1 |
=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION |
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|
3 |
Here is all information about the object types Deliantra |
4 |
supports at the moment. This is not a complete documentation (yet) |
5 |
and browsing the source is still recommended to learn about |
6 |
the objects that aren't documented here. |
7 |
|
8 |
This documentation is in a sketchy state. It's mostly |
9 |
used to collect notes about the internal behaviour of the |
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objects. |
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|
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=head2 About the notation and terms |
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|
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The term 'archetype' stands for a collection of fields. |
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The term 'object' stands for an archetype instance. |
16 |
The term 'field' is used for an object fields and archetype fields. |
17 |
|
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Field names will be displayed like this: I<fieldname> |
19 |
|
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Type names will be displayed like this: B<TYPENAME> |
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|
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Flag names will be displayer like this: FLAG_NAME |
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|
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=head2 About archetypes and objects |
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|
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Archetypes are 'templates' of objects. If an object is derived |
27 |
from an archetype the object fields will be set to the corresponding |
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fields in the archetype. |
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|
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When a map is instanciated (loaded), the 'object' description on the |
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map are considered patches of the archetype. |
32 |
|
33 |
This document does explain the behaviour of the objects and the meaning of |
34 |
their fields in the server engine, which are derived from archetypes. |
35 |
|
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This is an example of an archetype: |
37 |
|
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Object button_trigger |
39 |
name button |
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type 30 |
41 |
face button_sma.111 |
42 |
anim |
43 |
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 |
48 |
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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|
56 |
The first B<field> is I<name>: 'button_trigger', which basically means that |
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instances (objects) that are created/derived from this archetype have the |
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name 'button' (which means that the field I<name> of the object will be set |
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to the same value as the archetypes field I<name>). |
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|
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The next field I<type> decides the behaviour of objects derived from 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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|
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#define TRIGGER_BUTTON 30 |
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|
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The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED. |
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For more information on this look in the Flags subsection in the next section |
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|
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The following documentation will also document the meaning of internal used |
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fields of objects. These fields are marked as (internal) and can't |
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or shouldn't be set by an archetype. |
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|
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=head2 Description of (mostly) generic object fields |
75 |
|
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These are the fields that most of the objects have and/or their |
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default behaviour. |
78 |
|
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=over 4 |
80 |
|
81 |
=item I<name> <string> |
82 |
|
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The name of the object. |
84 |
|
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=item I<name_pl> <string> |
86 |
|
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The name of a collection of these objects (the plural of the name). |
88 |
|
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=item I<face> <facename> |
90 |
|
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The graphical appearance of this object. |
92 |
|
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=item I<x> <number> |
94 |
|
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The x position of the object when it is on a map. |
96 |
|
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=item I<y> <number> |
98 |
|
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The y position of the object when it is on a map. |
100 |
|
101 |
=item I<map> (internal) |
102 |
|
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The map the object is on. |
104 |
|
105 |
=item I<invisible> <number> |
106 |
|
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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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|
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For non-player objects this field is not changed by server ticks. |
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|
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=item I<glow_radius> <number> |
114 |
|
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This field indicates how far an object glows. Default is a radius of 0 (no |
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glowing at all). |
117 |
|
118 |
=item I<speed> <number> |
119 |
|
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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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|
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If I<speed> 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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|
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=item I<speed_left> <number> |
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|
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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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|
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- speed_left is decreased by 1 |
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- and this object is processed and experiences a server tick. |
133 |
|
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If the object is on the active list and I<speed_left> is lower or |
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equal to 0 the absolute value of the I<speed> is added to I<speed_left> |
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on the end of the tick. |
137 |
|
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This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) |
139 |
the more seldom the object is processed. And the higher I<speed> is |
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the more often the object is processed. |
141 |
|
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=item I<connected> <number> |
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|
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When this field is set the object will be linked to a connection with the |
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id <number>. What happens when the connection is 'activated' depends on the |
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type of the object. |
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|
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FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control |
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when to activate the object, see description of these below for further details. |
150 |
|
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=item I<no_drop> (0|1) |
152 |
|
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Sets the flag FLAG_NO_DROP. |
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See Flags section below. |
155 |
|
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=item I<applied> (0|1) |
157 |
|
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Sets the flag FLAG_APPLIED. |
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See Flags section below. |
160 |
|
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=item I<is_used_up> (0|1) |
162 |
|
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Sets the flag FLAG_IS_USED_UP. |
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See Flags section below. |
165 |
|
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=item I<changing> (0|1) |
167 |
|
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Sets the flag FLAG_CHANGING. |
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See Flags section below. |
170 |
|
171 |
=item I<auto_apply> (0|1) |
172 |
|
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Sets the flag FLAG_AUTO_APPLY. |
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See Flags section below. |
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|
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=item I<no_steal> (0|1) |
177 |
|
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Sets the flag FLAG_NO_STEAL. |
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See Flags section below. |
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|
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=item I<reflecting> (0|1) |
182 |
|
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Sets the flag FLAG_REFLECTING. |
184 |
See Flags section below. |
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|
186 |
=item I<reflect_spell> (0|1) |
187 |
|
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Sets the flag FLAG_REFL_SPELL. |
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See Flags section below. |
190 |
|
191 |
=item I<no_skill_ident> (0|1) |
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|
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Sets the flag FLAG_NO_SKILL_IDENT. |
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See Flags section below. |
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|
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=item I<activate_on_push> (0|1) (default: 1) |
197 |
|
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Sets the flag FLAG_ACTIVATE_ON_PUSH. |
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See Flags section below. |
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|
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=item I<activate_on_release> (0|1) (default: 1) |
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|
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Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
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See Flags section below. |
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|
206 |
=item I<is_lightable> (0|1) |
207 |
|
208 |
Sets the flag FLAG_IS_LIGHTABLE. |
209 |
See Flags section below. |
210 |
|
211 |
=item I<editable> (more than deprecated) |
212 |
|
213 |
This field had a special meaning for crossedit, which used parts |
214 |
of the server code for editing. Wherever you see this field 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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|
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=back |
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|
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=head3 Flags |
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|
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Here are the effects of the flags described. |
223 |
|
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=over 4 |
225 |
|
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=item FLAG_NO_DROP |
227 |
|
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An object can't be picked up and dropped. |
229 |
|
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=item FLAG_APPLIED |
231 |
|
232 |
This flag mostly states whether this object has been 'applied' by the player. |
233 |
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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|
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For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance |
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of flags from objects in his inventory is toggled by this flag. |
238 |
|
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=item FLAG_IS_USED_UP |
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|
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This flag controls whether an object is 'used up'. If it is set I<food> |
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is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0. |
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|
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If also the flag FLAG_APPLIED is set, the I<duration> field controls whether |
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this object is removed or not, see the B<FORCE> type below for the meaning |
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of the duration field in this context. |
247 |
|
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If FLAG_APPLIED is not set the object is destroyed. |
249 |
|
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=item FLAG_CHANGING |
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|
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If the I<state> field of the object is 0 the object will be processed periodically |
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(if I<speed> is set). If the I<state> field is 1 it won't be processed. |
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|
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This flag indicates that the object is changing into a different object. |
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The object has to have the I<other_arch> field set. The object the changing object |
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changes into is derived from the archetype in I<other_arch>. |
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|
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When the object does not have FLAG_ALIVE set the I<food> field will be decremented |
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each time the object is processed, and if I<food> reaches 0 one new object will be generated. |
261 |
|
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When the object has FLAG_ALIVE set the I<food> field is the number of objects that |
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will be generated. |
264 |
|
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After the new object is created the I<hp> field from the old object is copied into |
266 |
the new one. |
267 |
|
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When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied |
269 |
to the new object. |
270 |
|
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=item FLAG_IS_A_TEMPLATE (internal use) |
272 |
|
273 |
This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, |
274 |
or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
275 |
|
276 |
=item FLAG_AUTO_APPLY |
277 |
|
278 |
This flag has currently only meaning for the B<TREASURE> type, see below. |
279 |
|
280 |
=item FLAG_ACTIVATE_ON_PUSH |
281 |
|
282 |
This flag has only meaning for objects that can be linked together |
283 |
by the I<connected> field and controls wether the object should |
284 |
be activated when the connection is 'pushed' or it is 'released'. |
285 |
|
286 |
What 'pushed' and 'released' means depends on the object that |
287 |
activates the connection. |
288 |
|
289 |
This flag is by default on. |
290 |
|
291 |
=item FLAG_ACTIVATE_ON_RELEASE |
292 |
|
293 |
This flag has only meaning for objects that can be linked together |
294 |
by the I<connected> field and controls wether the object should |
295 |
be activated when the connection is 'pushed' or it is 'released'. |
296 |
|
297 |
What 'pushed' and 'released' means depends on the object that |
298 |
activates the connection. |
299 |
|
300 |
This flag is by default on. |
301 |
|
302 |
=item FLAG_NO_STEAL |
303 |
|
304 |
When this flag is set this object can't be stolen. The flag will be |
305 |
resetted once the object is placed on a map. |
306 |
|
307 |
When this flag is set on a monster it can defent attempts of stealing |
308 |
(but in this context the flag is only used internally). |
309 |
|
310 |
=item FLAG_NO_SKILL_IDENT |
311 |
|
312 |
This flag is mostly used internal and prevents unidentified objects |
313 |
(objects which don't have FLAG_IDENTIFIED set) being identified |
314 |
multiple times by skills. |
315 |
|
316 |
This flag is used to mark objects which were unsuccessfully identified by a |
317 |
players skill. So that multiple tries of identifying aren't more effective than |
318 |
one. |
319 |
|
320 |
=item FLAG_REFLECTING |
321 |
|
322 |
This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW> |
323 |
to indicate whether this object reflects off walls. |
324 |
|
325 |
=item FLAG_REFL_SPELL |
326 |
|
327 |
This flag indicates whether something reflects spells, like spell reflecting |
328 |
amuletts. |
329 |
|
330 |
=item FLAG_IS_LIGHTABLE |
331 |
|
332 |
This flag indicates whether a B<LIGHTER> can light this object. See also the |
333 |
description of the B<LIGHTER> type. How easy you can light an item depends |
334 |
partially on the material of the object. |
335 |
|
336 |
=back |
337 |
|
338 |
=head2 Description of type specific fields and behaviour |
339 |
|
340 |
The beginning of the headers of the following subsection |
341 |
are the server internal names for the objects types, see include/define.h. |
342 |
|
343 |
=head3 B<TRANSPORT> - type 2 - Player transports |
344 |
|
345 |
This type is implemented by the transport extension and has currently no special |
346 |
fields that affect it. |
347 |
|
348 |
=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells |
349 |
|
350 |
Rods contain spells and can be fired by a player. |
351 |
|
352 |
=over 4 |
353 |
|
354 |
=item I<level> <number> |
355 |
|
356 |
This field is used for calculating the spell level that can be fired |
357 |
with this rod, it's also the maximum level of the spell that can be fired. |
358 |
The level of the spell that is being fired depends mostly on |
359 |
the 'use magic item' skill level of the player and 1/10 of the level of the |
360 |
rod is added as bonus. |
361 |
|
362 |
=item I<hp> <number> |
363 |
|
364 |
The amount of spellpoints this rod has left. Recharges at a rate of C<1 + |
365 |
maxhp/10> per tick. |
366 |
|
367 |
=item I<maxhp> <number> |
368 |
|
369 |
The maximum amount of spellpoints this rod has. |
370 |
|
371 |
=item I<skill> <skill name> |
372 |
|
373 |
This field determines which skill you need to apply this object. |
374 |
|
375 |
=back |
376 |
|
377 |
=head3 B<TREASURE> - type 4 - Treasures |
378 |
|
379 |
This type of objects are for random treasure generation in maps. |
380 |
If this object is applied by a player it will replace itself with it's |
381 |
inventory. If it is automatically applied |
382 |
generate a treasure and replace itself with the generated treasure. |
383 |
|
384 |
Chests are also of this type, their treasures are generated by |
385 |
the auto apply code on map instantiation. |
386 |
|
387 |
=over 4 |
388 |
|
389 |
=item I<hp> <number> |
390 |
|
391 |
The number of treasures to generate. |
392 |
|
393 |
=item I<exp> <level> |
394 |
|
395 |
If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
396 |
and the difficulty for the treasurecode only depends on the maps difficulty, |
397 |
otherwise the exp field has the following meaning: |
398 |
|
399 |
If this field is not 0 it is passed as the difficulty |
400 |
to the treasure generation code to determine how good, how much |
401 |
worth a treasure is or what bonuses it is given by the treasure code. |
402 |
|
403 |
If this field is not set or 0 the difficulty of the map is passed to the treasure |
404 |
generation code. |
405 |
|
406 |
=item I<randomitems> <treasurelist> |
407 |
|
408 |
The treasurelist to use to generate the treasure which is put in the |
409 |
treasure objects inventory. |
410 |
|
411 |
=back |
412 |
|
413 |
=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses |
414 |
|
415 |
These objects contain a spell and will emit it on apply, which most |
416 |
of the time has the meaning of 'drinking'. |
417 |
|
418 |
If no resistancy field, stat field or attacktype is set and no spell |
419 |
is put in the potion by the sp field or the randomitems the |
420 |
potion will become an artifact and the artifact code decides which kind |
421 |
of potion will be generated. |
422 |
|
423 |
If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
424 |
will yield an explosion and hurt the player. |
425 |
|
426 |
=over 4 |
427 |
|
428 |
=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number> |
429 |
|
430 |
These stat fields determine how many stat points the player gets |
431 |
when he applies this potion. |
432 |
|
433 |
If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
434 |
|
435 |
=item I<sp> <number> |
436 |
|
437 |
If this field is set and the randomitems field is not set |
438 |
the field is interpreted as spell number, please look the right |
439 |
number up in common/loader.C. |
440 |
|
441 |
If this field is set the randomitems field will be unset by the |
442 |
map loading code. |
443 |
|
444 |
=item I<attacktype> <attacktype> |
445 |
|
446 |
This field has some special meaning in potions, currently the |
447 |
bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
448 |
restoration potion or improvement potion. |
449 |
See include/attackinc.h for the bits of these types. |
450 |
|
451 |
If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
452 |
will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
453 |
set the player will be drained a random stat by inserting an ARCH_DEPLETION |
454 |
into him. |
455 |
|
456 |
If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
457 |
When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
458 |
|
459 |
=item I<resist_RESISTANCY> <number> |
460 |
|
461 |
If this stat is set and no spell is in the potion the potion |
462 |
will create a force that give the player this specific resistancy. |
463 |
The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
464 |
and the potion will last 10 times longer than the default force archetype |
465 |
FORCE_NAME (at the moment of this writing spell/force.arc). |
466 |
|
467 |
=item I<randomitems> <treasurelist> |
468 |
|
469 |
The inventory/spell of the potion will be created by calling the treasure code |
470 |
with the treasurelist specified here. (I guess it's highly undefined what |
471 |
happens if there is not a spell in the potions inventory). |
472 |
|
473 |
=item I<on_use_yield> <archetype> |
474 |
|
475 |
When this object is applied an instance of <archetype> will be created. |
476 |
|
477 |
=item I<subtypes> <potion subtype> |
478 |
|
479 |
see include/spells.h for possible potion subtypes, there are currently 4: |
480 |
|
481 |
=over 4 |
482 |
|
483 |
=item POT_SPELL |
484 |
|
485 |
Unused, default behaiour of a potion. |
486 |
|
487 |
=item POT_DUST |
488 |
|
489 |
This potion can be thrown to cast the spell that it has in it's inventory, |
490 |
the behaviour is not defined if there is not a B<SPELL> in the inventory and the |
491 |
server will log an error. |
492 |
|
493 |
=item POT_FIGURINE |
494 |
|
495 |
Unused, default behaiour of a potion. |
496 |
|
497 |
=item POT_BALM |
498 |
|
499 |
Unused, default behaiour of a potion. |
500 |
|
501 |
=back |
502 |
|
503 |
=back |
504 |
|
505 |
=head3 B<FOOD> - type 6 - Eatable stuff |
506 |
|
507 |
This is for objects that are representing general eatables like |
508 |
beef or bread. |
509 |
|
510 |
The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they |
511 |
give different messages. |
512 |
|
513 |
The specialty of B<FLESH> is that it inherits the resistancies of the |
514 |
monsters it was generated in and will let dragons raise their resistancies |
515 |
with that. If the monster has the B<POISON> attacktype the B<FLESH> |
516 |
will change into B<POISON>. |
517 |
|
518 |
If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON> |
519 |
and if he doesn't find any of that he will start eating B<FLESH>. |
520 |
|
521 |
=over 4 |
522 |
|
523 |
=item I<title> <string> |
524 |
|
525 |
If the food has B<title> set or is cursed it is considered 'special', which |
526 |
means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>, |
527 |
I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects |
528 |
on the player. |
529 |
|
530 |
The higher the I<food> field is the longer the improvement of the player lasts |
531 |
(except for I<hp> and I<sp>). |
532 |
|
533 |
=item I<food> <number> |
534 |
|
535 |
This is the amount of food points the player gets when he eats this. |
536 |
|
537 |
=item I<on_use_yield> <archetype> |
538 |
|
539 |
When this object is applied an instance of <archetype> will be created. |
540 |
|
541 |
=back |
542 |
|
543 |
=head3 B<POISON> - type 7 - Poisonous stuff |
544 |
|
545 |
This type is for objects that can poison the player when he drinks/applies it. |
546 |
When applied it will hit the attacked with AT_POISON and will create |
547 |
a B<POISONING> object in the one who was hit. |
548 |
|
549 |
=over 4 |
550 |
|
551 |
=item I<level> <number> |
552 |
|
553 |
This field affects the probability of poisoning. The higher the level difference |
554 |
between the one who is hit and the poision the more probable it is the attacked |
555 |
one will be poisoned. |
556 |
|
557 |
=item I<slaying> <race> |
558 |
|
559 |
This field has the usual meaning of 'slaying', when the |
560 |
poisoned's race matches the I<slaying> field the damage done by the poison |
561 |
is multiplied by 3. |
562 |
|
563 |
=item I<hp> <number> |
564 |
|
565 |
This is the amount of damage the player will receive from applying this. The |
566 |
attacktype AT_POISON will be used to hit the player and the damage will |
567 |
determine the strenght, duration and depletion of stats of the poisoning. The |
568 |
created B<POISONING> object which is being placed in the one who was attacked will |
569 |
get the damage from this field (which is maybe adjusted by slaying or the |
570 |
resistancies). |
571 |
|
572 |
=item I<food> <number> |
573 |
|
574 |
1/4 of <number> will be drained from the players I<food>. |
575 |
|
576 |
=item I<on_use_yield> <archetype> |
577 |
|
578 |
When this object is applied an instance of <archetype> will be created. |
579 |
|
580 |
=back |
581 |
|
582 |
=head3 B<BOOK> - type 8 - Readable books |
583 |
|
584 |
This type is basically for representing text books in the game. |
585 |
|
586 |
Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
587 |
|
588 |
=over 4 |
589 |
|
590 |
=item I<msg> <text> |
591 |
|
592 |
This is the contents of the book. When this field is unset |
593 |
at treasure generation a random text will be inserted. |
594 |
|
595 |
=item I<skill> <skill name> |
596 |
|
597 |
The skill required to read this book. (The most resonable |
598 |
skill would be literacy). |
599 |
|
600 |
=item I<exp> <number> |
601 |
|
602 |
The experience points the player get for reading this book. |
603 |
|
604 |
=item I<subtype> <readable subtype> |
605 |
|
606 |
This field determines the type of the readable. |
607 |
Please see common/readable.C in the readable_message_types table. |
608 |
|
609 |
=back |
610 |
|
611 |
=head3 B<CLOCK> - type 9 - Clocks |
612 |
|
613 |
This type of objects just display the time when being applied. |
614 |
|
615 |
=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT) |
616 |
|
617 |
This is a spell effect of a moving bolt. It moves straigt forward |
618 |
through the map until something blocks it. |
619 |
If FLAG_REFLECTING is set it even reflects on walls. |
620 |
|
621 |
FLAG_IS_TURNABLE should be set on these objects. |
622 |
|
623 |
=over 4 |
624 |
|
625 |
=item I<move_type> <movetype> |
626 |
|
627 |
This field affects the move type with which the lightning moves through |
628 |
the map and which map cells will reflect or block it. |
629 |
|
630 |
=item I<attacktype> <attacktype> |
631 |
|
632 |
The attacktype with which it hits the objects on the map. |
633 |
|
634 |
=item I<dam> <number> |
635 |
|
636 |
The damage this bolt inflicts when it hits objects on the map. |
637 |
|
638 |
=item I<Dex> <number> |
639 |
|
640 |
This is the fork percentage, it is reduced by 10 per fork. |
641 |
And the I<dam> field is halved on each fork. |
642 |
|
643 |
=item I<Con> (internal) |
644 |
|
645 |
This value is a percentage of which the forking lightning |
646 |
is deflected to the left. This value should be mostly used internally. |
647 |
|
648 |
=item I<duration> <number> |
649 |
|
650 |
The duration the bolt stays on a map cell. This field is decreased each time |
651 |
the object is processed (see the meaning of I<speed> and I<speed_left> fields in |
652 |
the generic object field description). |
653 |
|
654 |
=item I<range> <number> |
655 |
|
656 |
This is the range of the bolt, each space it advances this field is decreased. |
657 |
|
658 |
=back |
659 |
|
660 |
=head3 B<ARROW> - type 13 - Arrows |
661 |
|
662 |
This is the type for objects that represent projectiles like arrows. |
663 |
The movement of B<THROWN_OBJ>s behave similar to this type. |
664 |
|
665 |
Flying arrows are stopped either when they hit something blocking |
666 |
(I<move_block>) or something which is alive. |
667 |
If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE |
668 |
set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict |
669 |
damage with a small chance which is affected by the I<level> field of the arrow. |
670 |
|
671 |
If FLAG_REFLECTING is set on the arrow it will bounce off everything |
672 |
that is not alive and blocks it's movement. |
673 |
|
674 |
When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying> |
675 |
fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of |
676 |
the object, to restore them once the arrow has been stopped. |
677 |
|
678 |
=over 4 |
679 |
|
680 |
=item I<dam> <number> |
681 |
|
682 |
The amount of damage that is being done to the victim that gets hit. |
683 |
This field is recomputed when the arrow is fired and will consist |
684 |
of the sum of a damage bonus (see description of the B<BOW> type), |
685 |
the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field |
686 |
and the arrows I<magic> field. |
687 |
|
688 |
=item I<wc> <number> |
689 |
|
690 |
The weapon class of the arrow, which has effect on the probability of hitting. |
691 |
|
692 |
It is recomputed when the arrow is being fired by this formula: |
693 |
|
694 |
wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
695 |
- dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
696 |
|
697 |
When the arrow is not being shot by an player dex_bonus and thaco_bonus and the |
698 |
level is not added. |
699 |
|
700 |
wc_mod is dependend on the fire mode of the bow. For a more detailed |
701 |
explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. |
702 |
|
703 |
=item I<magic> <number> |
704 |
|
705 |
This field is added to the damage of the arrow when it is shot and |
706 |
will also improve it's I<speed> by 1/5 of it's value. |
707 |
|
708 |
=item I<attacktype> <attacktype> |
709 |
|
710 |
Bitfield which decides the attacktype of the damage, see include/attackinc.h |
711 |
On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. |
712 |
|
713 |
=item I<level> <number> (interally used) |
714 |
|
715 |
The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE, |
716 |
see above in the B<ARROW> description. |
717 |
|
718 |
The I<level> is set when the arrow is fired to either the skill level or the |
719 |
shooters level. |
720 |
|
721 |
=item I<speed> <number> (internal) |
722 |
|
723 |
This field shouldn't be set directly in the archetype, the arrow will get it's |
724 |
I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the |
725 |
arrow will be stopped immediatly. |
726 |
|
727 |
On fireing the I<speed> of the arrow is computed of 1/5 of the |
728 |
sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7 |
729 |
of the bows I<dam> field is added to the I<speed> of the arrow. |
730 |
|
731 |
The minimum I<speed> of an arrow is 1.0. |
732 |
|
733 |
While flying the arrows I<speed> is decreased by 0.05 each time it's moved. |
734 |
|
735 |
If the I<speed> is above 10.0 it goes straight through the creature it hits and |
736 |
it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is |
737 |
stopped and either sticked into the victim (see I<weight> field description) or |
738 |
put on it's map square (if it didn't break, see description of the I<food> field). |
739 |
|
740 |
=item I<weight> <number> |
741 |
|
742 |
This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) |
743 |
the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
744 |
|
745 |
=item I<food> <number> |
746 |
|
747 |
The breaking percentage. 100 (%) means: breaks on usage for sure. |
748 |
|
749 |
=item I<inventory> (internal) |
750 |
|
751 |
If the flying/moving object has something in it's inventory and it stops, it |
752 |
will be replaced with it's inventory. Otherwise it will be handled as usual, |
753 |
which means: it will be calculated whether the arrow breaks and it will be |
754 |
reset for reuse. |
755 |
|
756 |
=item I<slaying> <string> |
757 |
|
758 |
When the bow that fires this arrow has it's I<slaying> field set it is copied |
759 |
to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains. |
760 |
|
761 |
=item I<move_type> <movetype> (internally used) |
762 |
|
763 |
This field is set when the arrow is shot to MOVE_FLY_LOW. |
764 |
|
765 |
=item I<move_on> <movetype> (internally used) |
766 |
|
767 |
This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. |
768 |
|
769 |
=item I<race> <string> |
770 |
|
771 |
The I<race> field is a unique key that assigns arrows, bows and quivers. When |
772 |
shooting an arrow the bows I<race> is used to search for arrows (which have the |
773 |
same I<race> as the bow) in the players inventory and will recursively search in |
774 |
the containers (which are applied and have the same I<race> as the bow and the arrow). |
775 |
|
776 |
=back |
777 |
|
778 |
=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s |
779 |
|
780 |
TODO, but take into account B<ARROW> description above! |
781 |
|
782 |
=head3 B<WEAPON> - type 15 - Weapons |
783 |
|
784 |
This type is for general hack and slash weapons like swords, maces |
785 |
and daggers and and .... |
786 |
|
787 |
=over 4 |
788 |
|
789 |
=item I<weapontype> <type id> |
790 |
|
791 |
decides what attackmessages are generated, see include/define.h |
792 |
|
793 |
=item I<attacktype> <bitmask> |
794 |
|
795 |
bitfield which decides the attacktype of the damage, see include/attackinc.h |
796 |
|
797 |
=item I<dam> <number> |
798 |
|
799 |
amount of damage being done with the attacktype |
800 |
|
801 |
=item I<item_power> <level> |
802 |
|
803 |
the itempower of this weapon. |
804 |
|
805 |
=item I<name> |
806 |
|
807 |
the name of the weapon. |
808 |
|
809 |
=item I<level> (internal) |
810 |
|
811 |
The improvement state of the weapon. |
812 |
If this field is greater than 0 the I<name> field starts with the |
813 |
characters name who improved this weapon. |
814 |
|
815 |
=item I<last_eat> (internal) |
816 |
|
817 |
This seems to be the amount of improvements of a weapon, |
818 |
the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
819 |
|
820 |
((who->level / 5) + 5) >= op->last_eat |
821 |
|
822 |
=item I<last_sp> |
823 |
|
824 |
the weapon speed (see magic description) |
825 |
|
826 |
=item I<food> <number> |
827 |
|
828 |
addition to food regeneration of the player |
829 |
|
830 |
=item I<hp> <number> |
831 |
|
832 |
addition to health regeneration |
833 |
|
834 |
=item I<sp> <number> |
835 |
|
836 |
addition to mana regeneration |
837 |
|
838 |
=item I<grace> <number> |
839 |
|
840 |
addititon to grace regeneration |
841 |
|
842 |
=item I<gen_sp_armour> <number> |
843 |
|
844 |
the players I<gen_sp_armour> field (which is per default 10) is being added the |
845 |
<number> amount. gen_sp_armour seems to be a factor with which gen_sp in |
846 |
do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of |
847 |
I<gen_sp_armour> limits the amout of regenerated spellpoints. |
848 |
|
849 |
Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
850 |
I<sp> regeneration. |
851 |
|
852 |
=item I<body_BODYSLOT> |
853 |
|
854 |
The part/slot of the body you need to use this weapon, possible values for |
855 |
C<BODYSLOT> should be looked up in common/item.C at body_locations. |
856 |
|
857 |
The value (in the range C<-7..7>) gives the number of those body slots |
858 |
used up by the item (if negative) or the number of body slots this object |
859 |
has (if positive, e.g. for monsters or players). The special value C<0> |
860 |
indicates that this object cannot equip items requiring these body slots. |
861 |
|
862 |
=item I<resist_RESISTANCY> <number> |
863 |
|
864 |
this is the factor with which the difference of the players resistancy and 100% |
865 |
is multiplied, something like this: |
866 |
|
867 |
additional_resistancy = (100 - current_resistancy) * (<number>/100) |
868 |
|
869 |
if <number> is negative it is added to the total vulnerabilities, |
870 |
and later the total resistance is decided by: |
871 |
|
872 |
'total resistance = total protections - total vulnerabilities' |
873 |
|
874 |
see also common/living.C:fix_player. |
875 |
|
876 |
=item I<path_(attuned|repelled|denied)> |
877 |
|
878 |
this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
879 |
for the pathes. |
880 |
|
881 |
=item I<luck> <number> |
882 |
|
883 |
this luck is added to the players I<luck> |
884 |
|
885 |
=item I<move_type> |
886 |
|
887 |
if the weapon has a I<move_type> set the player inherits it's I<move_type> |
888 |
|
889 |
=item I<exp> <number> |
890 |
|
891 |
the added_speed and bonus_speed of the player is raised by <number>/3. |
892 |
if <number> < 0 then the added_speed is decreased by <number> |
893 |
|
894 |
=item I<weight> |
895 |
|
896 |
the weight of the weapon |
897 |
|
898 |
=item I<magic> |
899 |
|
900 |
the I<magic> field affects the amounts of the following fields: |
901 |
|
902 |
- wc : the players wc is adjusted by: player->wc -= (wc + magic) |
903 |
|
904 |
- ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
905 |
|
906 |
- dam: the players dam is adjusted by: player->dam += (dam + magic) |
907 |
|
908 |
- weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
909 |
(minium is 0) |
910 |
|
911 |
=item I<ac> <number> |
912 |
|
913 |
the amount of ac points the player's I<ac> is decreased when applying this object. |
914 |
|
915 |
=item I<wc> <number> |
916 |
|
917 |
the amount of wc points the player's I<wc> is decreased when applying this object. |
918 |
|
919 |
=back |
920 |
|
921 |
=head4 Player inherits following flags from weapons: |
922 |
|
923 |
FLAG_LIFESAVE |
924 |
FLAG_REFL_SPELL |
925 |
FLAG_REFL_MISSILE |
926 |
FLAG_STEALTH |
927 |
FLAG_XRAYS |
928 |
FLAG_BLIND |
929 |
FLAG_SEE_IN_DARK |
930 |
FLAG_UNDEAD |
931 |
|
932 |
=head3 B<GRIMREAPER> - type 28 - Grimreapers |
933 |
|
934 |
These type are mostly used for monsters, they give the |
935 |
monster the ability to dissapear after 10 hits with AT_DRAIN. |
936 |
|
937 |
=over 4 |
938 |
|
939 |
=item I<value> <number> |
940 |
|
941 |
This field stores the hits the monster did yet. |
942 |
|
943 |
=back |
944 |
|
945 |
=head3 B<CREATOR> - type 42 - Object creators |
946 |
|
947 |
Once a creator is activated by a connection it creates a number of objects |
948 |
(cloned from it's inventory or a new object derived from the archetype |
949 |
named in the other_arch slot). |
950 |
|
951 |
If FLAG_LIVESAFE is set the number of uses is unlimited. |
952 |
|
953 |
=over 4 |
954 |
|
955 |
=item I<hp> <number> |
956 |
|
957 |
If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
958 |
be used. |
959 |
|
960 |
=item I<speed> <number> |
961 |
|
962 |
If I<speed> is set the creator will create an object periodically, |
963 |
see I<speed> and I<speed_left> fields in the general object field description |
964 |
for more details. |
965 |
|
966 |
=item I<slaying> <string> |
967 |
|
968 |
If set the generated object's name and title will be set to this. |
969 |
|
970 |
=item I<other_arch> <string> |
971 |
|
972 |
If the inventory of the creator is empty new objects will be derived from the |
973 |
archetype named by <string>. |
974 |
|
975 |
=item I<connected> <number> |
976 |
|
977 |
See generic object field description. |
978 |
|
979 |
=back |
980 |
|
981 |
=head3 B<DRINK> - type 54 - Drinkable stuff |
982 |
|
983 |
See B<FOOD> description. |
984 |
|
985 |
=head3 B<CHECK_INV> - type 64 - Inventory checkers |
986 |
|
987 |
This object checks whether the player has a specific item in his |
988 |
inventory when he moves above the inventory checker. If the player has |
989 |
the item (or not, which can be controlled with a flag) a connection will be triggered. |
990 |
|
991 |
If you set I<move_block> you can deny players and monsters to reach the space where |
992 |
the inventory checker is on, see I<move_block> description below. |
993 |
|
994 |
The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated. |
995 |
So matching one of those conditions is enough. |
996 |
|
997 |
=over 4 |
998 |
|
999 |
=item I<move_block> <move type bitmask> |
1000 |
|
1001 |
If you set this field to block a movetype the move code will block any moves |
1002 |
onto the space with the inventory checker, IF the moving object doesn't have |
1003 |
(or has - if I<last_sp> = 0) the item that the checker is searching for. |
1004 |
|
1005 |
=item I<last_sp> (0|1) |
1006 |
|
1007 |
If I<last_sp> is 1 'having' the item that is being checked for will |
1008 |
activate the connection or make the space with the checker non-blocking. |
1009 |
If I<last_sp> is 0 'not having' the item will activate the connection |
1010 |
or make the space with the checker non-blocking. |
1011 |
|
1012 |
=item I<last_heal> (0|1) |
1013 |
|
1014 |
If I<last_heal> is 1 the matching item will be removed if the inventory checker |
1015 |
activates a connection and finds the item in the inventory. |
1016 |
|
1017 |
(A inventory checker that blocks a space won't remove anything from inventories) |
1018 |
|
1019 |
=item I<hp> <number> |
1020 |
|
1021 |
If this field is not 0 the inventory checker will search for an object |
1022 |
with the type id <number>. |
1023 |
|
1024 |
=item I<slaying> <string> |
1025 |
|
1026 |
If this field is set the inventory checker will search for an object that |
1027 |
has the same string in the I<slaying> field (for example a key string of a key). |
1028 |
|
1029 |
=item I<race> <string> |
1030 |
|
1031 |
If this field is set the inventory checker will search for an object which |
1032 |
has the archetype name that matches <string>. |
1033 |
|
1034 |
=item I<connected> <connection id> |
1035 |
|
1036 |
This is the connection that will be activated. The connection is |
1037 |
'pushed' when someone enters the space with the inventory checker, |
1038 |
and it is 'released' when he leaves it. |
1039 |
|
1040 |
See also the description of the I<connected> field in the generic object field |
1041 |
section. |
1042 |
|
1043 |
=back |
1044 |
|
1045 |
=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters |
1046 |
|
1047 |
speed == 0 for triggered mood changes, speed != 0 for non-triggered mood |
1048 |
changes. |
1049 |
|
1050 |
(based on value that last_sp takes): |
1051 |
0: 'furious' Makes all monsters aggressive |
1052 |
1: 'angry' As above but pets are unaffected |
1053 |
2: 'calm' Makes all monsters unaggressive |
1054 |
3: 'sleep' Puts all monsters to sleep |
1055 |
4: 'charm' Makes monster into a pet of person |
1056 |
who triggers the square. This setting |
1057 |
is not enabled for continous operation |
1058 |
5: 'destroy mons' destroy any monsters on this space |
1059 |
6: 'destroy pets' destroy friendly monsters on this space |
1060 |
|
1061 |
=head3 B<FLESH> - type 72 - Organs and body parts |
1062 |
|
1063 |
See B<FOOD> description. |
1064 |
|
1065 |
=head3 B<MISC_OBJECT> - type 79 - Misc. objects |
1066 |
|
1067 |
A type for any object that has no special behaviour. |
1068 |
|
1069 |
=head3 B<LAMP> - type 82 - A lamp |
1070 |
|
1071 |
This object represents a lamp, that can be carried and switched |
1072 |
on and off and has a certain amount of fuel in it. |
1073 |
|
1074 |
A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype. |
1075 |
Each of them should point at the other one with it's I<other_arch> field. |
1076 |
|
1077 |
See the I<other_arch> field for the behaviour of a lamp object when it is applied. |
1078 |
|
1079 |
If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off |
1080 |
with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE. |
1081 |
|
1082 |
=over 4 |
1083 |
|
1084 |
=item I<glow_radius> <number> |
1085 |
|
1086 |
The radius of the light that the lamp emits, see also I<glow_radius> in the |
1087 |
generic object flags description. |
1088 |
|
1089 |
=item I<speed> <number> |
1090 |
|
1091 |
If FLAG_CHANGING is set the I<speed> field will indicate how fast the |
1092 |
lamp burns it's fuel (I<food>). |
1093 |
|
1094 |
Setting FLAG_CHANGING makes only sense on the archetype which represents |
1095 |
the 'on' state of the lamp. |
1096 |
|
1097 |
See also the description of FLAG_CHANGING. |
1098 |
|
1099 |
Lamps which have no FLAG_CHANGING set would also make sense and represent |
1100 |
lamps that never burn up. |
1101 |
|
1102 |
=item I<other_arch> <number> |
1103 |
|
1104 |
This is the field that points to the 'other' archetype which represents the |
1105 |
opposite state of the lamp. The newly from I<other_arch> derived object will |
1106 |
replace the current object and will get the value of I<food> of the replaced object. |
1107 |
|
1108 |
Rationale: |
1109 |
|
1110 |
When the lamp (on) is applied a new object is derived from the archetype |
1111 |
in I<other_arch> and the I<food> value is copied to it ('the fuel is |
1112 |
transferred'). The new lamp (off) object has to have a I<other_arch> field |
1113 |
which points to the archetype from which a lamp (on) can be derived. |
1114 |
|
1115 |
=item I<food> <number> |
1116 |
|
1117 |
This fields stands for the fuel of the lamp. |
1118 |
|
1119 |
=back |
1120 |
|
1121 |
=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators |
1122 |
|
1123 |
This type of objects multiplies objects that are above it when it is activated. |
1124 |
You can even multiply by 0, which will destroy the object. |
1125 |
|
1126 |
=over 4 |
1127 |
|
1128 |
=item I<level> <number> |
1129 |
|
1130 |
The multiplicator, if set to 0 or lower it will destroy the objects above it. |
1131 |
|
1132 |
=item I<other_arch> <string> |
1133 |
|
1134 |
The archetype name of the objects that should be multiplied. |
1135 |
|
1136 |
=item I<connected> <number> |
1137 |
|
1138 |
See generic object field description. |
1139 |
|
1140 |
=back |
1141 |
|
1142 |
=head3 B<HOLE> - type 94 - Holes |
1143 |
|
1144 |
B<HOLE>s are holes in the ground where objects can fall through. When the hole |
1145 |
opens and/or is completly open all objects above it fall through (more |
1146 |
precisely: if their head is above the hole). |
1147 |
|
1148 |
When the B<HOLE> is activated it's speed is set to 0.5. |
1149 |
|
1150 |
These holes can only transfer the one who falls through to other coordinates |
1151 |
on the same map. |
1152 |
|
1153 |
=over 4 |
1154 |
|
1155 |
=item I<maxsp> (0|1) |
1156 |
|
1157 |
This field negates the state of the connection: When maxsp is 1 the pit will |
1158 |
open/close when the connection is deactivated. Otherwise it will open/close |
1159 |
when the connection is activated. This field only has effect when the |
1160 |
connection is triggered. So if you put a closed hole on a map, and the |
1161 |
connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the |
1162 |
connection was triggered once. |
1163 |
|
1164 |
=item I<connected> <connection id> |
1165 |
|
1166 |
This is the connection id, which lets the hole opening or closing when |
1167 |
activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
1168 |
at which connection state the object is activated. |
1169 |
|
1170 |
For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
1171 |
the connection is released. |
1172 |
|
1173 |
=item I<wc> <number> (internal) |
1174 |
|
1175 |
This is an internal field. If it is greater than 0 it means that the hole is not |
1176 |
yet fully open. More preciesly: this field is the animation-step and if it is |
1177 |
set to the 'closed' step of the animation the hole is closed and if it is on |
1178 |
the 'open' animation step (I<wc> = 0), the hole is open. |
1179 |
|
1180 |
=item I<sp> <number> |
1181 |
|
1182 |
The destination y coordinates on the same map. |
1183 |
|
1184 |
=item I<hp> <number> |
1185 |
|
1186 |
The destination x coordinates on the same map. |
1187 |
|
1188 |
=back |
1189 |
|
1190 |
=head3 B<POISONING> - type 105 - The poisoning of players and monsters |
1191 |
|
1192 |
This type is doing the actual damage to the ones who were attacked |
1193 |
via AT_POISON (or drank B<POISON>). |
1194 |
|
1195 |
The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
1196 |
there for details). |
1197 |
|
1198 |
=over 4 |
1199 |
|
1200 |
=item I<dam> <number> |
1201 |
|
1202 |
Each time the poisoning is proccessed (which is determined by the I<speed> and |
1203 |
I<speed_left> fields, see the general object fields description above) it hits |
1204 |
the player with <number> damage and the AT_INTERNAL attacktype (means: it will |
1205 |
simply hit the player with no strings attached). |
1206 |
|
1207 |
=item I<food> <number> |
1208 |
|
1209 |
Just a note: The posioning is removed if I<food> == 1 and not if |
1210 |
the whole I<duration> is up, because the B<POISONING> code has to remove |
1211 |
the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
1212 |
deletes the B<POISONING> object. |
1213 |
|
1214 |
=back |
1215 |
|
1216 |
=head3 B<FORCE> - type 114 - Forces |
1217 |
|
1218 |
Forces are a very 'thin' type. They don't have much behaviour other than |
1219 |
disappearing after a time and/or affecting the player if they are in his |
1220 |
inventory. |
1221 |
|
1222 |
Forces only take effect on the player if they have FLAG_APPLIED set. |
1223 |
|
1224 |
Whether the I<duration> field is processed or not per tick is controlled by the |
1225 |
I<speed> and I<speed_left> fields. Look above in the generic object field description. |
1226 |
|
1227 |
NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also |
1228 |
interpreter like described in the description of the FLAG_IS_USED_UP flag. |
1229 |
BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force |
1230 |
will still last for I<duration>. If the FLAG_APPLIED is not set the force is |
1231 |
removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't |
1232 |
have good semantics on forces, try to avoid it. |
1233 |
|
1234 |
=over 4 |
1235 |
|
1236 |
=item I<duration> |
1237 |
|
1238 |
While this field is greater than 0 the force/object is not destroyed. It is |
1239 |
decreased each tick by 1. |
1240 |
|
1241 |
If it reaches 0 the force/object is destroyed. |
1242 |
|
1243 |
This field can have this meaning for B<any> object if that object has |
1244 |
FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
1245 |
what happens then. |
1246 |
|
1247 |
=back |
1248 |
|
1249 |
=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies) |
1250 |
|
1251 |
This object is generated by the B<POTION> code when the potion is a resistance |
1252 |
giving potion. It has mainly the same behaviour as a B<FORCE>. |
1253 |
|
1254 |
The specialty of the potion effect is that the resistancy it gives is absolute, |
1255 |
so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to |
1256 |
fire. |
1257 |
|
1258 |
Multiple potion effects only give you the maximum of their resistancy. |