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elmex |
1.1 |
=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION |
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Here is all information about the object types Crossfire+ |
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supports at the moment. This is not a complete documentation (yet) |
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and browsing the source is still recommended to learn about |
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the objects that aren't documented here. |
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This documentation is in a sketchy state. It's mostly |
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used to collect notes about the internal behaviour of the |
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objects. |
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=head2 About archetypes and objects |
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Field denotes an attribute of an archetype. |
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This is an example of an archetype: |
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Object button_trigger |
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name button |
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type 30 |
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face button_sma.111 |
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anim |
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button_sma.111 |
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button_sma.112 |
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mina |
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is_animated 0 |
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exp 30 |
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no_pick 1 |
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walk_on 1 |
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walk_off 1 |
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editable 48 |
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visibility 50 |
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weight 1 |
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end |
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This archetype has the name 'button_trigger' and the objects that |
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inherit from this archetype have the name 'button'. |
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The next field 'type' decides the main behaviour of this archetype. |
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For a comprehensive list of types see include/define.h. For this case |
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you might find a line like: |
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#define TRIGGER_BUTTON 30 |
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The server internally works with objects that 'inherit' attributes from |
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an archetype. They have a similar set of attributes. |
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The following documentation will also document the meaning of code internal |
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attributes of objects. These attributes are marked as '(internal)' and can't |
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or shouldn't be set by an archetype. If the internal names differs the |
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external name (for the archetypes) for the attribute is written behind it. |
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=head2 Description of generic archetype and object attributes |
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elmex |
1.2 |
These are the fields that most of the objects have and/or their |
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default behaviour. |
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=over 4 |
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=item name <string> |
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The name of the object. |
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=item name_pl <string> |
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The name of a collection of these objects (the plural of the name). |
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=item face <facename> |
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The graphical appearance of this object. |
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=item invisible <number> |
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If the <number> is greater than 0 the object is invisible. |
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For players this field reflects the duration of the invisibility |
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and is decreased every tick by 1. |
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For non-player objects this field is not changed by server ticks. |
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elmex |
1.4 |
=item speed <number> |
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elmex |
1.2 |
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If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
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on the active object list and will be processed each tick (see also speed_left!). |
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If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
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from the active object list and it won't experience any processing per tick. |
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=item speed_left <number> |
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If this field is greater than 0 and the object is on the |
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active list (mostly means it's speed is also greater than 0): |
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- speed_left is decreased by 1 |
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- and this object is processed and experiences a server tick. |
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If the object is on the active list and speed_left is lower or |
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equal to 0 the absolute value of the speed field is added to speed_left |
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on the end of the tick. |
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elmex |
1.7 |
This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
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the more seldom the object is processed. And the higher the speed field is |
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the more often the object is processed. |
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elmex |
1.2 |
=item no_drop (0|1) |
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elmex |
1.4 |
Sets the flag FLAG_NO_DROP. |
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See Flags section below. |
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elmex |
1.2 |
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=item applied (0|1) |
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elmex |
1.4 |
Sets the flag FLAG_APPLIED. |
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See Flags section below. |
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elmex |
1.2 |
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=item is_used_up (0|1) |
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elmex |
1.4 |
Sets the flag FLAG_IS_USED_UP. |
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See Flags section below. |
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=item auto_apply (0|1) |
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Sets the flag FLAG_AUTO_APPLY. |
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See Flags section below. |
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elmex |
1.2 |
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elmex |
1.8 |
=item no_steal (0|1) |
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Sets the flag FLAG_NO_STEAL. |
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See Flags section below. |
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elmex |
1.10 |
=item reflecting (0|1) |
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Sets the flag FLAG_REFLECTING. |
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See Flags section below. |
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=item reflect_spell (0|1) |
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Sets the flag FLAG_REFL_SPELL. |
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See Flags section below. |
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elmex |
1.9 |
=item no_skill_ident (0|1) |
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Sets the flag FLAG_NO_SKILL_IDENT. |
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See Flags section below. |
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elmex |
1.5 |
=item activate_on_push (0|1) (default: 1) |
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Sets the flag FLAG_ACTIVATE_ON_PUSH. |
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See Flags section below. |
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=item activate_on_release (0|1) (default: 1) |
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Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
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See Flags section below. |
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elmex |
1.2 |
=item editable (more than deprecated) |
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This field had a special meaning for crossedit, which used parts |
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of the server code for editing. Wherever you see this attribute being |
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set in an archetype ignore it and/or remove it. No code interprets this |
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field anymore. |
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=back |
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=head3 Flags |
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Here are the effects of the flags described. |
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elmex |
1.1 |
=over 4 |
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elmex |
1.2 |
=item FLAG_NO_DROP |
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An object can't be picked up and dropped. |
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=item FLAG_APPLIED |
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This flag mostly states whether this object has been 'applied' by the player. |
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For objects that are applied by the code or have this flag set in the archetype |
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it mostly means 'this object is active'. |
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For example the player adjustments of the hp/sp/grace fields and inheritance |
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of flags from objects in his inventory is toggled by this flag. |
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=item FLAG_IS_USED_UP |
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This flag controls whether an object is 'used up'. If it is set the 'food' field |
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of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha |
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it is removed. |
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If also the flag FLAG_APPLIED is set, the 'duration' field controls whether |
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this object is removed or not, see the Force type below for the meaning |
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of the duration field in this context. |
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elmex |
1.3 |
If FLAG_APPLIED is not set the object is destroyed. |
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elmex |
1.4 |
=item FLAG_IS_A_TEMPLATE (internal use) |
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This flag is set on the inventory of generators like CREATORs and CONVERTERs, |
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or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
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=item FLAG_AUTO_APPLY |
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This flag has currently only meaning for the TREASURE type, see below. |
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elmex |
1.5 |
=item FLAG_ACTIVATE_ON_PUSH |
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This flag has only meaning for objects that can be linked together |
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with the 'connected' field and controls wether the object should |
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be activated when the connection is 'pushed' or it is 'released'. |
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This flag is by default on. |
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=item FLAG_ACTIVATE_ON_RELEASE |
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This flag has only meaning for objects that can be linked together |
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with the 'connected' field and controls wether the object should |
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be activated when the connection is 'pushed' or it is 'released'. |
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This flag is by default on. |
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elmex |
1.8 |
=item FLAG_NO_STEAL |
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When this flag is set this object can't be stolen. The flag will be |
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resetted once the object is placed on a map. |
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When this flag is set on a monster it can defent attempts of stealing |
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(but in this context the flag is only used internally). |
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elmex |
1.9 |
=item FLAG_NO_SKILL_IDENT |
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This flag is mostly used internal and prevents unidentified objects |
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(objects which don't have FLAG_IDENTIFIED set) being identified by |
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skills. |
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This flag is used to mark objects to never being identified by a skill |
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once a player failed to identify an object. So that multiple tries |
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of identifying aren't more effective than one. |
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elmex |
1.10 |
=item FLAG_REFLECTING |
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elmex |
1.12 |
This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW |
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elmex |
1.10 |
to indicate whether this object reflects off walls. |
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=item FLAG_REFL_SPELL |
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This flag indicates whether something reflects spells, like spell reflecting |
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amuletts. |
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elmex |
1.1 |
=back |
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=head2 Description of type specific attributes |
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The beginning of the headers of the following subsection |
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are the server internal names for the objects types, see include/define.h. |
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elmex |
1.4 |
=head3 TRANSPORT - type 2 - Player transports |
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This type is implemented by the transport extension and has currently no special |
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attributes that affect it. |
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=head3 ROD - type 3 - Rods that fire spells |
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Rods contain spells and can be fired by a player. |
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=over 4 |
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=item level <number> |
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This attribute is used for calculating the spell level that can be fired |
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with this rod, it's also the maximum level of the spell that can be fired. |
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The level of the spell that is being fired depends mostly on |
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the 'use magic item' skill level of the player and 1/10 of the level of the |
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rod is added as bonus. |
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=item hp <number> |
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The amount of spellpoints this rod has left. |
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=item maxhp <number> |
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The maximum amount of spellpoints this rod has. |
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=item skill <skill name> |
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This field determines which skill you need to apply this object. |
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=back |
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=head3 TREASURE - type 4 - Treasures |
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This type of objects are for random treasure generation in maps. |
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If this object is applied by a player it will replace itself with it's |
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inventory. If it is automatically applied |
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generate a treasure and replace itself with the generated treasure. |
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Chests are also of this type, their treasures are generated by |
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the auto apply code on map instantiation. |
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=over 4 |
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=item hp <number> |
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The number of treasures to generate. |
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=item exp <level> |
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If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
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and the difficulty for the treasurecode only depends on the maps difficulty, |
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otherwise the exp field has the following meaning: |
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If this field is not 0 it is passed as the difficulty |
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to the treasure generation code to determine how good, how much |
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worth a treasure is or what bonuses it is given by the treasure code. |
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If this field is not set or 0 the difficulty of the map is passed to the treasure |
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generation code. |
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=item randomitems <treasurelist> |
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The treasurelist to use to generate the treasure which is put in the |
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treasure objects inventory. |
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=back |
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=head3 POTION - type 5 - Potions for drinking and other nastynesses |
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These objects contain a spell and will emit it on apply, which most |
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of the time has the meaning of 'drinking'. |
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If no resistancy field, stat field or attacktype is set and no spell |
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is put in the potion by the sp field or the randomitems the |
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potion will become an artifact and the artifact code decides which kind |
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of potion will be generated. |
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If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
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will yield an explosion and hurt the player. |
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=over 4 |
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=item Str, Dex, Con, Int, Wis, Cha, Pow <number> |
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These stat fields determine how many stat points the player gets |
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when he applies this potion. |
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If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
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=item sp <number> |
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If this field is set and the randomitems field is not set |
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the field is interpreted as spell number, please look the right |
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number up in common/loader.C. |
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If this field is set the randomitems field will be unset by the |
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map loading code. |
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=item attacktype <attacktype> |
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This field has some special meaning in potions, currently the |
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bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
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restoration potion or improvement potion. |
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See include/attackinc.h for the bits of these types. |
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If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
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will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
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set the player will be drained a random stat by inserting an ARCH_DEPLETION |
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into him. |
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If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
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When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
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=item resist_<resistancy> <number> |
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If this stat is set and no spell is in the potion the potion |
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will create a force that give the player this specific resistancy. |
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The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
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and the potion will last 10 times longer than the default force archetype |
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FORCE_NAME (at the moment of this writing spell/force.arc). |
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=item randomitems <treasurelist> |
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The inventory/spell of the potion will be created by calling the treasure code |
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with the treasurelist specified here. (I guess it's highly undefined what |
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happens if there is not a spell in the potions inventory). |
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|
|
=item on_use_yield <archetype> |
| 383 |
elmex |
1.3 |
|
| 384 |
elmex |
1.7 |
When this object is applied an instance of <archetype> will be created. |
| 385 |
elmex |
1.3 |
|
| 386 |
elmex |
1.4 |
=item subtypes <potion subtype> |
| 387 |
elmex |
1.3 |
|
| 388 |
elmex |
1.4 |
see include/spells.h for possible potion subtypes, there are currently 4: |
| 389 |
elmex |
1.3 |
|
| 390 |
|
|
=over 4 |
| 391 |
|
|
|
| 392 |
elmex |
1.4 |
=item POT_SPELL |
| 393 |
|
|
|
| 394 |
|
|
Unused, default behaiour of a potion. |
| 395 |
|
|
|
| 396 |
|
|
=item POT_DUST |
| 397 |
|
|
|
| 398 |
|
|
This potion can be thrown to cast the spell that it has in it's inventory, |
| 399 |
|
|
the behaviour is not defined if there is not a spell in the inventory and the |
| 400 |
|
|
server will log an error. |
| 401 |
|
|
|
| 402 |
|
|
=item POT_FIGURINE |
| 403 |
|
|
|
| 404 |
|
|
Unused, default behaiour of a potion. |
| 405 |
elmex |
1.3 |
|
| 406 |
elmex |
1.4 |
=item POT_BALM |
| 407 |
elmex |
1.3 |
|
| 408 |
elmex |
1.4 |
Unused, default behaiour of a potion. |
| 409 |
elmex |
1.3 |
|
| 410 |
elmex |
1.4 |
=back |
| 411 |
elmex |
1.3 |
|
| 412 |
|
|
=back |
| 413 |
|
|
|
| 414 |
elmex |
1.7 |
=head3 FOOD - type 6 - Eatable stuff |
| 415 |
|
|
|
| 416 |
|
|
This is for objects that are representing general eatables like |
| 417 |
|
|
beef or bread. |
| 418 |
|
|
|
| 419 |
|
|
The main difference between FOOD, FLESH and DRINK is that they |
| 420 |
|
|
give different messages. |
| 421 |
|
|
|
| 422 |
|
|
The specialty of FLESH is that it inherits the resistancies of the |
| 423 |
|
|
monsters it was generated in and will let dragons raise their resistancies |
| 424 |
elmex |
1.8 |
with that. If the monster has the POISON attacktype the FLESH |
| 425 |
|
|
will change into POISON. |
| 426 |
elmex |
1.7 |
|
| 427 |
|
|
If a player runs low on food he will grab for FOOD, DRINK and POISON |
| 428 |
|
|
and if he doesn't find any of that he will start eating FLESH. |
| 429 |
|
|
|
| 430 |
|
|
=over 4 |
| 431 |
|
|
|
| 432 |
|
|
=item title <string> |
| 433 |
|
|
|
| 434 |
|
|
If the food has a title or is cursed it is considered 'special', which means that the |
| 435 |
|
|
fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
| 436 |
|
|
are interpreted and have further effects on the player. |
| 437 |
|
|
|
| 438 |
|
|
The higher the food field is the longer the improvement of the player lasts |
| 439 |
|
|
(except for hp and sp). |
| 440 |
|
|
|
| 441 |
|
|
=item food <number> |
| 442 |
|
|
|
| 443 |
|
|
This is the amount of food points the player gets when he eats this. |
| 444 |
|
|
|
| 445 |
|
|
=item on_use_yield <archetype> |
| 446 |
|
|
|
| 447 |
|
|
When this object is applied an instance of <archetype> will be created. |
| 448 |
|
|
|
| 449 |
|
|
=back |
| 450 |
|
|
|
| 451 |
elmex |
1.8 |
=head3 POISON - type 7 - Poisonous stuff |
| 452 |
|
|
|
| 453 |
|
|
This type is for objects that can poison the player when drinking. |
| 454 |
|
|
When applied it will hit the attacked with AT_POISON and will create |
| 455 |
|
|
a POISONING object in the one who was hit. |
| 456 |
|
|
|
| 457 |
|
|
=over 4 |
| 458 |
|
|
|
| 459 |
|
|
=item level <number> |
| 460 |
|
|
|
| 461 |
|
|
This field affects the propability of poisoning. The higher the level difference |
| 462 |
|
|
between the one who is hit and the poision the mose propable it is the attacked |
| 463 |
|
|
one will be poisoned. |
| 464 |
|
|
|
| 465 |
|
|
=item slaying <race> |
| 466 |
|
|
|
| 467 |
|
|
On poison this field has the usual meaning of 'slaying', when the |
| 468 |
|
|
ones race matches the slaying field the damage done by the poison |
| 469 |
|
|
is multiplied by 3. |
| 470 |
|
|
|
| 471 |
|
|
=item hp <number> |
| 472 |
|
|
|
| 473 |
|
|
This is the amount of damage the player will receive from applying this. The |
| 474 |
|
|
attacktype AT_POISON will be used to hit the player and the damage will |
| 475 |
|
|
determine the strenght, duration and depletion of stats of the poisoning. The |
| 476 |
|
|
created POISONING object which is being placed in the one who was attacked will |
| 477 |
|
|
get the damage from this field (which is maybe adjusted by slaying or the |
| 478 |
|
|
resistancies). |
| 479 |
|
|
|
| 480 |
|
|
=item food <number> |
| 481 |
|
|
|
| 482 |
|
|
1/4 of <number> will be drained from the players food. |
| 483 |
|
|
|
| 484 |
|
|
=item on_use_yield <archetype> |
| 485 |
|
|
|
| 486 |
|
|
When this object is applied an instance of <archetype> will be created. |
| 487 |
|
|
|
| 488 |
|
|
=back |
| 489 |
|
|
|
| 490 |
elmex |
1.9 |
=head3 BOOK - type 8 - Readable books |
| 491 |
|
|
|
| 492 |
|
|
This type is basically for representing text books in the game. |
| 493 |
|
|
|
| 494 |
|
|
Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
| 495 |
|
|
|
| 496 |
|
|
=over 4 |
| 497 |
|
|
|
| 498 |
|
|
=item msg <text> |
| 499 |
|
|
|
| 500 |
|
|
This is the contents of the book. When this field is unset |
| 501 |
|
|
at treasure generation a random text will be inserted. |
| 502 |
|
|
|
| 503 |
|
|
=item skill <skill name> |
| 504 |
|
|
|
| 505 |
|
|
The skill required to read this book. (The most resonable |
| 506 |
|
|
skill would be literacy). |
| 507 |
|
|
|
| 508 |
|
|
=item exp <number> |
| 509 |
|
|
|
| 510 |
|
|
The experience points the player get for reading this book. |
| 511 |
|
|
|
| 512 |
|
|
=item subtype <readable subtype> |
| 513 |
|
|
|
| 514 |
|
|
This field determines the type of the readable. |
| 515 |
|
|
Please see common/readable.C in the readable_message_types table. |
| 516 |
|
|
|
| 517 |
|
|
=back |
| 518 |
|
|
|
| 519 |
elmex |
1.10 |
=head3 CLOCK - type 9 - Clocks |
| 520 |
|
|
|
| 521 |
|
|
This type of objects just display the time when being applied. |
| 522 |
|
|
|
| 523 |
elmex |
1.12 |
=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) |
| 524 |
elmex |
1.10 |
|
| 525 |
|
|
This is a spell effect of a moving bolt. It moves straigt forward |
| 526 |
|
|
through the map until something blocks it. |
| 527 |
|
|
If FLAG_REFLECTING is set it even reflects on walls. |
| 528 |
|
|
|
| 529 |
|
|
FLAG_IS_TURNABLE should be set on these objects. |
| 530 |
|
|
|
| 531 |
|
|
=over 4 |
| 532 |
|
|
|
| 533 |
elmex |
1.11 |
=item move_type <movetype> |
| 534 |
|
|
|
| 535 |
|
|
This field affects the move type with which the lightning moves through |
| 536 |
|
|
the map and which map cells will reflect or block it. |
| 537 |
|
|
|
| 538 |
elmex |
1.10 |
=item attacktype <attacktype> |
| 539 |
|
|
|
| 540 |
|
|
The attacktype with which it hits the objects on the map. |
| 541 |
|
|
|
| 542 |
|
|
=item dam <number> |
| 543 |
|
|
|
| 544 |
|
|
The damage this bolt inflicts when it hits objects on the map. |
| 545 |
|
|
|
| 546 |
|
|
=item Dex <number> |
| 547 |
|
|
|
| 548 |
|
|
This is the fork percentage, it is reduced by 10 per fork. |
| 549 |
|
|
And the damage is halved on each fork. |
| 550 |
|
|
|
| 551 |
|
|
=item Con <number> |
| 552 |
|
|
|
| 553 |
|
|
This value is a percentage of which the forking lightning |
| 554 |
|
|
is deflected to the left. This value should be mostly used internally. |
| 555 |
|
|
|
| 556 |
|
|
=item duration <number> |
| 557 |
|
|
|
| 558 |
|
|
The duration the bolt stays on a map cell. This field is decreased each time |
| 559 |
|
|
the object is processed (see the meaning of speed and speed_left fields in |
| 560 |
|
|
the object general description). |
| 561 |
|
|
|
| 562 |
|
|
=item range <number> |
| 563 |
|
|
|
| 564 |
|
|
This is the range of the bolt, each space it advances this field is decreased. |
| 565 |
|
|
|
| 566 |
|
|
=back |
| 567 |
|
|
|
| 568 |
|
|
|
| 569 |
elmex |
1.1 |
=head3 WEAPON - type 15 - Weapons |
| 570 |
|
|
|
| 571 |
|
|
This type is for general hack and slash weapons like swords, maces |
| 572 |
|
|
and daggers and and .... |
| 573 |
|
|
|
| 574 |
|
|
=over 4 |
| 575 |
|
|
|
| 576 |
|
|
=item weapontype <type id> |
| 577 |
|
|
|
| 578 |
|
|
decides what attackmessages are generated, see include/define.h |
| 579 |
|
|
|
| 580 |
|
|
=item attacktype <bitmask> |
| 581 |
|
|
|
| 582 |
|
|
bitfield which decides the attacktype of the damage, see include/attackinc.h |
| 583 |
|
|
|
| 584 |
elmex |
1.2 |
=item dam <number> |
| 585 |
elmex |
1.1 |
|
| 586 |
|
|
amount of damage being done with the attacktype |
| 587 |
|
|
|
| 588 |
|
|
=item item_power <level> |
| 589 |
|
|
|
| 590 |
|
|
the itempower of this weapon. |
| 591 |
|
|
|
| 592 |
|
|
=item name |
| 593 |
|
|
|
| 594 |
|
|
the name of the weapon. |
| 595 |
|
|
|
| 596 |
|
|
=item level (internal) |
| 597 |
|
|
|
| 598 |
|
|
The improvement state of the weapon. |
| 599 |
|
|
If this field is greater than 0 the 'name' field starts with the |
| 600 |
|
|
characters name who improved this weapon. |
| 601 |
|
|
|
| 602 |
|
|
=item last_eat (internal) |
| 603 |
|
|
|
| 604 |
|
|
seems to be the amount of improvements of a weapon, |
| 605 |
|
|
the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
| 606 |
|
|
|
| 607 |
|
|
((who->level / 5) + 5) >= op->last_eat |
| 608 |
|
|
|
| 609 |
|
|
=item last_sp |
| 610 |
|
|
|
| 611 |
|
|
the weapon speed (see magic description) |
| 612 |
|
|
|
| 613 |
elmex |
1.2 |
=item food <number> |
| 614 |
elmex |
1.1 |
|
| 615 |
|
|
addition to food regeneration of the player |
| 616 |
|
|
|
| 617 |
elmex |
1.2 |
=item hp <number> |
| 618 |
elmex |
1.1 |
|
| 619 |
|
|
addition to health regeneration |
| 620 |
|
|
|
| 621 |
elmex |
1.2 |
=item sp <number> |
| 622 |
elmex |
1.1 |
|
| 623 |
|
|
addition to mana regeneration |
| 624 |
|
|
|
| 625 |
elmex |
1.2 |
=item grace <number> |
| 626 |
elmex |
1.1 |
|
| 627 |
|
|
addititon to grace regeneration |
| 628 |
|
|
|
| 629 |
elmex |
1.2 |
=item gen_sp_armour <number> |
| 630 |
elmex |
1.1 |
|
| 631 |
elmex |
1.2 |
the players gen_sp_armour field (which is per default 10) is added the <number> amount. |
| 632 |
elmex |
1.1 |
gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
| 633 |
elmex |
1.2 |
is multiplied: gen_sp *= 10/<number> |
| 634 |
elmex |
1.1 |
meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
| 635 |
|
|
spellpoints. |
| 636 |
|
|
|
| 637 |
|
|
generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
| 638 |
|
|
sp regeneration. |
| 639 |
|
|
|
| 640 |
|
|
=item body_<body slot/part> |
| 641 |
|
|
|
| 642 |
|
|
the part of the body you need to use this weapon, possible values should be |
| 643 |
|
|
looked up in common/item.C at body_locations. |
| 644 |
|
|
|
| 645 |
elmex |
1.2 |
=item resist_<resistnacy> <number> |
| 646 |
elmex |
1.1 |
|
| 647 |
|
|
this is the factor with which the difference of the players resistancy and 100% |
| 648 |
|
|
is multiplied, something like this: |
| 649 |
|
|
|
| 650 |
elmex |
1.2 |
additional_resistancy = (100 - current_resistanct) * (<number>/100) |
| 651 |
elmex |
1.1 |
|
| 652 |
elmex |
1.2 |
if <number> is negative it is added to the total vulnerabilities, |
| 653 |
elmex |
1.1 |
and later the total resistance is decided by: |
| 654 |
|
|
|
| 655 |
|
|
'total resistance = total protections - total vulnerabilities' |
| 656 |
|
|
|
| 657 |
|
|
see also common/living.C:fix_player |
| 658 |
|
|
|
| 659 |
|
|
=item patch_(attuned|repelled|denied) |
| 660 |
|
|
|
| 661 |
|
|
this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
| 662 |
|
|
for the pathes. |
| 663 |
|
|
|
| 664 |
elmex |
1.2 |
=item luck <number> |
| 665 |
elmex |
1.1 |
|
| 666 |
|
|
this luck is added to the players luck |
| 667 |
|
|
|
| 668 |
|
|
=item move_type |
| 669 |
|
|
|
| 670 |
|
|
if the weapon has a move_type set the player inherits it's move_type |
| 671 |
|
|
|
| 672 |
elmex |
1.2 |
=item exp <number> |
| 673 |
elmex |
1.1 |
|
| 674 |
elmex |
1.2 |
the added_speed and bonus_speed of the player is raised by <number>/3. |
| 675 |
|
|
if <number> < 0 then the added_speed is decreased by <number> |
| 676 |
elmex |
1.1 |
|
| 677 |
|
|
=item weight |
| 678 |
|
|
|
| 679 |
|
|
the weight of the weapon |
| 680 |
|
|
|
| 681 |
|
|
=item magic |
| 682 |
|
|
|
| 683 |
|
|
the magic field affects the amounts of the following fields: |
| 684 |
|
|
|
| 685 |
|
|
- wc : the players wc is adjusted by: player->wc -= (wc + magic) |
| 686 |
|
|
|
| 687 |
|
|
- ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
| 688 |
|
|
|
| 689 |
|
|
- dam: the players dam is adjusted by: player->dam += (dam + magic) |
| 690 |
|
|
|
| 691 |
|
|
- weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
| 692 |
|
|
(minium is 0) |
| 693 |
|
|
|
| 694 |
elmex |
1.2 |
=item ac <number> |
| 695 |
elmex |
1.1 |
|
| 696 |
|
|
the amount of ac points the player's ac is decreased |
| 697 |
|
|
|
| 698 |
elmex |
1.2 |
=item wc <number> |
| 699 |
elmex |
1.1 |
|
| 700 |
elmex |
1.4 |
the amount of wc points the player's wc is decreased |
| 701 |
elmex |
1.1 |
|
| 702 |
|
|
=back |
| 703 |
|
|
|
| 704 |
|
|
=head4 Player inherits following flags from weapons: |
| 705 |
|
|
|
| 706 |
elmex |
1.4 |
FLAG_LIFESAVE |
| 707 |
|
|
FLAG_REFL_SPELL |
| 708 |
|
|
FLAG_REFL_MISSILE |
| 709 |
|
|
FLAG_STEALTH |
| 710 |
|
|
FLAG_XRAYS |
| 711 |
|
|
FLAG_BLIND |
| 712 |
|
|
FLAG_SEE_IN_DARK |
| 713 |
|
|
FLAG_UNDEAD |
| 714 |
|
|
|
| 715 |
elmex |
1.11 |
=head3 GRIMREAPER - type 28 - Grimreapers |
| 716 |
|
|
|
| 717 |
|
|
These type are mostly used for monsters, they give the |
| 718 |
|
|
monster the ability to dissapear after 10 hits with AT_DRAIN. |
| 719 |
|
|
|
| 720 |
|
|
=over 4 |
| 721 |
|
|
|
| 722 |
|
|
=item value <number> |
| 723 |
|
|
|
| 724 |
|
|
This field stores the hits the monster did yet. |
| 725 |
|
|
|
| 726 |
|
|
=back |
| 727 |
|
|
|
| 728 |
elmex |
1.7 |
=head3 DRINK - type 54 - Drinkable stuff |
| 729 |
|
|
|
| 730 |
|
|
See FOOD description. |
| 731 |
|
|
|
| 732 |
elmex |
1.6 |
=head3 CHECK_INV - type 64 - Inventory checkers |
| 733 |
|
|
|
| 734 |
|
|
This object checks whether the player has a specific item in his |
| 735 |
|
|
inventory when he moves above the inventory checker. If the player has |
| 736 |
|
|
the item (or not, which can be controlled with a flag) a connection will be triggered. |
| 737 |
|
|
|
| 738 |
|
|
If you set move_block you can deny players and monsters to reach the space where |
| 739 |
|
|
the inventory checker is on, see 'move_block' description below. |
| 740 |
|
|
|
| 741 |
|
|
The conditions specified by hp, slaying and race are concationated with OR. |
| 742 |
|
|
So matching one of those conditions is enough. |
| 743 |
|
|
|
| 744 |
|
|
=over 4 |
| 745 |
|
|
|
| 746 |
|
|
=item move_block <move type bitmask> |
| 747 |
|
|
|
| 748 |
|
|
If you set this field to block a movetype the move code will block any moves |
| 749 |
|
|
onto the space with the inventory checker, IF the moving object doesn't have |
| 750 |
|
|
(or has - if last_sp = 0) the item that the checker is searching for. |
| 751 |
|
|
|
| 752 |
|
|
=item last_sp (0|1) |
| 753 |
|
|
|
| 754 |
|
|
If last_sp is 1 'having' the item that is being checked for will |
| 755 |
|
|
activate the connection or make the space with the checker non-blocking. |
| 756 |
|
|
If last_sp is 0 'not having' the item will activate the connection |
| 757 |
|
|
or make the space with the checker non-blocking. |
| 758 |
|
|
|
| 759 |
|
|
=item last_heal (0|1) |
| 760 |
|
|
|
| 761 |
|
|
If last_heal is 1 the matching item will be removed if the inventory checker |
| 762 |
|
|
activates a connection and finds the item in the inventory. |
| 763 |
|
|
|
| 764 |
|
|
(A inventory checker that blocks a space won't remove anything from inventories) |
| 765 |
|
|
|
| 766 |
|
|
=item hp <number> |
| 767 |
|
|
|
| 768 |
|
|
If this field is not 0 the inventory checker will search for an object |
| 769 |
|
|
with the type id <number>. |
| 770 |
|
|
|
| 771 |
|
|
=item slaying <string> |
| 772 |
|
|
|
| 773 |
|
|
If this field is set the inventory checker will search for an object that |
| 774 |
|
|
has the same string in the slaying field (for example a key string of a key). |
| 775 |
|
|
|
| 776 |
|
|
=item race <string> |
| 777 |
|
|
|
| 778 |
|
|
If this field is set the inventory checker will search for an object which |
| 779 |
|
|
has the archetype name that matches <string>. |
| 780 |
|
|
|
| 781 |
|
|
=item connected <connection id> |
| 782 |
|
|
|
| 783 |
|
|
This is the connection that will be activated. |
| 784 |
|
|
|
| 785 |
|
|
=back |
| 786 |
|
|
|
| 787 |
elmex |
1.7 |
=head3 FLESH - type 72 - Organs and body parts |
| 788 |
|
|
|
| 789 |
|
|
See FOOD description. |
| 790 |
|
|
|
| 791 |
elmex |
1.11 |
=head3 MISC_OBJECT - type 79 - Misc. objects |
| 792 |
|
|
|
| 793 |
|
|
A type for any object that has no special behaviour. |
| 794 |
|
|
|
| 795 |
elmex |
1.5 |
=head3 HOLE - type 94 - Holes |
| 796 |
|
|
|
| 797 |
|
|
Holes are holes in the ground where objects can fall through. When the hole |
| 798 |
|
|
opens and/or is completly open all objects above it fall through (more |
| 799 |
|
|
precisely: if their head is above the hole). |
| 800 |
|
|
|
| 801 |
|
|
Trapdoors can only transfer the one who falls through to other coordinates |
| 802 |
|
|
on the B<same> map. |
| 803 |
|
|
|
| 804 |
|
|
=over 4 |
| 805 |
|
|
|
| 806 |
|
|
=item maxsp (0|1) |
| 807 |
|
|
|
| 808 |
|
|
This field negates the state of the connection: When maxsp is 1 the pit will |
| 809 |
|
|
open/close when the connection is deactivated. Otherwise it will open/close |
| 810 |
|
|
when the connection is activated. This field only has effect when the |
| 811 |
|
|
connection is triggered. So if you put a closed hole on a map, and the |
| 812 |
|
|
connection is deactivated, and maxsp is 1 the hole will remain closed until the |
| 813 |
|
|
connection was triggered once. |
| 814 |
|
|
|
| 815 |
|
|
=item connected <connection id> |
| 816 |
|
|
|
| 817 |
|
|
This is the connection id, which lets the hole opening or closing when |
| 818 |
|
|
activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
| 819 |
|
|
at which connection state the object is activated. |
| 820 |
|
|
|
| 821 |
|
|
For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
| 822 |
|
|
the connection is released. |
| 823 |
|
|
|
| 824 |
|
|
=item wc <number> (internal) |
| 825 |
|
|
|
| 826 |
|
|
This is an internal flag. If it is greater than 0 it means that the hole is not |
| 827 |
|
|
yet fully open. More preciesly: this field is the animation-step and if it is |
| 828 |
|
|
set to the 'closed' step of the animation the hole is closed and if it is on |
| 829 |
|
|
the 'open' animation step (wc = 0), the hole is open. |
| 830 |
|
|
|
| 831 |
|
|
=item sp <number> |
| 832 |
|
|
|
| 833 |
|
|
The destination y coordinates on the same map. |
| 834 |
|
|
|
| 835 |
|
|
=item hp <number> |
| 836 |
|
|
|
| 837 |
|
|
The destination x coordinates on the same map. |
| 838 |
|
|
|
| 839 |
|
|
=back |
| 840 |
|
|
|
| 841 |
elmex |
1.8 |
=head3 POISONING - type 105 - The poisoning of players and monsters |
| 842 |
|
|
|
| 843 |
|
|
This type is doing the actual damage to the ones who were attacked |
| 844 |
|
|
via AT_POISON (or drank POISON). |
| 845 |
|
|
|
| 846 |
|
|
The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
| 847 |
|
|
there for details). |
| 848 |
|
|
|
| 849 |
|
|
=over 4 |
| 850 |
|
|
|
| 851 |
|
|
=item dam <number> |
| 852 |
|
|
|
| 853 |
|
|
Each time the poisoning is processed (which is determined by the speed and speed_left |
| 854 |
|
|
fields, see the general object attributes above) it hits the player with |
| 855 |
|
|
<number> damage and the AT_INTERNAL attacktype (means: it will simply |
| 856 |
|
|
hit the player with no strings attached). |
| 857 |
|
|
|
| 858 |
|
|
=item food <number> |
| 859 |
|
|
|
| 860 |
|
|
Just a note: The posion is removed when food == 1 and not when |
| 861 |
|
|
the whole duration is up, because the POISONING code has to remove |
| 862 |
|
|
the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
| 863 |
|
|
deletes the POISONING object. |
| 864 |
|
|
|
| 865 |
|
|
=back |
| 866 |
|
|
|
| 867 |
elmex |
1.4 |
=head3 FORCE - type 114 - Forces |
| 868 |
|
|
|
| 869 |
|
|
Forces are a very 'thin' type. They don't have much behaviour other than |
| 870 |
elmex |
1.5 |
disappearing after a time and/or affecting the player if they are in his |
| 871 |
|
|
inventory. |
| 872 |
elmex |
1.4 |
|
| 873 |
|
|
Forces only take effect on the player if they have set FLAG_APPLIED. |
| 874 |
|
|
|
| 875 |
|
|
Whether the duration field is processed or not a tick is controlled via the |
| 876 |
|
|
speed and speed_left field. Look above at the generic description of these |
| 877 |
|
|
fields. |
| 878 |
|
|
|
| 879 |
elmex |
1.7 |
NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
| 880 |
|
|
like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
| 881 |
|
|
0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
| 882 |
|
|
If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
| 883 |
|
|
Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
| 884 |
|
|
|
| 885 |
elmex |
1.4 |
=over 4 |
| 886 |
|
|
|
| 887 |
|
|
=item duration |
| 888 |
|
|
|
| 889 |
elmex |
1.5 |
While this field is greater than 0 the force/object is not destroyed. It is |
| 890 |
|
|
decreased each tick by 1. |
| 891 |
elmex |
1.4 |
|
| 892 |
|
|
If it reaches 0 the force/object is destroyed. |
| 893 |
|
|
|
| 894 |
|
|
This field can have this meaning for B<any> object if that object has |
| 895 |
|
|
FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
| 896 |
|
|
what happens then. |
| 897 |
|
|
|
| 898 |
|
|
=back |
| 899 |
|
|
|
| 900 |
|
|
=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
| 901 |
|
|
|
| 902 |
elmex |
1.5 |
This object is generated by the POTION code when the potion is a resistance |
| 903 |
|
|
giving potion. It has mainly the same behaviour as a FORCE. |
| 904 |
elmex |
1.4 |
|
| 905 |
|
|
The specialty of the potion effect is that the resistancy it gives is absolute, |
| 906 |
elmex |
1.5 |
so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
| 907 |
|
|
fire. |
| 908 |
elmex |
1.4 |
|
| 909 |
|
|
Multiple potion effects only give you the maximum of their resistancy. |