Deliantra
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Deliantra/Data.pm view on Meta::CPAN
name => 'resist draining %',
type => 'int'
}
],
[
'resist_deplete',
{
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...
name => 'resist depletion %',
type => 'int'
}
],
[
'resist_poison',
{
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...
name => 'resist poison %',
type => 'int'
}
]
]
],
[
'misc',
[
[
'luck',
{
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 s...
name => 'luck bonus',
type => 'int'
}
],
[
'hp',
{
desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
name => 'health regen.',
type => 'int'
}
],
[
'sp',
{
desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
name => 'mana regen.',
type => 'int'
}
],
[
'grace',
{
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!!',
name => 'grace regen.',
type => 'int'
}
],
[
'food',
{
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 af...
name => 'food bonus',
type => 'int'
}
],
[
'xrays',
{
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.',
name => 'xray vision',
type => 'bool'
}
],
[
'stealth',
{
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)',
name => 'stealth',
type => 'bool'
}
],
[
'reflect_spell',
{
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...
name => 'reflect spells',
type => 'bool'
}
],
[
'reflect_missile',
{
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 complete...
name => 'reflect missiles',
type => 'bool'
}
],
[
'move_type',
{
desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
name => 'movement type',
type => 'movement_type'
}
],
[
'path_attuned',
{
desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
name => 'attuned paths',
type => 'bitmask',
value => $BITMASK{spellpath}
}
],
[
'path_repelled',
{
desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
name => 'repelled paths',
type => 'bitmask',
value => $BITMASK{spellpath}
Deliantra/Data.pm view on Meta::CPAN
desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
name => 'dexterity',
type => 'int'
}
],
[
'Con',
{
desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
name => 'constitution',
type => 'int'
}
],
[
'Int',
{
desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
name => 'intelligence',
type => 'int'
}
],
[
'Pow',
{
desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
name => 'power',
type => 'int'
}
],
[
'Wis',
{
desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
name => 'wisdom',
type => 'int'
}
],
[
'Cha',
{
desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
name => 'charisma',
type => 'int'
}
]
]
]
],
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 "posi...
},
Door => {
attr => [
[
'no_pick',
{
type => 'fixed',
value => 1
}
],
[
'alive',
{
type => 'fixed',
value => 1
}
],
[
'move_block',
{
desc => 'Objects using these movement types cannot move over this space.',
name => 'blocked movement',
type => 'movement_type'
}
],
[
'move_allow',
{
desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
name => 'allowed movement',
type => 'movement_type'
}
],
[
'move_slow',
{
desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
name => 'slowed movement',
type => 'movement_type'
}
],
[
'move_slow_penalty',
{
desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for ...
name => 'slow movement penalty',
type => 'int'
}
],
[
'hp',
{
desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
name => 'hitpoints',
type => 'int'
}
],
[
'ac',
{
desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
name => 'armour class',
type => 'int'
}
],
[
'other_arch',
{
desc => 'This string defines the object that will be created when the door was defeated.',
name => 'drop arch',
type => 'string'
}
Deliantra/Data.pm view on Meta::CPAN
'speed_left',
{
desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
name => 'speed left',
type => 'float'
}
],
[
'sp',
{
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.',
name => 'direction',
type => 'list',
value => $LIST{direction}
}
],
[
'move_block',
{
desc => 'Objects using these movement types cannot move over this space.',
name => 'blocked movement',
type => 'movement_type'
}
],
[
'move_allow',
{
desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
name => 'allowed movement',
type => 'movement_type'
}
],
[
'move_slow',
{
desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
name => 'slowed movement',
type => 'movement_type'
}
],
[
'move_slow_penalty',
{
desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for ...
name => 'slow movement penalty',
type => 'int'
}
]
],
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. ...
ignore => [
$IGNORE_LIST{non_pickable},
'connected'
],
name => 'Magic Wall',
section => [
[
'destroyable',
[
[
'alive',
{
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.',
name => 'is destroyable',
type => 'bool'
}
],
[
'hp',
{
desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
name => 'hitpoints',
type => 'int'
}
],
[
'maxhp',
{
desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
name => 'max hitpoints',
type => 'int'
}
],
[
'ac',
{
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>.',
name => 'armour class',
type => 'int'
}
]
]
],
[
'resistance',
[
[
'resist_physical',
{
name => 'resist physical %',
type => 'int'
}
],
[
'resist_magic',
{
name => 'resist magic %',
type => 'int'
}
],
[
'resist_fire',
{
name => 'resist fire %',
type => 'int'
}
],
[
'resist_electricity',
{
name => 'resist electricity %',
Deliantra/Data.pm view on Meta::CPAN
desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
name => 'cursed',
type => 'bool'
}
],
[
'damned',
{
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.',
name => 'damned',
type => 'bool'
}
],
[
'unique',
{
desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
name => 'unique item',
type => 'bool'
}
],
[
'startequip',
{
desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
name => 'godgiven item',
type => 'bool'
}
],
[
'msg',
{
desc => 'This text may describe the object.',
end => 'endmsg',
name => 'description',
type => 'text'
}
]
],
name => 'Misc'
},
Money => {
attr => [
[
'race',
{
type => 'fixed',
value => 'gold and jewels'
}
]
],
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 se...
ignore => [
'unpaid'
],
name => 'Money'
},
'Monster & NPC' => {
attr => [
[
'alive',
{
type => 'fixed',
value => 1
}
],
[
'randomitems',
{
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...
name => 'treasurelist',
type => 'treasurelist'
}
],
[
'treasure_env',
{
desc => 'Set this flag to move treasure items created into the environment (map) instead of putting them into the object.',
name => 'treasure in env',
type => 'bool'
}
],
[
'level',
{
desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
name => 'level',
type => 'int'
}
],
[
'race',
{
desc => 'Every monster should have a race set to categorize it. The monster\'s <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god.',
name => 'race',
type => 'string'
}
],
[
'exp',
{
desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-category the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make su...
name => 'experience',
type => 'int'
}
],
[
'speed',
{
desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
name => 'speed',
type => 'float'
}
],
[
'speed_left',
{
desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
name => 'speed left',
type => 'float'
}
Deliantra/Data.pm view on Meta::CPAN
ignore => [
'nrof',
'title',
'name_pl',
'value',
'unpaid'
],
name => 'Wall'
},
'Wand & Staff' => {
attr => [
[
'sp',
{
desc => 'The <spell> specifies the contained spell.',
name => 'spell',
type => 'spell'
}
],
[
'level',
{
desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
name => 'casting level',
type => 'int'
}
],
[
'food',
{
desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
name => 'number of charges',
type => 'int'
}
],
[
'startequip',
{
desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
name => 'godgiven item',
type => 'bool'
}
],
[
'msg',
{
desc => 'This text may contain a description of the wand.',
end => 'endmsg',
name => 'description',
type => 'text'
}
]
],
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.',
name => 'Wand & Staff',
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,...
},
'Weak Wall' => {
attr => [
[
'alive',
{
type => 'fixed',
value => 1
}
],
[
'no_pick',
{
type => 'fixed',
value => 1
}
],
[
'tear_down',
{
type => 'fixed',
value => 1
}
],
[
'race',
{
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.',
name => 'race',
type => 'string'
}
],
[
'level',
{
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.',
name => 'level',
type => 'int'
}
],
[
'hp',
{
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.',
name => 'health points',
type => 'int'
}
],
[
'maxhp',
{
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.',
name => 'max health',
type => 'int'
}
],
[
'ac',
{
desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
name => 'armour class',
type => 'int'
}
]
],
Deliantra/Data.pm view on Meta::CPAN
name => 'resist draining %',
type => 'int'
}
],
[
'resist_deplete',
{
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...
name => 'resist depletion %',
type => 'int'
}
],
[
'resist_poison',
{
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...
name => 'resist poison %',
type => 'int'
}
]
]
],
[
'misc',
[
[
'luck',
{
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 s...
name => 'luck bonus',
type => 'int'
}
],
[
'hp',
{
desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
name => 'health regen.',
type => 'int'
}
],
[
'sp',
{
desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
name => 'mana regen.',
type => 'int'
}
],
[
'grace',
{
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!!',
name => 'grace regen.',
type => 'int'
}
],
[
'food',
{
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 af...
name => 'food bonus',
type => 'int'
}
],
[
'xrays',
{
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.',
name => 'xray vision',
type => 'bool'
}
],
[
'stealth',
{
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)',
name => 'stealth',
type => 'bool'
}
],
[
'reflect_spell',
{
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...
name => 'reflect spells',
type => 'bool'
}
],
[
'reflect_missile',
{
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 complete...
name => 'reflect missiles',
type => 'bool'
}
],
[
'path_attuned',
{
desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
name => 'attuned paths',
type => 'bitmask',
value => $BITMASK{spellpath}
}
],
[
'path_repelled',
{
desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
name => 'repelled paths',
type => 'bitmask',
value => $BITMASK{spellpath}
}
],
[
'path_denied',
{
desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
name => 'denied paths',
type => 'bitmask',
( run in 2.619 seconds using v1.01-cache-2.11-cpan-5a3173703d6 )