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=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION |
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|
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Here is all information about the object types Deliantra |
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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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|
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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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|
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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. |
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The term 'field' is used for an object fields and archetype fields. |
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|
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Field names will be displayed like this: I<fieldname> |
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|
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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 |
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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. |
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|
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This document does explain the behaviour of the objects and the meaning of |
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their fields in the server engine, which are derived from archetypes. |
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|
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This is an example of an archetype: |
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|
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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.x11 |
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anim |
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button_sma.x11 |
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button_sma.x12 |
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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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|
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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 |
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|
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These are the fields that most of the objects have and/or their |
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default behaviour. |
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|
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=over 4 |
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|
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=item I<name> <string> |
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|
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The name of the object. |
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|
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=item I<name_pl> <string> |
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|
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The name of a collection of these objects (the plural of the name). |
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|
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=item I<face> <facename> |
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|
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The graphical appearance of this object. |
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|
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=item I<x> <number> |
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|
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The x position of the object when it is on a map. |
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|
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=item I<y> <number> |
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|
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The y position of the object when it is on a map. |
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|
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=item I<map> (internal) |
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|
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The map the object is on. |
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|
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=item I<invisible> <number> |
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|
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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> |
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|
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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). Negative glow radii darken areas - currently, negative |
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glow radii are stronger than positive ones. |
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|
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=item I<speed> <number> |
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|
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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. |
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|
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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. |
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|
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This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) |
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the more seldom the object is processed. And the higher I<speed> is |
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the more often the object is processed. |
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|
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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. |
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|
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=item I<no_drop> (0|1) |
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|
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Sets the flag FLAG_NO_DROP. |
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See Flags section below. |
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|
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=item I<applied> (0|1) |
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|
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Sets the flag FLAG_APPLIED. |
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See Flags section below. |
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|
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=item I<is_used_up> (0|1) |
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|
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Sets the flag FLAG_IS_USED_UP. |
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See Flags section below. |
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|
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=item I<changing> (0|1) |
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|
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Sets the flag FLAG_CHANGING. |
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See Flags section below. |
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|
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=item I<auto_apply> (0|1) |
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|
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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) |
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|
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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) |
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|
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Sets the flag FLAG_REFLECTING. |
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See Flags section below. |
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|
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=item I<reflect_spell> (0|1) |
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|
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Sets the flag FLAG_REFL_SPELL. |
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See Flags section below. |
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|
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=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) |
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|
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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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|
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=item I<is_lightable> (0|1) |
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|
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Sets the flag FLAG_IS_LIGHTABLE. |
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See Flags section below. |
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|
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=item I<editable> (more than deprecated) |
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|
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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 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. |
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|
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=over 4 |
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|
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=item FLAG_NO_DROP |
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|
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An object can't be picked up and dropped. |
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|
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=item FLAG_APPLIED |
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|
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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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|
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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. |
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|
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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. |
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|
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If FLAG_APPLIED is not set the object is destroyed. |
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|
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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. |
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|
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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. |
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|
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After the new object is created the I<hp> field from the old object is copied into |
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the new one. |
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|
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=item FLAG_IS_A_TEMPLATE (internal use) |
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|
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This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, |
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or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
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|
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=item FLAG_AUTO_APPLY |
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|
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This flag has currently only meaning for the B<TREASURE> type, see below. |
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|
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=item FLAG_ACTIVATE_ON_PUSH |
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|
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This flag has only meaning for objects that can be linked together |
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by the I<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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|
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What 'pushed' and 'released' means depends on the object that |
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activates the connection. |
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|
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This flag is by default on. |
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|
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=item FLAG_ACTIVATE_ON_RELEASE |
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|
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This flag has only meaning for objects that can be linked together |
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by the I<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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|
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What 'pushed' and 'released' means depends on the object that |
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activates the connection. |
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|
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This flag is by default on. |
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|
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=item FLAG_NO_STEAL |
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|
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When this flag is set this object can't be stolen. The flag will be |
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reset once the object is placed on a map. |
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|
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When this flag is set on a monster it can defend attempts at stealing |
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(but in this context the flag is only used internally). |
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|
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=item FLAG_NO_SKILL_IDENT |
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|
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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 |
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multiple times by skills. |
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|
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This flag is used to mark objects which were unsuccessfully identified by a |
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players skill. So that multiple tries of identifying aren't more effective than |
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one. |
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|
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=item FLAG_REFLECTING |
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|
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This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW> |
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to indicate whether this object reflects off walls. |
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|
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=item FLAG_REFL_SPELL |
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|
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This flag indicates whether something reflects spells, like spell reflecting |
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amuletts. |
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|
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=item FLAG_IS_LIGHTABLE |
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|
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This flag indicates whether a B<LIGHTER> can light this object. See also the |
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description of the B<LIGHTER> type. How easy you can light an item depends |
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partially on the material of the object. |
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|
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=item FLAG_MONSTER |
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|
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Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields |
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change their meaning, including: |
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|
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=over 4 |
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|
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=item I<wis> |
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|
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Governs the "wake-up radius" - the radius within a monster detects an enemy. |
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|
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Also, I<wis> governs pathfinding intelligence: 8 and up means the monster |
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will partake in basic smell finding. 10 and up additionally spreads smell |
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knowledge, and 15 and up additionally will try to perturb the path as to |
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find shortcuts. |
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|
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=back |
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|
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=back |
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|
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=head2 Description of type specific fields and behaviour |
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|
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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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|
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=head3 B<TRANSPORT> - type 2 - Player transports |
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|
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This type is implemented by the transport extension and has currently no special |
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fields that affect it. |
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|
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=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells |
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|
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Rods contain spells and can be fired by a player. |
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|
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=over 4 |
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|
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=item I<level> <number> |
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|
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This field 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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|
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=item I<hp> <number> |
| 379 |
|
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The amount of spellpoints this rod has left. Recharges at a rate of C<1 + |
| 381 |
maxhp/10> per tick. |
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|
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=item I<maxhp> <number> |
| 384 |
|
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The maximum amount of spellpoints this rod has. |
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|
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=item I<skill> <skill name> |
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|
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This field determines which skill you need to apply this object. |
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|
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=back |
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|
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=head3 B<TREASURE> - type 4 - Treasures |
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|
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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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|
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Chests are also of this type, their treasures are generated by |
| 401 |
the auto apply code on map instantiation. |
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|
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=over 4 |
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|
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=item I<hp> <number> |
| 406 |
|
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The number of treasures to generate. |
| 408 |
|
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=item I<exp> <level> |
| 410 |
|
| 411 |
If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
| 412 |
and the difficulty for the treasurecode only depends on the maps difficulty, |
| 413 |
otherwise the exp field has the following meaning: |
| 414 |
|
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If this field is not 0 it is passed as the difficulty |
| 416 |
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. |
| 418 |
|
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If this field is not set or 0 the difficulty of the map is passed to the treasure |
| 420 |
generation code. |
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|
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=item I<randomitems> <treasurelist> |
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|
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The treasurelist to use to generate the treasure which is put in the |
| 425 |
treasure objects inventory. |
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|
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=back |
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|
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=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses |
| 430 |
|
| 431 |
These objects contain a spell and will emit it on apply, which most |
| 432 |
of the time has the meaning of 'drinking'. |
| 433 |
|
| 434 |
If no resistancy field, stat field or attacktype is set and no spell |
| 435 |
is put in the potion by the sp field or the randomitems the |
| 436 |
potion will become an artifact and the artifact code decides which kind |
| 437 |
of potion will be generated. |
| 438 |
|
| 439 |
If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
| 440 |
will yield an explosion and hurt the player. |
| 441 |
|
| 442 |
=over 4 |
| 443 |
|
| 444 |
=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number> |
| 445 |
|
| 446 |
These stat fields determine how many stat points the player gets |
| 447 |
when he applies this potion. |
| 448 |
|
| 449 |
If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
| 450 |
|
| 451 |
=item I<sp> <number> |
| 452 |
|
| 453 |
If this field is set and the randomitems field is not set |
| 454 |
the field is interpreted as spell number, please look the right |
| 455 |
number up in common/loader.C. |
| 456 |
|
| 457 |
If this field is set the randomitems field will be unset by the |
| 458 |
map loading code. |
| 459 |
|
| 460 |
=item I<attacktype> <attacktype> |
| 461 |
|
| 462 |
This field has some special meaning in potions, currently the |
| 463 |
bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
| 464 |
restoration potion or improvement potion. |
| 465 |
See include/attackinc.h for the bits of these types. |
| 466 |
|
| 467 |
If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
| 468 |
will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
| 469 |
set the player will be drained a random stat by inserting an ARCH_DEPLETION |
| 470 |
into him. |
| 471 |
|
| 472 |
If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
| 473 |
When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
| 474 |
|
| 475 |
=item I<resist_RESISTANCY> <number> |
| 476 |
|
| 477 |
If this stat is set and no spell is in the potion the potion |
| 478 |
will create a force that give the player this specific resistancy. |
| 479 |
The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
| 480 |
and the potion will last 10 times longer than the default force archetype |
| 481 |
FORCE_NAME (at the moment of this writing spell/force.arc). |
| 482 |
|
| 483 |
=item I<randomitems> <treasurelist> |
| 484 |
|
| 485 |
The inventory/spell of the potion will be created by calling the treasure code |
| 486 |
with the treasurelist specified here. (I guess it's highly undefined what |
| 487 |
happens if there is not a spell in the potions inventory). |
| 488 |
|
| 489 |
=item I<on_use_yield> <archetype> |
| 490 |
|
| 491 |
When this object is applied an instance of <archetype> will be created. |
| 492 |
|
| 493 |
=item I<subtypes> <potion subtype> |
| 494 |
|
| 495 |
see include/spells.h for possible potion subtypes, there are currently 4: |
| 496 |
|
| 497 |
=over 4 |
| 498 |
|
| 499 |
=item POT_SPELL |
| 500 |
|
| 501 |
Unused, default behaiour of a potion. |
| 502 |
|
| 503 |
=item POT_DUST |
| 504 |
|
| 505 |
This potion can be thrown to cast the spell that it has in it's inventory, |
| 506 |
the behaviour is not defined if there is not a B<SPELL> in the inventory and the |
| 507 |
server will log an error. |
| 508 |
|
| 509 |
=item POT_FIGURINE |
| 510 |
|
| 511 |
Unused, default behaiour of a potion. |
| 512 |
|
| 513 |
=item POT_BALM |
| 514 |
|
| 515 |
Unused, default behaiour of a potion. |
| 516 |
|
| 517 |
=back |
| 518 |
|
| 519 |
=back |
| 520 |
|
| 521 |
=head3 B<FOOD> - type 6 - Edible stuff |
| 522 |
|
| 523 |
This is for objects that are representing general eatables like |
| 524 |
beef or bread. |
| 525 |
|
| 526 |
The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they |
| 527 |
give different messages. |
| 528 |
|
| 529 |
The specialty of B<FLESH> is that it inherits the resistancies of the |
| 530 |
monsters it was generated in and will let dragons raise their resistancies |
| 531 |
with that. If the monster has the B<POISON> attacktype the B<FLESH> |
| 532 |
will change into B<POISON>. |
| 533 |
|
| 534 |
If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON> |
| 535 |
and if he doesn't find any of that he will start eating B<FLESH>. |
| 536 |
|
| 537 |
=over 4 |
| 538 |
|
| 539 |
=item I<title> <string> |
| 540 |
|
| 541 |
If the food has B<title> set or is cursed it is considered 'special', which |
| 542 |
means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>, |
| 543 |
I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects |
| 544 |
on the player. |
| 545 |
|
| 546 |
The higher the I<food> field is the longer the improvement of the player lasts |
| 547 |
(except for I<hp> and I<sp>). |
| 548 |
|
| 549 |
=item I<food> <number> |
| 550 |
|
| 551 |
This is the amount of food points the player gets when he eats this. |
| 552 |
|
| 553 |
=item I<on_use_yield> <archetype> |
| 554 |
|
| 555 |
When this object is applied an instance of <archetype> will be created. |
| 556 |
|
| 557 |
=back |
| 558 |
|
| 559 |
=head3 B<POISON> - type 7 - Poisonous stuff |
| 560 |
|
| 561 |
This type is for objects that can poison the player when he drinks/applies it. |
| 562 |
When applied it will hit the attacked with AT_POISON and will create |
| 563 |
a B<POISONING> object in the one who was hit. |
| 564 |
|
| 565 |
=over 4 |
| 566 |
|
| 567 |
=item I<level> <number> |
| 568 |
|
| 569 |
This field affects the probability of poisoning. The higher the level difference |
| 570 |
between the one who is hit and the poision the more probable it is the attacked |
| 571 |
one will be poisoned. |
| 572 |
|
| 573 |
=item I<slaying> <race> |
| 574 |
|
| 575 |
This field has the usual meaning of 'slaying', when the |
| 576 |
poisoned's race matches the I<slaying> field the damage done by the poison |
| 577 |
is multiplied by 3. |
| 578 |
|
| 579 |
=item I<hp> <number> |
| 580 |
|
| 581 |
This is the amount of damage the player will receive from applying this. The |
| 582 |
attacktype AT_POISON will be used to hit the player and the damage will |
| 583 |
determine the strenght, duration and depletion of stats of the poisoning. The |
| 584 |
created B<POISONING> object which is being placed in the one who was attacked will |
| 585 |
get the damage from this field (which is maybe adjusted by slaying or the |
| 586 |
resistancies). |
| 587 |
|
| 588 |
=item I<food> <number> |
| 589 |
|
| 590 |
1/4 of <number> will be drained from the players I<food>. |
| 591 |
|
| 592 |
=item I<on_use_yield> <archetype> |
| 593 |
|
| 594 |
When this object is applied an instance of <archetype> will be created. |
| 595 |
|
| 596 |
=back |
| 597 |
|
| 598 |
=head3 B<BOOK> - type 8 - Readable books |
| 599 |
|
| 600 |
This type is basically for representing text books in the game. |
| 601 |
|
| 602 |
Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
| 603 |
|
| 604 |
=over 4 |
| 605 |
|
| 606 |
=item I<msg> <text> |
| 607 |
|
| 608 |
This is the contents of the book. When this field is unset |
| 609 |
at treasure generation a random text will be inserted. |
| 610 |
|
| 611 |
=item I<skill> <skill name> |
| 612 |
|
| 613 |
The skill required to read this book. (The most resonable |
| 614 |
skill would be literacy). |
| 615 |
|
| 616 |
=item I<exp> <number> |
| 617 |
|
| 618 |
The experience points the player get for reading this book. |
| 619 |
|
| 620 |
=item I<subtype> <readable subtype> |
| 621 |
|
| 622 |
This field determines the type of the readable. |
| 623 |
Please see common/readable.C in the readable_message_types table. |
| 624 |
|
| 625 |
=back |
| 626 |
|
| 627 |
=head3 B<CLOCK> - type 9 - Clocks |
| 628 |
|
| 629 |
This type of objects just display the time when being applied. |
| 630 |
|
| 631 |
=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT) |
| 632 |
|
| 633 |
This is a spell effect of a moving bolt. It moves straigt forward |
| 634 |
through the map until something blocks it. |
| 635 |
If FLAG_REFLECTING is set it even reflects on walls. |
| 636 |
|
| 637 |
FLAG_IS_TURNABLE should be set on these objects. |
| 638 |
|
| 639 |
=over 4 |
| 640 |
|
| 641 |
=item I<move_type> <movetype> |
| 642 |
|
| 643 |
This field affects the move type with which the lightning moves through |
| 644 |
the map and which map cells will reflect or block it. |
| 645 |
|
| 646 |
=item I<attacktype> <attacktype> |
| 647 |
|
| 648 |
The attacktype with which it hits the objects on the map. |
| 649 |
|
| 650 |
=item I<dam> <number> |
| 651 |
|
| 652 |
The damage this bolt inflicts when it hits objects on the map. |
| 653 |
|
| 654 |
=item I<Dex> <number> |
| 655 |
|
| 656 |
This is the fork percentage, it is reduced by 10 per fork. |
| 657 |
And the I<dam> field is halved on each fork. |
| 658 |
|
| 659 |
=item I<Con> (internal) |
| 660 |
|
| 661 |
This value is a percentage of which the forking lightning |
| 662 |
is deflected to the left. This value should be mostly used internally. |
| 663 |
|
| 664 |
=item I<duration> <number> |
| 665 |
|
| 666 |
The duration the bolt stays on a map cell. This field is decreased each time |
| 667 |
the object is processed (see the meaning of I<speed> and I<speed_left> fields in |
| 668 |
the generic object field description). |
| 669 |
|
| 670 |
=item I<range> <number> |
| 671 |
|
| 672 |
This is the range of the bolt, each space it advances this field is decreased. |
| 673 |
|
| 674 |
=back |
| 675 |
|
| 676 |
=head3 B<ARROW> - type 13 - Arrows |
| 677 |
|
| 678 |
This is the type for objects that represent projectiles like arrows. |
| 679 |
The movement of B<THROWN_OBJ>s behave similar to this type. |
| 680 |
|
| 681 |
Flying arrows are stopped either when they hit something blocking |
| 682 |
(I<move_block>) or something which is alive. |
| 683 |
If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE |
| 684 |
set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict |
| 685 |
damage with a small chance which is affected by the I<level> field of the arrow. |
| 686 |
|
| 687 |
If FLAG_REFLECTING is set on the arrow it will bounce off everything |
| 688 |
that is not alive and blocks it's movement. |
| 689 |
|
| 690 |
When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying> |
| 691 |
fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of |
| 692 |
the object, to restore them once the arrow has been stopped. |
| 693 |
|
| 694 |
=over 4 |
| 695 |
|
| 696 |
=item I<dam> <number> |
| 697 |
|
| 698 |
The amount of damage that is being done to the victim that gets hit. |
| 699 |
This field is recomputed when the arrow is fired and will consist |
| 700 |
of the sum of a damage bonus (see description of the B<BOW> type), |
| 701 |
the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field |
| 702 |
and the arrows I<magic> field. |
| 703 |
|
| 704 |
=item I<wc> <number> |
| 705 |
|
| 706 |
The weapon class of the arrow, which has effect on the probability of hitting. |
| 707 |
|
| 708 |
It is recomputed when the arrow is being fired by this formula: |
| 709 |
|
| 710 |
wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
| 711 |
- dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
| 712 |
|
| 713 |
When the arrow is not being shot by an player dex_bonus and thaco_bonus and the |
| 714 |
level is not added. |
| 715 |
|
| 716 |
wc_mod is dependend on the fire mode of the bow. For a more detailed |
| 717 |
explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. |
| 718 |
|
| 719 |
=item I<magic> <number> |
| 720 |
|
| 721 |
This field is added to the damage of the arrow when it is shot and |
| 722 |
will also improve it's I<speed> by 1/5 of it's value. |
| 723 |
|
| 724 |
=item I<attacktype> <attacktype> |
| 725 |
|
| 726 |
Bitfield which decides the attacktype of the damage, see include/attackinc.h |
| 727 |
On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. |
| 728 |
|
| 729 |
=item I<level> <number> (interally used) |
| 730 |
|
| 731 |
The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE, |
| 732 |
see above in the B<ARROW> description. |
| 733 |
|
| 734 |
The I<level> is set when the arrow is fired to either the skill level or the |
| 735 |
shooters level. |
| 736 |
|
| 737 |
=item I<speed> <number> (internal) |
| 738 |
|
| 739 |
This field shouldn't be set directly in the archetype, the arrow will get it's |
| 740 |
I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the |
| 741 |
arrow will be stopped immediatly. |
| 742 |
|
| 743 |
On fireing the I<speed> of the arrow is computed of 1/5 of the |
| 744 |
sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7 |
| 745 |
of the bows I<dam> field is added to the I<speed> of the arrow. |
| 746 |
|
| 747 |
The minimum I<speed> of an arrow is 1.0. |
| 748 |
|
| 749 |
While flying the arrows I<speed> is decreased by 0.05 each time it's moved. |
| 750 |
|
| 751 |
If the I<speed> is above 10.0 it goes straight through the creature it hits and |
| 752 |
it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is |
| 753 |
stopped and either sticked into the victim (see I<weight> field description) or |
| 754 |
put on it's map square (if it didn't break, see description of the I<food> field). |
| 755 |
|
| 756 |
=item I<weight> <number> |
| 757 |
|
| 758 |
This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) |
| 759 |
the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
| 760 |
|
| 761 |
=item I<food> <number> |
| 762 |
|
| 763 |
The breaking percentage. 100 (%) means: breaks on usage for sure. |
| 764 |
|
| 765 |
=item I<inventory> (internal) |
| 766 |
|
| 767 |
If the flying/moving object has something in it's inventory and it stops, it |
| 768 |
will be replaced with it's inventory. Otherwise it will be handled as usual, |
| 769 |
which means: it will be calculated whether the arrow breaks and it will be |
| 770 |
reset for reuse. |
| 771 |
|
| 772 |
=item I<slaying> <string> |
| 773 |
|
| 774 |
When the bow that fires this arrow has it's I<slaying> field set it is copied |
| 775 |
to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains. |
| 776 |
|
| 777 |
=item I<move_type> <movetype> (internally used) |
| 778 |
|
| 779 |
This field is set when the arrow is shot to MOVE_FLY_LOW. |
| 780 |
|
| 781 |
=item I<move_on> <movetype> (internally used) |
| 782 |
|
| 783 |
This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. |
| 784 |
|
| 785 |
=item I<race> <string> |
| 786 |
|
| 787 |
The I<race> field is a unique key that assigns arrows, bows and quivers. When |
| 788 |
shooting an arrow the bows I<race> is used to search for arrows (which have the |
| 789 |
same I<race> as the bow) in the players inventory and will recursively search in |
| 790 |
the containers (which are applied and have the same I<race> as the bow and the arrow). |
| 791 |
|
| 792 |
=back |
| 793 |
|
| 794 |
=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s |
| 795 |
|
| 796 |
TODO, but take into account B<ARROW> description above! |
| 797 |
|
| 798 |
=head3 B<WEAPON> - type 15 - Weapons |
| 799 |
|
| 800 |
This type is for general hack and slash weapons like swords, maces |
| 801 |
and daggers and and .... |
| 802 |
|
| 803 |
=over 4 |
| 804 |
|
| 805 |
=item I<weapontype> <type id> |
| 806 |
|
| 807 |
decides what attackmessages are generated, see include/define.h |
| 808 |
|
| 809 |
=item I<attacktype> <bitmask> |
| 810 |
|
| 811 |
bitfield which decides the attacktype of the damage, see include/attackinc.h |
| 812 |
|
| 813 |
=item I<dam> <number> |
| 814 |
|
| 815 |
amount of damage being done with the attacktype |
| 816 |
|
| 817 |
=item I<item_power> <level> |
| 818 |
|
| 819 |
the itempower of this weapon. |
| 820 |
|
| 821 |
=item I<name> |
| 822 |
|
| 823 |
the name of the weapon. |
| 824 |
|
| 825 |
=item I<level> (internal) |
| 826 |
|
| 827 |
The improvement state of the weapon. |
| 828 |
If this field is greater than 0 the I<name> field starts with the |
| 829 |
characters name who improved this weapon. |
| 830 |
|
| 831 |
=item I<last_eat> (internal) |
| 832 |
|
| 833 |
This seems to be the amount of improvements of a weapon, |
| 834 |
the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
| 835 |
|
| 836 |
((who->level / 5) + 5) >= op->last_eat |
| 837 |
|
| 838 |
=item I<last_sp> |
| 839 |
|
| 840 |
the weapon speed (see magic description) |
| 841 |
|
| 842 |
=item I<food> <number> |
| 843 |
|
| 844 |
addition to food regeneration of the player |
| 845 |
|
| 846 |
=item I<hp> <number> |
| 847 |
|
| 848 |
addition to health regeneration |
| 849 |
|
| 850 |
=item I<sp> <number> |
| 851 |
|
| 852 |
addition to mana regeneration |
| 853 |
|
| 854 |
=item I<grace> <number> |
| 855 |
|
| 856 |
addititon to grace regeneration |
| 857 |
|
| 858 |
=item I<gen_sp_armour> <number> |
| 859 |
|
| 860 |
the players I<gen_sp_armour> field (which is per default 10) is being added the |
| 861 |
<number> amount. gen_sp_armour seems to be a factor with which gen_sp in |
| 862 |
do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of |
| 863 |
I<gen_sp_armour> limits the amout of regenerated spellpoints. |
| 864 |
|
| 865 |
Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
| 866 |
I<sp> regeneration. |
| 867 |
|
| 868 |
=item I<body_BODYSLOT> |
| 869 |
|
| 870 |
The part/slot of the body you need to use this weapon, possible values for |
| 871 |
C<BODYSLOT> should be looked up in common/item.C at body_locations. |
| 872 |
|
| 873 |
The value (in the range C<-7..7>) gives the number of those body slots |
| 874 |
used up by the item (if negative) or the number of body slots this object |
| 875 |
has (if positive, e.g. for monsters or players). The special value C<0> |
| 876 |
indicates that this object cannot equip items requiring these body slots. |
| 877 |
|
| 878 |
=item I<resist_RESISTANCY> <number> |
| 879 |
|
| 880 |
this is the factor with which the difference of the players resistancy and 100% |
| 881 |
is multiplied, something like this: |
| 882 |
|
| 883 |
additional_resistancy = (100 - current_resistancy) * (<number>/100) |
| 884 |
|
| 885 |
if <number> is negative it is added to the total vulnerabilities, |
| 886 |
and later the total resistance is decided by: |
| 887 |
|
| 888 |
'total resistance = total protections - total vulnerabilities' |
| 889 |
|
| 890 |
see also common/living.C:fix_player. |
| 891 |
|
| 892 |
=item I<path_(attuned|repelled|denied)> |
| 893 |
|
| 894 |
this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
| 895 |
for the pathes. |
| 896 |
|
| 897 |
=item I<luck> <number> |
| 898 |
|
| 899 |
this luck is added to the players I<luck> |
| 900 |
|
| 901 |
=item I<move_type> |
| 902 |
|
| 903 |
if the weapon has a I<move_type> set the player inherits it's I<move_type> |
| 904 |
|
| 905 |
=item I<exp> <number> |
| 906 |
|
| 907 |
the added_speed and bonus_speed of the player is raised by <number>/3. |
| 908 |
if <number> < 0 then the added_speed is decreased by <number> |
| 909 |
|
| 910 |
=item I<weight> |
| 911 |
|
| 912 |
the weight of the weapon |
| 913 |
|
| 914 |
=item I<magic> |
| 915 |
|
| 916 |
the I<magic> field affects the amounts of the following fields: |
| 917 |
|
| 918 |
- wc : the players wc is adjusted by: player->wc -= (wc + magic) |
| 919 |
|
| 920 |
- ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
| 921 |
|
| 922 |
- dam: the players dam is adjusted by: player->dam += (dam + magic) |
| 923 |
|
| 924 |
- weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
| 925 |
(minium is 0) |
| 926 |
|
| 927 |
=item I<ac> <number> |
| 928 |
|
| 929 |
the amount of ac points the player's I<ac> is decreased when applying this object. |
| 930 |
|
| 931 |
=item I<wc> <number> |
| 932 |
|
| 933 |
the amount of wc points the player's I<wc> is decreased when applying this object. |
| 934 |
|
| 935 |
=back |
| 936 |
|
| 937 |
=head4 Player inherits following flags from weapons: |
| 938 |
|
| 939 |
FLAG_LIFESAVE |
| 940 |
FLAG_REFL_SPELL |
| 941 |
FLAG_REFL_MISSILE |
| 942 |
FLAG_STEALTH |
| 943 |
FLAG_XRAYS |
| 944 |
FLAG_BLIND |
| 945 |
FLAG_SEE_IN_DARK |
| 946 |
FLAG_UNDEAD |
| 947 |
|
| 948 |
=head3 B<GRIMREAPER> - type 28 - Grimreapers |
| 949 |
|
| 950 |
These type are mostly used for monsters, they give the |
| 951 |
monster the ability to dissapear after 10 hits with AT_DRAIN. |
| 952 |
|
| 953 |
=over 4 |
| 954 |
|
| 955 |
=item I<value> <number> |
| 956 |
|
| 957 |
This field stores the hits the monster did yet. |
| 958 |
|
| 959 |
=back |
| 960 |
|
| 961 |
=head3 B<CREATOR> - type 42 - Object creators |
| 962 |
|
| 963 |
Once a creator is activated by a connection it creates a number of objects |
| 964 |
(cloned from it's inventory or a new object derived from the archetype |
| 965 |
named in the other_arch slot). |
| 966 |
|
| 967 |
If FLAG_LIVESAFE is set the number of uses is unlimited. |
| 968 |
|
| 969 |
=over 4 |
| 970 |
|
| 971 |
=item I<hp> <number> |
| 972 |
|
| 973 |
If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
| 974 |
be used. |
| 975 |
|
| 976 |
=item I<speed> <number> |
| 977 |
|
| 978 |
If I<speed> is set the creator will create an object periodically, |
| 979 |
see I<speed> and I<speed_left> fields in the general object field description |
| 980 |
for more details. |
| 981 |
|
| 982 |
=item I<slaying> <string> |
| 983 |
|
| 984 |
If set the generated object's name and title will be set to this. |
| 985 |
|
| 986 |
=item I<other_arch> <string> |
| 987 |
|
| 988 |
If the inventory of the creator is empty new objects will be derived from the |
| 989 |
archetype named by <string>. |
| 990 |
|
| 991 |
=item I<connected> <number> |
| 992 |
|
| 993 |
See generic object field description. |
| 994 |
|
| 995 |
=back |
| 996 |
|
| 997 |
=head3 B<DRINK> - type 54 - Drinkable stuff |
| 998 |
|
| 999 |
See B<FOOD> description. |
| 1000 |
|
| 1001 |
=head3 B<CHECK_INV> - type 64 - Inventory checkers |
| 1002 |
|
| 1003 |
This object checks whether the player has a specific item in his |
| 1004 |
inventory when he moves above the inventory checker. If the player has |
| 1005 |
the item (or not, which can be controlled with a flag) a connection will be triggered. |
| 1006 |
|
| 1007 |
If you set I<move_block> you can deny players and monsters to reach the space where |
| 1008 |
the inventory checker is on, see I<move_block> description below. |
| 1009 |
|
| 1010 |
The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated. |
| 1011 |
So matching one of those conditions is enough. |
| 1012 |
|
| 1013 |
=over 4 |
| 1014 |
|
| 1015 |
=item I<move_block> <move type bitmask> |
| 1016 |
|
| 1017 |
If you set this field to block a movetype the move code will block any moves |
| 1018 |
onto the space with the inventory checker, IF the moving object doesn't have |
| 1019 |
(or has - if I<last_sp> = 0) the item that the checker is searching for. |
| 1020 |
|
| 1021 |
=item I<last_sp> (0|1) |
| 1022 |
|
| 1023 |
If I<last_sp> is 1 'having' the item that is being checked for will |
| 1024 |
activate the connection or make the space with the checker non-blocking. |
| 1025 |
If I<last_sp> is 0 'not having' the item will activate the connection |
| 1026 |
or make the space with the checker non-blocking. |
| 1027 |
|
| 1028 |
=item I<last_heal> (0|1) |
| 1029 |
|
| 1030 |
If I<last_heal> is 1 the matching item will be removed if the inventory checker |
| 1031 |
activates a connection and finds the item in the inventory. |
| 1032 |
|
| 1033 |
(A inventory checker that blocks a space won't remove anything from inventories) |
| 1034 |
|
| 1035 |
=item I<hp> <number> |
| 1036 |
|
| 1037 |
If this field is not 0 the inventory checker will search for an object |
| 1038 |
with the type id <number>. |
| 1039 |
|
| 1040 |
=item I<slaying> <string> |
| 1041 |
|
| 1042 |
If this field is set the inventory checker will search for an object that |
| 1043 |
has the same string in the I<slaying> field (for example a key string of a key). |
| 1044 |
|
| 1045 |
=item I<race> <string> |
| 1046 |
|
| 1047 |
If this field is set the inventory checker will search for an object which |
| 1048 |
has the archetype name that matches <string>. |
| 1049 |
|
| 1050 |
=item I<connected> <connection id> |
| 1051 |
|
| 1052 |
This is the connection that will be activated. The connection is |
| 1053 |
'pushed' when someone enters the space with the inventory checker, |
| 1054 |
and it is 'released' when he leaves it. |
| 1055 |
|
| 1056 |
See also the description of the I<connected> field in the generic object field |
| 1057 |
section. |
| 1058 |
|
| 1059 |
=back |
| 1060 |
|
| 1061 |
=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters |
| 1062 |
|
| 1063 |
speed == 0 for triggered mood changes, speed != 0 for non-triggered mood |
| 1064 |
changes. |
| 1065 |
|
| 1066 |
(based on value that last_sp takes): |
| 1067 |
0: 'furious' Makes all monsters aggressive |
| 1068 |
1: 'angry' As above but pets are unaffected |
| 1069 |
2: 'calm' Makes all monsters unaggressive |
| 1070 |
3: 'sleep' Puts all monsters to sleep |
| 1071 |
4: 'charm' Makes monster into a pet of person |
| 1072 |
who triggers the square. This setting |
| 1073 |
is not enabled for continous operation |
| 1074 |
5: 'destroy mons' destroy any monsters on this space |
| 1075 |
6: 'destroy pets' destroy friendly monsters on this space |
| 1076 |
|
| 1077 |
=head3 B<FLESH> - type 72 - Organs and body parts |
| 1078 |
|
| 1079 |
See B<FOOD> description. |
| 1080 |
|
| 1081 |
=head3 B<MISC_OBJECT> - type 79 - Misc. objects |
| 1082 |
|
| 1083 |
A type for any object that has no special behaviour. |
| 1084 |
|
| 1085 |
=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators |
| 1086 |
|
| 1087 |
This type of objects multiplies objects that are above it when it is activated. |
| 1088 |
You can even multiply by 0, which will destroy the object. |
| 1089 |
|
| 1090 |
=over 4 |
| 1091 |
|
| 1092 |
=item I<level> <number> |
| 1093 |
|
| 1094 |
The multiplicator, if set to 0 or lower it will destroy the objects above it. |
| 1095 |
|
| 1096 |
=item I<other_arch> <string> |
| 1097 |
|
| 1098 |
The archetype name of the objects that should be multiplied. |
| 1099 |
|
| 1100 |
=item I<connected> <number> |
| 1101 |
|
| 1102 |
See generic object field description. |
| 1103 |
|
| 1104 |
=back |
| 1105 |
|
| 1106 |
=head3 B<HOLE> - type 94 - Holes |
| 1107 |
|
| 1108 |
B<HOLE>s are holes in the ground where objects can fall through. When the hole |
| 1109 |
opens and/or is completly open all objects above it fall through (more |
| 1110 |
precisely: if their head is above the hole). |
| 1111 |
|
| 1112 |
When the B<HOLE> is activated it's speed is set to 0.5. |
| 1113 |
|
| 1114 |
These holes can only transfer the one who falls through to other coordinates |
| 1115 |
on the same map. |
| 1116 |
|
| 1117 |
=over 4 |
| 1118 |
|
| 1119 |
=item I<maxsp> (0|1) |
| 1120 |
|
| 1121 |
This field negates the state of the connection: When maxsp is 1 the pit will |
| 1122 |
open/close when the connection is deactivated. Otherwise it will open/close |
| 1123 |
when the connection is activated. This field only has effect when the |
| 1124 |
connection is triggered. So if you put a closed hole on a map, and the |
| 1125 |
connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the |
| 1126 |
connection was triggered once. |
| 1127 |
|
| 1128 |
=item I<connected> <connection id> |
| 1129 |
|
| 1130 |
This is the connection id, which lets the hole opening or closing when |
| 1131 |
activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
| 1132 |
at which connection state the object is activated. |
| 1133 |
|
| 1134 |
For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
| 1135 |
the connection is released. |
| 1136 |
|
| 1137 |
=item I<wc> <number> (internal) |
| 1138 |
|
| 1139 |
This is an internal field. If it is greater than 0 it means that the hole is not |
| 1140 |
yet fully open. More preciesly: this field is the animation-step and if it is |
| 1141 |
set to the 'closed' step of the animation the hole is closed and if it is on |
| 1142 |
the 'open' animation step (I<wc> = 0), the hole is open. |
| 1143 |
|
| 1144 |
=item I<sp> <number> |
| 1145 |
|
| 1146 |
The destination y coordinates on the same map. |
| 1147 |
|
| 1148 |
=item I<hp> <number> |
| 1149 |
|
| 1150 |
The destination x coordinates on the same map. |
| 1151 |
|
| 1152 |
=back |
| 1153 |
|
| 1154 |
=head3 B<POISONING> - type 105 - The poisoning of players and monsters |
| 1155 |
|
| 1156 |
This type is doing the actual damage to the ones who were attacked |
| 1157 |
via AT_POISON (or drank B<POISON>). |
| 1158 |
|
| 1159 |
The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
| 1160 |
there for details). |
| 1161 |
|
| 1162 |
=over 4 |
| 1163 |
|
| 1164 |
=item I<dam> <number> |
| 1165 |
|
| 1166 |
Each time the poisoning is proccessed (which is determined by the I<speed> and |
| 1167 |
I<speed_left> fields, see the general object fields description above) it hits |
| 1168 |
the player with <number> damage and the AT_INTERNAL attacktype (means: it will |
| 1169 |
simply hit the player with no strings attached). |
| 1170 |
|
| 1171 |
=item I<food> <number> |
| 1172 |
|
| 1173 |
Just a note: The posioning is removed if I<food> == 1 and not if |
| 1174 |
the whole I<duration> is up, because the B<POISONING> code has to remove |
| 1175 |
the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
| 1176 |
deletes the B<POISONING> object. |
| 1177 |
|
| 1178 |
=back |
| 1179 |
|
| 1180 |
=head3 B<FORCE> - type 114 - Forces |
| 1181 |
|
| 1182 |
Forces are a very 'thin' type. They don't have much behaviour other than |
| 1183 |
disappearing after a time and/or affecting the player if they are in his |
| 1184 |
inventory. |
| 1185 |
|
| 1186 |
Forces only take effect on the player if they have FLAG_APPLIED set. |
| 1187 |
|
| 1188 |
Whether the I<duration> field is processed or not per tick is controlled by the |
| 1189 |
I<speed> and I<speed_left> fields. Look above in the generic object field description. |
| 1190 |
|
| 1191 |
NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also |
| 1192 |
interpreter like described in the description of the FLAG_IS_USED_UP flag. |
| 1193 |
BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force |
| 1194 |
will still last for I<duration>. If the FLAG_APPLIED is not set the force is |
| 1195 |
removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't |
| 1196 |
have good semantics on forces, try to avoid it. |
| 1197 |
|
| 1198 |
=over 4 |
| 1199 |
|
| 1200 |
=item I<duration> |
| 1201 |
|
| 1202 |
While this field is greater than 0 the force/object is not destroyed. It is |
| 1203 |
decreased each tick by 1. |
| 1204 |
|
| 1205 |
If it reaches 0 the force/object is destroyed. |
| 1206 |
|
| 1207 |
This field can have this meaning for B<any> object if that object has |
| 1208 |
FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
| 1209 |
what happens then. |
| 1210 |
|
| 1211 |
=back |
| 1212 |
|
| 1213 |
=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies) |
| 1214 |
|
| 1215 |
This object is generated by the B<POTION> code when the potion is a resistance |
| 1216 |
giving potion. It has mainly the same behaviour as a B<FORCE>. |
| 1217 |
|
| 1218 |
The specialty of the potion effect is that the resistancy it gives is absolute, |
| 1219 |
so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to |
| 1220 |
fire. |
| 1221 |
|
| 1222 |
Multiple potion effects only give you the maximum of their resistancy. |