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Revision: 1.18
Committed: Thu Dec 21 21:24:06 2006 UTC (17 years, 6 months ago) by elmex
Branch: MAIN
Changes since 1.17: +24 -0 lines
Log Message:
documented FLAG_IS_LIGHTABLE and glow_radius

File Contents

# User Rev Content
1 elmex 1.1 =head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION
2    
3     Here is all information about the object types Crossfire+
4     supports at the moment. This is not a complete documentation (yet)
5     and browsing the source is still recommended to learn about
6     the objects that aren't documented here.
7    
8     This documentation is in a sketchy state. It's mostly
9     used to collect notes about the internal behaviour of the
10     objects.
11    
12 elmex 1.15 =head2 About the notation and terms
13    
14     The term 'archetype' stands for a collection of fields.
15     The term 'object' stands for an archetype instance.
16     The term 'field' is used for an object fields and archetype fields.
17    
18 elmex 1.16 Field names will be displayed like this: I<fieldname>
19    
20     Type names will be displayed like this: B<TYPENAME>
21    
22     Flag names will be displayer like this: FLAG_NAME
23 elmex 1.15
24 elmex 1.1 =head2 About archetypes and objects
25    
26 elmex 1.15 Archetypes are 'templates' of objects. If an object is derived
27     from an archetype the object fields will be set to the corresponding
28     fields in the archetype.
29    
30     When a map is instanciated (loaded), the 'object' description on the
31     map are considered patches of the archetype.
32    
33     This document does explain the behaviour of the objects and the meaning of
34     their fields in the server engine, which are derived from archetypes.
35    
36 elmex 1.1 This is an example of an archetype:
37    
38     Object button_trigger
39     name button
40     type 30
41     face button_sma.111
42     anim
43     button_sma.111
44     button_sma.112
45     mina
46     is_animated 0
47     exp 30
48     no_pick 1
49     walk_on 1
50     walk_off 1
51     editable 48
52     visibility 50
53     weight 1
54     end
55    
56 elmex 1.15 The first B<field> is I<name>: 'button_trigger', which basically means that
57     instances (objects) that are created/derived from this archetype have the
58     name 'button' (which means that the field I<name> of the object will be set
59     to the same value as the archetypes field I<name>).
60 elmex 1.1
61 elmex 1.15 The next field I<type> decides the behaviour of objects derived from this archetype.
62 elmex 1.1 For a comprehensive list of types see include/define.h. For this case
63     you might find a line like:
64    
65     #define TRIGGER_BUTTON        30
66    
67 elmex 1.15 The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
68     For more information on this look in the Flags subsection in the next section
69 elmex 1.1
70 elmex 1.15 The following documentation will also document the meaning of internal used
71     fields of objects. These fields are marked as (internal) and can't
72     or shouldn't be set by an archetype.
73 elmex 1.1
74 elmex 1.15 =head2 Description of (mostly) generic object fields
75 elmex 1.1
76 elmex 1.2 These are the fields that most of the objects have and/or their
77     default behaviour.
78    
79     =over 4
80    
81 elmex 1.16 =item I<name> <string>
82 elmex 1.2
83     The name of the object.
84    
85 elmex 1.16 =item I<name_pl> <string>
86 elmex 1.2
87     The name of a collection of these objects (the plural of the name).
88    
89 elmex 1.16 =item I<face> <facename>
90 elmex 1.2
91     The graphical appearance of this object.
92    
93 elmex 1.16 =item I<x> <number>
94 elmex 1.14
95     The x position of the object when it is on a map.
96    
97 elmex 1.16 =item I<y> <number>
98 elmex 1.14
99     The y position of the object when it is on a map.
100    
101 elmex 1.16 =item I<map> (internal)
102 elmex 1.14
103     The map the object is on.
104    
105 elmex 1.16 =item I<invisible> <number>
106 elmex 1.2
107     If the <number> is greater than 0 the object is invisible.
108     For players this field reflects the duration of the invisibility
109     and is decreased every tick by 1.
110    
111     For non-player objects this field is not changed by server ticks.
112    
113 elmex 1.18 =item I<glow_radius> <number>
114    
115     This field indicates how far an object glows. Default is a radius of 0 (no
116     glowing at all).
117    
118 elmex 1.16 =item I<speed> <number>
119 elmex 1.2
120     If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
121     on the active object list and will be processed each tick (see also speed_left!).
122    
123 elmex 1.16 If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
124 elmex 1.2 from the active object list and it won't experience any processing per tick.
125    
126 elmex 1.16 =item I<speed_left> <number>
127 elmex 1.2
128     If this field is greater than 0 and the object is on the
129     active list (mostly means it's speed is also greater than 0):
130    
131     - speed_left is decreased by 1
132     - and this object is processed and experiences a server tick.
133    
134 elmex 1.16 If the object is on the active list and I<speed_left> is lower or
135     equal to 0 the absolute value of the I<speed> is added to I<speed_left>
136 elmex 1.2 on the end of the tick.
137    
138 elmex 1.16 This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
139     the more seldom the object is processed. And the higher I<speed> is
140 elmex 1.7 the more often the object is processed.
141    
142 elmex 1.16 =item I<connected> <number>
143 elmex 1.14
144     When this field is set the object will be linked to a connection with the
145     id <number>. What happens when the connection is 'activated' depends on the
146     type of the object.
147    
148 elmex 1.16 FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
149 elmex 1.14 when to activate the object, see description of these below for further details.
150    
151 elmex 1.16 =item I<no_drop> (0|1)
152 elmex 1.2
153 elmex 1.4 Sets the flag FLAG_NO_DROP.
154     See Flags section below.
155 elmex 1.2
156 elmex 1.16 =item I<applied> (0|1)
157 elmex 1.2
158 elmex 1.4 Sets the flag FLAG_APPLIED.
159     See Flags section below.
160 elmex 1.2
161 elmex 1.16 =item I<is_used_up> (0|1)
162 elmex 1.2
163 elmex 1.4 Sets the flag FLAG_IS_USED_UP.
164     See Flags section below.
165    
166 elmex 1.16 =item I<changing> (0|1)
167 elmex 1.15
168     Sets the flag FLAG_CHANGING.
169     See Flags section below.
170    
171 elmex 1.16 =item I<auto_apply> (0|1)
172 elmex 1.4
173     Sets the flag FLAG_AUTO_APPLY.
174     See Flags section below.
175 elmex 1.2
176 elmex 1.16 =item I<no_steal> (0|1)
177 elmex 1.8
178     Sets the flag FLAG_NO_STEAL.
179     See Flags section below.
180    
181 elmex 1.16 =item I<reflecting> (0|1)
182 elmex 1.10
183     Sets the flag FLAG_REFLECTING.
184     See Flags section below.
185    
186 elmex 1.16 =item I<reflect_spell> (0|1)
187 elmex 1.10
188     Sets the flag FLAG_REFL_SPELL.
189     See Flags section below.
190    
191 elmex 1.16 =item I<no_skill_ident> (0|1)
192 elmex 1.9
193     Sets the flag FLAG_NO_SKILL_IDENT.
194     See Flags section below.
195    
196 elmex 1.16 =item I<activate_on_push> (0|1) (default: 1)
197 elmex 1.5
198     Sets the flag FLAG_ACTIVATE_ON_PUSH.
199     See Flags section below.
200    
201 elmex 1.16 =item I<activate_on_release> (0|1) (default: 1)
202 elmex 1.5
203     Sets the flag FLAG_ACTIVATE_ON_RELEASE.
204     See Flags section below.
205    
206 elmex 1.18 =item I<is_lightable> (0|1)
207    
208     Sets the flag FLAG_IS_LIGHTABLE.
209     See Flags section below.
210    
211 elmex 1.16 =item I<editable> (more than deprecated)
212 elmex 1.2
213     This field had a special meaning for crossedit, which used parts
214 elmex 1.15 of the server code for editing. Wherever you see this field being
215 elmex 1.2 set in an archetype ignore it and/or remove it. No code interprets this
216     field anymore.
217    
218     =back
219    
220     =head3 Flags
221    
222     Here are the effects of the flags described.
223    
224 elmex 1.1 =over 4
225    
226 elmex 1.2 =item FLAG_NO_DROP
227    
228     An object can't be picked up and dropped.
229    
230     =item FLAG_APPLIED
231    
232     This flag mostly states whether this object has been 'applied' by the player.
233     For objects that are applied by the code or have this flag set in the archetype
234     it mostly means 'this object is active'.
235    
236 elmex 1.16 For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
237 elmex 1.2 of flags from objects in his inventory is toggled by this flag.
238    
239     =item FLAG_IS_USED_UP
240    
241 elmex 1.16 This flag controls whether an object is 'used up'. If it is set I<food>
242     is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
243 elmex 1.2
244 elmex 1.16 If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
245     this object is removed or not, see the B<FORCE> type below for the meaning
246 elmex 1.2 of the duration field in this context.
247    
248 elmex 1.3 If FLAG_APPLIED is not set the object is destroyed.
249    
250 elmex 1.15 =item FLAG_CHANGING
251    
252 elmex 1.16 If the I<state> field of the object is 0 the object will be processed periodically
253 elmex 1.17 (if I<speed> is set). If the I<state> field is 1 it won't be processed.
254    
255     This flag indicates that the object is changing into a different object.
256     The object has to have the I<other_arch> field set. The object the changing object
257     changes into is derived from the archetype in I<other_arch>.
258    
259     When the object does not have FLAG_ALIVE set the I<food> field will be decremented
260     each time the object is processed, and if I<food> reaches 0 one new object will be generated.
261    
262     When the object has FLAG_ALIVE set the I<food> field is the number of objects that
263     will be generated.
264    
265     After the new object is created the I<hp> field from the old object is copied into
266     the new one.
267    
268     When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
269     to the new object.
270 elmex 1.15
271 elmex 1.4 =item FLAG_IS_A_TEMPLATE (internal use)
272    
273 elmex 1.16 This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
274 elmex 1.4 or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
275    
276     =item FLAG_AUTO_APPLY
277    
278 elmex 1.16 This flag has currently only meaning for the B<TREASURE> type, see below.
279 elmex 1.4
280 elmex 1.5 =item FLAG_ACTIVATE_ON_PUSH
281    
282     This flag has only meaning for objects that can be linked together
283 elmex 1.16 by the I<connected> field and controls wether the object should
284 elmex 1.5 be activated when the connection is 'pushed' or it is 'released'.
285    
286 elmex 1.14 What 'pushed' and 'released' means depends on the object that
287     activates the connection.
288    
289 elmex 1.5 This flag is by default on.
290    
291     =item FLAG_ACTIVATE_ON_RELEASE
292    
293     This flag has only meaning for objects that can be linked together
294 elmex 1.16 by the I<connected> field and controls wether the object should
295 elmex 1.5 be activated when the connection is 'pushed' or it is 'released'.
296    
297 elmex 1.14 What 'pushed' and 'released' means depends on the object that
298     activates the connection.
299    
300 elmex 1.5 This flag is by default on.
301    
302 elmex 1.8 =item FLAG_NO_STEAL
303    
304     When this flag is set this object can't be stolen. The flag will be
305     resetted once the object is placed on a map.
306    
307     When this flag is set on a monster it can defent attempts of stealing
308     (but in this context the flag is only used internally).
309    
310 elmex 1.9 =item FLAG_NO_SKILL_IDENT
311    
312     This flag is mostly used internal and prevents unidentified objects
313 elmex 1.16 (objects which don't have FLAG_IDENTIFIED set) being identified
314     multiple times by skills.
315 elmex 1.9
316 elmex 1.16 This flag is used to mark objects which were unsuccessfully identified by a
317     players skill. So that multiple tries of identifying aren't more effective than
318     one.
319 elmex 1.9
320 elmex 1.10 =item FLAG_REFLECTING
321    
322 elmex 1.16 This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
323 elmex 1.10 to indicate whether this object reflects off walls.
324    
325     =item FLAG_REFL_SPELL
326    
327     This flag indicates whether something reflects spells, like spell reflecting
328     amuletts.
329    
330 elmex 1.18 =item FLAG_IS_LIGHTABLE
331    
332     This flag indicates whether a B<LIGHTER> can light this object. See also the
333     description of the B<LIGHTER> type. How easy you can light an item depends
334     partially on the material of the object.
335    
336 elmex 1.1 =back
337    
338 elmex 1.15 =head2 Description of type specific fields and behaviour
339 elmex 1.1
340     The beginning of the headers of the following subsection
341     are the server internal names for the objects types, see include/define.h.
342    
343 elmex 1.16 =head3 B<TRANSPORT> - type 2 - Player transports
344 elmex 1.4
345     This type is implemented by the transport extension and has currently no special
346 elmex 1.15 fields that affect it.
347 elmex 1.4
348 elmex 1.16 =head3 B<ROD> - type 3 - Rods that fire spells
349 elmex 1.4
350     Rods contain spells and can be fired by a player.
351    
352     =over 4
353    
354 elmex 1.16 =item I<level> <number>
355 elmex 1.4
356 elmex 1.15 This field is used for calculating the spell level that can be fired
357 elmex 1.4 with this rod, it's also the maximum level of the spell that can be fired.
358     The level of the spell that is being fired depends mostly on
359     the 'use magic item' skill level of the player and 1/10 of the level of the
360     rod is added as bonus.
361    
362 elmex 1.16 =item I<hp> <number>
363 elmex 1.4
364     The amount of spellpoints this rod has left.
365    
366 elmex 1.16 =item I<maxhp> <number>
367 elmex 1.4
368     The maximum amount of spellpoints this rod has.
369    
370 elmex 1.16 =item I<skill> <skill name>
371 elmex 1.4
372     This field determines which skill you need to apply this object.
373    
374     =back
375    
376 elmex 1.16 =head3 B<TREASURE> - type 4 - Treasures
377 elmex 1.4
378     This type of objects are for random treasure generation in maps.
379     If this object is applied by a player it will replace itself with it's
380     inventory. If it is automatically applied
381     generate a treasure and replace itself with the generated treasure.
382    
383     Chests are also of this type, their treasures are generated by
384     the auto apply code on map instantiation.
385    
386     =over 4
387    
388 elmex 1.16 =item I<hp> <number>
389 elmex 1.4
390     The number of treasures to generate.
391    
392 elmex 1.16 =item I<exp> <level>
393 elmex 1.4
394     If FLAG_AUTO_APPLY is not set the exp field has no further meaning
395     and the difficulty for the treasurecode only depends on the maps difficulty,
396     otherwise the exp field has the following meaning:
397    
398     If this field is not 0 it is passed as the difficulty
399     to the treasure generation code to determine how good, how much
400     worth a treasure is or what bonuses it is given by the treasure code.
401    
402     If this field is not set or 0 the difficulty of the map is passed to the treasure
403     generation code.
404    
405 elmex 1.16 =item I<randomitems> <treasurelist>
406 elmex 1.4
407     The treasurelist to use to generate the treasure which is put in the
408     treasure objects inventory.
409    
410     =back
411    
412 elmex 1.16 =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
413 elmex 1.4
414     These objects contain a spell and will emit it on apply, which most
415     of the time has the meaning of 'drinking'.
416    
417     If no resistancy field, stat field or attacktype is set and no spell
418     is put in the potion by the sp field or the randomitems the
419     potion will become an artifact and the artifact code decides which kind
420     of potion will be generated.
421    
422     If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
423     will yield an explosion and hurt the player.
424    
425     =over 4
426    
427 elmex 1.16 =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
428 elmex 1.4
429     These stat fields determine how many stat points the player gets
430     when he applies this potion.
431    
432     If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
433    
434 elmex 1.16 =item I<sp> <number>
435 elmex 1.4
436     If this field is set and the randomitems field is not set
437     the field is interpreted as spell number, please look the right
438     number up in common/loader.C.
439    
440     If this field is set the randomitems field will be unset by the
441     map loading code.
442    
443 elmex 1.16 =item I<attacktype> <attacktype>
444 elmex 1.4
445     This field has some special meaning in potions, currently the
446     bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
447     restoration potion or improvement potion.
448     See include/attackinc.h for the bits of these types.
449    
450     If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
451     will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
452     set the player will be drained a random stat by inserting an ARCH_DEPLETION
453     into him.
454    
455     If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
456     When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
457    
458 elmex 1.16 =item I<resist_RESISTANCY> <number>
459 elmex 1.4
460     If this stat is set and no spell is in the potion the potion
461     will create a force that give the player this specific resistancy.
462     The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
463     and the potion will last 10 times longer than the default force archetype
464     FORCE_NAME (at the moment of this writing spell/force.arc).
465    
466 elmex 1.16 =item I<randomitems> <treasurelist>
467 elmex 1.4
468     The inventory/spell of the potion will be created by calling the treasure code
469     with the treasurelist specified here. (I guess it's highly undefined what
470     happens if there is not a spell in the potions inventory).
471    
472 elmex 1.16 =item I<on_use_yield> <archetype>
473 elmex 1.3
474 elmex 1.7 When this object is applied an instance of <archetype> will be created.
475 elmex 1.3
476 elmex 1.16 =item I<subtypes> <potion subtype>
477 elmex 1.3
478 elmex 1.4 see include/spells.h for possible potion subtypes, there are currently 4:
479 elmex 1.3
480     =over 4
481    
482 elmex 1.4 =item POT_SPELL
483    
484     Unused, default behaiour of a potion.
485    
486     =item POT_DUST
487    
488     This potion can be thrown to cast the spell that it has in it's inventory,
489 elmex 1.16 the behaviour is not defined if there is not a B<SPELL> in the inventory and the
490 elmex 1.4 server will log an error.
491    
492     =item POT_FIGURINE
493    
494     Unused, default behaiour of a potion.
495 elmex 1.3
496 elmex 1.4 =item POT_BALM
497 elmex 1.3
498 elmex 1.4 Unused, default behaiour of a potion.
499 elmex 1.3
500 elmex 1.4 =back
501 elmex 1.3
502     =back
503    
504 elmex 1.16 =head3 B<FOOD> - type 6 - Eatable stuff
505 elmex 1.7
506     This is for objects that are representing general eatables like
507     beef or bread.
508    
509 elmex 1.16 The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
510 elmex 1.7 give different messages.
511    
512 elmex 1.16 The specialty of B<FLESH> is that it inherits the resistancies of the
513 elmex 1.7 monsters it was generated in and will let dragons raise their resistancies
514 elmex 1.16 with that. If the monster has the B<POISON> attacktype the B<FLESH>
515     will change into B<POISON>.
516 elmex 1.7
517 elmex 1.16 If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
518     and if he doesn't find any of that he will start eating B<FLESH>.
519 elmex 1.7
520     =over 4
521    
522 elmex 1.16 =item I<title> <string>
523 elmex 1.7
524 elmex 1.16 If the food has B<title> set or is cursed it is considered 'special', which
525     means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
526     I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
527     on the player.
528 elmex 1.7
529 elmex 1.16 The higher the I<food> field is the longer the improvement of the player lasts
530     (except for I<hp> and I<sp>).
531 elmex 1.7
532 elmex 1.16 =item I<food> <number>
533 elmex 1.7
534     This is the amount of food points the player gets when he eats this.
535    
536 elmex 1.16 =item I<on_use_yield> <archetype>
537 elmex 1.7
538     When this object is applied an instance of <archetype> will be created.
539    
540     =back
541    
542 elmex 1.16 =head3 B<POISON> - type 7 - Poisonous stuff
543 elmex 1.8
544 elmex 1.16 This type is for objects that can poison the player when he drinks/applies it.
545 elmex 1.8 When applied it will hit the attacked with AT_POISON and will create
546 elmex 1.16 a B<POISONING> object in the one who was hit.
547 elmex 1.8
548     =over 4
549    
550 elmex 1.16 =item I<level> <number>
551 elmex 1.8
552     This field affects the propability of poisoning. The higher the level difference
553 elmex 1.16 between the one who is hit and the poision the more propable it is the attacked
554 elmex 1.8 one will be poisoned.
555    
556 elmex 1.16 =item I<slaying> <race>
557 elmex 1.8
558 elmex 1.16 This field has the usual meaning of 'slaying', when the
559     poisoned's race matches the I<slaying> field the damage done by the poison
560 elmex 1.8 is multiplied by 3.
561    
562 elmex 1.16 =item I<hp> <number>
563 elmex 1.8
564     This is the amount of damage the player will receive from applying this. The
565     attacktype AT_POISON will be used to hit the player and the damage will
566     determine the strenght, duration and depletion of stats of the poisoning. The
567 elmex 1.16 created B<POISONING> object which is being placed in the one who was attacked will
568 elmex 1.8 get the damage from this field (which is maybe adjusted by slaying or the
569     resistancies).
570    
571 elmex 1.16 =item I<food> <number>
572 elmex 1.8
573 elmex 1.16 1/4 of <number> will be drained from the players I<food>.
574 elmex 1.8
575 elmex 1.16 =item I<on_use_yield> <archetype>
576 elmex 1.8
577     When this object is applied an instance of <archetype> will be created.
578    
579     =back
580    
581 elmex 1.16 =head3 B<BOOK> - type 8 - Readable books
582 elmex 1.9
583     This type is basically for representing text books in the game.
584    
585     Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
586    
587     =over 4
588    
589 elmex 1.16 =item I<msg> <text>
590 elmex 1.9
591     This is the contents of the book. When this field is unset
592     at treasure generation a random text will be inserted.
593    
594 elmex 1.16 =item I<skill> <skill name>
595 elmex 1.9
596     The skill required to read this book. (The most resonable
597     skill would be literacy).
598    
599 elmex 1.16 =item I<exp> <number>
600 elmex 1.9
601     The experience points the player get for reading this book.
602    
603 elmex 1.16 =item I<subtype> <readable subtype>
604 elmex 1.9
605     This field determines the type of the readable.
606     Please see common/readable.C in the readable_message_types table.
607    
608     =back
609    
610 elmex 1.16 =head3 B<CLOCK> - type 9 - Clocks
611 elmex 1.10
612     This type of objects just display the time when being applied.
613    
614 elmex 1.16 =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
615 elmex 1.10
616     This is a spell effect of a moving bolt. It moves straigt forward
617     through the map until something blocks it.
618     If FLAG_REFLECTING is set it even reflects on walls.
619    
620     FLAG_IS_TURNABLE should be set on these objects.
621    
622     =over 4
623    
624 elmex 1.16 =item I<move_type> <movetype>
625 elmex 1.11
626     This field affects the move type with which the lightning moves through
627     the map and which map cells will reflect or block it.
628    
629 elmex 1.16 =item I<attacktype> <attacktype>
630 elmex 1.10
631     The attacktype with which it hits the objects on the map.
632    
633 elmex 1.16 =item I<dam> <number>
634 elmex 1.10
635     The damage this bolt inflicts when it hits objects on the map.
636    
637 elmex 1.16 =item I<Dex> <number>
638 elmex 1.10
639     This is the fork percentage, it is reduced by 10 per fork.
640 elmex 1.16 And the I<dam> field is halved on each fork.
641 elmex 1.10
642 elmex 1.16 =item I<Con> (internal)
643 elmex 1.10
644     This value is a percentage of which the forking lightning
645     is deflected to the left. This value should be mostly used internally.
646    
647 elmex 1.16 =item I<duration> <number>
648 elmex 1.10
649     The duration the bolt stays on a map cell. This field is decreased each time
650 elmex 1.16 the object is processed (see the meaning of I<speed> and I<speed_left> fields in
651     the generic object field description).
652 elmex 1.10
653 elmex 1.16 =item I<range> <number>
654 elmex 1.10
655     This is the range of the bolt, each space it advances this field is decreased.
656    
657     =back
658    
659 elmex 1.16 =head3 B<ARROW> - type 13 - Arrows
660 elmex 1.14
661     This is the type for objects that represent projectiles like arrows.
662 elmex 1.16 The movement of B<THROWN_OBJ>s behave similar to this type.
663 elmex 1.14
664     Flying arrows are stopped either when they hit something blocking
665 elmex 1.16 (I<move_block>) or something which is alive.
666 elmex 1.14 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
667     set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
668 elmex 1.16 damage with a small chance which is affected by the I<level> field of the arrow.
669 elmex 1.14
670     If FLAG_REFLECTING is set on the arrow it will bounce off everything
671     that is not alive and blocks it's movement.
672    
673 elmex 1.16 When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
674     fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
675     the object, to restore them once the arrow has been stopped.
676 elmex 1.14
677     =over 4
678    
679 elmex 1.16 =item I<dam> <number>
680 elmex 1.14
681     The amount of damage that is being done to the victim that gets hit.
682     This field is recomputed when the arrow is fired and will consist
683 elmex 1.16 of the sum of a damage bonus (see description of the B<BOW> type),
684     the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
685     and the arrows I<magic> field.
686 elmex 1.14
687 elmex 1.16 =item I<wc> <number>
688 elmex 1.14
689 elmex 1.16 The weapon class of the arrow, which has effect on the propability of hitting.
690 elmex 1.14
691     It is recomputed when the arrow is being fired by this formula:
692    
693     wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
694     - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
695    
696     When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
697 elmex 1.16 level is not added.
698 elmex 1.14
699 elmex 1.16 wc_mod is dependend on the fire mode of the bow. For a more detailed
700 elmex 1.14 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
701    
702 elmex 1.16 =item I<magic> <number>
703 elmex 1.14
704     This field is added to the damage of the arrow when it is shot and
705 elmex 1.16 will also improve it's I<speed> by 1/5 of it's value.
706 elmex 1.14
707 elmex 1.16 =item I<attacktype> <attacktype>
708 elmex 1.14
709     Bitfield which decides the attacktype of the damage, see include/attackinc.h
710 elmex 1.16 On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
711 elmex 1.14
712 elmex 1.16 =item I<level> <number> (interally used)
713 elmex 1.14
714     The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
715 elmex 1.16 see above in the B<ARROW> description.
716 elmex 1.14
717 elmex 1.16 The I<level> is set when the arrow is fired to either the skill level or the
718     shooters level.
719 elmex 1.14
720 elmex 1.16 =item I<speed> <number> (internal)
721 elmex 1.14
722     This field shouldn't be set directly in the archetype, the arrow will get it's
723 elmex 1.16 I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
724 elmex 1.14 arrow will be stopped immediatly.
725    
726 elmex 1.16 On fireing the I<speed> of the arrow is computed of 1/5 of the
727     sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
728     of the bows I<dam> field is added to the I<speed> of the arrow.
729 elmex 1.14
730 elmex 1.16 The minimum I<speed> of an arrow is 1.0.
731 elmex 1.14
732 elmex 1.16 While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
733 elmex 1.14
734 elmex 1.16 If the I<speed> is above 10.0 it goes straight through the creature it hits and
735     it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
736     stopped and either sticked into the victim (see I<weight> field description) or
737     put on it's map square (if it didn't break, see description of the I<food> field).
738 elmex 1.14
739 elmex 1.16 =item I<weight> <number>
740 elmex 1.14
741 elmex 1.16 This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
742 elmex 1.14 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
743    
744 elmex 1.16 =item I<food> <number>
745 elmex 1.14
746 elmex 1.16 The breaking percentage. 100 (%) means: breaks on usage for sure.
747 elmex 1.14
748 elmex 1.16 =item I<inventory> (internal)
749 elmex 1.14
750     If the flying/moving object has something in it's inventory and it stops, it
751     will be replaced with it's inventory. Otherwise it will be handled as usual,
752     which means: it will be calculated whether the arrow breaks and it will be
753     reset for reuse.
754    
755 elmex 1.16 =item I<slaying> <string>
756 elmex 1.14
757 elmex 1.16 When the bow that fires this arrow has it's I<slaying> field set it is copied
758     to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
759 elmex 1.14
760 elmex 1.16 =item I<move_type> <movetype> (internally used)
761 elmex 1.14
762     This field is set when the arrow is shot to MOVE_FLY_LOW.
763    
764 elmex 1.16 =item I<move_on> <movetype> (internally used)
765 elmex 1.14
766     This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
767    
768 elmex 1.16 =item I<race> <string>
769 elmex 1.14
770 elmex 1.16 The I<race> field is a unique key that assigns arrows, bows and quivers. When
771     shooting an arrow the bows I<race> is used to search for arrows (which have the
772     same I<race> as the bow) in the players inventory and will recursively search in
773     the containers (which are applied and have the same I<race> as the bow and the arrow).
774 elmex 1.14
775     =back
776    
777 elmex 1.16 =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
778 elmex 1.14
779 elmex 1.16 TODO, but take into account B<ARROW> description above!
780 elmex 1.10
781 elmex 1.16 =head3 B<WEAPON> - type 15 - Weapons
782 elmex 1.1
783     This type is for general hack and slash weapons like swords, maces
784     and daggers and and ....
785    
786     =over 4
787    
788 elmex 1.16 =item I<weapontype> <type id>
789 elmex 1.1
790     decides what attackmessages are generated, see include/define.h
791    
792 elmex 1.16 =item I<attacktype> <bitmask>
793 elmex 1.1
794     bitfield which decides the attacktype of the damage, see include/attackinc.h
795    
796 elmex 1.16 =item I<dam> <number>
797 elmex 1.1
798     amount of damage being done with the attacktype
799    
800 elmex 1.16 =item I<item_power> <level>
801 elmex 1.1
802     the itempower of this weapon.
803    
804 elmex 1.16 =item I<name>
805 elmex 1.1
806     the name of the weapon.
807    
808 elmex 1.16 =item I<level> (internal)
809 elmex 1.1
810     The improvement state of the weapon.
811 elmex 1.16 If this field is greater than 0 the I<name> field starts with the
812 elmex 1.1 characters name who improved this weapon.
813    
814 elmex 1.16 =item I<last_eat> (internal)
815 elmex 1.1
816 elmex 1.16 This seems to be the amount of improvements of a weapon,
817 elmex 1.1 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
818    
819     ((who->level / 5) + 5) >= op->last_eat
820    
821 elmex 1.16 =item I<last_sp>
822 elmex 1.1
823     the weapon speed (see magic description)
824    
825 elmex 1.16 =item I<food> <number>
826 elmex 1.1
827     addition to food regeneration of the player
828    
829 elmex 1.16 =item I<hp> <number>
830 elmex 1.1
831     addition to health regeneration
832    
833 elmex 1.16 =item I<sp> <number>
834 elmex 1.1
835     addition to mana regeneration
836    
837 elmex 1.16 =item I<grace> <number>
838 elmex 1.1
839     addititon to grace regeneration
840    
841 elmex 1.16 =item I<gen_sp_armour> <number>
842 elmex 1.1
843 elmex 1.16 the players I<gen_sp_armour> field (which is per default 10) is being added the
844     <number> amount. gen_sp_armour seems to be a factor with which gen_sp in
845     do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
846     I<gen_sp_armour> limits the amout of regenerated spellpoints.
847 elmex 1.1
848 elmex 1.16 Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
849     I<sp> regeneration.
850 elmex 1.1
851 elmex 1.16 =item I<body_BODYSLOT>
852 elmex 1.1
853 elmex 1.16 The part of the body you need to use this weapon, possible values should be
854 elmex 1.1 looked up in common/item.C at body_locations.
855    
856 elmex 1.16 =item I<resist_RESISTNACY> <number>
857 elmex 1.1
858     this is the factor with which the difference of the players resistancy and 100%
859     is multiplied, something like this:
860    
861 elmex 1.2 additional_resistancy = (100 - current_resistanct) * (<number>/100)
862 elmex 1.1
863 elmex 1.2 if <number> is negative it is added to the total vulnerabilities,
864 elmex 1.1 and later the total resistance is decided by:
865    
866     'total resistance = total protections - total vulnerabilities'
867    
868     see also common/living.C:fix_player
869    
870 elmex 1.16 =item I<path_(attuned|repelled|denied)>
871 elmex 1.1
872     this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
873     for the pathes.
874    
875 elmex 1.16 =item I<luck> <number>
876 elmex 1.1
877 elmex 1.16 this luck is added to the players I<luck>
878 elmex 1.1
879 elmex 1.16 =item I<move_type>
880 elmex 1.1
881 elmex 1.16 if the weapon has a I<move_type> set the player inherits it's I<move_type>
882 elmex 1.1
883 elmex 1.16 =item I<exp> <number>
884 elmex 1.1
885 elmex 1.2 the added_speed and bonus_speed of the player is raised by <number>/3.
886     if <number> < 0 then the added_speed is decreased by <number>
887 elmex 1.1
888 elmex 1.16 =item I<weight>
889 elmex 1.1
890     the weight of the weapon
891    
892 elmex 1.16 =item I<magic>
893 elmex 1.1
894 elmex 1.16 the I<magic> field affects the amounts of the following fields:
895 elmex 1.1
896     - wc : the players wc is adjusted by: player->wc -= (wc + magic)
897    
898     - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
899    
900     - dam: the players dam is adjusted by: player->dam += (dam + magic)
901    
902     - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
903     (minium is 0)
904    
905 elmex 1.16 =item I<ac> <number>
906 elmex 1.1
907 elmex 1.16 the amount of ac points the player's I<ac> is decreased when applying this object.
908 elmex 1.1
909 elmex 1.16 =item I<wc> <number>
910 elmex 1.1
911 elmex 1.16 the amount of wc points the player's I<wc> is decreased when applying this object.
912 elmex 1.1
913     =back
914    
915     =head4 Player inherits following flags from weapons:
916    
917 elmex 1.4 FLAG_LIFESAVE
918     FLAG_REFL_SPELL
919     FLAG_REFL_MISSILE
920     FLAG_STEALTH
921     FLAG_XRAYS
922     FLAG_BLIND
923     FLAG_SEE_IN_DARK
924     FLAG_UNDEAD
925    
926 elmex 1.16 =head3 B<GRIMREAPER> - type 28 - Grimreapers
927 elmex 1.11
928     These type are mostly used for monsters, they give the
929     monster the ability to dissapear after 10 hits with AT_DRAIN.
930    
931     =over 4
932    
933 elmex 1.16 =item I<value> <number>
934 elmex 1.11
935     This field stores the hits the monster did yet.
936    
937     =back
938    
939 elmex 1.16 =head3 B<CREATOR> - type 42 - Object creators
940 elmex 1.14
941     Once a creator is activated by a connection it creates a number of objects
942 elmex 1.15 (cloned from it's inventory or a new object derived from the archetype
943     named in the other_arch slot).
944 elmex 1.14
945     If FLAG_LIVESAFE is set the number of uses is unlimited.
946    
947     =over 4
948    
949 elmex 1.16 =item I<hp> <number>
950 elmex 1.14
951     If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
952     be used.
953    
954 elmex 1.16 =item I<speed> <number>
955 elmex 1.14
956 elmex 1.16 If I<speed> is set the creator will create an object periodically,
957     see I<speed> and I<speed_left> fields in the general object field description
958     for more details.
959 elmex 1.14
960 elmex 1.16 =item I<slaying> <string>
961 elmex 1.14
962 elmex 1.16 If set the generated object's name and title will be set to this.
963 elmex 1.14
964 elmex 1.16 =item I<other_arch> <string>
965 elmex 1.14
966 elmex 1.16 If the inventory of the creator is empty new objects will be derived from the
967     archetype named by <string>.
968 elmex 1.14
969 elmex 1.16 =item I<connected> <number>
970 elmex 1.14
971 elmex 1.16 See generic object field description.
972 elmex 1.14
973     =back
974    
975 elmex 1.16 =head3 B<DRINK> - type 54 - Drinkable stuff
976 elmex 1.7
977 elmex 1.16 See B<FOOD> description.
978 elmex 1.7
979 elmex 1.16 =head3 B<CHECK_INV> - type 64 - Inventory checkers
980 elmex 1.6
981     This object checks whether the player has a specific item in his
982     inventory when he moves above the inventory checker. If the player has
983     the item (or not, which can be controlled with a flag) a connection will be triggered.
984    
985 elmex 1.16 If you set I<move_block> you can deny players and monsters to reach the space where
986     the inventory checker is on, see I<move_block> description below.
987 elmex 1.6
988 elmex 1.16 The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
989 elmex 1.6 So matching one of those conditions is enough.
990    
991     =over 4
992    
993 elmex 1.16 =item I<move_block> <move type bitmask>
994 elmex 1.6
995     If you set this field to block a movetype the move code will block any moves
996     onto the space with the inventory checker, IF the moving object doesn't have
997 elmex 1.16 (or has - if I<last_sp> = 0) the item that the checker is searching for.
998 elmex 1.6
999 elmex 1.16 =item I<last_sp> (0|1)
1000 elmex 1.6
1001 elmex 1.16 If I<last_sp> is 1 'having' the item that is being checked for will
1002 elmex 1.6 activate the connection or make the space with the checker non-blocking.
1003 elmex 1.16 If I<last_sp> is 0 'not having' the item will activate the connection
1004 elmex 1.6 or make the space with the checker non-blocking.
1005    
1006 elmex 1.16 =item I<last_heal> (0|1)
1007 elmex 1.6
1008 elmex 1.16 If I<last_heal> is 1 the matching item will be removed if the inventory checker
1009 elmex 1.6 activates a connection and finds the item in the inventory.
1010    
1011     (A inventory checker that blocks a space won't remove anything from inventories)
1012    
1013 elmex 1.16 =item I<hp> <number>
1014 elmex 1.6
1015     If this field is not 0 the inventory checker will search for an object
1016     with the type id <number>.
1017    
1018 elmex 1.16 =item I<slaying> <string>
1019 elmex 1.6
1020     If this field is set the inventory checker will search for an object that
1021 elmex 1.16 has the same string in the I<slaying> field (for example a key string of a key).
1022 elmex 1.6
1023 elmex 1.16 =item I<race> <string>
1024 elmex 1.6
1025     If this field is set the inventory checker will search for an object which
1026     has the archetype name that matches <string>.
1027    
1028 elmex 1.16 =item I<connected> <connection id>
1029 elmex 1.6
1030 elmex 1.14 This is the connection that will be activated. The connection is
1031     'pushed' when someone enters the space with the inventory checker,
1032     and it is 'released' when he leaves it.
1033    
1034 elmex 1.16 See also the description of the I<connected> field in the generic object field
1035 elmex 1.14 section.
1036 elmex 1.6
1037     =back
1038    
1039 elmex 1.16 =head3 B<FLESH> - type 72 - Organs and body parts
1040 elmex 1.7
1041 elmex 1.16 See B<FOOD> description.
1042 elmex 1.7
1043 elmex 1.16 =head3 B<MISC_OBJECT> - type 79 - Misc. objects
1044 elmex 1.11
1045     A type for any object that has no special behaviour.
1046    
1047 elmex 1.16 =head3 B<LAMP> - type 82 - A lamp
1048 elmex 1.15
1049 elmex 1.17 This object represents a lamp, that can be carried and switched
1050     on and off and has a certain amount of fuel in it.
1051    
1052     A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1053     Each of them should point at the other one with it's I<other_arch> field.
1054    
1055     See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1056    
1057 elmex 1.18 If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1058     with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1059    
1060 elmex 1.17 =over 4
1061    
1062 elmex 1.18 =item I<glow_radius> <number>
1063    
1064     The radius of the light that the lamp emits, see also I<glow_radius> in the
1065     generic object flags description.
1066    
1067 elmex 1.17 =item I<speed> <number>
1068    
1069     If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1070     lamp burns it's fuel (I<food>).
1071    
1072     Setting FLAG_CHANGING makes only sense on the archetype which represents
1073     the 'on' state of the lamp.
1074    
1075     See also the description of FLAG_CHANGING.
1076    
1077     Lamps which have no FLAG_CHANGING set would also make sense and represent
1078     lamps that never burn up.
1079    
1080     =item I<other_arch> <number>
1081    
1082     This is the field that points to the 'other' archetype which represents the
1083     opposite state of the lamp. The newly from I<other_arch> derived object will
1084     replace the current object and will get the value of I<food> of the replaced object.
1085    
1086     Rationale:
1087    
1088     When the lamp (on) is applied a new object is derived from the archetype
1089     in I<other_arch> and the I<food> value is copied to it ('the fuel is
1090     transferred'). The new lamp (off) object has to have a I<other_arch> field
1091     which points to the archetype from which a lamp (on) can be derived.
1092    
1093     =item I<food> <number>
1094    
1095     This fields stands for the fuel of the lamp.
1096    
1097     =back
1098 elmex 1.15
1099 elmex 1.16 =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1100 elmex 1.14
1101     This type of objects multiplies objects that are above it when it is activated.
1102     You can even multiply by 0, which will destroy the object.
1103    
1104     =over 4
1105    
1106 elmex 1.16 =item I<level> <number>
1107 elmex 1.14
1108     The multiplicator, if set to 0 or lower it will destroy the objects above it.
1109    
1110 elmex 1.16 =item I<other_arch> <string>
1111 elmex 1.14
1112 elmex 1.15 The archetype name of the objects that should be multiplied.
1113 elmex 1.14
1114 elmex 1.16 =item I<connected> <number>
1115 elmex 1.14
1116 elmex 1.16 See generic object field description.
1117 elmex 1.14
1118     =back
1119    
1120 elmex 1.16 =head3 B<HOLE> - type 94 - Holes
1121 elmex 1.5
1122 elmex 1.16 B<HOLE>s are holes in the ground where objects can fall through. When the hole
1123 elmex 1.5 opens and/or is completly open all objects above it fall through (more
1124     precisely: if their head is above the hole).
1125    
1126 elmex 1.16 When the B<HOLE> is activated it's speed is set to 0.5.
1127 elmex 1.14
1128 elmex 1.16 These holes can only transfer the one who falls through to other coordinates
1129     on the same map.
1130 elmex 1.5
1131     =over 4
1132    
1133 elmex 1.16 =item I<maxsp> (0|1)
1134 elmex 1.5
1135     This field negates the state of the connection: When maxsp is 1 the pit will
1136     open/close when the connection is deactivated. Otherwise it will open/close
1137     when the connection is activated. This field only has effect when the
1138     connection is triggered. So if you put a closed hole on a map, and the
1139 elmex 1.16 connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1140 elmex 1.5 connection was triggered once.
1141    
1142 elmex 1.16 =item I<connected> <connection id>
1143 elmex 1.5
1144     This is the connection id, which lets the hole opening or closing when
1145     activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1146     at which connection state the object is activated.
1147    
1148     For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1149     the connection is released.
1150    
1151 elmex 1.16 =item I<wc> <number> (internal)
1152 elmex 1.5
1153 elmex 1.16 This is an internal field. If it is greater than 0 it means that the hole is not
1154 elmex 1.5 yet fully open. More preciesly: this field is the animation-step and if it is
1155     set to the 'closed' step of the animation the hole is closed and if it is on
1156 elmex 1.16 the 'open' animation step (I<wc> = 0), the hole is open.
1157 elmex 1.5
1158 elmex 1.16 =item I<sp> <number>
1159 elmex 1.5
1160     The destination y coordinates on the same map.
1161    
1162 elmex 1.16 =item I<hp> <number>
1163 elmex 1.5
1164     The destination x coordinates on the same map.
1165    
1166     =back
1167    
1168 elmex 1.16 =head3 B<POISONING> - type 105 - The poisoning of players and monsters
1169 elmex 1.8
1170     This type is doing the actual damage to the ones who were attacked
1171 elmex 1.16 via AT_POISON (or drank B<POISON>).
1172 elmex 1.8
1173     The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1174     there for details).
1175    
1176     =over 4
1177    
1178 elmex 1.16 =item I<dam> <number>
1179 elmex 1.8
1180 elmex 1.16 Each time the poisoning is proccessed (which is determined by the I<speed> and
1181     I<speed_left> fields, see the general object fields description above) it hits
1182     the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1183     simply hit the player with no strings attached).
1184 elmex 1.8
1185 elmex 1.16 =item I<food> <number>
1186 elmex 1.8
1187 elmex 1.16 Just a note: The posioning is removed if I<food> == 1 and not if
1188     the whole I<duration> is up, because the B<POISONING> code has to remove
1189 elmex 1.8 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1190 elmex 1.16 deletes the B<POISONING> object.
1191 elmex 1.8
1192     =back
1193    
1194 elmex 1.16 =head3 B<FORCE> - type 114 - Forces
1195 elmex 1.4
1196     Forces are a very 'thin' type. They don't have much behaviour other than
1197 elmex 1.5 disappearing after a time and/or affecting the player if they are in his
1198     inventory.
1199 elmex 1.4
1200 elmex 1.16 Forces only take effect on the player if they have FLAG_APPLIED set.
1201 elmex 1.4
1202 elmex 1.16 Whether the I<duration> field is processed or not per tick is controlled by the
1203     I<speed> and I<speed_left> fields. Look above in the generic object field description.
1204 elmex 1.4
1205 elmex 1.16 NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1206     interpreter like described in the description of the FLAG_IS_USED_UP flag.
1207     BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1208     will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1209     removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1210     have good semantics on forces, try to avoid it.
1211 elmex 1.7
1212 elmex 1.4 =over 4
1213    
1214 elmex 1.16 =item I<duration>
1215 elmex 1.4
1216 elmex 1.5 While this field is greater than 0 the force/object is not destroyed. It is
1217     decreased each tick by 1.
1218 elmex 1.4
1219     If it reaches 0 the force/object is destroyed.
1220    
1221     This field can have this meaning for B<any> object if that object has
1222     FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1223     what happens then.
1224    
1225     =back
1226    
1227 elmex 1.16 =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1228 elmex 1.4
1229 elmex 1.16 This object is generated by the B<POTION> code when the potion is a resistance
1230     giving potion. It has mainly the same behaviour as a B<FORCE>.
1231 elmex 1.4
1232     The specialty of the potion effect is that the resistancy it gives is absolute,
1233 elmex 1.16 so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1234 elmex 1.5 fire.
1235 elmex 1.4
1236     Multiple potion effects only give you the maximum of their resistancy.