ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/pod/objects.pod
Revision: 1.28
Committed: Sun Oct 5 14:16:13 2008 UTC (15 years, 7 months ago) by root
Branch: MAIN
Changes since 1.27: +2 -2 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 root 1.27 =head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION
2 elmex 1.1
3 root 1.27 Here is all information about the object types Deliantra
4 elmex 1.1 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 root 1.28 reset once the object is placed on a map.
306 elmex 1.8
307 root 1.28 When this flag is set on a monster it can defend attempts at stealing
308 elmex 1.8 (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 root 1.23 =head3 B<ROD>, B<HORN> - type 3, 35 - 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 root 1.23 The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
365     maxhp/10> per tick.
366 elmex 1.4
367 elmex 1.16 =item I<maxhp> <number>
368 elmex 1.4
369     The maximum amount of spellpoints this rod has.
370    
371 elmex 1.16 =item I<skill> <skill name>
372 elmex 1.4
373     This field determines which skill you need to apply this object.
374    
375     =back
376    
377 elmex 1.16 =head3 B<TREASURE> - type 4 - Treasures
378 elmex 1.4
379     This type of objects are for random treasure generation in maps.
380     If this object is applied by a player it will replace itself with it's
381     inventory. If it is automatically applied
382     generate a treasure and replace itself with the generated treasure.
383    
384     Chests are also of this type, their treasures are generated by
385     the auto apply code on map instantiation.
386    
387     =over 4
388    
389 elmex 1.16 =item I<hp> <number>
390 elmex 1.4
391     The number of treasures to generate.
392    
393 elmex 1.16 =item I<exp> <level>
394 elmex 1.4
395     If FLAG_AUTO_APPLY is not set the exp field has no further meaning
396     and the difficulty for the treasurecode only depends on the maps difficulty,
397     otherwise the exp field has the following meaning:
398    
399     If this field is not 0 it is passed as the difficulty
400     to the treasure generation code to determine how good, how much
401     worth a treasure is or what bonuses it is given by the treasure code.
402    
403     If this field is not set or 0 the difficulty of the map is passed to the treasure
404     generation code.
405    
406 elmex 1.16 =item I<randomitems> <treasurelist>
407 elmex 1.4
408     The treasurelist to use to generate the treasure which is put in the
409     treasure objects inventory.
410    
411     =back
412    
413 elmex 1.16 =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
414 elmex 1.4
415     These objects contain a spell and will emit it on apply, which most
416     of the time has the meaning of 'drinking'.
417    
418     If no resistancy field, stat field or attacktype is set and no spell
419     is put in the potion by the sp field or the randomitems the
420     potion will become an artifact and the artifact code decides which kind
421     of potion will be generated.
422    
423     If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
424     will yield an explosion and hurt the player.
425    
426     =over 4
427    
428 elmex 1.16 =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
429 elmex 1.4
430     These stat fields determine how many stat points the player gets
431     when he applies this potion.
432    
433     If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
434    
435 elmex 1.16 =item I<sp> <number>
436 elmex 1.4
437     If this field is set and the randomitems field is not set
438     the field is interpreted as spell number, please look the right
439     number up in common/loader.C.
440    
441     If this field is set the randomitems field will be unset by the
442     map loading code.
443    
444 elmex 1.16 =item I<attacktype> <attacktype>
445 elmex 1.4
446     This field has some special meaning in potions, currently the
447     bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
448     restoration potion or improvement potion.
449     See include/attackinc.h for the bits of these types.
450    
451     If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
452     will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
453     set the player will be drained a random stat by inserting an ARCH_DEPLETION
454     into him.
455    
456     If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
457     When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
458    
459 elmex 1.16 =item I<resist_RESISTANCY> <number>
460 elmex 1.4
461     If this stat is set and no spell is in the potion the potion
462     will create a force that give the player this specific resistancy.
463     The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
464     and the potion will last 10 times longer than the default force archetype
465     FORCE_NAME (at the moment of this writing spell/force.arc).
466    
467 elmex 1.16 =item I<randomitems> <treasurelist>
468 elmex 1.4
469     The inventory/spell of the potion will be created by calling the treasure code
470     with the treasurelist specified here. (I guess it's highly undefined what
471     happens if there is not a spell in the potions inventory).
472    
473 elmex 1.16 =item I<on_use_yield> <archetype>
474 elmex 1.3
475 elmex 1.7 When this object is applied an instance of <archetype> will be created.
476 elmex 1.3
477 elmex 1.16 =item I<subtypes> <potion subtype>
478 elmex 1.3
479 elmex 1.4 see include/spells.h for possible potion subtypes, there are currently 4:
480 elmex 1.3
481     =over 4
482    
483 elmex 1.4 =item POT_SPELL
484    
485     Unused, default behaiour of a potion.
486    
487     =item POT_DUST
488    
489     This potion can be thrown to cast the spell that it has in it's inventory,
490 elmex 1.16 the behaviour is not defined if there is not a B<SPELL> in the inventory and the
491 elmex 1.4 server will log an error.
492    
493     =item POT_FIGURINE
494    
495     Unused, default behaiour of a potion.
496 elmex 1.3
497 elmex 1.4 =item POT_BALM
498 elmex 1.3
499 elmex 1.4 Unused, default behaiour of a potion.
500 elmex 1.3
501 elmex 1.4 =back
502 elmex 1.3
503     =back
504    
505 elmex 1.16 =head3 B<FOOD> - type 6 - Eatable stuff
506 elmex 1.7
507     This is for objects that are representing general eatables like
508     beef or bread.
509    
510 elmex 1.16 The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
511 elmex 1.7 give different messages.
512    
513 elmex 1.16 The specialty of B<FLESH> is that it inherits the resistancies of the
514 elmex 1.7 monsters it was generated in and will let dragons raise their resistancies
515 elmex 1.16 with that. If the monster has the B<POISON> attacktype the B<FLESH>
516     will change into B<POISON>.
517 elmex 1.7
518 elmex 1.16 If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
519     and if he doesn't find any of that he will start eating B<FLESH>.
520 elmex 1.7
521     =over 4
522    
523 elmex 1.16 =item I<title> <string>
524 elmex 1.7
525 elmex 1.16 If the food has B<title> set or is cursed it is considered 'special', which
526     means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
527     I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
528     on the player.
529 elmex 1.7
530 elmex 1.16 The higher the I<food> field is the longer the improvement of the player lasts
531     (except for I<hp> and I<sp>).
532 elmex 1.7
533 elmex 1.16 =item I<food> <number>
534 elmex 1.7
535     This is the amount of food points the player gets when he eats this.
536    
537 elmex 1.16 =item I<on_use_yield> <archetype>
538 elmex 1.7
539     When this object is applied an instance of <archetype> will be created.
540    
541     =back
542    
543 elmex 1.16 =head3 B<POISON> - type 7 - Poisonous stuff
544 elmex 1.8
545 elmex 1.16 This type is for objects that can poison the player when he drinks/applies it.
546 elmex 1.8 When applied it will hit the attacked with AT_POISON and will create
547 elmex 1.16 a B<POISONING> object in the one who was hit.
548 elmex 1.8
549     =over 4
550    
551 elmex 1.16 =item I<level> <number>
552 elmex 1.8
553 root 1.24 This field affects the probability of poisoning. The higher the level difference
554     between the one who is hit and the poision the more probable it is the attacked
555 elmex 1.8 one will be poisoned.
556    
557 elmex 1.16 =item I<slaying> <race>
558 elmex 1.8
559 elmex 1.16 This field has the usual meaning of 'slaying', when the
560     poisoned's race matches the I<slaying> field the damage done by the poison
561 elmex 1.8 is multiplied by 3.
562    
563 elmex 1.16 =item I<hp> <number>
564 elmex 1.8
565     This is the amount of damage the player will receive from applying this. The
566     attacktype AT_POISON will be used to hit the player and the damage will
567     determine the strenght, duration and depletion of stats of the poisoning. The
568 elmex 1.16 created B<POISONING> object which is being placed in the one who was attacked will
569 elmex 1.8 get the damage from this field (which is maybe adjusted by slaying or the
570     resistancies).
571    
572 elmex 1.16 =item I<food> <number>
573 elmex 1.8
574 elmex 1.16 1/4 of <number> will be drained from the players I<food>.
575 elmex 1.8
576 elmex 1.16 =item I<on_use_yield> <archetype>
577 elmex 1.8
578     When this object is applied an instance of <archetype> will be created.
579    
580     =back
581    
582 elmex 1.16 =head3 B<BOOK> - type 8 - Readable books
583 elmex 1.9
584     This type is basically for representing text books in the game.
585    
586     Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
587    
588     =over 4
589    
590 elmex 1.16 =item I<msg> <text>
591 elmex 1.9
592     This is the contents of the book. When this field is unset
593     at treasure generation a random text will be inserted.
594    
595 elmex 1.16 =item I<skill> <skill name>
596 elmex 1.9
597     The skill required to read this book. (The most resonable
598     skill would be literacy).
599    
600 elmex 1.16 =item I<exp> <number>
601 elmex 1.9
602     The experience points the player get for reading this book.
603    
604 elmex 1.16 =item I<subtype> <readable subtype>
605 elmex 1.9
606     This field determines the type of the readable.
607     Please see common/readable.C in the readable_message_types table.
608    
609     =back
610    
611 elmex 1.16 =head3 B<CLOCK> - type 9 - Clocks
612 elmex 1.10
613     This type of objects just display the time when being applied.
614    
615 elmex 1.16 =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
616 elmex 1.10
617     This is a spell effect of a moving bolt. It moves straigt forward
618     through the map until something blocks it.
619     If FLAG_REFLECTING is set it even reflects on walls.
620    
621     FLAG_IS_TURNABLE should be set on these objects.
622    
623     =over 4
624    
625 elmex 1.16 =item I<move_type> <movetype>
626 elmex 1.11
627     This field affects the move type with which the lightning moves through
628     the map and which map cells will reflect or block it.
629    
630 elmex 1.16 =item I<attacktype> <attacktype>
631 elmex 1.10
632     The attacktype with which it hits the objects on the map.
633    
634 elmex 1.16 =item I<dam> <number>
635 elmex 1.10
636     The damage this bolt inflicts when it hits objects on the map.
637    
638 elmex 1.16 =item I<Dex> <number>
639 elmex 1.10
640     This is the fork percentage, it is reduced by 10 per fork.
641 elmex 1.16 And the I<dam> field is halved on each fork.
642 elmex 1.10
643 elmex 1.16 =item I<Con> (internal)
644 elmex 1.10
645     This value is a percentage of which the forking lightning
646     is deflected to the left. This value should be mostly used internally.
647    
648 elmex 1.16 =item I<duration> <number>
649 elmex 1.10
650     The duration the bolt stays on a map cell. This field is decreased each time
651 elmex 1.16 the object is processed (see the meaning of I<speed> and I<speed_left> fields in
652     the generic object field description).
653 elmex 1.10
654 elmex 1.16 =item I<range> <number>
655 elmex 1.10
656     This is the range of the bolt, each space it advances this field is decreased.
657    
658     =back
659    
660 elmex 1.16 =head3 B<ARROW> - type 13 - Arrows
661 elmex 1.14
662     This is the type for objects that represent projectiles like arrows.
663 elmex 1.16 The movement of B<THROWN_OBJ>s behave similar to this type.
664 elmex 1.14
665     Flying arrows are stopped either when they hit something blocking
666 elmex 1.16 (I<move_block>) or something which is alive.
667 elmex 1.14 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
668     set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
669 elmex 1.16 damage with a small chance which is affected by the I<level> field of the arrow.
670 elmex 1.14
671     If FLAG_REFLECTING is set on the arrow it will bounce off everything
672     that is not alive and blocks it's movement.
673    
674 elmex 1.16 When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
675     fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
676     the object, to restore them once the arrow has been stopped.
677 elmex 1.14
678     =over 4
679    
680 elmex 1.16 =item I<dam> <number>
681 elmex 1.14
682     The amount of damage that is being done to the victim that gets hit.
683     This field is recomputed when the arrow is fired and will consist
684 elmex 1.16 of the sum of a damage bonus (see description of the B<BOW> type),
685     the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
686     and the arrows I<magic> field.
687 elmex 1.14
688 elmex 1.16 =item I<wc> <number>
689 elmex 1.14
690 root 1.24 The weapon class of the arrow, which has effect on the probability of hitting.
691 elmex 1.14
692     It is recomputed when the arrow is being fired by this formula:
693    
694     wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
695     - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
696    
697     When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
698 elmex 1.16 level is not added.
699 elmex 1.14
700 elmex 1.16 wc_mod is dependend on the fire mode of the bow. For a more detailed
701 elmex 1.14 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
702    
703 elmex 1.16 =item I<magic> <number>
704 elmex 1.14
705     This field is added to the damage of the arrow when it is shot and
706 elmex 1.16 will also improve it's I<speed> by 1/5 of it's value.
707 elmex 1.14
708 elmex 1.16 =item I<attacktype> <attacktype>
709 elmex 1.14
710     Bitfield which decides the attacktype of the damage, see include/attackinc.h
711 elmex 1.16 On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
712 elmex 1.14
713 elmex 1.16 =item I<level> <number> (interally used)
714 elmex 1.14
715 root 1.24 The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
716 elmex 1.16 see above in the B<ARROW> description.
717 elmex 1.14
718 elmex 1.16 The I<level> is set when the arrow is fired to either the skill level or the
719     shooters level.
720 elmex 1.14
721 elmex 1.16 =item I<speed> <number> (internal)
722 elmex 1.14
723     This field shouldn't be set directly in the archetype, the arrow will get it's
724 elmex 1.16 I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
725 elmex 1.14 arrow will be stopped immediatly.
726    
727 elmex 1.16 On fireing the I<speed> of the arrow is computed of 1/5 of the
728     sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
729     of the bows I<dam> field is added to the I<speed> of the arrow.
730 elmex 1.14
731 elmex 1.16 The minimum I<speed> of an arrow is 1.0.
732 elmex 1.14
733 elmex 1.16 While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
734 elmex 1.14
735 elmex 1.16 If the I<speed> is above 10.0 it goes straight through the creature it hits and
736     it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
737     stopped and either sticked into the victim (see I<weight> field description) or
738     put on it's map square (if it didn't break, see description of the I<food> field).
739 elmex 1.14
740 elmex 1.16 =item I<weight> <number>
741 elmex 1.14
742 elmex 1.16 This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
743 elmex 1.14 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
744    
745 elmex 1.16 =item I<food> <number>
746 elmex 1.14
747 elmex 1.16 The breaking percentage. 100 (%) means: breaks on usage for sure.
748 elmex 1.14
749 elmex 1.16 =item I<inventory> (internal)
750 elmex 1.14
751     If the flying/moving object has something in it's inventory and it stops, it
752     will be replaced with it's inventory. Otherwise it will be handled as usual,
753     which means: it will be calculated whether the arrow breaks and it will be
754     reset for reuse.
755    
756 elmex 1.16 =item I<slaying> <string>
757 elmex 1.14
758 elmex 1.16 When the bow that fires this arrow has it's I<slaying> field set it is copied
759     to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
760 elmex 1.14
761 elmex 1.16 =item I<move_type> <movetype> (internally used)
762 elmex 1.14
763     This field is set when the arrow is shot to MOVE_FLY_LOW.
764    
765 elmex 1.16 =item I<move_on> <movetype> (internally used)
766 elmex 1.14
767     This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
768    
769 elmex 1.16 =item I<race> <string>
770 elmex 1.14
771 elmex 1.16 The I<race> field is a unique key that assigns arrows, bows and quivers. When
772     shooting an arrow the bows I<race> is used to search for arrows (which have the
773     same I<race> as the bow) in the players inventory and will recursively search in
774     the containers (which are applied and have the same I<race> as the bow and the arrow).
775 elmex 1.14
776     =back
777    
778 elmex 1.16 =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
779 elmex 1.14
780 elmex 1.16 TODO, but take into account B<ARROW> description above!
781 elmex 1.10
782 elmex 1.16 =head3 B<WEAPON> - type 15 - Weapons
783 elmex 1.1
784     This type is for general hack and slash weapons like swords, maces
785     and daggers and and ....
786    
787     =over 4
788    
789 elmex 1.16 =item I<weapontype> <type id>
790 elmex 1.1
791     decides what attackmessages are generated, see include/define.h
792    
793 elmex 1.16 =item I<attacktype> <bitmask>
794 elmex 1.1
795     bitfield which decides the attacktype of the damage, see include/attackinc.h
796    
797 elmex 1.16 =item I<dam> <number>
798 elmex 1.1
799     amount of damage being done with the attacktype
800    
801 elmex 1.16 =item I<item_power> <level>
802 elmex 1.1
803     the itempower of this weapon.
804    
805 elmex 1.16 =item I<name>
806 elmex 1.1
807     the name of the weapon.
808    
809 elmex 1.16 =item I<level> (internal)
810 elmex 1.1
811     The improvement state of the weapon.
812 elmex 1.16 If this field is greater than 0 the I<name> field starts with the
813 elmex 1.1 characters name who improved this weapon.
814    
815 elmex 1.16 =item I<last_eat> (internal)
816 elmex 1.1
817 elmex 1.16 This seems to be the amount of improvements of a weapon,
818 elmex 1.1 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
819    
820     ((who->level / 5) + 5) >= op->last_eat
821    
822 elmex 1.16 =item I<last_sp>
823 elmex 1.1
824     the weapon speed (see magic description)
825    
826 elmex 1.16 =item I<food> <number>
827 elmex 1.1
828     addition to food regeneration of the player
829    
830 elmex 1.16 =item I<hp> <number>
831 elmex 1.1
832     addition to health regeneration
833    
834 elmex 1.16 =item I<sp> <number>
835 elmex 1.1
836     addition to mana regeneration
837    
838 elmex 1.16 =item I<grace> <number>
839 elmex 1.1
840     addititon to grace regeneration
841    
842 elmex 1.16 =item I<gen_sp_armour> <number>
843 elmex 1.1
844 elmex 1.16 the players I<gen_sp_armour> field (which is per default 10) is being added the
845     <number> amount. gen_sp_armour seems to be a factor with which gen_sp in
846     do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
847     I<gen_sp_armour> limits the amout of regenerated spellpoints.
848 elmex 1.1
849 elmex 1.16 Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
850     I<sp> regeneration.
851 elmex 1.1
852 elmex 1.16 =item I<body_BODYSLOT>
853 elmex 1.1
854 root 1.20 The part/slot of the body you need to use this weapon, possible values for
855     C<BODYSLOT> should be looked up in common/item.C at body_locations.
856 elmex 1.1
857 root 1.22 The value (in the range C<-7..7>) gives the number of those body slots
858     used up by the item (if negative) or the number of body slots this object
859     has (if positive, e.g. for monsters or players). The special value C<0>
860     indicates that this object cannot equip items requiring these body slots.
861 root 1.20
862     =item I<resist_RESISTANCY> <number>
863 elmex 1.1
864     this is the factor with which the difference of the players resistancy and 100%
865     is multiplied, something like this:
866    
867 root 1.20 additional_resistancy = (100 - current_resistancy) * (<number>/100)
868 elmex 1.1
869 elmex 1.2 if <number> is negative it is added to the total vulnerabilities,
870 elmex 1.1 and later the total resistance is decided by:
871    
872     'total resistance = total protections - total vulnerabilities'
873    
874 root 1.20 see also common/living.C:fix_player.
875 elmex 1.1
876 elmex 1.16 =item I<path_(attuned|repelled|denied)>
877 elmex 1.1
878     this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
879     for the pathes.
880    
881 elmex 1.16 =item I<luck> <number>
882 elmex 1.1
883 elmex 1.16 this luck is added to the players I<luck>
884 elmex 1.1
885 elmex 1.16 =item I<move_type>
886 elmex 1.1
887 elmex 1.16 if the weapon has a I<move_type> set the player inherits it's I<move_type>
888 elmex 1.1
889 elmex 1.16 =item I<exp> <number>
890 elmex 1.1
891 elmex 1.2 the added_speed and bonus_speed of the player is raised by <number>/3.
892     if <number> < 0 then the added_speed is decreased by <number>
893 elmex 1.1
894 elmex 1.16 =item I<weight>
895 elmex 1.1
896     the weight of the weapon
897    
898 elmex 1.16 =item I<magic>
899 elmex 1.1
900 elmex 1.16 the I<magic> field affects the amounts of the following fields:
901 elmex 1.1
902     - wc : the players wc is adjusted by: player->wc -= (wc + magic)
903    
904     - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
905    
906     - dam: the players dam is adjusted by: player->dam += (dam + magic)
907    
908     - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
909     (minium is 0)
910    
911 elmex 1.16 =item I<ac> <number>
912 elmex 1.1
913 elmex 1.16 the amount of ac points the player's I<ac> is decreased when applying this object.
914 elmex 1.1
915 elmex 1.16 =item I<wc> <number>
916 elmex 1.1
917 elmex 1.16 the amount of wc points the player's I<wc> is decreased when applying this object.
918 elmex 1.1
919     =back
920    
921     =head4 Player inherits following flags from weapons:
922    
923 elmex 1.4 FLAG_LIFESAVE
924     FLAG_REFL_SPELL
925     FLAG_REFL_MISSILE
926     FLAG_STEALTH
927     FLAG_XRAYS
928     FLAG_BLIND
929     FLAG_SEE_IN_DARK
930     FLAG_UNDEAD
931    
932 elmex 1.16 =head3 B<GRIMREAPER> - type 28 - Grimreapers
933 elmex 1.11
934     These type are mostly used for monsters, they give the
935     monster the ability to dissapear after 10 hits with AT_DRAIN.
936    
937     =over 4
938    
939 elmex 1.16 =item I<value> <number>
940 elmex 1.11
941     This field stores the hits the monster did yet.
942    
943     =back
944    
945 elmex 1.16 =head3 B<CREATOR> - type 42 - Object creators
946 elmex 1.14
947     Once a creator is activated by a connection it creates a number of objects
948 elmex 1.15 (cloned from it's inventory or a new object derived from the archetype
949     named in the other_arch slot).
950 elmex 1.14
951     If FLAG_LIVESAFE is set the number of uses is unlimited.
952    
953     =over 4
954    
955 elmex 1.16 =item I<hp> <number>
956 elmex 1.14
957     If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
958     be used.
959    
960 elmex 1.16 =item I<speed> <number>
961 elmex 1.14
962 elmex 1.16 If I<speed> is set the creator will create an object periodically,
963     see I<speed> and I<speed_left> fields in the general object field description
964     for more details.
965 elmex 1.14
966 elmex 1.16 =item I<slaying> <string>
967 elmex 1.14
968 elmex 1.16 If set the generated object's name and title will be set to this.
969 elmex 1.14
970 elmex 1.16 =item I<other_arch> <string>
971 elmex 1.14
972 elmex 1.16 If the inventory of the creator is empty new objects will be derived from the
973     archetype named by <string>.
974 elmex 1.14
975 elmex 1.16 =item I<connected> <number>
976 elmex 1.14
977 elmex 1.16 See generic object field description.
978 elmex 1.14
979     =back
980    
981 elmex 1.16 =head3 B<DRINK> - type 54 - Drinkable stuff
982 elmex 1.7
983 elmex 1.16 See B<FOOD> description.
984 elmex 1.7
985 elmex 1.16 =head3 B<CHECK_INV> - type 64 - Inventory checkers
986 elmex 1.6
987     This object checks whether the player has a specific item in his
988     inventory when he moves above the inventory checker. If the player has
989     the item (or not, which can be controlled with a flag) a connection will be triggered.
990    
991 elmex 1.16 If you set I<move_block> you can deny players and monsters to reach the space where
992     the inventory checker is on, see I<move_block> description below.
993 elmex 1.6
994 elmex 1.16 The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
995 elmex 1.6 So matching one of those conditions is enough.
996    
997     =over 4
998    
999 elmex 1.16 =item I<move_block> <move type bitmask>
1000 elmex 1.6
1001     If you set this field to block a movetype the move code will block any moves
1002     onto the space with the inventory checker, IF the moving object doesn't have
1003 elmex 1.16 (or has - if I<last_sp> = 0) the item that the checker is searching for.
1004 elmex 1.6
1005 elmex 1.16 =item I<last_sp> (0|1)
1006 elmex 1.6
1007 elmex 1.16 If I<last_sp> is 1 'having' the item that is being checked for will
1008 elmex 1.6 activate the connection or make the space with the checker non-blocking.
1009 elmex 1.16 If I<last_sp> is 0 'not having' the item will activate the connection
1010 elmex 1.6 or make the space with the checker non-blocking.
1011    
1012 elmex 1.16 =item I<last_heal> (0|1)
1013 elmex 1.6
1014 elmex 1.16 If I<last_heal> is 1 the matching item will be removed if the inventory checker
1015 elmex 1.6 activates a connection and finds the item in the inventory.
1016    
1017     (A inventory checker that blocks a space won't remove anything from inventories)
1018    
1019 elmex 1.16 =item I<hp> <number>
1020 elmex 1.6
1021     If this field is not 0 the inventory checker will search for an object
1022     with the type id <number>.
1023    
1024 elmex 1.16 =item I<slaying> <string>
1025 elmex 1.6
1026     If this field is set the inventory checker will search for an object that
1027 elmex 1.16 has the same string in the I<slaying> field (for example a key string of a key).
1028 elmex 1.6
1029 elmex 1.16 =item I<race> <string>
1030 elmex 1.6
1031     If this field is set the inventory checker will search for an object which
1032     has the archetype name that matches <string>.
1033    
1034 elmex 1.16 =item I<connected> <connection id>
1035 elmex 1.6
1036 elmex 1.14 This is the connection that will be activated. The connection is
1037     'pushed' when someone enters the space with the inventory checker,
1038     and it is 'released' when he leaves it.
1039    
1040 elmex 1.16 See also the description of the I<connected> field in the generic object field
1041 elmex 1.14 section.
1042 elmex 1.6
1043     =back
1044    
1045 root 1.25 =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1046    
1047     speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1048     changes.
1049    
1050     (based on value that last_sp takes):
1051     0: 'furious' Makes all monsters aggressive
1052     1: 'angry' As above but pets are unaffected
1053     2: 'calm' Makes all monsters unaggressive
1054     3: 'sleep' Puts all monsters to sleep
1055     4: 'charm' Makes monster into a pet of person
1056     who triggers the square. This setting
1057     is not enabled for continous operation
1058     5: 'destroy mons' destroy any monsters on this space
1059     6: 'destroy pets' destroy friendly monsters on this space
1060    
1061 elmex 1.16 =head3 B<FLESH> - type 72 - Organs and body parts
1062 elmex 1.7
1063 elmex 1.16 See B<FOOD> description.
1064 elmex 1.7
1065 elmex 1.16 =head3 B<MISC_OBJECT> - type 79 - Misc. objects
1066 elmex 1.11
1067     A type for any object that has no special behaviour.
1068    
1069 elmex 1.16 =head3 B<LAMP> - type 82 - A lamp
1070 elmex 1.15
1071 elmex 1.17 This object represents a lamp, that can be carried and switched
1072     on and off and has a certain amount of fuel in it.
1073    
1074     A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1075     Each of them should point at the other one with it's I<other_arch> field.
1076    
1077     See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1078    
1079 elmex 1.18 If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1080     with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1081    
1082 elmex 1.17 =over 4
1083    
1084 elmex 1.18 =item I<glow_radius> <number>
1085    
1086     The radius of the light that the lamp emits, see also I<glow_radius> in the
1087     generic object flags description.
1088    
1089 elmex 1.17 =item I<speed> <number>
1090    
1091     If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1092     lamp burns it's fuel (I<food>).
1093    
1094     Setting FLAG_CHANGING makes only sense on the archetype which represents
1095     the 'on' state of the lamp.
1096    
1097     See also the description of FLAG_CHANGING.
1098    
1099     Lamps which have no FLAG_CHANGING set would also make sense and represent
1100     lamps that never burn up.
1101    
1102     =item I<other_arch> <number>
1103    
1104     This is the field that points to the 'other' archetype which represents the
1105     opposite state of the lamp. The newly from I<other_arch> derived object will
1106     replace the current object and will get the value of I<food> of the replaced object.
1107    
1108     Rationale:
1109    
1110     When the lamp (on) is applied a new object is derived from the archetype
1111     in I<other_arch> and the I<food> value is copied to it ('the fuel is
1112     transferred'). The new lamp (off) object has to have a I<other_arch> field
1113     which points to the archetype from which a lamp (on) can be derived.
1114    
1115     =item I<food> <number>
1116    
1117     This fields stands for the fuel of the lamp.
1118    
1119     =back
1120 elmex 1.15
1121 elmex 1.16 =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1122 elmex 1.14
1123     This type of objects multiplies objects that are above it when it is activated.
1124     You can even multiply by 0, which will destroy the object.
1125    
1126     =over 4
1127    
1128 elmex 1.16 =item I<level> <number>
1129 elmex 1.14
1130     The multiplicator, if set to 0 or lower it will destroy the objects above it.
1131    
1132 elmex 1.16 =item I<other_arch> <string>
1133 elmex 1.14
1134 elmex 1.15 The archetype name of the objects that should be multiplied.
1135 elmex 1.14
1136 elmex 1.16 =item I<connected> <number>
1137 elmex 1.14
1138 elmex 1.16 See generic object field description.
1139 elmex 1.14
1140     =back
1141    
1142 elmex 1.16 =head3 B<HOLE> - type 94 - Holes
1143 elmex 1.5
1144 elmex 1.16 B<HOLE>s are holes in the ground where objects can fall through. When the hole
1145 elmex 1.5 opens and/or is completly open all objects above it fall through (more
1146     precisely: if their head is above the hole).
1147    
1148 elmex 1.16 When the B<HOLE> is activated it's speed is set to 0.5.
1149 elmex 1.14
1150 elmex 1.16 These holes can only transfer the one who falls through to other coordinates
1151     on the same map.
1152 elmex 1.5
1153     =over 4
1154    
1155 elmex 1.16 =item I<maxsp> (0|1)
1156 elmex 1.5
1157     This field negates the state of the connection: When maxsp is 1 the pit will
1158     open/close when the connection is deactivated. Otherwise it will open/close
1159     when the connection is activated. This field only has effect when the
1160     connection is triggered. So if you put a closed hole on a map, and the
1161 elmex 1.16 connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1162 elmex 1.5 connection was triggered once.
1163    
1164 elmex 1.16 =item I<connected> <connection id>
1165 elmex 1.5
1166     This is the connection id, which lets the hole opening or closing when
1167     activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1168     at which connection state the object is activated.
1169    
1170     For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1171     the connection is released.
1172    
1173 elmex 1.16 =item I<wc> <number> (internal)
1174 elmex 1.5
1175 elmex 1.16 This is an internal field. If it is greater than 0 it means that the hole is not
1176 elmex 1.5 yet fully open. More preciesly: this field is the animation-step and if it is
1177     set to the 'closed' step of the animation the hole is closed and if it is on
1178 elmex 1.16 the 'open' animation step (I<wc> = 0), the hole is open.
1179 elmex 1.5
1180 elmex 1.16 =item I<sp> <number>
1181 elmex 1.5
1182     The destination y coordinates on the same map.
1183    
1184 elmex 1.16 =item I<hp> <number>
1185 elmex 1.5
1186     The destination x coordinates on the same map.
1187    
1188     =back
1189    
1190 elmex 1.16 =head3 B<POISONING> - type 105 - The poisoning of players and monsters
1191 elmex 1.8
1192     This type is doing the actual damage to the ones who were attacked
1193 elmex 1.16 via AT_POISON (or drank B<POISON>).
1194 elmex 1.8
1195     The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1196     there for details).
1197    
1198     =over 4
1199    
1200 elmex 1.16 =item I<dam> <number>
1201 elmex 1.8
1202 elmex 1.16 Each time the poisoning is proccessed (which is determined by the I<speed> and
1203     I<speed_left> fields, see the general object fields description above) it hits
1204     the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1205     simply hit the player with no strings attached).
1206 elmex 1.8
1207 elmex 1.16 =item I<food> <number>
1208 elmex 1.8
1209 elmex 1.16 Just a note: The posioning is removed if I<food> == 1 and not if
1210     the whole I<duration> is up, because the B<POISONING> code has to remove
1211 elmex 1.8 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1212 elmex 1.16 deletes the B<POISONING> object.
1213 elmex 1.8
1214     =back
1215    
1216 elmex 1.16 =head3 B<FORCE> - type 114 - Forces
1217 elmex 1.4
1218     Forces are a very 'thin' type. They don't have much behaviour other than
1219 elmex 1.5 disappearing after a time and/or affecting the player if they are in his
1220     inventory.
1221 elmex 1.4
1222 elmex 1.16 Forces only take effect on the player if they have FLAG_APPLIED set.
1223 elmex 1.4
1224 elmex 1.16 Whether the I<duration> field is processed or not per tick is controlled by the
1225     I<speed> and I<speed_left> fields. Look above in the generic object field description.
1226 elmex 1.4
1227 elmex 1.16 NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1228     interpreter like described in the description of the FLAG_IS_USED_UP flag.
1229     BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1230     will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1231     removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1232     have good semantics on forces, try to avoid it.
1233 elmex 1.7
1234 elmex 1.4 =over 4
1235    
1236 elmex 1.16 =item I<duration>
1237 elmex 1.4
1238 elmex 1.5 While this field is greater than 0 the force/object is not destroyed. It is
1239     decreased each tick by 1.
1240 elmex 1.4
1241     If it reaches 0 the force/object is destroyed.
1242    
1243     This field can have this meaning for B<any> object if that object has
1244     FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1245     what happens then.
1246    
1247     =back
1248    
1249 elmex 1.16 =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1250 elmex 1.4
1251 elmex 1.16 This object is generated by the B<POTION> code when the potion is a resistance
1252     giving potion. It has mainly the same behaviour as a B<FORCE>.
1253 elmex 1.4
1254     The specialty of the potion effect is that the resistancy it gives is absolute,
1255 elmex 1.16 so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1256 elmex 1.5 fire.
1257 elmex 1.4
1258     Multiple potion effects only give you the maximum of their resistancy.