Weak Wall',
6265 required => {
6266 alive => 1,
6267 is_floor => 0,
6268 tear_down => 1
6269 },
6270 section => [
6271 [
6272 'resistance',
6273 [
6274 [
6275 'resist_physical',
6276 {
6277 name => 'resist physical %',
6278 type => 'int'
6279 }
6280 ],
6281 [
6282 'resist_magic',
6283 {
6284 name => 'resist magic %',
6285 type => 'int'
6286 }
6287 ],
6288 [
6289 'resist_fire',
6290 {
6291 name => 'resist fire %',
6292 type => 'int'
6293 }
6294 ],
6295 [
6296 'resist_electricity',
6297 {
6298 name => 'resist electricity %',
6299 type => 'int'
6300 }
6301 ],
6302 [
6303 'resist_cold',
6304 {
6305 name => 'resist cold %',
6306 type => 'int'
6307 }
6308 ],
6309 [
6310 'resist_confusion',
6311 {
6312 name => 'resist confusion %',
6313 type => 'int'
6314 }
6315 ],
6316 [
6317 'resist_acid',
6318 {
6319 name => 'resist acid %',
6320 type => 'int'
6321 }
6322 ],
6323 [
6324 'resist_drain',
6325 {
6326 name => 'resist draining %',
6327 type => 'int'
6328 }
6329 ],
6330 [
6331 'resist_weaponmagic',
6332 {
6333 name => 'resist weaponmagic %',
6334 type => 'int'
6335 }
6336 ],
6337 [
6338 'resist_ghosthit',
6339 {
6340 name => 'resist ghosthit %',
6341 type => 'int'
6342 }
6343 ],
6344 [
6345 'resist_poison',
6346 {
6347 name => 'resist poison %',
6348 type => 'int'
6349 }
6350 ],
6351 [
6352 'resist_slow',
6353 {
6354 name => 'resist slow %',
6355 type => 'int'
6356 }
6357 ],
6358 [
6359 'resist_paralyze',
6360 {
6361 name => 'resist paralyze %',
6362 type => 'int'
6363 }
6364 ],
6365 [
6366 'resist_fear',
6367 {
6368 name => 'resist fear %',
6369 type => 'int'
6370 }
6371 ],
6372 [
6373 'resist_deplete',
6374 {
6375 name => 'resist depletion %',
6376 type => 'int'
6377 }
6378 ],
6379 [
6380 'resist_turn_undead',
6381 {
6382 name => 'resist turn undead %',
6383 type => 'int'
6384 }
6385 ],
6386 [
6387 'resist_death',
6388 {
6389 name => 'resist death-attack %',
6390 type => 'int'
6391 }
6392 ],
6393 [
6394 'resist_chaos',
6395 {
6396 name => 'resist chaos %',
6397 type => 'int'
6398 }
6399 ],
6400 [
6401 'resist_blind',
6402 {
6403 name => 'resist blinding %',
6404 type => 'int'
6405 }
6406 ],
6407 [
6408 'resist_holyword',
6409 {
6410 name => 'resist holy power %',
6411 type => 'int'
6412 }
6413 ],
6414 [
6415 'resist_godpower',
6416 {
6417 name => 'resist godpower %',
6418 type => 'int'
6419 }
6420 ]
6421 ]
6422 ]
6423 ],
6424 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.'
6425 },
6426 Weapon => {
6427 attr => [
6428 [
6429 'attacktype',
6430 {
6431 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.',
6432 name => 'attacktype',
6433 type => 'bitmask',
6434 value => $BITMASK{attacktype}
6435 }
6436 ],
6437 [
6438 'weapontype',
6439 {
6440 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.',
6441 name => 'weapontype',
6442 type => 'list',
6443 value => $LIST{weapon_type}
6444 }
6445 ],
6446 [
6447 'skill',
6448 {
6449 desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6450 name => 'skill name',
6451 type => 'string'
6452 }
6453 ],
6454 [
6455 'dam',
6456 {
6457 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.',
6458 name => 'damage',
6459 type => 'int'
6460 }
6461 ],
6462 [
6463 'slaying',
6464 {
6465 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.',
6466 name => 'slaying race',
6467 type => 'string'
6468 }
6469 ],
6470 [
6471 'last_sp',
6472 {
6473 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.',
6474 name => 'weapon speed',
6475 type => 'int'
6476 }
6477 ],
6478 [
6479 'wc',
6480 {
6481 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.',
6482 name => 'weapon class',
6483 type => 'int'
6484 }
6485 ],
6486 [
6487 'magic',
6488 {
6489 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.',
6490 name => 'magic bonus',
6491 type => 'int'
6492 }
6493 ],
6494 [
6495 'item_power',
6496 {
6497 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>.',
6498 name => 'item power',
6499 type => 'int'
6500 }
6501 ],
6502 [
6503 'damned',
6504 {
6505 desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6506 name => 'damnation',
6507 type => 'bool'
6508 }
6509 ],
6510 [
6511 'cursed',
6512 {
6513 desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
6514 name => 'curse',
6515 type => 'bool'
6516 }
6517 ],
6518 [
6519 'lifesave',
6520 {
6521 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
6522 name => 'save life',
6523 type => 'bool'
6524 }
6525 ],
6526 [
6527 'unique',
6528 {
6529 desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6530 name => 'unique item',
6531 type => 'bool'
6532 }
6533 ],
6534 [
6535 'startequip',
6536 {
6537 desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6538 name => 'godgiven item',
6539 type => 'bool'
6540 }
6541 ],
6542 [
6543 'msg',
6544 {
6545 desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6546 end => 'endmsg',
6547 name => 'description',
6548 type => 'text'
6549 }
6550 ]
6551 ],
6552 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.',
6553 name => 'Weapon',
6554 section => [
6555 [
6556 'resistance',
6557 [
6558 [
6559 'resist_physical',
6560 {
6561 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.',
6562 name => 'resist physical %',
6563 type => 'int'
6564 }
6565 ],
6566 [
6567 'resist_magic',
6568 {
6569 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.',
6570 name => 'resist magic %',
6571 type => 'int'
6572 }
6573 ],
6574 [
6575 'resist_fire',
6576 {
6577 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.',
6578 name => 'resist fire %',
6579 type => 'int'
6580 }
6581 ],
6582 [
6583 'resist_electricity',
6584 {
6585 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.',
6586 name => 'resist electricity %',
6587 type => 'int'
6588 }
6589 ],
6590 [
6591 'resist_cold',
6592 {
6593 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.',
6594 name => 'resist cold %',
6595 type => 'int'
6596 }
6597 ],
6598 [
6599 'resist_confusion',
6600 {
6601 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).',
6602 name => 'resist confusion %',
6603 type => 'int'
6604 }
6605 ],
6606 [
6607 'resist_acid',
6608 {
6609 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.',
6610 name => 'resist acid %',
6611 type => 'int'
6612 }
6613 ],
6614 [
6615 'resist_drain',
6616 {
6617 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).',
6618 name => 'resist draining %',
6619 type => 'int'
6620 }
6621 ],
6622 [
6623 'resist_weaponmagic',
6624 {
6625 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.',
6626 name => 'resist weaponmagic %',
6627 type => 'int'
6628 }
6629 ],
6630 [
6631 'resist_ghosthit',
6632 {
6633 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.',
6634 name => 'resist ghosthit %',
6635 type => 'int'
6636 }
6637 ],
6638 [
6639 'resist_poison',
6640 {
6641 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.',
6642 name => 'resist poison %',
6643 type => 'int'
6644 }
6645 ],
6646 [
6647 'resist_slow',
6648 {
6649 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.',
6650 name => 'resist slow %',
6651 type => 'int'
6652 }
6653 ],
6654 [
6655 'resist_paralyze',
6656 {
6657 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).',
6658 name => 'resist paralyze %',
6659 type => 'int'
6660 }
6661 ],
6662 [
6663 'resist_fear',
6664 {
6665 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.',
6666 name => 'resist fear %',
6667 type => 'int'
6668 }
6669 ],
6670 [
6671 'resist_deplete',
6672 {
6673 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).',
6674 name => 'resist depletion %',
6675 type => 'int'
6676 }
6677 ],
6678 [
6679 'resist_death',
6680 {
6681 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!',
6682 name => 'resist death-attack %',
6683 type => 'int'
6684 }
6685 ],
6686 [
6687 'resist_chaos',
6688 {
6689 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.',
6690 name => 'resist chaos %',
6691 type => 'int'
6692 }
6693 ],
6694 [
6695 'resist_blind',
6696 {
6697 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.',
6698 name => 'resist blinding %',
6699 type => 'int'
6700 }
6701 ],
6702 [
6703 'resist_holyword',
6704 {
6705 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.',
6706 name => 'resist holy power %',
6707 type => 'int'
6708 }
6709 ]
6710 ]
6711 ],
6712 [
6713 'stats',
6714 [
6715 [
6716 'Str',
6717 {
6718 desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
6719 name => 'strength',
6720 type => 'int'
6721 }
6722 ],
6723 [
6724 'Dex',
6725 {
6726 desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
6727 name => 'dexterity',
6728 type => 'int'
6729 }
6730 ],
6731 [
6732 'Con',
6733 {
6734 desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
6735 name => 'constitution',
6736 type => 'int'
6737 }
6738 ],
6739 [
6740 'Int',
6741 {
6742 desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
6743 name => 'intelligence',
6744 type => 'int'
6745 }
6746 ],
6747 [
6748 'Pow',
6749 {
6750 desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
6751 name => 'power',
6752 type => 'int'
6753 }
6754 ],
6755 [
6756 'Wis',
6757 {
6758 desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
6759 name => 'wisdom',
6760 type => 'int'
6761 }
6762 ],
6763 [
6764 'Cha',
6765 {
6766 desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
6767 name => 'charisma',
6768 type => 'int'
6769 }
6770 ]
6771 ]
6772 ],
6773 [
6774 'misc',
6775 [
6776 [
6777 'luck',
6778 {
6779 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.',
6780 name => 'luck bonus',
6781 type => 'int'
6782 }
6783 ],
6784 [
6785 'hp',
6786 {
6787 desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
6788 name => 'health regen.',
6789 type => 'int'
6790 }
6791 ],
6792 [
6793 'sp',
6794 {
6795 desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
6796 name => 'mana regen.',
6797 type => 'int'
6798 }
6799 ],
6800 [
6801 'grace',
6802 {
6803 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!!',
6804 name => 'grace regen.',
6805 type => 'int'
6806 }
6807 ],
6808 [
6809 'food',
6810 {
6811 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.',
6812 name => 'food bonus',
6813 type => 'int'
6814 }
6815 ],
6816 [
6817 'xrays',
6818 {
6819 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
6820 name => 'xray vision',
6821 type => 'bool'
6822 }
6823 ],
6824 [
6825 'stealth',
6826 {
6827 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)',
6828 name => 'stealth',
6829 type => 'bool'
6830 }
6831 ],
6832 [
6833 'reflect_spell',
6834 {
6835 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!',
6836 name => 'reflect spells',
6837 type => 'bool'
6838 }
6839 ],
6840 [
6841 'reflect_missile',
6842 {
6843 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.',
6844 name => 'reflect missiles',
6845 type => 'bool'
6846 }
6847 ],
6848 [
6849 'path_attuned',
6850 {
6851 desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
6852 name => 'attuned paths',
6853 type => 'bitmask',
6854 value => $BITMASK{spellpath}
6855 }
6856 ],
6857 [
6858 'path_repelled',
6859 {
6860 desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
6861 name => 'repelled paths',
6862 type => 'bitmask',
6863 value => $BITMASK{spellpath}
6864 }
6865 ],
6866 [
6867 'path_denied',
6868 {
6869 desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
6870 name => 'denied paths',
6871 type => 'bitmask',
6872 value => $BITMASK{spellpath}
6873 }
6874 ]
6875 ]
6876 ]
6877 ],
6878 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.'
6879 }
6880 );
6881
6882 our @ATTR0 = (
6883 $TYPE{Floor},
6884 $TYPE{'Monster & NPC'},
6885 $TYPE{Wall},
6886 $TYPE{'Weak Wall'}
6887 );
6888
6889 our %ATTR = (
6890 3 => $TYPE{Rod},
6891 4 => $TYPE{Treasure},
6892 5 => $TYPE{Potion},
6893 6 => $TYPE{Food},
6894 7 => $TYPE{'Poison Food'},
6895 8 => $TYPE{Book},
6896 9 => $TYPE{Clock},
6897 13 => $TYPE{Projectile},
6898 14 => $TYPE{'Shooting Weapon'},
6899 15 => $TYPE{Weapon},
6900 16 => $TYPE{'Brestplate Armour'},
6901 17 => $TYPE{Pedestal},
6902 18 => $TYPE{Altar},
6903 20 => $TYPE{'Locked Door'},
6904 21 => $TYPE{'Special Key'},
6905 23 => $TYPE{Door},
6906 24 => $TYPE{Key},
6907 26 => $TYPE{'Timed Gate'},
6908 27 => $TYPE{'Handle Trigger'},
6909 28 => $TYPE{'Monster (Grimreaper)'},
6910 29 => $TYPE{'Magic Ear'},
6911 30 => $TYPE{'Button Trigger'},
6912 31 => $TYPE{'Altar Trigger'},
6913 33 => $TYPE{Shield},
6914 34 => $TYPE{Helmet},
6915 35 => $TYPE{Horn},
6916 36 => $TYPE{Money},
6917 37 => $TYPE{'Class Changer'},
6918 39 => $TYPE{Amulet},
6919 40 => $TYPE{Mover},
6920 41 => $TYPE{Teleporter},
6921 42 => $TYPE{Creator},
6922 43 => $TYPE{Skill},
6923 51 => $TYPE{Detector},
6924 52 => $TYPE{'Trigger Marker'},
6925 55 => $TYPE{Marker},
6926 56 => $TYPE{'Holy Altar'},
6927 58 => $TYPE{Battleground},
6928 60 => $TYPE{Jewel},
6929 62 => $TYPE{'Magic Wall'},
6930 64 => $TYPE{'Inventory Checker'},
6931 65 => $TYPE{'Mood Floor'},
6932 66 => $TYPE{Exit},
6933 67 => $TYPE{'Floor (Encounter)'},
6934 68 => $TYPE{'Shop Floor'},
6935 69 => $TYPE{'Shop Mat'},
6936 70 => $TYPE{Ring},
6937 72 => $TYPE{Flesh},
6938 73 => $TYPE{Inorganic},
6939 83 => $TYPE{Duplicator},
6940 85 => $TYPE{Spellbook},
6941 87 => $TYPE{Cloak},
6942 88 => $TYPE{'Hazard Floor'},
6943 90 => $TYPE{Spinner},
6944 91 => $TYPE{Gate},
6945 92 => $TYPE{Button},
6946 93 => $TYPE{Handle},
6947 94 => $TYPE{Pit},
6948 95 => $TYPE{Trapdoor},
6949 98 => $TYPE{'Sign & MagicMouth'},
6950 99 => $TYPE{Boots},
6951 100 => $TYPE{Gloves},
6952 101 => $TYPE{Spell},
6953 103 => $TYPE{Converter},
6954 104 => $TYPE{Bracers},
6955 106 => $TYPE{Savebed},
6956 109 => $TYPE{'Wand & Staff'},
6957 110 => $TYPE{Ability},
6958 111 => $TYPE{Scroll},
6959 112 => $TYPE{Director},
6960 113 => $TYPE{Girdle},
6961 122 => $TYPE{Container},
6962 130 => $TYPE{'Skill Scroll'},
6963 138 => $TYPE{Swamp},
6964 154 => $TYPE{Rune},
6965 155 => $TYPE{Trap},
6966 156 => $TYPE{'Power Crystal'},
6967 158 => $TYPE{Disease},
6968 163 => $TYPE{'Item Transformer'}
6969 );
6970
6971 our %TYPENAME = (
6972 0 => '*NONE*',
6973 1 => 'PLAYER',
6974 2 => 'TRANSPORT',
6975 3 => 'ROD',
6976 4 => 'TREASURE',
6977 5 => 'POTION',
6978 6 => 'FOOD',
6979 7 => 'POISON',
6980 8 => 'BOOK',
6981 9 => 'CLOCK',
6982 12 => 'LIGHTNING',
6983 13 => 'ARROW',
6984 14 => 'BOW',
6985 15 => 'WEAPON',
6986 16 => 'ARMOUR',
6987 17 => 'PEDESTAL',
6988 18 => 'ALTAR',
6989 20 => 'LOCKED_DOOR',
6990 21 => 'SPECIAL_KEY',
6991 22 => 'MAP',
6992 23 => 'DOOR',
6993 24 => 'KEY',
6994 26 => 'TIMED_GATE',
6995 27 => 'TRIGGER',
6996 28 => 'GRIMREAPER',
6997 29 => 'MAGIC_EAR',
6998 30 => 'TRIGGER_BUTTON',
6999 31 => 'TRIGGER_ALTAR',
7000 32 => 'TRIGGER_PEDESTAL',
7001 33 => 'SHIELD',
7002 34 => 'HELMET',
7003 35 => 'HORN',
7004 36 => 'MONEY',
7005 37 => 'CLASS',
7006 38 => 'GRAVESTONE',
7007 39 => 'AMULET',
7008 40 => 'PLAYERMOVER',
7009 41 => 'TELEPORTER',
7010 42 => 'CREATOR',
7011 43 => 'SKILL',
7012 44 => 'EXPERIENCE',
7013 45 => 'EARTHWALL',
7014 46 => 'GOLEM',
7015 48 => 'THROWN_OBJ',
7016 49 => 'BLINDNESS',
7017 50 => 'GOD',
7018 51 => 'DETECTOR',
7019 52 => 'TRIGGER_MARKER',
7020 53 => 'DEAD_OBJECT',
7021 54 => 'DRINK',
7022 55 => 'MARKER',
7023 56 => 'HOLY_ALTAR',
7024 57 => 'PLAYER_CHANGER',
7025 58 => 'BATTLEGROUND',
7026 59 => 'PEACEMAKER',
7027 60 => 'GEM',
7028 62 => 'FIREWALL',
7029 63 => 'ANVIL',
7030 64 => 'CHECK_INV',
7031 65 => 'MOOD_FLOOR',
7032 66 => 'EXIT',
7033 67 => 'ENCOUNTER',
7034 68 => 'SHOP_FLOOR',
7035 69 => 'SHOP_MAT',
7036 70 => 'RING',
7037 71 => 'FLOOR',
7038 72 => 'FLESH',
7039 73 => 'INORGANIC',
7040 74 => 'SKILL_TOOL',
7041 75 => 'LIGHTER',
7042 76 => 'TRAP_PART',
7043 77 => 'WALL',
7044 78 => 'LIGHT_SOURCE',
7045 79 => 'MISC_OBJECT',
7046 80 => 'MONSTER',
7047 81 => 'SPAWN_GENERATOR',
7048 82 => 'LAMP',
7049 83 => 'DUPLICATOR',
7050 84 => 'TOOL',
7051 85 => 'SPELLBOOK',
7052 86 => 'BUILDFAC',
7053 87 => 'CLOAK',
7054 90 => 'SPINNER',
7055 91 => 'GATE',
7056 92 => 'BUTTON',
7057 93 => 'CF_HANDLE',
7058 94 => 'HOLE',
7059 95 => 'TRAPDOOR',
7060 98 => 'SIGN',
7061 99 => 'BOOTS',
7062 100 => 'GLOVES',
7063 101 => 'SPELL',
7064 102 => 'SPELL_EFFECT',
7065 103 => 'CONVERTER',
7066 104 => 'BRACERS',
7067 105 => 'POISONING',
7068 106 => 'SAVEBED',
7069 107 => 'POISONCLOUD',
7070 108 => 'FIREHOLES',
7071 109 => 'WAND',
7072 111 => 'SCROLL',
7073 112 => 'DIRECTOR',
7074 113 => 'GIRDLE',
7075 114 => 'FORCE',
7076 115 => 'POTION_EFFECT',
7077 121 => 'CLOSE_CON',
7078 122 => 'CONTAINER',
7079 123 => 'ARMOUR_IMPROVER',
7080 124 => 'WEAPON_IMPROVER',
7081 130 => 'SKILLSCROLL',
7082 138 => 'DEEP_SWAMP',
7083 139 => 'IDENTIFY_ALTAR',
7084 150 => 'MENU',
7085 154 => 'RUNE',
7086 155 => 'TRAP',
7087 156 => 'POWER_CRYSTAL',
7088 157 => 'CORPSE',
7089 158 => 'DISEASE',
7090 159 => 'SYMPTOM',
7091 160 => 'BUILDER',
7092 161 => 'MATERIAL',
7093 162 => 'GPS',
7094 163 => 'ITEM_TRANSFORMER',
7095 164 => 'QUEST'
7096 );
7097
7098 our %SPELL = (
7099 0 => 'magic bullet',
7100 1 => 'small fireball',
7101 2 => 'medium fireball',
7102 3 => 'large fireball',
7103 4 => 'burning hands',
7104 5 => 'small lightning',
7105 6 => 'large lightning',
7106 7 => 'magic missile',
7107 8 => 'create bomb',
7108 9 => 'summon golem',
7109 10 => 'summon fire elemental',
7110 11 => 'summon earth elemental',
7111 12 => 'summon water elemental',
7112 13 => 'summon air elemental',
7113 14 => 'dimension door',
7114 15 => 'create earth wall',
7115 16 => 'paralyze',
7116 17 => 'icestorm',
7117 18 => 'magic mapping',
7118 19 => 'turn undead',
7119 20 => 'fear',
7120 21 => 'poison cloud',
7121 22 => 'wonder',
7122 23 => 'destruction',
7123 24 => 'perceive self',
7124 25 => 'word of recall',
7125 26 => 'invisible',
7126 27 => 'invisible to undead',
7127 28 => 'probe',
7128 29 => 'large bullet',
7129 30 => 'improved invisibility',
7130 31 => 'holy word',
7131 32 => 'minor healing',
7132 33 => 'medium healing',
7133 34 => 'major healing',
7134 35 => 'heal',
7135 36 => 'create food',
7136 37 => 'earth to dust',
7137 38 => 'armour',
7138 39 => 'strength',
7139 40 => 'dexterity',
7140 41 => 'constitution',
7141 42 => 'charisma',
7142 43 => 'create fire wall',
7143 44 => 'create frost wall',
7144 45 => 'protection from cold',
7145 46 => 'protection from electricity',
7146 47 => 'protection from fire',
7147 48 => 'protection from poison',
7148 49 => 'protection from slow',
7149 50 => 'protection from paralysis',
7150 51 => 'protection from draining',
7151 52 => 'protection from magic',
7152 53 => 'protection from attack',
7153 54 => 'levitate',
7154 55 => 'small speedball',
7155 56 => 'large speedball',
7156 57 => 'hellfire',
7157 58 => 'dragonbreath',
7158 59 => 'large icestorm',
7159 60 => 'charging',
7160 61 => 'polymorph',
7161 62 => 'cancellation',
7162 63 => 'confusion',
7163 64 => 'mass confusion',
7164 65 => 'summon pet monster',
7165 66 => 'slow',
7166 67 => 'regenerate spellpoints',
7167 68 => 'cure poison',
7168 69 => 'protection from confusion',
7169 70 => 'protection from cancellation',
7170 71 => 'protection from depletion',
7171 72 => 'alchemy',
7172 73 => 'remove curse',
7173 74 => 'remove damnation',
7174 75 => 'identify',
7175 76 => 'detect magic',
7176 77 => 'detect monster',
7177 78 => 'detect evil',
7178 79 => 'detect curse',
7179 80 => 'heroism',
7180 81 => 'aggravation',
7181 82 => 'firebolt',
7182 83 => 'frostbolt',
7183 84 => 'shockwave',
7184 85 => 'color spray',
7185 86 => 'haste',
7186 87 => 'face of death',
7187 88 => 'ball lightning',
7188 89 => 'meteor swarm',
7189 90 => 'comet',
7190 91 => 'mystic fist',
7191 92 => 'raise dead',
7192 93 => 'resurrection',
7193 94 => 'reincarnation',
7194 95 => 'immunity to cold',
7195 96 => 'immunity to electricity',
7196 97 => 'immunity to fire',
7197 98 => 'immunity to poison',
7198 99 => 'immunity to slow',
7199 100 => 'immunity to paralysis',
7200 101 => 'immunity to draining',
7201 102 => 'immunity to magic',
7202 103 => 'immunity to attack',
7203 104 => 'invulnerability',
7204 105 => 'defense',
7205 106 => 'rune of fire',
7206 107 => 'rune of frost',
7207 108 => 'rune of shocking',
7208 109 => 'rune of blasting',
7209 110 => 'rune of death',
7210 111 => 'marking rune',
7211 112 => 'build director',
7212 113 => 'create pool of chaos',
7213 114 => 'build bullet wall',
7214 115 => 'build lightning wall',
7215 116 => 'build fireball wall',
7216 117 => 'magic rune',
7217 118 => 'rune of magic drain',
7218 119 => 'antimagic rune',
7219 120 => 'rune of transferrence',
7220 121 => 'transferrence',
7221 122 => 'magic drain',
7222 123 => 'counterspell',
7223 124 => 'disarm',
7224 125 => 'cure confusion',
7225 126 => 'restoration',
7226 127 => 'summon evil monster',
7227 128 => 'counterwall',
7228 129 => 'cause light wounds',
7229 130 => 'cause medium wounds',
7230 131 => 'cause serious wounds',
7231 132 => 'charm monsters',
7232 133 => 'banishment',
7233 134 => 'create missile',
7234 135 => 'show invisible',
7235 136 => 'xray',
7236 137 => 'pacify',
7237 138 => 'summon fog',
7238 139 => 'steambolt',
7239 140 => 'command undead',
7240 141 => 'holy orb',
7241 142 => 'summon avatar',
7242 143 => 'holy possession',
7243 144 => 'bless',
7244 145 => 'curse',
7245 146 => 'regeneration',
7246 147 => 'consecrate',
7247 148 => 'summon cult monsters',
7248 149 => 'cause critical wounds',
7249 150 => 'holy wrath',
7250 151 => 'retributive strike',
7251 152 => 'finger of death',
7252 153 => 'insect plague',
7253 154 => 'call holy servant',
7254 155 => 'wall of thorns',
7255 156 => 'staff to snake',
7256 157 => 'light',
7257 158 => 'darkness',
7258 159 => 'nightfall',
7259 160 => 'daylight',
7260 161 => 'sunspear',
7261 162 => 'faery fire',
7262 163 => 'cure blindness',
7263 164 => 'dark vision',
7264 165 => 'bullet swarm',
7265 166 => 'bullet storm',
7266 167 => 'cause many wounds',
7267 168 => 'small snowstorm',
7268 169 => 'medium snowstorm',
7269 170 => 'large snowstorm',
7270 171 => 'cure disease',
7271 172 => 'cause red death',
7272 173 => 'cause flu',
7273 174 => 'cause black death',
7274 175 => 'cause leprosy',
7275 176 => 'cause smallpox',
7276 177 => 'cause white death',
7277 178 => 'cause anthrax',
7278 179 => 'cause typhoid',
7279 180 => 'mana blast',
7280 181 => 'small manaball',
7281 182 => 'medium manaball',
7282 183 => 'large manaball',
7283 184 => 'mana bolt',
7284 185 => 'dancing sword',
7285 186 => 'animate weapon',
7286 187 => 'cause cold',
7287 188 => 'divine shock',
7288 189 => 'windstorm',
7289 190 => 'sanctuary',
7290 191 => 'peace',
7291 192 => 'spiderweb',
7292 193 => 'conflict',
7293 194 => 'rage',
7294 195 => 'forked lightning',
7295 196 => 'poison fog',
7296 197 => 'flaming aura',
7297 198 => 'vitriol',
7298 199 => 'vitriol splash',
7299 200 => 'ironwood skin',
7300 201 => 'wrathful eye',
7301 202 => 'town portal',
7302 203 => 'missile swarm',
7303 204 => 'cause rabies',
7304 205 => 'glyph'
7305 );
7306
7307
7308 =head1 AUTHOR
7309
7310 Marc Lehmann <schmorp.de>
7311 http://home.schmorp.de/
7312
7313 The source files are part of the CFJavaEditor.
7314
7315 =cut
7316
7317 1