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elmex |
1.1 |
=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION |
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Here is all information about the object types Crossfire+ |
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supports at the moment. This is not a complete documentation (yet) |
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and browsing the source is still recommended to learn about |
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the objects that aren't documented here. |
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This documentation is in a sketchy state. It's mostly |
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used to collect notes about the internal behaviour of the |
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objects. |
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=head2 About archetypes and objects |
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Field denotes an attribute of an archetype. |
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This is an example of an archetype: |
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Object button_trigger |
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name button |
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type 30 |
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face button_sma.111 |
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anim |
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button_sma.111 |
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button_sma.112 |
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mina |
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is_animated 0 |
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exp 30 |
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no_pick 1 |
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walk_on 1 |
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walk_off 1 |
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editable 48 |
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visibility 50 |
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weight 1 |
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end |
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This archetype has the name 'button_trigger' and the objects that |
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inherit from this archetype have the name 'button'. |
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The next field 'type' decides the main behaviour of this archetype. |
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For a comprehensive list of types see include/define.h. For this case |
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you might find a line like: |
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#define TRIGGER_BUTTON 30 |
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The server internally works with objects that 'inherit' attributes from |
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an archetype. They have a similar set of attributes. |
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The following documentation will also document the meaning of code internal |
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attributes of objects. These attributes are marked as '(internal)' and can't |
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or shouldn't be set by an archetype. If the internal names differs the |
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external name (for the archetypes) for the attribute is written behind it. |
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=head2 Description of generic archetype and object attributes |
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elmex |
1.2 |
These are the fields that most of the objects have and/or their |
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default behaviour. |
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=over 4 |
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=item name <string> |
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The name of the object. |
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=item name_pl <string> |
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The name of a collection of these objects (the plural of the name). |
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=item face <facename> |
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The graphical appearance of this object. |
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elmex |
1.14 |
=item x <number> |
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The x position of the object when it is on a map. |
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=item y <number> |
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The y position of the object when it is on a map. |
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=item map (internal) |
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The map the object is on. |
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elmex |
1.2 |
=item invisible <number> |
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If the <number> is greater than 0 the object is invisible. |
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For players this field reflects the duration of the invisibility |
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and is decreased every tick by 1. |
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For non-player objects this field is not changed by server ticks. |
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elmex |
1.4 |
=item speed <number> |
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elmex |
1.2 |
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If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
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on the active object list and will be processed each tick (see also speed_left!). |
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If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
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from the active object list and it won't experience any processing per tick. |
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=item speed_left <number> |
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If this field is greater than 0 and the object is on the |
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active list (mostly means it's speed is also greater than 0): |
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- speed_left is decreased by 1 |
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- and this object is processed and experiences a server tick. |
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If the object is on the active list and speed_left is lower or |
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equal to 0 the absolute value of the speed field is added to speed_left |
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on the end of the tick. |
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elmex |
1.7 |
This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
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the more seldom the object is processed. And the higher the speed field is |
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the more often the object is processed. |
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elmex |
1.14 |
=item connected <number> |
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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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When 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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elmex |
1.2 |
=item no_drop (0|1) |
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elmex |
1.4 |
Sets the flag FLAG_NO_DROP. |
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See Flags section below. |
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elmex |
1.2 |
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=item applied (0|1) |
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elmex |
1.4 |
Sets the flag FLAG_APPLIED. |
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See Flags section below. |
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elmex |
1.2 |
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=item is_used_up (0|1) |
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elmex |
1.4 |
Sets the flag FLAG_IS_USED_UP. |
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See Flags section below. |
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=item auto_apply (0|1) |
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Sets the flag FLAG_AUTO_APPLY. |
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See Flags section below. |
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elmex |
1.2 |
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elmex |
1.8 |
=item no_steal (0|1) |
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Sets the flag FLAG_NO_STEAL. |
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See Flags section below. |
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elmex |
1.10 |
=item reflecting (0|1) |
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Sets the flag FLAG_REFLECTING. |
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See Flags section below. |
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=item reflect_spell (0|1) |
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Sets the flag FLAG_REFL_SPELL. |
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See Flags section below. |
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elmex |
1.9 |
=item no_skill_ident (0|1) |
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Sets the flag FLAG_NO_SKILL_IDENT. |
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See Flags section below. |
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elmex |
1.5 |
=item activate_on_push (0|1) (default: 1) |
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Sets the flag FLAG_ACTIVATE_ON_PUSH. |
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See Flags section below. |
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=item activate_on_release (0|1) (default: 1) |
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Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
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See Flags section below. |
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elmex |
1.2 |
=item editable (more than deprecated) |
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This field had a special meaning for crossedit, which used parts |
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of the server code for editing. Wherever you see this attribute being |
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set in an archetype ignore it and/or remove it. No code interprets this |
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field anymore. |
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=back |
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=head3 Flags |
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Here are the effects of the flags described. |
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elmex |
1.1 |
=over 4 |
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elmex |
1.2 |
=item FLAG_NO_DROP |
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An object can't be picked up and dropped. |
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=item FLAG_APPLIED |
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This flag mostly states whether this object has been 'applied' by the player. |
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For objects that are applied by the code or have this flag set in the archetype |
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it mostly means 'this object is active'. |
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For example the player adjustments of the hp/sp/grace fields and inheritance |
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of flags from objects in his inventory is toggled by this flag. |
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=item FLAG_IS_USED_UP |
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This flag controls whether an object is 'used up'. If it is set the 'food' field |
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of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha |
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it is removed. |
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If also the flag FLAG_APPLIED is set, the 'duration' field controls whether |
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this object is removed or not, see the Force type below for the meaning |
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of the duration field in this context. |
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elmex |
1.3 |
If FLAG_APPLIED is not set the object is destroyed. |
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elmex |
1.4 |
=item FLAG_IS_A_TEMPLATE (internal use) |
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This flag is set on the inventory of generators like CREATORs and CONVERTERs, |
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or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
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=item FLAG_AUTO_APPLY |
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This flag has currently only meaning for the TREASURE type, see below. |
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elmex |
1.5 |
=item FLAG_ACTIVATE_ON_PUSH |
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This flag has only meaning for objects that can be linked together |
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with the 'connected' field and controls wether the object should |
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be activated when the connection is 'pushed' or it is 'released'. |
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229 |
elmex |
1.14 |
What 'pushed' and 'released' means depends on the object that |
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activates the connection. |
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232 |
elmex |
1.5 |
This flag is by default on. |
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=item FLAG_ACTIVATE_ON_RELEASE |
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This flag has only meaning for objects that can be linked together |
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with the 'connected' field and controls wether the object should |
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be activated when the connection is 'pushed' or it is 'released'. |
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240 |
elmex |
1.14 |
What 'pushed' and 'released' means depends on the object that |
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activates the connection. |
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243 |
elmex |
1.5 |
This flag is by default on. |
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elmex |
1.8 |
=item FLAG_NO_STEAL |
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When this flag is set this object can't be stolen. The flag will be |
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resetted once the object is placed on a map. |
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When this flag is set on a monster it can defent attempts of stealing |
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(but in this context the flag is only used internally). |
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253 |
elmex |
1.9 |
=item FLAG_NO_SKILL_IDENT |
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This flag is mostly used internal and prevents unidentified objects |
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(objects which don't have FLAG_IDENTIFIED set) being identified by |
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skills. |
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This flag is used to mark objects to never being identified by a skill |
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once a player failed to identify an object. So that multiple tries |
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of identifying aren't more effective than one. |
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263 |
elmex |
1.10 |
=item FLAG_REFLECTING |
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elmex |
1.12 |
This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW |
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elmex |
1.10 |
to indicate whether this object reflects off walls. |
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=item FLAG_REFL_SPELL |
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This flag indicates whether something reflects spells, like spell reflecting |
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amuletts. |
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elmex |
1.1 |
=back |
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=head2 Description of type specific attributes |
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The beginning of the headers of the following subsection |
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are the server internal names for the objects types, see include/define.h. |
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280 |
elmex |
1.4 |
=head3 TRANSPORT - type 2 - Player transports |
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This type is implemented by the transport extension and has currently no special |
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attributes that affect it. |
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=head3 ROD - type 3 - Rods that fire spells |
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Rods contain spells and can be fired by a player. |
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=over 4 |
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=item level <number> |
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This attribute is used for calculating the spell level that can be fired |
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with this rod, it's also the maximum level of the spell that can be fired. |
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The level of the spell that is being fired depends mostly on |
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the 'use magic item' skill level of the player and 1/10 of the level of the |
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rod is added as bonus. |
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=item hp <number> |
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The amount of spellpoints this rod has left. |
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=item maxhp <number> |
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The maximum amount of spellpoints this rod has. |
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=item skill <skill name> |
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This field determines which skill you need to apply this object. |
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=back |
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=head3 TREASURE - type 4 - Treasures |
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This type of objects are for random treasure generation in maps. |
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If this object is applied by a player it will replace itself with it's |
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inventory. If it is automatically applied |
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generate a treasure and replace itself with the generated treasure. |
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Chests are also of this type, their treasures are generated by |
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the auto apply code on map instantiation. |
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=over 4 |
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=item hp <number> |
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The number of treasures to generate. |
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=item exp <level> |
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If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
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and the difficulty for the treasurecode only depends on the maps difficulty, |
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otherwise the exp field has the following meaning: |
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If this field is not 0 it is passed as the difficulty |
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to the treasure generation code to determine how good, how much |
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worth a treasure is or what bonuses it is given by the treasure code. |
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If this field is not set or 0 the difficulty of the map is passed to the treasure |
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generation code. |
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=item randomitems <treasurelist> |
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The treasurelist to use to generate the treasure which is put in the |
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treasure objects inventory. |
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=back |
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349 |
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=head3 POTION - type 5 - Potions for drinking and other nastynesses |
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These objects contain a spell and will emit it on apply, which most |
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of the time has the meaning of 'drinking'. |
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If no resistancy field, stat field or attacktype is set and no spell |
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is put in the potion by the sp field or the randomitems the |
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potion will become an artifact and the artifact code decides which kind |
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of potion will be generated. |
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359 |
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If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
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will yield an explosion and hurt the player. |
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=over 4 |
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=item Str, Dex, Con, Int, Wis, Cha, Pow <number> |
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These stat fields determine how many stat points the player gets |
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when he applies this potion. |
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If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
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=item sp <number> |
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If this field is set and the randomitems field is not set |
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the field is interpreted as spell number, please look the right |
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number up in common/loader.C. |
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If this field is set the randomitems field will be unset by the |
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map loading code. |
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=item attacktype <attacktype> |
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This field has some special meaning in potions, currently the |
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bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
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restoration potion or improvement potion. |
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See include/attackinc.h for the bits of these types. |
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If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
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will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
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set the player will be drained a random stat by inserting an ARCH_DEPLETION |
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into him. |
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If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
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When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
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=item resist_<resistancy> <number> |
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If this stat is set and no spell is in the potion the potion |
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will create a force that give the player this specific resistancy. |
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The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
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and the potion will last 10 times longer than the default force archetype |
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|
|
FORCE_NAME (at the moment of this writing spell/force.arc). |
402 |
|
|
|
403 |
|
|
=item randomitems <treasurelist> |
404 |
|
|
|
405 |
|
|
The inventory/spell of the potion will be created by calling the treasure code |
406 |
|
|
with the treasurelist specified here. (I guess it's highly undefined what |
407 |
|
|
happens if there is not a spell in the potions inventory). |
408 |
|
|
|
409 |
|
|
=item on_use_yield <archetype> |
410 |
elmex |
1.3 |
|
411 |
elmex |
1.7 |
When this object is applied an instance of <archetype> will be created. |
412 |
elmex |
1.3 |
|
413 |
elmex |
1.4 |
=item subtypes <potion subtype> |
414 |
elmex |
1.3 |
|
415 |
elmex |
1.4 |
see include/spells.h for possible potion subtypes, there are currently 4: |
416 |
elmex |
1.3 |
|
417 |
|
|
=over 4 |
418 |
|
|
|
419 |
elmex |
1.4 |
=item POT_SPELL |
420 |
|
|
|
421 |
|
|
Unused, default behaiour of a potion. |
422 |
|
|
|
423 |
|
|
=item POT_DUST |
424 |
|
|
|
425 |
|
|
This potion can be thrown to cast the spell that it has in it's inventory, |
426 |
|
|
the behaviour is not defined if there is not a spell in the inventory and the |
427 |
|
|
server will log an error. |
428 |
|
|
|
429 |
|
|
=item POT_FIGURINE |
430 |
|
|
|
431 |
|
|
Unused, default behaiour of a potion. |
432 |
elmex |
1.3 |
|
433 |
elmex |
1.4 |
=item POT_BALM |
434 |
elmex |
1.3 |
|
435 |
elmex |
1.4 |
Unused, default behaiour of a potion. |
436 |
elmex |
1.3 |
|
437 |
elmex |
1.4 |
=back |
438 |
elmex |
1.3 |
|
439 |
|
|
=back |
440 |
|
|
|
441 |
elmex |
1.7 |
=head3 FOOD - type 6 - Eatable stuff |
442 |
|
|
|
443 |
|
|
This is for objects that are representing general eatables like |
444 |
|
|
beef or bread. |
445 |
|
|
|
446 |
|
|
The main difference between FOOD, FLESH and DRINK is that they |
447 |
|
|
give different messages. |
448 |
|
|
|
449 |
|
|
The specialty of FLESH is that it inherits the resistancies of the |
450 |
|
|
monsters it was generated in and will let dragons raise their resistancies |
451 |
elmex |
1.8 |
with that. If the monster has the POISON attacktype the FLESH |
452 |
|
|
will change into POISON. |
453 |
elmex |
1.7 |
|
454 |
|
|
If a player runs low on food he will grab for FOOD, DRINK and POISON |
455 |
|
|
and if he doesn't find any of that he will start eating FLESH. |
456 |
|
|
|
457 |
|
|
=over 4 |
458 |
|
|
|
459 |
|
|
=item title <string> |
460 |
|
|
|
461 |
|
|
If the food has a title or is cursed it is considered 'special', which means that the |
462 |
|
|
fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
463 |
|
|
are interpreted and have further effects on the player. |
464 |
|
|
|
465 |
|
|
The higher the food field is the longer the improvement of the player lasts |
466 |
|
|
(except for hp and sp). |
467 |
|
|
|
468 |
|
|
=item food <number> |
469 |
|
|
|
470 |
|
|
This is the amount of food points the player gets when he eats this. |
471 |
|
|
|
472 |
|
|
=item on_use_yield <archetype> |
473 |
|
|
|
474 |
|
|
When this object is applied an instance of <archetype> will be created. |
475 |
|
|
|
476 |
|
|
=back |
477 |
|
|
|
478 |
elmex |
1.8 |
=head3 POISON - type 7 - Poisonous stuff |
479 |
|
|
|
480 |
|
|
This type is for objects that can poison the player when drinking. |
481 |
|
|
When applied it will hit the attacked with AT_POISON and will create |
482 |
|
|
a POISONING object in the one who was hit. |
483 |
|
|
|
484 |
|
|
=over 4 |
485 |
|
|
|
486 |
|
|
=item level <number> |
487 |
|
|
|
488 |
|
|
This field affects the propability of poisoning. The higher the level difference |
489 |
|
|
between the one who is hit and the poision the mose propable it is the attacked |
490 |
|
|
one will be poisoned. |
491 |
|
|
|
492 |
|
|
=item slaying <race> |
493 |
|
|
|
494 |
|
|
On poison this field has the usual meaning of 'slaying', when the |
495 |
|
|
ones race matches the slaying field the damage done by the poison |
496 |
|
|
is multiplied by 3. |
497 |
|
|
|
498 |
|
|
=item hp <number> |
499 |
|
|
|
500 |
|
|
This is the amount of damage the player will receive from applying this. The |
501 |
|
|
attacktype AT_POISON will be used to hit the player and the damage will |
502 |
|
|
determine the strenght, duration and depletion of stats of the poisoning. The |
503 |
|
|
created POISONING object which is being placed in the one who was attacked will |
504 |
|
|
get the damage from this field (which is maybe adjusted by slaying or the |
505 |
|
|
resistancies). |
506 |
|
|
|
507 |
|
|
=item food <number> |
508 |
|
|
|
509 |
|
|
1/4 of <number> will be drained from the players food. |
510 |
|
|
|
511 |
|
|
=item on_use_yield <archetype> |
512 |
|
|
|
513 |
|
|
When this object is applied an instance of <archetype> will be created. |
514 |
|
|
|
515 |
|
|
=back |
516 |
|
|
|
517 |
elmex |
1.9 |
=head3 BOOK - type 8 - Readable books |
518 |
|
|
|
519 |
|
|
This type is basically for representing text books in the game. |
520 |
|
|
|
521 |
|
|
Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
522 |
|
|
|
523 |
|
|
=over 4 |
524 |
|
|
|
525 |
|
|
=item msg <text> |
526 |
|
|
|
527 |
|
|
This is the contents of the book. When this field is unset |
528 |
|
|
at treasure generation a random text will be inserted. |
529 |
|
|
|
530 |
|
|
=item skill <skill name> |
531 |
|
|
|
532 |
|
|
The skill required to read this book. (The most resonable |
533 |
|
|
skill would be literacy). |
534 |
|
|
|
535 |
|
|
=item exp <number> |
536 |
|
|
|
537 |
|
|
The experience points the player get for reading this book. |
538 |
|
|
|
539 |
|
|
=item subtype <readable subtype> |
540 |
|
|
|
541 |
|
|
This field determines the type of the readable. |
542 |
|
|
Please see common/readable.C in the readable_message_types table. |
543 |
|
|
|
544 |
|
|
=back |
545 |
|
|
|
546 |
elmex |
1.10 |
=head3 CLOCK - type 9 - Clocks |
547 |
|
|
|
548 |
|
|
This type of objects just display the time when being applied. |
549 |
|
|
|
550 |
elmex |
1.12 |
=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) |
551 |
elmex |
1.10 |
|
552 |
|
|
This is a spell effect of a moving bolt. It moves straigt forward |
553 |
|
|
through the map until something blocks it. |
554 |
|
|
If FLAG_REFLECTING is set it even reflects on walls. |
555 |
|
|
|
556 |
|
|
FLAG_IS_TURNABLE should be set on these objects. |
557 |
|
|
|
558 |
|
|
=over 4 |
559 |
|
|
|
560 |
elmex |
1.11 |
=item move_type <movetype> |
561 |
|
|
|
562 |
|
|
This field affects the move type with which the lightning moves through |
563 |
|
|
the map and which map cells will reflect or block it. |
564 |
|
|
|
565 |
elmex |
1.10 |
=item attacktype <attacktype> |
566 |
|
|
|
567 |
|
|
The attacktype with which it hits the objects on the map. |
568 |
|
|
|
569 |
|
|
=item dam <number> |
570 |
|
|
|
571 |
|
|
The damage this bolt inflicts when it hits objects on the map. |
572 |
|
|
|
573 |
|
|
=item Dex <number> |
574 |
|
|
|
575 |
|
|
This is the fork percentage, it is reduced by 10 per fork. |
576 |
|
|
And the damage is halved on each fork. |
577 |
|
|
|
578 |
|
|
=item Con <number> |
579 |
|
|
|
580 |
|
|
This value is a percentage of which the forking lightning |
581 |
|
|
is deflected to the left. This value should be mostly used internally. |
582 |
|
|
|
583 |
|
|
=item duration <number> |
584 |
|
|
|
585 |
|
|
The duration the bolt stays on a map cell. This field is decreased each time |
586 |
|
|
the object is processed (see the meaning of speed and speed_left fields in |
587 |
|
|
the object general description). |
588 |
|
|
|
589 |
|
|
=item range <number> |
590 |
|
|
|
591 |
|
|
This is the range of the bolt, each space it advances this field is decreased. |
592 |
|
|
|
593 |
|
|
=back |
594 |
|
|
|
595 |
elmex |
1.14 |
=head3 ARROW - type 13 - Arrows |
596 |
|
|
|
597 |
|
|
This is the type for objects that represent projectiles like arrows. |
598 |
|
|
The movement of THROWN_OBJs behave similar to this type. |
599 |
|
|
|
600 |
|
|
Flying arrows are stopped either when they hit something blocking |
601 |
|
|
(move_block) or something which is alive. |
602 |
|
|
If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE |
603 |
|
|
set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict |
604 |
|
|
damage with a small chance which is affected by the 'level' field of the arrow. |
605 |
|
|
|
606 |
|
|
If FLAG_REFLECTING is set on the arrow it will bounce off everything |
607 |
|
|
that is not alive and blocks it's movement. |
608 |
|
|
|
609 |
|
|
When an arrow is being shot it's dam, wc, attacktype, slaying fields will |
610 |
|
|
be saved in the sp, hp, grace and spellarg fields of the object, to restore them |
611 |
|
|
once the arrow has been stopped. |
612 |
|
|
|
613 |
|
|
=over 4 |
614 |
|
|
|
615 |
|
|
=item dam <number> |
616 |
|
|
|
617 |
|
|
The amount of damage that is being done to the victim that gets hit. |
618 |
|
|
This field is recomputed when the arrow is fired and will consist |
619 |
|
|
of the sum of a damage bonus (see description of the BOW type), |
620 |
|
|
the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field |
621 |
|
|
and the arrows magic field. |
622 |
|
|
|
623 |
|
|
=item wc <number> |
624 |
|
|
|
625 |
|
|
The weaponclass of the arrow, which has effect on the propability of hitting. |
626 |
|
|
|
627 |
|
|
It is recomputed when the arrow is being fired by this formula: |
628 |
|
|
|
629 |
|
|
wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
630 |
|
|
- dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
631 |
|
|
|
632 |
|
|
When the arrow is not being shot by an player dex_bonus and thaco_bonus and the |
633 |
|
|
level is not added. |
634 |
|
|
|
635 |
|
|
The wc_mod is dependend on the fire mode of the bow. For a more detailed |
636 |
|
|
explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. |
637 |
|
|
|
638 |
|
|
=item magic <number> |
639 |
|
|
|
640 |
|
|
This field is added to the damage of the arrow when it is shot and |
641 |
|
|
will also improve it's speed by 1/5 of it's value. |
642 |
|
|
|
643 |
|
|
=item attacktype <attacktype> |
644 |
|
|
|
645 |
|
|
Bitfield which decides the attacktype of the damage, see include/attackinc.h |
646 |
|
|
On fireing the attacktype of the bow is added to the arrows attacktype. |
647 |
|
|
|
648 |
|
|
=item level <number> (interally used) |
649 |
|
|
|
650 |
|
|
The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, |
651 |
|
|
see above in the ARROW description. |
652 |
|
|
|
653 |
|
|
The level is set when the arrow is fired to either the skill level or the |
654 |
|
|
shooters level. |
655 |
|
|
|
656 |
|
|
=item speed <number> (internal) |
657 |
|
|
|
658 |
|
|
This field shouldn't be set directly in the archetype, the arrow will get it's |
659 |
|
|
speed from the bow. This fields value has to be atleast 0.5 or otherwise the |
660 |
|
|
arrow will be stopped immediatly. |
661 |
|
|
|
662 |
|
|
On fireing the speed of the arrow is computed of 1/5 of the |
663 |
|
|
sum of the damage bonus (see BOW), bow magic and arrow magic. After that 1/7 |
664 |
|
|
of the bows 'dam' field is added to the speed of the arrow. |
665 |
|
|
|
666 |
|
|
The minimum speed of an arrow is 1.0. |
667 |
|
|
|
668 |
|
|
While flying the arrows speed is decreased by 0.05 each time it's moved. |
669 |
|
|
|
670 |
|
|
If the speed is above 10.0 it goes straight through the creature it hits and |
671 |
|
|
it's speed is reduced by 1. If the speed is lower or equal 10.0 the arrow is |
672 |
|
|
stopped and either sticked into the victim (see weight field description) or |
673 |
|
|
put on it's map square (if it didn't break, see description of the food field). |
674 |
|
|
|
675 |
|
|
=item weight <number> |
676 |
|
|
|
677 |
|
|
This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg) |
678 |
|
|
the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
679 |
|
|
|
680 |
|
|
=item food <number> |
681 |
|
|
|
682 |
|
|
The breaking percentage. 100% means: breaks on usage for sure. |
683 |
|
|
|
684 |
|
|
=item inventory (internal) |
685 |
|
|
|
686 |
|
|
If the flying/moving object has something in it's inventory and it stops, it |
687 |
|
|
will be replaced with it's inventory. Otherwise it will be handled as usual, |
688 |
|
|
which means: it will be calculated whether the arrow breaks and it will be |
689 |
|
|
reset for reuse. |
690 |
|
|
|
691 |
|
|
=item slaying <string> |
692 |
|
|
|
693 |
|
|
When the bow that fires this arrow has it's slaying field set it is copied |
694 |
|
|
to the arrows slaying field. Otherwise the arrows slaying field remains. |
695 |
|
|
|
696 |
|
|
=item move_type <movetype> (internally used) |
697 |
|
|
|
698 |
|
|
This field is set when the arrow is shot to MOVE_FLY_LOW. |
699 |
|
|
|
700 |
|
|
=item move_on <movetype> (internally used) |
701 |
|
|
|
702 |
|
|
This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. |
703 |
|
|
|
704 |
|
|
=item race <string> |
705 |
|
|
|
706 |
|
|
The race field is a unique key that assigns arrows, bows and quivers. When |
707 |
|
|
shooting an arrow the bows race is used to search for arrows (which have the |
708 |
|
|
same race as the bow) in the players inventory and will recursively search in |
709 |
|
|
the containers (which are applied and have the same race as the bow and the arrow). |
710 |
|
|
|
711 |
|
|
=back |
712 |
|
|
|
713 |
|
|
=head3 BOW - type 14 - Bows, those that fire ARROWs |
714 |
|
|
|
715 |
|
|
TODO, but take into account ARROW description above |
716 |
elmex |
1.10 |
|
717 |
elmex |
1.1 |
=head3 WEAPON - type 15 - Weapons |
718 |
|
|
|
719 |
|
|
This type is for general hack and slash weapons like swords, maces |
720 |
|
|
and daggers and and .... |
721 |
|
|
|
722 |
|
|
=over 4 |
723 |
|
|
|
724 |
|
|
=item weapontype <type id> |
725 |
|
|
|
726 |
|
|
decides what attackmessages are generated, see include/define.h |
727 |
|
|
|
728 |
|
|
=item attacktype <bitmask> |
729 |
|
|
|
730 |
|
|
bitfield which decides the attacktype of the damage, see include/attackinc.h |
731 |
|
|
|
732 |
elmex |
1.2 |
=item dam <number> |
733 |
elmex |
1.1 |
|
734 |
|
|
amount of damage being done with the attacktype |
735 |
|
|
|
736 |
|
|
=item item_power <level> |
737 |
|
|
|
738 |
|
|
the itempower of this weapon. |
739 |
|
|
|
740 |
|
|
=item name |
741 |
|
|
|
742 |
|
|
the name of the weapon. |
743 |
|
|
|
744 |
|
|
=item level (internal) |
745 |
|
|
|
746 |
|
|
The improvement state of the weapon. |
747 |
|
|
If this field is greater than 0 the 'name' field starts with the |
748 |
|
|
characters name who improved this weapon. |
749 |
|
|
|
750 |
|
|
=item last_eat (internal) |
751 |
|
|
|
752 |
|
|
seems to be the amount of improvements of a weapon, |
753 |
|
|
the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
754 |
|
|
|
755 |
|
|
((who->level / 5) + 5) >= op->last_eat |
756 |
|
|
|
757 |
|
|
=item last_sp |
758 |
|
|
|
759 |
|
|
the weapon speed (see magic description) |
760 |
|
|
|
761 |
elmex |
1.2 |
=item food <number> |
762 |
elmex |
1.1 |
|
763 |
|
|
addition to food regeneration of the player |
764 |
|
|
|
765 |
elmex |
1.2 |
=item hp <number> |
766 |
elmex |
1.1 |
|
767 |
|
|
addition to health regeneration |
768 |
|
|
|
769 |
elmex |
1.2 |
=item sp <number> |
770 |
elmex |
1.1 |
|
771 |
|
|
addition to mana regeneration |
772 |
|
|
|
773 |
elmex |
1.2 |
=item grace <number> |
774 |
elmex |
1.1 |
|
775 |
|
|
addititon to grace regeneration |
776 |
|
|
|
777 |
elmex |
1.2 |
=item gen_sp_armour <number> |
778 |
elmex |
1.1 |
|
779 |
elmex |
1.2 |
the players gen_sp_armour field (which is per default 10) is added the <number> amount. |
780 |
elmex |
1.1 |
gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
781 |
elmex |
1.2 |
is multiplied: gen_sp *= 10/<number> |
782 |
elmex |
1.1 |
meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
783 |
|
|
spellpoints. |
784 |
|
|
|
785 |
|
|
generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
786 |
|
|
sp regeneration. |
787 |
|
|
|
788 |
|
|
=item body_<body slot/part> |
789 |
|
|
|
790 |
|
|
the part of the body you need to use this weapon, possible values should be |
791 |
|
|
looked up in common/item.C at body_locations. |
792 |
|
|
|
793 |
elmex |
1.2 |
=item resist_<resistnacy> <number> |
794 |
elmex |
1.1 |
|
795 |
|
|
this is the factor with which the difference of the players resistancy and 100% |
796 |
|
|
is multiplied, something like this: |
797 |
|
|
|
798 |
elmex |
1.2 |
additional_resistancy = (100 - current_resistanct) * (<number>/100) |
799 |
elmex |
1.1 |
|
800 |
elmex |
1.2 |
if <number> is negative it is added to the total vulnerabilities, |
801 |
elmex |
1.1 |
and later the total resistance is decided by: |
802 |
|
|
|
803 |
|
|
'total resistance = total protections - total vulnerabilities' |
804 |
|
|
|
805 |
|
|
see also common/living.C:fix_player |
806 |
|
|
|
807 |
|
|
=item patch_(attuned|repelled|denied) |
808 |
|
|
|
809 |
|
|
this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
810 |
|
|
for the pathes. |
811 |
|
|
|
812 |
elmex |
1.2 |
=item luck <number> |
813 |
elmex |
1.1 |
|
814 |
|
|
this luck is added to the players luck |
815 |
|
|
|
816 |
|
|
=item move_type |
817 |
|
|
|
818 |
|
|
if the weapon has a move_type set the player inherits it's move_type |
819 |
|
|
|
820 |
elmex |
1.2 |
=item exp <number> |
821 |
elmex |
1.1 |
|
822 |
elmex |
1.2 |
the added_speed and bonus_speed of the player is raised by <number>/3. |
823 |
|
|
if <number> < 0 then the added_speed is decreased by <number> |
824 |
elmex |
1.1 |
|
825 |
|
|
=item weight |
826 |
|
|
|
827 |
|
|
the weight of the weapon |
828 |
|
|
|
829 |
|
|
=item magic |
830 |
|
|
|
831 |
|
|
the magic field affects the amounts of the following fields: |
832 |
|
|
|
833 |
|
|
- wc : the players wc is adjusted by: player->wc -= (wc + magic) |
834 |
|
|
|
835 |
|
|
- ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
836 |
|
|
|
837 |
|
|
- dam: the players dam is adjusted by: player->dam += (dam + magic) |
838 |
|
|
|
839 |
|
|
- weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
840 |
|
|
(minium is 0) |
841 |
|
|
|
842 |
elmex |
1.2 |
=item ac <number> |
843 |
elmex |
1.1 |
|
844 |
elmex |
1.14 |
the amount of ac points the player's ac is decreased when applying this object. |
845 |
elmex |
1.1 |
|
846 |
elmex |
1.2 |
=item wc <number> |
847 |
elmex |
1.1 |
|
848 |
elmex |
1.14 |
the amount of wc points the player's wc is decreased when applying this object. |
849 |
elmex |
1.1 |
|
850 |
|
|
=back |
851 |
|
|
|
852 |
|
|
=head4 Player inherits following flags from weapons: |
853 |
|
|
|
854 |
elmex |
1.4 |
FLAG_LIFESAVE |
855 |
|
|
FLAG_REFL_SPELL |
856 |
|
|
FLAG_REFL_MISSILE |
857 |
|
|
FLAG_STEALTH |
858 |
|
|
FLAG_XRAYS |
859 |
|
|
FLAG_BLIND |
860 |
|
|
FLAG_SEE_IN_DARK |
861 |
|
|
FLAG_UNDEAD |
862 |
|
|
|
863 |
elmex |
1.11 |
=head3 GRIMREAPER - type 28 - Grimreapers |
864 |
|
|
|
865 |
|
|
These type are mostly used for monsters, they give the |
866 |
|
|
monster the ability to dissapear after 10 hits with AT_DRAIN. |
867 |
|
|
|
868 |
|
|
=over 4 |
869 |
|
|
|
870 |
|
|
=item value <number> |
871 |
|
|
|
872 |
|
|
This field stores the hits the monster did yet. |
873 |
|
|
|
874 |
|
|
=back |
875 |
|
|
|
876 |
elmex |
1.14 |
=head3 CREATOR - type 42 - Object creators |
877 |
|
|
|
878 |
|
|
Once a creator is activated by a connection it creates a number of objects |
879 |
|
|
(cloned from it's inventory or a new archetype from the other_arch slot). |
880 |
|
|
|
881 |
|
|
If FLAG_LIVESAFE is set the number of uses is unlimited. |
882 |
|
|
|
883 |
|
|
=over 4 |
884 |
|
|
|
885 |
|
|
=item hp <number> |
886 |
|
|
|
887 |
|
|
If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
888 |
|
|
be used. |
889 |
|
|
|
890 |
|
|
=item speed <number> |
891 |
|
|
|
892 |
|
|
If speed is set the creator will create an object periodically, |
893 |
|
|
see speed and speed_left fields in general object attribute description |
894 |
|
|
for more details on how this period works. |
895 |
|
|
|
896 |
|
|
=item slaying <string> |
897 |
|
|
|
898 |
|
|
If set the generated object's name and |
899 |
|
|
title will be set to this. |
900 |
|
|
|
901 |
|
|
=item other_arch <string> |
902 |
|
|
|
903 |
|
|
If the inventory of the creator is empty objects of the |
904 |
|
|
archetype <string> will be generated. |
905 |
|
|
|
906 |
|
|
=item connected <number> |
907 |
|
|
|
908 |
|
|
See generic object attribute section. |
909 |
|
|
|
910 |
|
|
=back |
911 |
|
|
|
912 |
elmex |
1.7 |
=head3 DRINK - type 54 - Drinkable stuff |
913 |
|
|
|
914 |
|
|
See FOOD description. |
915 |
|
|
|
916 |
elmex |
1.6 |
=head3 CHECK_INV - type 64 - Inventory checkers |
917 |
|
|
|
918 |
|
|
This object checks whether the player has a specific item in his |
919 |
|
|
inventory when he moves above the inventory checker. If the player has |
920 |
|
|
the item (or not, which can be controlled with a flag) a connection will be triggered. |
921 |
|
|
|
922 |
|
|
If you set move_block you can deny players and monsters to reach the space where |
923 |
|
|
the inventory checker is on, see 'move_block' description below. |
924 |
|
|
|
925 |
|
|
The conditions specified by hp, slaying and race are concationated with OR. |
926 |
|
|
So matching one of those conditions is enough. |
927 |
|
|
|
928 |
|
|
=over 4 |
929 |
|
|
|
930 |
|
|
=item move_block <move type bitmask> |
931 |
|
|
|
932 |
|
|
If you set this field to block a movetype the move code will block any moves |
933 |
|
|
onto the space with the inventory checker, IF the moving object doesn't have |
934 |
|
|
(or has - if last_sp = 0) the item that the checker is searching for. |
935 |
|
|
|
936 |
|
|
=item last_sp (0|1) |
937 |
|
|
|
938 |
|
|
If last_sp is 1 'having' the item that is being checked for will |
939 |
|
|
activate the connection or make the space with the checker non-blocking. |
940 |
|
|
If last_sp is 0 'not having' the item will activate the connection |
941 |
|
|
or make the space with the checker non-blocking. |
942 |
|
|
|
943 |
|
|
=item last_heal (0|1) |
944 |
|
|
|
945 |
|
|
If last_heal is 1 the matching item will be removed if the inventory checker |
946 |
|
|
activates a connection and finds the item in the inventory. |
947 |
|
|
|
948 |
|
|
(A inventory checker that blocks a space won't remove anything from inventories) |
949 |
|
|
|
950 |
|
|
=item hp <number> |
951 |
|
|
|
952 |
|
|
If this field is not 0 the inventory checker will search for an object |
953 |
|
|
with the type id <number>. |
954 |
|
|
|
955 |
|
|
=item slaying <string> |
956 |
|
|
|
957 |
|
|
If this field is set the inventory checker will search for an object that |
958 |
|
|
has the same string in the slaying field (for example a key string of a key). |
959 |
|
|
|
960 |
|
|
=item race <string> |
961 |
|
|
|
962 |
|
|
If this field is set the inventory checker will search for an object which |
963 |
|
|
has the archetype name that matches <string>. |
964 |
|
|
|
965 |
|
|
=item connected <connection id> |
966 |
|
|
|
967 |
elmex |
1.14 |
This is the connection that will be activated. The connection is |
968 |
|
|
'pushed' when someone enters the space with the inventory checker, |
969 |
|
|
and it is 'released' when he leaves it. |
970 |
|
|
|
971 |
|
|
See also the description of the connected field in the generic object attribute |
972 |
|
|
section. |
973 |
elmex |
1.6 |
|
974 |
|
|
=back |
975 |
|
|
|
976 |
elmex |
1.7 |
=head3 FLESH - type 72 - Organs and body parts |
977 |
|
|
|
978 |
|
|
See FOOD description. |
979 |
|
|
|
980 |
elmex |
1.11 |
=head3 MISC_OBJECT - type 79 - Misc. objects |
981 |
|
|
|
982 |
|
|
A type for any object that has no special behaviour. |
983 |
|
|
|
984 |
elmex |
1.14 |
=head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators |
985 |
|
|
|
986 |
|
|
This type of objects multiplies objects that are above it when it is activated. |
987 |
|
|
You can even multiply by 0, which will destroy the object. |
988 |
|
|
|
989 |
|
|
=over 4 |
990 |
|
|
|
991 |
|
|
=item level <number> |
992 |
|
|
|
993 |
|
|
The multiplicator, if set to 0 or lower it will destroy the objects above it. |
994 |
|
|
|
995 |
|
|
=item other_arch <string> |
996 |
|
|
|
997 |
|
|
The archetype name of the objects which will be multiplied. |
998 |
|
|
|
999 |
|
|
=item connected <number> |
1000 |
|
|
|
1001 |
|
|
See generic object attribute section. |
1002 |
|
|
|
1003 |
|
|
=back |
1004 |
|
|
|
1005 |
elmex |
1.5 |
=head3 HOLE - type 94 - Holes |
1006 |
|
|
|
1007 |
|
|
Holes are holes in the ground where objects can fall through. When the hole |
1008 |
|
|
opens and/or is completly open all objects above it fall through (more |
1009 |
|
|
precisely: if their head is above the hole). |
1010 |
|
|
|
1011 |
elmex |
1.14 |
When the HOLE is activated it's speed is set to 0.5. |
1012 |
|
|
|
1013 |
elmex |
1.5 |
Trapdoors can only transfer the one who falls through to other coordinates |
1014 |
|
|
on the B<same> map. |
1015 |
|
|
|
1016 |
|
|
=over 4 |
1017 |
|
|
|
1018 |
|
|
=item maxsp (0|1) |
1019 |
|
|
|
1020 |
|
|
This field negates the state of the connection: When maxsp is 1 the pit will |
1021 |
|
|
open/close when the connection is deactivated. Otherwise it will open/close |
1022 |
|
|
when the connection is activated. This field only has effect when the |
1023 |
|
|
connection is triggered. So if you put a closed hole on a map, and the |
1024 |
|
|
connection is deactivated, and maxsp is 1 the hole will remain closed until the |
1025 |
|
|
connection was triggered once. |
1026 |
|
|
|
1027 |
|
|
=item connected <connection id> |
1028 |
|
|
|
1029 |
|
|
This is the connection id, which lets the hole opening or closing when |
1030 |
|
|
activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
1031 |
|
|
at which connection state the object is activated. |
1032 |
|
|
|
1033 |
|
|
For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
1034 |
|
|
the connection is released. |
1035 |
|
|
|
1036 |
|
|
=item wc <number> (internal) |
1037 |
|
|
|
1038 |
|
|
This is an internal flag. If it is greater than 0 it means that the hole is not |
1039 |
|
|
yet fully open. More preciesly: this field is the animation-step and if it is |
1040 |
|
|
set to the 'closed' step of the animation the hole is closed and if it is on |
1041 |
|
|
the 'open' animation step (wc = 0), the hole is open. |
1042 |
|
|
|
1043 |
|
|
=item sp <number> |
1044 |
|
|
|
1045 |
|
|
The destination y coordinates on the same map. |
1046 |
|
|
|
1047 |
|
|
=item hp <number> |
1048 |
|
|
|
1049 |
|
|
The destination x coordinates on the same map. |
1050 |
|
|
|
1051 |
|
|
=back |
1052 |
|
|
|
1053 |
elmex |
1.8 |
=head3 POISONING - type 105 - The poisoning of players and monsters |
1054 |
|
|
|
1055 |
|
|
This type is doing the actual damage to the ones who were attacked |
1056 |
|
|
via AT_POISON (or drank POISON). |
1057 |
|
|
|
1058 |
|
|
The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
1059 |
|
|
there for details). |
1060 |
|
|
|
1061 |
|
|
=over 4 |
1062 |
|
|
|
1063 |
|
|
=item dam <number> |
1064 |
|
|
|
1065 |
|
|
Each time the poisoning is processed (which is determined by the speed and speed_left |
1066 |
|
|
fields, see the general object attributes above) it hits the player with |
1067 |
|
|
<number> damage and the AT_INTERNAL attacktype (means: it will simply |
1068 |
|
|
hit the player with no strings attached). |
1069 |
|
|
|
1070 |
|
|
=item food <number> |
1071 |
|
|
|
1072 |
|
|
Just a note: The posion is removed when food == 1 and not when |
1073 |
|
|
the whole duration is up, because the POISONING code has to remove |
1074 |
|
|
the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
1075 |
|
|
deletes the POISONING object. |
1076 |
|
|
|
1077 |
|
|
=back |
1078 |
|
|
|
1079 |
elmex |
1.4 |
=head3 FORCE - type 114 - Forces |
1080 |
|
|
|
1081 |
|
|
Forces are a very 'thin' type. They don't have much behaviour other than |
1082 |
elmex |
1.5 |
disappearing after a time and/or affecting the player if they are in his |
1083 |
|
|
inventory. |
1084 |
elmex |
1.4 |
|
1085 |
|
|
Forces only take effect on the player if they have set FLAG_APPLIED. |
1086 |
|
|
|
1087 |
|
|
Whether the duration field is processed or not a tick is controlled via the |
1088 |
|
|
speed and speed_left field. Look above at the generic description of these |
1089 |
|
|
fields. |
1090 |
|
|
|
1091 |
elmex |
1.7 |
NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
1092 |
|
|
like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
1093 |
|
|
0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
1094 |
|
|
If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
1095 |
|
|
Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
1096 |
|
|
|
1097 |
elmex |
1.4 |
=over 4 |
1098 |
|
|
|
1099 |
|
|
=item duration |
1100 |
|
|
|
1101 |
elmex |
1.5 |
While this field is greater than 0 the force/object is not destroyed. It is |
1102 |
|
|
decreased each tick by 1. |
1103 |
elmex |
1.4 |
|
1104 |
|
|
If it reaches 0 the force/object is destroyed. |
1105 |
|
|
|
1106 |
|
|
This field can have this meaning for B<any> object if that object has |
1107 |
|
|
FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
1108 |
|
|
what happens then. |
1109 |
|
|
|
1110 |
|
|
=back |
1111 |
|
|
|
1112 |
|
|
=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
1113 |
|
|
|
1114 |
elmex |
1.5 |
This object is generated by the POTION code when the potion is a resistance |
1115 |
|
|
giving potion. It has mainly the same behaviour as a FORCE. |
1116 |
elmex |
1.4 |
|
1117 |
|
|
The specialty of the potion effect is that the resistancy it gives is absolute, |
1118 |
elmex |
1.5 |
so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
1119 |
|
|
fire. |
1120 |
elmex |
1.4 |
|
1121 |
|
|
Multiple potion effects only give you the maximum of their resistancy. |