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Revision: 1.30
Committed: Mon Jan 12 00:17:23 2009 UTC (15 years, 4 months ago) by elmex
Branch: MAIN
CVS Tags: rel-2_82, rel-2_81, rel-2_80, rel-2_76, rel-2_77, rel-2_79, rel-2_78
Changes since 1.29: +0 -55 lines
Log Message:
added new lamp and torch system.

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 root 1.29 glowing at all). Negative glow radii darken areas - currently, negative
117     glow radii are stronger than positive ones.
118 elmex 1.18
119 elmex 1.16 =item I<speed> <number>
120 elmex 1.2
121     If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
122     on the active object list and will be processed each tick (see also speed_left!).
123    
124 elmex 1.16 If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
125 elmex 1.2 from the active object list and it won't experience any processing per tick.
126    
127 elmex 1.16 =item I<speed_left> <number>
128 elmex 1.2
129     If this field is greater than 0 and the object is on the
130     active list (mostly means it's speed is also greater than 0):
131    
132     - speed_left is decreased by 1
133     - and this object is processed and experiences a server tick.
134    
135 elmex 1.16 If the object is on the active list and I<speed_left> is lower or
136     equal to 0 the absolute value of the I<speed> is added to I<speed_left>
137 elmex 1.2 on the end of the tick.
138    
139 elmex 1.16 This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
140     the more seldom the object is processed. And the higher I<speed> is
141 elmex 1.7 the more often the object is processed.
142    
143 elmex 1.16 =item I<connected> <number>
144 elmex 1.14
145     When this field is set the object will be linked to a connection with the
146     id <number>. What happens when the connection is 'activated' depends on the
147     type of the object.
148    
149 elmex 1.16 FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
150 elmex 1.14 when to activate the object, see description of these below for further details.
151    
152 elmex 1.16 =item I<no_drop> (0|1)
153 elmex 1.2
154 elmex 1.4 Sets the flag FLAG_NO_DROP.
155     See Flags section below.
156 elmex 1.2
157 elmex 1.16 =item I<applied> (0|1)
158 elmex 1.2
159 elmex 1.4 Sets the flag FLAG_APPLIED.
160     See Flags section below.
161 elmex 1.2
162 elmex 1.16 =item I<is_used_up> (0|1)
163 elmex 1.2
164 elmex 1.4 Sets the flag FLAG_IS_USED_UP.
165     See Flags section below.
166    
167 elmex 1.16 =item I<changing> (0|1)
168 elmex 1.15
169     Sets the flag FLAG_CHANGING.
170     See Flags section below.
171    
172 elmex 1.16 =item I<auto_apply> (0|1)
173 elmex 1.4
174     Sets the flag FLAG_AUTO_APPLY.
175     See Flags section below.
176 elmex 1.2
177 elmex 1.16 =item I<no_steal> (0|1)
178 elmex 1.8
179     Sets the flag FLAG_NO_STEAL.
180     See Flags section below.
181    
182 elmex 1.16 =item I<reflecting> (0|1)
183 elmex 1.10
184     Sets the flag FLAG_REFLECTING.
185     See Flags section below.
186    
187 elmex 1.16 =item I<reflect_spell> (0|1)
188 elmex 1.10
189     Sets the flag FLAG_REFL_SPELL.
190     See Flags section below.
191    
192 elmex 1.16 =item I<no_skill_ident> (0|1)
193 elmex 1.9
194     Sets the flag FLAG_NO_SKILL_IDENT.
195     See Flags section below.
196    
197 elmex 1.16 =item I<activate_on_push> (0|1) (default: 1)
198 elmex 1.5
199     Sets the flag FLAG_ACTIVATE_ON_PUSH.
200     See Flags section below.
201    
202 elmex 1.16 =item I<activate_on_release> (0|1) (default: 1)
203 elmex 1.5
204     Sets the flag FLAG_ACTIVATE_ON_RELEASE.
205     See Flags section below.
206    
207 elmex 1.18 =item I<is_lightable> (0|1)
208    
209     Sets the flag FLAG_IS_LIGHTABLE.
210     See Flags section below.
211    
212 elmex 1.16 =item I<editable> (more than deprecated)
213 elmex 1.2
214     This field had a special meaning for crossedit, which used parts
215 elmex 1.15 of the server code for editing. Wherever you see this field being
216 elmex 1.2 set in an archetype ignore it and/or remove it. No code interprets this
217     field anymore.
218    
219     =back
220    
221     =head3 Flags
222    
223     Here are the effects of the flags described.
224    
225 elmex 1.1 =over 4
226    
227 elmex 1.2 =item FLAG_NO_DROP
228    
229     An object can't be picked up and dropped.
230    
231     =item FLAG_APPLIED
232    
233     This flag mostly states whether this object has been 'applied' by the player.
234     For objects that are applied by the code or have this flag set in the archetype
235     it mostly means 'this object is active'.
236    
237 elmex 1.16 For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
238 elmex 1.2 of flags from objects in his inventory is toggled by this flag.
239    
240     =item FLAG_IS_USED_UP
241    
242 elmex 1.16 This flag controls whether an object is 'used up'. If it is set I<food>
243     is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
244 elmex 1.2
245 elmex 1.16 If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
246     this object is removed or not, see the B<FORCE> type below for the meaning
247 elmex 1.2 of the duration field in this context.
248    
249 elmex 1.3 If FLAG_APPLIED is not set the object is destroyed.
250    
251 elmex 1.15 =item FLAG_CHANGING
252    
253 elmex 1.16 If the I<state> field of the object is 0 the object will be processed periodically
254 elmex 1.17 (if I<speed> is set). If the I<state> field is 1 it won't be processed.
255    
256     This flag indicates that the object is changing into a different object.
257     The object has to have the I<other_arch> field set. The object the changing object
258     changes into is derived from the archetype in I<other_arch>.
259    
260     When the object does not have FLAG_ALIVE set the I<food> field will be decremented
261     each time the object is processed, and if I<food> reaches 0 one new object will be generated.
262    
263     When the object has FLAG_ALIVE set the I<food> field is the number of objects that
264     will be generated.
265    
266     After the new object is created the I<hp> field from the old object is copied into
267     the new one.
268    
269 elmex 1.4 =item FLAG_IS_A_TEMPLATE (internal use)
270    
271 elmex 1.16 This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
272 elmex 1.4 or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
273    
274     =item FLAG_AUTO_APPLY
275    
276 elmex 1.16 This flag has currently only meaning for the B<TREASURE> type, see below.
277 elmex 1.4
278 elmex 1.5 =item FLAG_ACTIVATE_ON_PUSH
279    
280     This flag has only meaning for objects that can be linked together
281 elmex 1.16 by the I<connected> field and controls wether the object should
282 elmex 1.5 be activated when the connection is 'pushed' or it is 'released'.
283    
284 elmex 1.14 What 'pushed' and 'released' means depends on the object that
285     activates the connection.
286    
287 elmex 1.5 This flag is by default on.
288    
289     =item FLAG_ACTIVATE_ON_RELEASE
290    
291     This flag has only meaning for objects that can be linked together
292 elmex 1.16 by the I<connected> field and controls wether the object should
293 elmex 1.5 be activated when the connection is 'pushed' or it is 'released'.
294    
295 elmex 1.14 What 'pushed' and 'released' means depends on the object that
296     activates the connection.
297    
298 elmex 1.5 This flag is by default on.
299    
300 elmex 1.8 =item FLAG_NO_STEAL
301    
302     When this flag is set this object can't be stolen. The flag will be
303 root 1.28 reset once the object is placed on a map.
304 elmex 1.8
305 root 1.28 When this flag is set on a monster it can defend attempts at stealing
306 elmex 1.8 (but in this context the flag is only used internally).
307    
308 elmex 1.9 =item FLAG_NO_SKILL_IDENT
309    
310     This flag is mostly used internal and prevents unidentified objects
311 elmex 1.16 (objects which don't have FLAG_IDENTIFIED set) being identified
312     multiple times by skills.
313 elmex 1.9
314 elmex 1.16 This flag is used to mark objects which were unsuccessfully identified by a
315     players skill. So that multiple tries of identifying aren't more effective than
316     one.
317 elmex 1.9
318 elmex 1.10 =item FLAG_REFLECTING
319    
320 elmex 1.16 This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
321 elmex 1.10 to indicate whether this object reflects off walls.
322    
323     =item FLAG_REFL_SPELL
324    
325     This flag indicates whether something reflects spells, like spell reflecting
326     amuletts.
327    
328 elmex 1.18 =item FLAG_IS_LIGHTABLE
329    
330     This flag indicates whether a B<LIGHTER> can light this object. See also the
331     description of the B<LIGHTER> type. How easy you can light an item depends
332     partially on the material of the object.
333    
334 elmex 1.1 =back
335    
336 elmex 1.15 =head2 Description of type specific fields and behaviour
337 elmex 1.1
338     The beginning of the headers of the following subsection
339     are the server internal names for the objects types, see include/define.h.
340    
341 elmex 1.16 =head3 B<TRANSPORT> - type 2 - Player transports
342 elmex 1.4
343     This type is implemented by the transport extension and has currently no special
344 elmex 1.15 fields that affect it.
345 elmex 1.4
346 root 1.23 =head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
347 elmex 1.4
348     Rods contain spells and can be fired by a player.
349    
350     =over 4
351    
352 elmex 1.16 =item I<level> <number>
353 elmex 1.4
354 elmex 1.15 This field is used for calculating the spell level that can be fired
355 elmex 1.4 with this rod, it's also the maximum level of the spell that can be fired.
356     The level of the spell that is being fired depends mostly on
357     the 'use magic item' skill level of the player and 1/10 of the level of the
358     rod is added as bonus.
359    
360 elmex 1.16 =item I<hp> <number>
361 elmex 1.4
362 root 1.23 The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
363     maxhp/10> per tick.
364 elmex 1.4
365 elmex 1.16 =item I<maxhp> <number>
366 elmex 1.4
367     The maximum amount of spellpoints this rod has.
368    
369 elmex 1.16 =item I<skill> <skill name>
370 elmex 1.4
371     This field determines which skill you need to apply this object.
372    
373     =back
374    
375 elmex 1.16 =head3 B<TREASURE> - type 4 - Treasures
376 elmex 1.4
377     This type of objects are for random treasure generation in maps.
378     If this object is applied by a player it will replace itself with it's
379     inventory. If it is automatically applied
380     generate a treasure and replace itself with the generated treasure.
381    
382     Chests are also of this type, their treasures are generated by
383     the auto apply code on map instantiation.
384    
385     =over 4
386    
387 elmex 1.16 =item I<hp> <number>
388 elmex 1.4
389     The number of treasures to generate.
390    
391 elmex 1.16 =item I<exp> <level>
392 elmex 1.4
393     If FLAG_AUTO_APPLY is not set the exp field has no further meaning
394     and the difficulty for the treasurecode only depends on the maps difficulty,
395     otherwise the exp field has the following meaning:
396    
397     If this field is not 0 it is passed as the difficulty
398     to the treasure generation code to determine how good, how much
399     worth a treasure is or what bonuses it is given by the treasure code.
400    
401     If this field is not set or 0 the difficulty of the map is passed to the treasure
402     generation code.
403    
404 elmex 1.16 =item I<randomitems> <treasurelist>
405 elmex 1.4
406     The treasurelist to use to generate the treasure which is put in the
407     treasure objects inventory.
408    
409     =back
410    
411 elmex 1.16 =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
412 elmex 1.4
413     These objects contain a spell and will emit it on apply, which most
414     of the time has the meaning of 'drinking'.
415    
416     If no resistancy field, stat field or attacktype is set and no spell
417     is put in the potion by the sp field or the randomitems the
418     potion will become an artifact and the artifact code decides which kind
419     of potion will be generated.
420    
421     If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
422     will yield an explosion and hurt the player.
423    
424     =over 4
425    
426 elmex 1.16 =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
427 elmex 1.4
428     These stat fields determine how many stat points the player gets
429     when he applies this potion.
430    
431     If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
432    
433 elmex 1.16 =item I<sp> <number>
434 elmex 1.4
435     If this field is set and the randomitems field is not set
436     the field is interpreted as spell number, please look the right
437     number up in common/loader.C.
438    
439     If this field is set the randomitems field will be unset by the
440     map loading code.
441    
442 elmex 1.16 =item I<attacktype> <attacktype>
443 elmex 1.4
444     This field has some special meaning in potions, currently the
445     bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
446     restoration potion or improvement potion.
447     See include/attackinc.h for the bits of these types.
448    
449     If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
450     will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
451     set the player will be drained a random stat by inserting an ARCH_DEPLETION
452     into him.
453    
454     If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
455     When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
456    
457 elmex 1.16 =item I<resist_RESISTANCY> <number>
458 elmex 1.4
459     If this stat is set and no spell is in the potion the potion
460     will create a force that give the player this specific resistancy.
461     The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
462     and the potion will last 10 times longer than the default force archetype
463     FORCE_NAME (at the moment of this writing spell/force.arc).
464    
465 elmex 1.16 =item I<randomitems> <treasurelist>
466 elmex 1.4
467     The inventory/spell of the potion will be created by calling the treasure code
468     with the treasurelist specified here. (I guess it's highly undefined what
469     happens if there is not a spell in the potions inventory).
470    
471 elmex 1.16 =item I<on_use_yield> <archetype>
472 elmex 1.3
473 elmex 1.7 When this object is applied an instance of <archetype> will be created.
474 elmex 1.3
475 elmex 1.16 =item I<subtypes> <potion subtype>
476 elmex 1.3
477 elmex 1.4 see include/spells.h for possible potion subtypes, there are currently 4:
478 elmex 1.3
479     =over 4
480    
481 elmex 1.4 =item POT_SPELL
482    
483     Unused, default behaiour of a potion.
484    
485     =item POT_DUST
486    
487     This potion can be thrown to cast the spell that it has in it's inventory,
488 elmex 1.16 the behaviour is not defined if there is not a B<SPELL> in the inventory and the
489 elmex 1.4 server will log an error.
490    
491     =item POT_FIGURINE
492    
493     Unused, default behaiour of a potion.
494 elmex 1.3
495 elmex 1.4 =item POT_BALM
496 elmex 1.3
497 elmex 1.4 Unused, default behaiour of a potion.
498 elmex 1.3
499 elmex 1.4 =back
500 elmex 1.3
501     =back
502    
503 elmex 1.16 =head3 B<FOOD> - type 6 - Eatable stuff
504 elmex 1.7
505     This is for objects that are representing general eatables like
506     beef or bread.
507    
508 elmex 1.16 The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
509 elmex 1.7 give different messages.
510    
511 elmex 1.16 The specialty of B<FLESH> is that it inherits the resistancies of the
512 elmex 1.7 monsters it was generated in and will let dragons raise their resistancies
513 elmex 1.16 with that. If the monster has the B<POISON> attacktype the B<FLESH>
514     will change into B<POISON>.
515 elmex 1.7
516 elmex 1.16 If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
517     and if he doesn't find any of that he will start eating B<FLESH>.
518 elmex 1.7
519     =over 4
520    
521 elmex 1.16 =item I<title> <string>
522 elmex 1.7
523 elmex 1.16 If the food has B<title> set or is cursed it is considered 'special', which
524     means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
525     I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
526     on the player.
527 elmex 1.7
528 elmex 1.16 The higher the I<food> field is the longer the improvement of the player lasts
529     (except for I<hp> and I<sp>).
530 elmex 1.7
531 elmex 1.16 =item I<food> <number>
532 elmex 1.7
533     This is the amount of food points the player gets when he eats this.
534    
535 elmex 1.16 =item I<on_use_yield> <archetype>
536 elmex 1.7
537     When this object is applied an instance of <archetype> will be created.
538    
539     =back
540    
541 elmex 1.16 =head3 B<POISON> - type 7 - Poisonous stuff
542 elmex 1.8
543 elmex 1.16 This type is for objects that can poison the player when he drinks/applies it.
544 elmex 1.8 When applied it will hit the attacked with AT_POISON and will create
545 elmex 1.16 a B<POISONING> object in the one who was hit.
546 elmex 1.8
547     =over 4
548    
549 elmex 1.16 =item I<level> <number>
550 elmex 1.8
551 root 1.24 This field affects the probability of poisoning. The higher the level difference
552     between the one who is hit and the poision the more probable it is the attacked
553 elmex 1.8 one will be poisoned.
554    
555 elmex 1.16 =item I<slaying> <race>
556 elmex 1.8
557 elmex 1.16 This field has the usual meaning of 'slaying', when the
558     poisoned's race matches the I<slaying> field the damage done by the poison
559 elmex 1.8 is multiplied by 3.
560    
561 elmex 1.16 =item I<hp> <number>
562 elmex 1.8
563     This is the amount of damage the player will receive from applying this. The
564     attacktype AT_POISON will be used to hit the player and the damage will
565     determine the strenght, duration and depletion of stats of the poisoning. The
566 elmex 1.16 created B<POISONING> object which is being placed in the one who was attacked will
567 elmex 1.8 get the damage from this field (which is maybe adjusted by slaying or the
568     resistancies).
569    
570 elmex 1.16 =item I<food> <number>
571 elmex 1.8
572 elmex 1.16 1/4 of <number> will be drained from the players I<food>.
573 elmex 1.8
574 elmex 1.16 =item I<on_use_yield> <archetype>
575 elmex 1.8
576     When this object is applied an instance of <archetype> will be created.
577    
578     =back
579    
580 elmex 1.16 =head3 B<BOOK> - type 8 - Readable books
581 elmex 1.9
582     This type is basically for representing text books in the game.
583    
584     Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
585    
586     =over 4
587    
588 elmex 1.16 =item I<msg> <text>
589 elmex 1.9
590     This is the contents of the book. When this field is unset
591     at treasure generation a random text will be inserted.
592    
593 elmex 1.16 =item I<skill> <skill name>
594 elmex 1.9
595     The skill required to read this book. (The most resonable
596     skill would be literacy).
597    
598 elmex 1.16 =item I<exp> <number>
599 elmex 1.9
600     The experience points the player get for reading this book.
601    
602 elmex 1.16 =item I<subtype> <readable subtype>
603 elmex 1.9
604     This field determines the type of the readable.
605     Please see common/readable.C in the readable_message_types table.
606    
607     =back
608    
609 elmex 1.16 =head3 B<CLOCK> - type 9 - Clocks
610 elmex 1.10
611     This type of objects just display the time when being applied.
612    
613 elmex 1.16 =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
614 elmex 1.10
615     This is a spell effect of a moving bolt. It moves straigt forward
616     through the map until something blocks it.
617     If FLAG_REFLECTING is set it even reflects on walls.
618    
619     FLAG_IS_TURNABLE should be set on these objects.
620    
621     =over 4
622    
623 elmex 1.16 =item I<move_type> <movetype>
624 elmex 1.11
625     This field affects the move type with which the lightning moves through
626     the map and which map cells will reflect or block it.
627    
628 elmex 1.16 =item I<attacktype> <attacktype>
629 elmex 1.10
630     The attacktype with which it hits the objects on the map.
631    
632 elmex 1.16 =item I<dam> <number>
633 elmex 1.10
634     The damage this bolt inflicts when it hits objects on the map.
635    
636 elmex 1.16 =item I<Dex> <number>
637 elmex 1.10
638     This is the fork percentage, it is reduced by 10 per fork.
639 elmex 1.16 And the I<dam> field is halved on each fork.
640 elmex 1.10
641 elmex 1.16 =item I<Con> (internal)
642 elmex 1.10
643     This value is a percentage of which the forking lightning
644     is deflected to the left. This value should be mostly used internally.
645    
646 elmex 1.16 =item I<duration> <number>
647 elmex 1.10
648     The duration the bolt stays on a map cell. This field is decreased each time
649 elmex 1.16 the object is processed (see the meaning of I<speed> and I<speed_left> fields in
650     the generic object field description).
651 elmex 1.10
652 elmex 1.16 =item I<range> <number>
653 elmex 1.10
654     This is the range of the bolt, each space it advances this field is decreased.
655    
656     =back
657    
658 elmex 1.16 =head3 B<ARROW> - type 13 - Arrows
659 elmex 1.14
660     This is the type for objects that represent projectiles like arrows.
661 elmex 1.16 The movement of B<THROWN_OBJ>s behave similar to this type.
662 elmex 1.14
663     Flying arrows are stopped either when they hit something blocking
664 elmex 1.16 (I<move_block>) or something which is alive.
665 elmex 1.14 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
666     set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
667 elmex 1.16 damage with a small chance which is affected by the I<level> field of the arrow.
668 elmex 1.14
669     If FLAG_REFLECTING is set on the arrow it will bounce off everything
670     that is not alive and blocks it's movement.
671    
672 elmex 1.16 When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
673     fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
674     the object, to restore them once the arrow has been stopped.
675 elmex 1.14
676     =over 4
677    
678 elmex 1.16 =item I<dam> <number>
679 elmex 1.14
680     The amount of damage that is being done to the victim that gets hit.
681     This field is recomputed when the arrow is fired and will consist
682 elmex 1.16 of the sum of a damage bonus (see description of the B<BOW> type),
683     the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
684     and the arrows I<magic> field.
685 elmex 1.14
686 elmex 1.16 =item I<wc> <number>
687 elmex 1.14
688 root 1.24 The weapon class of the arrow, which has effect on the probability of hitting.
689 elmex 1.14
690     It is recomputed when the arrow is being fired by this formula:
691    
692     wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
693     - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
694    
695     When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
696 elmex 1.16 level is not added.
697 elmex 1.14
698 elmex 1.16 wc_mod is dependend on the fire mode of the bow. For a more detailed
699 elmex 1.14 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
700    
701 elmex 1.16 =item I<magic> <number>
702 elmex 1.14
703     This field is added to the damage of the arrow when it is shot and
704 elmex 1.16 will also improve it's I<speed> by 1/5 of it's value.
705 elmex 1.14
706 elmex 1.16 =item I<attacktype> <attacktype>
707 elmex 1.14
708     Bitfield which decides the attacktype of the damage, see include/attackinc.h
709 elmex 1.16 On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
710 elmex 1.14
711 elmex 1.16 =item I<level> <number> (interally used)
712 elmex 1.14
713 root 1.24 The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
714 elmex 1.16 see above in the B<ARROW> description.
715 elmex 1.14
716 elmex 1.16 The I<level> is set when the arrow is fired to either the skill level or the
717     shooters level.
718 elmex 1.14
719 elmex 1.16 =item I<speed> <number> (internal)
720 elmex 1.14
721     This field shouldn't be set directly in the archetype, the arrow will get it's
722 elmex 1.16 I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
723 elmex 1.14 arrow will be stopped immediatly.
724    
725 elmex 1.16 On fireing the I<speed> of the arrow is computed of 1/5 of the
726     sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
727     of the bows I<dam> field is added to the I<speed> of the arrow.
728 elmex 1.14
729 elmex 1.16 The minimum I<speed> of an arrow is 1.0.
730 elmex 1.14
731 elmex 1.16 While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
732 elmex 1.14
733 elmex 1.16 If the I<speed> is above 10.0 it goes straight through the creature it hits and
734     it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
735     stopped and either sticked into the victim (see I<weight> field description) or
736     put on it's map square (if it didn't break, see description of the I<food> field).
737 elmex 1.14
738 elmex 1.16 =item I<weight> <number>
739 elmex 1.14
740 elmex 1.16 This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
741 elmex 1.14 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
742    
743 elmex 1.16 =item I<food> <number>
744 elmex 1.14
745 elmex 1.16 The breaking percentage. 100 (%) means: breaks on usage for sure.
746 elmex 1.14
747 elmex 1.16 =item I<inventory> (internal)
748 elmex 1.14
749     If the flying/moving object has something in it's inventory and it stops, it
750     will be replaced with it's inventory. Otherwise it will be handled as usual,
751     which means: it will be calculated whether the arrow breaks and it will be
752     reset for reuse.
753    
754 elmex 1.16 =item I<slaying> <string>
755 elmex 1.14
756 elmex 1.16 When the bow that fires this arrow has it's I<slaying> field set it is copied
757     to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
758 elmex 1.14
759 elmex 1.16 =item I<move_type> <movetype> (internally used)
760 elmex 1.14
761     This field is set when the arrow is shot to MOVE_FLY_LOW.
762    
763 elmex 1.16 =item I<move_on> <movetype> (internally used)
764 elmex 1.14
765     This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
766    
767 elmex 1.16 =item I<race> <string>
768 elmex 1.14
769 elmex 1.16 The I<race> field is a unique key that assigns arrows, bows and quivers. When
770     shooting an arrow the bows I<race> is used to search for arrows (which have the
771     same I<race> as the bow) in the players inventory and will recursively search in
772     the containers (which are applied and have the same I<race> as the bow and the arrow).
773 elmex 1.14
774     =back
775    
776 elmex 1.16 =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
777 elmex 1.14
778 elmex 1.16 TODO, but take into account B<ARROW> description above!
779 elmex 1.10
780 elmex 1.16 =head3 B<WEAPON> - type 15 - Weapons
781 elmex 1.1
782     This type is for general hack and slash weapons like swords, maces
783     and daggers and and ....
784    
785     =over 4
786    
787 elmex 1.16 =item I<weapontype> <type id>
788 elmex 1.1
789     decides what attackmessages are generated, see include/define.h
790    
791 elmex 1.16 =item I<attacktype> <bitmask>
792 elmex 1.1
793     bitfield which decides the attacktype of the damage, see include/attackinc.h
794    
795 elmex 1.16 =item I<dam> <number>
796 elmex 1.1
797     amount of damage being done with the attacktype
798    
799 elmex 1.16 =item I<item_power> <level>
800 elmex 1.1
801     the itempower of this weapon.
802    
803 elmex 1.16 =item I<name>
804 elmex 1.1
805     the name of the weapon.
806    
807 elmex 1.16 =item I<level> (internal)
808 elmex 1.1
809     The improvement state of the weapon.
810 elmex 1.16 If this field is greater than 0 the I<name> field starts with the
811 elmex 1.1 characters name who improved this weapon.
812    
813 elmex 1.16 =item I<last_eat> (internal)
814 elmex 1.1
815 elmex 1.16 This seems to be the amount of improvements of a weapon,
816 elmex 1.1 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
817    
818     ((who->level / 5) + 5) >= op->last_eat
819    
820 elmex 1.16 =item I<last_sp>
821 elmex 1.1
822     the weapon speed (see magic description)
823    
824 elmex 1.16 =item I<food> <number>
825 elmex 1.1
826     addition to food regeneration of the player
827    
828 elmex 1.16 =item I<hp> <number>
829 elmex 1.1
830     addition to health regeneration
831    
832 elmex 1.16 =item I<sp> <number>
833 elmex 1.1
834     addition to mana regeneration
835    
836 elmex 1.16 =item I<grace> <number>
837 elmex 1.1
838     addititon to grace regeneration
839    
840 elmex 1.16 =item I<gen_sp_armour> <number>
841 elmex 1.1
842 elmex 1.16 the players I<gen_sp_armour> field (which is per default 10) is being added the
843     <number> amount. gen_sp_armour seems to be a factor with which gen_sp in
844     do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
845     I<gen_sp_armour> limits the amout of regenerated spellpoints.
846 elmex 1.1
847 elmex 1.16 Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
848     I<sp> regeneration.
849 elmex 1.1
850 elmex 1.16 =item I<body_BODYSLOT>
851 elmex 1.1
852 root 1.20 The part/slot of the body you need to use this weapon, possible values for
853     C<BODYSLOT> should be looked up in common/item.C at body_locations.
854 elmex 1.1
855 root 1.22 The value (in the range C<-7..7>) gives the number of those body slots
856     used up by the item (if negative) or the number of body slots this object
857     has (if positive, e.g. for monsters or players). The special value C<0>
858     indicates that this object cannot equip items requiring these body slots.
859 root 1.20
860     =item I<resist_RESISTANCY> <number>
861 elmex 1.1
862     this is the factor with which the difference of the players resistancy and 100%
863     is multiplied, something like this:
864    
865 root 1.20 additional_resistancy = (100 - current_resistancy) * (<number>/100)
866 elmex 1.1
867 elmex 1.2 if <number> is negative it is added to the total vulnerabilities,
868 elmex 1.1 and later the total resistance is decided by:
869    
870     'total resistance = total protections - total vulnerabilities'
871    
872 root 1.20 see also common/living.C:fix_player.
873 elmex 1.1
874 elmex 1.16 =item I<path_(attuned|repelled|denied)>
875 elmex 1.1
876     this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
877     for the pathes.
878    
879 elmex 1.16 =item I<luck> <number>
880 elmex 1.1
881 elmex 1.16 this luck is added to the players I<luck>
882 elmex 1.1
883 elmex 1.16 =item I<move_type>
884 elmex 1.1
885 elmex 1.16 if the weapon has a I<move_type> set the player inherits it's I<move_type>
886 elmex 1.1
887 elmex 1.16 =item I<exp> <number>
888 elmex 1.1
889 elmex 1.2 the added_speed and bonus_speed of the player is raised by <number>/3.
890     if <number> < 0 then the added_speed is decreased by <number>
891 elmex 1.1
892 elmex 1.16 =item I<weight>
893 elmex 1.1
894     the weight of the weapon
895    
896 elmex 1.16 =item I<magic>
897 elmex 1.1
898 elmex 1.16 the I<magic> field affects the amounts of the following fields:
899 elmex 1.1
900     - wc : the players wc is adjusted by: player->wc -= (wc + magic)
901    
902     - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
903    
904     - dam: the players dam is adjusted by: player->dam += (dam + magic)
905    
906     - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
907     (minium is 0)
908    
909 elmex 1.16 =item I<ac> <number>
910 elmex 1.1
911 elmex 1.16 the amount of ac points the player's I<ac> is decreased when applying this object.
912 elmex 1.1
913 elmex 1.16 =item I<wc> <number>
914 elmex 1.1
915 elmex 1.16 the amount of wc points the player's I<wc> is decreased when applying this object.
916 elmex 1.1
917     =back
918    
919     =head4 Player inherits following flags from weapons:
920    
921 elmex 1.4 FLAG_LIFESAVE
922     FLAG_REFL_SPELL
923     FLAG_REFL_MISSILE
924     FLAG_STEALTH
925     FLAG_XRAYS
926     FLAG_BLIND
927     FLAG_SEE_IN_DARK
928     FLAG_UNDEAD
929    
930 elmex 1.16 =head3 B<GRIMREAPER> - type 28 - Grimreapers
931 elmex 1.11
932     These type are mostly used for monsters, they give the
933     monster the ability to dissapear after 10 hits with AT_DRAIN.
934    
935     =over 4
936    
937 elmex 1.16 =item I<value> <number>
938 elmex 1.11
939     This field stores the hits the monster did yet.
940    
941     =back
942    
943 elmex 1.16 =head3 B<CREATOR> - type 42 - Object creators
944 elmex 1.14
945     Once a creator is activated by a connection it creates a number of objects
946 elmex 1.15 (cloned from it's inventory or a new object derived from the archetype
947     named in the other_arch slot).
948 elmex 1.14
949     If FLAG_LIVESAFE is set the number of uses is unlimited.
950    
951     =over 4
952    
953 elmex 1.16 =item I<hp> <number>
954 elmex 1.14
955     If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
956     be used.
957    
958 elmex 1.16 =item I<speed> <number>
959 elmex 1.14
960 elmex 1.16 If I<speed> is set the creator will create an object periodically,
961     see I<speed> and I<speed_left> fields in the general object field description
962     for more details.
963 elmex 1.14
964 elmex 1.16 =item I<slaying> <string>
965 elmex 1.14
966 elmex 1.16 If set the generated object's name and title will be set to this.
967 elmex 1.14
968 elmex 1.16 =item I<other_arch> <string>
969 elmex 1.14
970 elmex 1.16 If the inventory of the creator is empty new objects will be derived from the
971     archetype named by <string>.
972 elmex 1.14
973 elmex 1.16 =item I<connected> <number>
974 elmex 1.14
975 elmex 1.16 See generic object field description.
976 elmex 1.14
977     =back
978    
979 elmex 1.16 =head3 B<DRINK> - type 54 - Drinkable stuff
980 elmex 1.7
981 elmex 1.16 See B<FOOD> description.
982 elmex 1.7
983 elmex 1.16 =head3 B<CHECK_INV> - type 64 - Inventory checkers
984 elmex 1.6
985     This object checks whether the player has a specific item in his
986     inventory when he moves above the inventory checker. If the player has
987     the item (or not, which can be controlled with a flag) a connection will be triggered.
988    
989 elmex 1.16 If you set I<move_block> you can deny players and monsters to reach the space where
990     the inventory checker is on, see I<move_block> description below.
991 elmex 1.6
992 elmex 1.16 The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
993 elmex 1.6 So matching one of those conditions is enough.
994    
995     =over 4
996    
997 elmex 1.16 =item I<move_block> <move type bitmask>
998 elmex 1.6
999     If you set this field to block a movetype the move code will block any moves
1000     onto the space with the inventory checker, IF the moving object doesn't have
1001 elmex 1.16 (or has - if I<last_sp> = 0) the item that the checker is searching for.
1002 elmex 1.6
1003 elmex 1.16 =item I<last_sp> (0|1)
1004 elmex 1.6
1005 elmex 1.16 If I<last_sp> is 1 'having' the item that is being checked for will
1006 elmex 1.6 activate the connection or make the space with the checker non-blocking.
1007 elmex 1.16 If I<last_sp> is 0 'not having' the item will activate the connection
1008 elmex 1.6 or make the space with the checker non-blocking.
1009    
1010 elmex 1.16 =item I<last_heal> (0|1)
1011 elmex 1.6
1012 elmex 1.16 If I<last_heal> is 1 the matching item will be removed if the inventory checker
1013 elmex 1.6 activates a connection and finds the item in the inventory.
1014    
1015     (A inventory checker that blocks a space won't remove anything from inventories)
1016    
1017 elmex 1.16 =item I<hp> <number>
1018 elmex 1.6
1019     If this field is not 0 the inventory checker will search for an object
1020     with the type id <number>.
1021    
1022 elmex 1.16 =item I<slaying> <string>
1023 elmex 1.6
1024     If this field is set the inventory checker will search for an object that
1025 elmex 1.16 has the same string in the I<slaying> field (for example a key string of a key).
1026 elmex 1.6
1027 elmex 1.16 =item I<race> <string>
1028 elmex 1.6
1029     If this field is set the inventory checker will search for an object which
1030     has the archetype name that matches <string>.
1031    
1032 elmex 1.16 =item I<connected> <connection id>
1033 elmex 1.6
1034 elmex 1.14 This is the connection that will be activated. The connection is
1035     'pushed' when someone enters the space with the inventory checker,
1036     and it is 'released' when he leaves it.
1037    
1038 elmex 1.16 See also the description of the I<connected> field in the generic object field
1039 elmex 1.14 section.
1040 elmex 1.6
1041     =back
1042    
1043 root 1.25 =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1044    
1045     speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1046     changes.
1047    
1048     (based on value that last_sp takes):
1049     0: 'furious' Makes all monsters aggressive
1050     1: 'angry' As above but pets are unaffected
1051     2: 'calm' Makes all monsters unaggressive
1052     3: 'sleep' Puts all monsters to sleep
1053     4: 'charm' Makes monster into a pet of person
1054     who triggers the square. This setting
1055     is not enabled for continous operation
1056     5: 'destroy mons' destroy any monsters on this space
1057     6: 'destroy pets' destroy friendly monsters on this space
1058    
1059 elmex 1.16 =head3 B<FLESH> - type 72 - Organs and body parts
1060 elmex 1.7
1061 elmex 1.16 See B<FOOD> description.
1062 elmex 1.7
1063 elmex 1.16 =head3 B<MISC_OBJECT> - type 79 - Misc. objects
1064 elmex 1.11
1065     A type for any object that has no special behaviour.
1066    
1067 elmex 1.16 =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1068 elmex 1.14
1069     This type of objects multiplies objects that are above it when it is activated.
1070     You can even multiply by 0, which will destroy the object.
1071    
1072     =over 4
1073    
1074 elmex 1.16 =item I<level> <number>
1075 elmex 1.14
1076     The multiplicator, if set to 0 or lower it will destroy the objects above it.
1077    
1078 elmex 1.16 =item I<other_arch> <string>
1079 elmex 1.14
1080 elmex 1.15 The archetype name of the objects that should be multiplied.
1081 elmex 1.14
1082 elmex 1.16 =item I<connected> <number>
1083 elmex 1.14
1084 elmex 1.16 See generic object field description.
1085 elmex 1.14
1086     =back
1087    
1088 elmex 1.16 =head3 B<HOLE> - type 94 - Holes
1089 elmex 1.5
1090 elmex 1.16 B<HOLE>s are holes in the ground where objects can fall through. When the hole
1091 elmex 1.5 opens and/or is completly open all objects above it fall through (more
1092     precisely: if their head is above the hole).
1093    
1094 elmex 1.16 When the B<HOLE> is activated it's speed is set to 0.5.
1095 elmex 1.14
1096 elmex 1.16 These holes can only transfer the one who falls through to other coordinates
1097     on the same map.
1098 elmex 1.5
1099     =over 4
1100    
1101 elmex 1.16 =item I<maxsp> (0|1)
1102 elmex 1.5
1103     This field negates the state of the connection: When maxsp is 1 the pit will
1104     open/close when the connection is deactivated. Otherwise it will open/close
1105     when the connection is activated. This field only has effect when the
1106     connection is triggered. So if you put a closed hole on a map, and the
1107 elmex 1.16 connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1108 elmex 1.5 connection was triggered once.
1109    
1110 elmex 1.16 =item I<connected> <connection id>
1111 elmex 1.5
1112     This is the connection id, which lets the hole opening or closing when
1113     activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1114     at which connection state the object is activated.
1115    
1116     For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1117     the connection is released.
1118    
1119 elmex 1.16 =item I<wc> <number> (internal)
1120 elmex 1.5
1121 elmex 1.16 This is an internal field. If it is greater than 0 it means that the hole is not
1122 elmex 1.5 yet fully open. More preciesly: this field is the animation-step and if it is
1123     set to the 'closed' step of the animation the hole is closed and if it is on
1124 elmex 1.16 the 'open' animation step (I<wc> = 0), the hole is open.
1125 elmex 1.5
1126 elmex 1.16 =item I<sp> <number>
1127 elmex 1.5
1128     The destination y coordinates on the same map.
1129    
1130 elmex 1.16 =item I<hp> <number>
1131 elmex 1.5
1132     The destination x coordinates on the same map.
1133    
1134     =back
1135    
1136 elmex 1.16 =head3 B<POISONING> - type 105 - The poisoning of players and monsters
1137 elmex 1.8
1138     This type is doing the actual damage to the ones who were attacked
1139 elmex 1.16 via AT_POISON (or drank B<POISON>).
1140 elmex 1.8
1141     The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1142     there for details).
1143    
1144     =over 4
1145    
1146 elmex 1.16 =item I<dam> <number>
1147 elmex 1.8
1148 elmex 1.16 Each time the poisoning is proccessed (which is determined by the I<speed> and
1149     I<speed_left> fields, see the general object fields description above) it hits
1150     the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1151     simply hit the player with no strings attached).
1152 elmex 1.8
1153 elmex 1.16 =item I<food> <number>
1154 elmex 1.8
1155 elmex 1.16 Just a note: The posioning is removed if I<food> == 1 and not if
1156     the whole I<duration> is up, because the B<POISONING> code has to remove
1157 elmex 1.8 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1158 elmex 1.16 deletes the B<POISONING> object.
1159 elmex 1.8
1160     =back
1161    
1162 elmex 1.16 =head3 B<FORCE> - type 114 - Forces
1163 elmex 1.4
1164     Forces are a very 'thin' type. They don't have much behaviour other than
1165 elmex 1.5 disappearing after a time and/or affecting the player if they are in his
1166     inventory.
1167 elmex 1.4
1168 elmex 1.16 Forces only take effect on the player if they have FLAG_APPLIED set.
1169 elmex 1.4
1170 elmex 1.16 Whether the I<duration> field is processed or not per tick is controlled by the
1171     I<speed> and I<speed_left> fields. Look above in the generic object field description.
1172 elmex 1.4
1173 elmex 1.16 NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1174     interpreter like described in the description of the FLAG_IS_USED_UP flag.
1175     BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1176     will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1177     removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1178     have good semantics on forces, try to avoid it.
1179 elmex 1.7
1180 elmex 1.4 =over 4
1181    
1182 elmex 1.16 =item I<duration>
1183 elmex 1.4
1184 elmex 1.5 While this field is greater than 0 the force/object is not destroyed. It is
1185     decreased each tick by 1.
1186 elmex 1.4
1187     If it reaches 0 the force/object is destroyed.
1188    
1189     This field can have this meaning for B<any> object if that object has
1190     FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1191     what happens then.
1192    
1193     =back
1194    
1195 elmex 1.16 =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1196 elmex 1.4
1197 elmex 1.16 This object is generated by the B<POTION> code when the potion is a resistance
1198     giving potion. It has mainly the same behaviour as a B<FORCE>.
1199 elmex 1.4
1200     The specialty of the potion effect is that the resistancy it gives is absolute,
1201 elmex 1.16 so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1202 elmex 1.5 fire.
1203 elmex 1.4
1204     Multiple potion effects only give you the maximum of their resistancy.