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Revision: 1.33
Committed: Sat Nov 7 18:30:05 2009 UTC (14 years, 6 months ago) by root
Branch: MAIN
Changes since 1.32: +2 -2 lines
Log Message:
lots of cleanups

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 root 1.31 object button_trigger
39 elmex 1.1 name button
40     type 30
41 root 1.32 face button_sma.x11
42 elmex 1.1 anim
43 root 1.31 button_sma.x11
44     button_sma.x12
45 elmex 1.1 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 root 1.31 =item FLAG_MONSTER
335    
336     Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
337     change their meaning, including:
338    
339     =over 4
340    
341     =item I<wis>
342    
343     Governs the "wake-up radius" - the radius within a monster detects an enemy.
344    
345     Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
346     will partake in basic smell finding. 10 and up additionally spreads smell
347     knowledge, and 15 and up additionally will try to perturb the path as to
348     find shortcuts.
349    
350     =back
351    
352 elmex 1.1 =back
353    
354 elmex 1.15 =head2 Description of type specific fields and behaviour
355 elmex 1.1
356     The beginning of the headers of the following subsection
357     are the server internal names for the objects types, see include/define.h.
358    
359 elmex 1.16 =head3 B<TRANSPORT> - type 2 - Player transports
360 elmex 1.4
361     This type is implemented by the transport extension and has currently no special
362 elmex 1.15 fields that affect it.
363 elmex 1.4
364 root 1.23 =head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
365 elmex 1.4
366     Rods contain spells and can be fired by a player.
367    
368     =over 4
369    
370 elmex 1.16 =item I<level> <number>
371 elmex 1.4
372 elmex 1.15 This field is used for calculating the spell level that can be fired
373 elmex 1.4 with this rod, it's also the maximum level of the spell that can be fired.
374     The level of the spell that is being fired depends mostly on
375     the 'use magic item' skill level of the player and 1/10 of the level of the
376     rod is added as bonus.
377    
378 elmex 1.16 =item I<hp> <number>
379 elmex 1.4
380 root 1.23 The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
381     maxhp/10> per tick.
382 elmex 1.4
383 elmex 1.16 =item I<maxhp> <number>
384 elmex 1.4
385     The maximum amount of spellpoints this rod has.
386    
387 elmex 1.16 =item I<skill> <skill name>
388 elmex 1.4
389     This field determines which skill you need to apply this object.
390    
391     =back
392    
393 elmex 1.16 =head3 B<TREASURE> - type 4 - Treasures
394 elmex 1.4
395     This type of objects are for random treasure generation in maps.
396     If this object is applied by a player it will replace itself with it's
397     inventory. If it is automatically applied
398     generate a treasure and replace itself with the generated treasure.
399    
400     Chests are also of this type, their treasures are generated by
401     the auto apply code on map instantiation.
402    
403     =over 4
404    
405 elmex 1.16 =item I<hp> <number>
406 elmex 1.4
407     The number of treasures to generate.
408    
409 elmex 1.16 =item I<exp> <level>
410 elmex 1.4
411     If FLAG_AUTO_APPLY is not set the exp field has no further meaning
412     and the difficulty for the treasurecode only depends on the maps difficulty,
413     otherwise the exp field has the following meaning:
414    
415     If this field is not 0 it is passed as the difficulty
416     to the treasure generation code to determine how good, how much
417     worth a treasure is or what bonuses it is given by the treasure code.
418    
419     If this field is not set or 0 the difficulty of the map is passed to the treasure
420     generation code.
421    
422 elmex 1.16 =item I<randomitems> <treasurelist>
423 elmex 1.4
424     The treasurelist to use to generate the treasure which is put in the
425     treasure objects inventory.
426    
427     =back
428    
429 elmex 1.16 =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
430 elmex 1.4
431     These objects contain a spell and will emit it on apply, which most
432     of the time has the meaning of 'drinking'.
433    
434     If no resistancy field, stat field or attacktype is set and no spell
435     is put in the potion by the sp field or the randomitems the
436     potion will become an artifact and the artifact code decides which kind
437     of potion will be generated.
438    
439     If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
440     will yield an explosion and hurt the player.
441    
442     =over 4
443    
444 elmex 1.16 =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
445 elmex 1.4
446     These stat fields determine how many stat points the player gets
447     when he applies this potion.
448    
449     If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
450    
451 elmex 1.16 =item I<sp> <number>
452 elmex 1.4
453     If this field is set and the randomitems field is not set
454     the field is interpreted as spell number, please look the right
455     number up in common/loader.C.
456    
457     If this field is set the randomitems field will be unset by the
458     map loading code.
459    
460 elmex 1.16 =item I<attacktype> <attacktype>
461 elmex 1.4
462     This field has some special meaning in potions, currently the
463     bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
464     restoration potion or improvement potion.
465     See include/attackinc.h for the bits of these types.
466    
467 root 1.33 If AT_DEPLETE is set the player will be restored and the "depletion"
468 elmex 1.4 will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
469 root 1.33 set the player will be drained a random stat by inserting an "depletion"
470 elmex 1.4 into him.
471    
472     If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
473     When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
474    
475 elmex 1.16 =item I<resist_RESISTANCY> <number>
476 elmex 1.4
477     If this stat is set and no spell is in the potion the potion
478     will create a force that give the player this specific resistancy.
479     The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
480     and the potion will last 10 times longer than the default force archetype
481     FORCE_NAME (at the moment of this writing spell/force.arc).
482    
483 elmex 1.16 =item I<randomitems> <treasurelist>
484 elmex 1.4
485     The inventory/spell of the potion will be created by calling the treasure code
486     with the treasurelist specified here. (I guess it's highly undefined what
487     happens if there is not a spell in the potions inventory).
488    
489 elmex 1.16 =item I<on_use_yield> <archetype>
490 elmex 1.3
491 elmex 1.7 When this object is applied an instance of <archetype> will be created.
492 elmex 1.3
493 elmex 1.16 =item I<subtypes> <potion subtype>
494 elmex 1.3
495 elmex 1.4 see include/spells.h for possible potion subtypes, there are currently 4:
496 elmex 1.3
497     =over 4
498    
499 elmex 1.4 =item POT_SPELL
500    
501     Unused, default behaiour of a potion.
502    
503     =item POT_DUST
504    
505     This potion can be thrown to cast the spell that it has in it's inventory,
506 elmex 1.16 the behaviour is not defined if there is not a B<SPELL> in the inventory and the
507 elmex 1.4 server will log an error.
508    
509     =item POT_FIGURINE
510    
511     Unused, default behaiour of a potion.
512 elmex 1.3
513 elmex 1.4 =item POT_BALM
514 elmex 1.3
515 elmex 1.4 Unused, default behaiour of a potion.
516 elmex 1.3
517 elmex 1.4 =back
518 elmex 1.3
519     =back
520    
521 root 1.31 =head3 B<FOOD> - type 6 - Edible stuff
522 elmex 1.7
523     This is for objects that are representing general eatables like
524     beef or bread.
525    
526 elmex 1.16 The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
527 elmex 1.7 give different messages.
528    
529 elmex 1.16 The specialty of B<FLESH> is that it inherits the resistancies of the
530 elmex 1.7 monsters it was generated in and will let dragons raise their resistancies
531 elmex 1.16 with that. If the monster has the B<POISON> attacktype the B<FLESH>
532     will change into B<POISON>.
533 elmex 1.7
534 elmex 1.16 If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
535     and if he doesn't find any of that he will start eating B<FLESH>.
536 elmex 1.7
537     =over 4
538    
539 elmex 1.16 =item I<title> <string>
540 elmex 1.7
541 elmex 1.16 If the food has B<title> set or is cursed it is considered 'special', which
542     means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
543     I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
544     on the player.
545 elmex 1.7
546 elmex 1.16 The higher the I<food> field is the longer the improvement of the player lasts
547     (except for I<hp> and I<sp>).
548 elmex 1.7
549 elmex 1.16 =item I<food> <number>
550 elmex 1.7
551     This is the amount of food points the player gets when he eats this.
552    
553 elmex 1.16 =item I<on_use_yield> <archetype>
554 elmex 1.7
555     When this object is applied an instance of <archetype> will be created.
556    
557     =back
558    
559 elmex 1.16 =head3 B<POISON> - type 7 - Poisonous stuff
560 elmex 1.8
561 elmex 1.16 This type is for objects that can poison the player when he drinks/applies it.
562 elmex 1.8 When applied it will hit the attacked with AT_POISON and will create
563 elmex 1.16 a B<POISONING> object in the one who was hit.
564 elmex 1.8
565     =over 4
566    
567 elmex 1.16 =item I<level> <number>
568 elmex 1.8
569 root 1.24 This field affects the probability of poisoning. The higher the level difference
570     between the one who is hit and the poision the more probable it is the attacked
571 elmex 1.8 one will be poisoned.
572    
573 elmex 1.16 =item I<slaying> <race>
574 elmex 1.8
575 elmex 1.16 This field has the usual meaning of 'slaying', when the
576     poisoned's race matches the I<slaying> field the damage done by the poison
577 elmex 1.8 is multiplied by 3.
578    
579 elmex 1.16 =item I<hp> <number>
580 elmex 1.8
581     This is the amount of damage the player will receive from applying this. The
582     attacktype AT_POISON will be used to hit the player and the damage will
583     determine the strenght, duration and depletion of stats of the poisoning. The
584 elmex 1.16 created B<POISONING> object which is being placed in the one who was attacked will
585 elmex 1.8 get the damage from this field (which is maybe adjusted by slaying or the
586     resistancies).
587    
588 elmex 1.16 =item I<food> <number>
589 elmex 1.8
590 elmex 1.16 1/4 of <number> will be drained from the players I<food>.
591 elmex 1.8
592 elmex 1.16 =item I<on_use_yield> <archetype>
593 elmex 1.8
594     When this object is applied an instance of <archetype> will be created.
595    
596     =back
597    
598 elmex 1.16 =head3 B<BOOK> - type 8 - Readable books
599 elmex 1.9
600     This type is basically for representing text books in the game.
601    
602     Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
603    
604     =over 4
605    
606 elmex 1.16 =item I<msg> <text>
607 elmex 1.9
608     This is the contents of the book. When this field is unset
609     at treasure generation a random text will be inserted.
610    
611 elmex 1.16 =item I<skill> <skill name>
612 elmex 1.9
613     The skill required to read this book. (The most resonable
614     skill would be literacy).
615    
616 elmex 1.16 =item I<exp> <number>
617 elmex 1.9
618     The experience points the player get for reading this book.
619    
620 elmex 1.16 =item I<subtype> <readable subtype>
621 elmex 1.9
622     This field determines the type of the readable.
623     Please see common/readable.C in the readable_message_types table.
624    
625     =back
626    
627 elmex 1.16 =head3 B<CLOCK> - type 9 - Clocks
628 elmex 1.10
629     This type of objects just display the time when being applied.
630    
631 elmex 1.16 =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
632 elmex 1.10
633     This is a spell effect of a moving bolt. It moves straigt forward
634     through the map until something blocks it.
635     If FLAG_REFLECTING is set it even reflects on walls.
636    
637     FLAG_IS_TURNABLE should be set on these objects.
638    
639     =over 4
640    
641 elmex 1.16 =item I<move_type> <movetype>
642 elmex 1.11
643     This field affects the move type with which the lightning moves through
644     the map and which map cells will reflect or block it.
645    
646 elmex 1.16 =item I<attacktype> <attacktype>
647 elmex 1.10
648     The attacktype with which it hits the objects on the map.
649    
650 elmex 1.16 =item I<dam> <number>
651 elmex 1.10
652     The damage this bolt inflicts when it hits objects on the map.
653    
654 elmex 1.16 =item I<Dex> <number>
655 elmex 1.10
656     This is the fork percentage, it is reduced by 10 per fork.
657 elmex 1.16 And the I<dam> field is halved on each fork.
658 elmex 1.10
659 elmex 1.16 =item I<Con> (internal)
660 elmex 1.10
661     This value is a percentage of which the forking lightning
662     is deflected to the left. This value should be mostly used internally.
663    
664 elmex 1.16 =item I<duration> <number>
665 elmex 1.10
666     The duration the bolt stays on a map cell. This field is decreased each time
667 elmex 1.16 the object is processed (see the meaning of I<speed> and I<speed_left> fields in
668     the generic object field description).
669 elmex 1.10
670 elmex 1.16 =item I<range> <number>
671 elmex 1.10
672     This is the range of the bolt, each space it advances this field is decreased.
673    
674     =back
675    
676 elmex 1.16 =head3 B<ARROW> - type 13 - Arrows
677 elmex 1.14
678     This is the type for objects that represent projectiles like arrows.
679 elmex 1.16 The movement of B<THROWN_OBJ>s behave similar to this type.
680 elmex 1.14
681     Flying arrows are stopped either when they hit something blocking
682 elmex 1.16 (I<move_block>) or something which is alive.
683 elmex 1.14 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
684     set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
685 elmex 1.16 damage with a small chance which is affected by the I<level> field of the arrow.
686 elmex 1.14
687     If FLAG_REFLECTING is set on the arrow it will bounce off everything
688     that is not alive and blocks it's movement.
689    
690 elmex 1.16 When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
691     fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
692     the object, to restore them once the arrow has been stopped.
693 elmex 1.14
694     =over 4
695    
696 elmex 1.16 =item I<dam> <number>
697 elmex 1.14
698     The amount of damage that is being done to the victim that gets hit.
699     This field is recomputed when the arrow is fired and will consist
700 elmex 1.16 of the sum of a damage bonus (see description of the B<BOW> type),
701     the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
702     and the arrows I<magic> field.
703 elmex 1.14
704 elmex 1.16 =item I<wc> <number>
705 elmex 1.14
706 root 1.24 The weapon class of the arrow, which has effect on the probability of hitting.
707 elmex 1.14
708     It is recomputed when the arrow is being fired by this formula:
709    
710     wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
711     - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
712    
713     When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
714 elmex 1.16 level is not added.
715 elmex 1.14
716 elmex 1.16 wc_mod is dependend on the fire mode of the bow. For a more detailed
717 elmex 1.14 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
718    
719 elmex 1.16 =item I<magic> <number>
720 elmex 1.14
721     This field is added to the damage of the arrow when it is shot and
722 elmex 1.16 will also improve it's I<speed> by 1/5 of it's value.
723 elmex 1.14
724 elmex 1.16 =item I<attacktype> <attacktype>
725 elmex 1.14
726     Bitfield which decides the attacktype of the damage, see include/attackinc.h
727 elmex 1.16 On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
728 elmex 1.14
729 elmex 1.16 =item I<level> <number> (interally used)
730 elmex 1.14
731 root 1.24 The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
732 elmex 1.16 see above in the B<ARROW> description.
733 elmex 1.14
734 elmex 1.16 The I<level> is set when the arrow is fired to either the skill level or the
735     shooters level.
736 elmex 1.14
737 elmex 1.16 =item I<speed> <number> (internal)
738 elmex 1.14
739     This field shouldn't be set directly in the archetype, the arrow will get it's
740 elmex 1.16 I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
741 elmex 1.14 arrow will be stopped immediatly.
742    
743 elmex 1.16 On fireing the I<speed> of the arrow is computed of 1/5 of the
744     sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
745     of the bows I<dam> field is added to the I<speed> of the arrow.
746 elmex 1.14
747 elmex 1.16 The minimum I<speed> of an arrow is 1.0.
748 elmex 1.14
749 elmex 1.16 While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
750 elmex 1.14
751 elmex 1.16 If the I<speed> is above 10.0 it goes straight through the creature it hits and
752     it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
753     stopped and either sticked into the victim (see I<weight> field description) or
754     put on it's map square (if it didn't break, see description of the I<food> field).
755 elmex 1.14
756 elmex 1.16 =item I<weight> <number>
757 elmex 1.14
758 elmex 1.16 This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
759 elmex 1.14 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
760    
761 elmex 1.16 =item I<food> <number>
762 elmex 1.14
763 elmex 1.16 The breaking percentage. 100 (%) means: breaks on usage for sure.
764 elmex 1.14
765 elmex 1.16 =item I<inventory> (internal)
766 elmex 1.14
767     If the flying/moving object has something in it's inventory and it stops, it
768     will be replaced with it's inventory. Otherwise it will be handled as usual,
769     which means: it will be calculated whether the arrow breaks and it will be
770     reset for reuse.
771    
772 elmex 1.16 =item I<slaying> <string>
773 elmex 1.14
774 elmex 1.16 When the bow that fires this arrow has it's I<slaying> field set it is copied
775     to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
776 elmex 1.14
777 elmex 1.16 =item I<move_type> <movetype> (internally used)
778 elmex 1.14
779     This field is set when the arrow is shot to MOVE_FLY_LOW.
780    
781 elmex 1.16 =item I<move_on> <movetype> (internally used)
782 elmex 1.14
783     This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
784    
785 elmex 1.16 =item I<race> <string>
786 elmex 1.14
787 elmex 1.16 The I<race> field is a unique key that assigns arrows, bows and quivers. When
788     shooting an arrow the bows I<race> is used to search for arrows (which have the
789     same I<race> as the bow) in the players inventory and will recursively search in
790     the containers (which are applied and have the same I<race> as the bow and the arrow).
791 elmex 1.14
792     =back
793    
794 elmex 1.16 =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
795 elmex 1.14
796 elmex 1.16 TODO, but take into account B<ARROW> description above!
797 elmex 1.10
798 elmex 1.16 =head3 B<WEAPON> - type 15 - Weapons
799 elmex 1.1
800     This type is for general hack and slash weapons like swords, maces
801     and daggers and and ....
802    
803     =over 4
804    
805 elmex 1.16 =item I<weapontype> <type id>
806 elmex 1.1
807     decides what attackmessages are generated, see include/define.h
808    
809 elmex 1.16 =item I<attacktype> <bitmask>
810 elmex 1.1
811     bitfield which decides the attacktype of the damage, see include/attackinc.h
812    
813 elmex 1.16 =item I<dam> <number>
814 elmex 1.1
815     amount of damage being done with the attacktype
816    
817 elmex 1.16 =item I<item_power> <level>
818 elmex 1.1
819     the itempower of this weapon.
820    
821 elmex 1.16 =item I<name>
822 elmex 1.1
823     the name of the weapon.
824    
825 elmex 1.16 =item I<level> (internal)
826 elmex 1.1
827     The improvement state of the weapon.
828 elmex 1.16 If this field is greater than 0 the I<name> field starts with the
829 elmex 1.1 characters name who improved this weapon.
830    
831 elmex 1.16 =item I<last_eat> (internal)
832 elmex 1.1
833 elmex 1.16 This seems to be the amount of improvements of a weapon,
834 elmex 1.1 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
835    
836     ((who->level / 5) + 5) >= op->last_eat
837    
838 elmex 1.16 =item I<last_sp>
839 elmex 1.1
840     the weapon speed (see magic description)
841    
842 elmex 1.16 =item I<food> <number>
843 elmex 1.1
844     addition to food regeneration of the player
845    
846 elmex 1.16 =item I<hp> <number>
847 elmex 1.1
848     addition to health regeneration
849    
850 elmex 1.16 =item I<sp> <number>
851 elmex 1.1
852     addition to mana regeneration
853    
854 elmex 1.16 =item I<grace> <number>
855 elmex 1.1
856     addititon to grace regeneration
857    
858 elmex 1.16 =item I<gen_sp_armour> <number>
859 elmex 1.1
860 elmex 1.16 the players I<gen_sp_armour> field (which is per default 10) is being added the
861     <number> amount. gen_sp_armour seems to be a factor with which gen_sp in
862     do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
863     I<gen_sp_armour> limits the amout of regenerated spellpoints.
864 elmex 1.1
865 elmex 1.16 Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
866     I<sp> regeneration.
867 elmex 1.1
868 elmex 1.16 =item I<body_BODYSLOT>
869 elmex 1.1
870 root 1.20 The part/slot of the body you need to use this weapon, possible values for
871     C<BODYSLOT> should be looked up in common/item.C at body_locations.
872 elmex 1.1
873 root 1.22 The value (in the range C<-7..7>) gives the number of those body slots
874     used up by the item (if negative) or the number of body slots this object
875     has (if positive, e.g. for monsters or players). The special value C<0>
876     indicates that this object cannot equip items requiring these body slots.
877 root 1.20
878     =item I<resist_RESISTANCY> <number>
879 elmex 1.1
880     this is the factor with which the difference of the players resistancy and 100%
881     is multiplied, something like this:
882    
883 root 1.20 additional_resistancy = (100 - current_resistancy) * (<number>/100)
884 elmex 1.1
885 elmex 1.2 if <number> is negative it is added to the total vulnerabilities,
886 elmex 1.1 and later the total resistance is decided by:
887    
888     'total resistance = total protections - total vulnerabilities'
889    
890 root 1.20 see also common/living.C:fix_player.
891 elmex 1.1
892 elmex 1.16 =item I<path_(attuned|repelled|denied)>
893 elmex 1.1
894     this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
895     for the pathes.
896    
897 elmex 1.16 =item I<luck> <number>
898 elmex 1.1
899 elmex 1.16 this luck is added to the players I<luck>
900 elmex 1.1
901 elmex 1.16 =item I<move_type>
902 elmex 1.1
903 elmex 1.16 if the weapon has a I<move_type> set the player inherits it's I<move_type>
904 elmex 1.1
905 elmex 1.16 =item I<exp> <number>
906 elmex 1.1
907 elmex 1.2 the added_speed and bonus_speed of the player is raised by <number>/3.
908     if <number> < 0 then the added_speed is decreased by <number>
909 elmex 1.1
910 elmex 1.16 =item I<weight>
911 elmex 1.1
912     the weight of the weapon
913    
914 elmex 1.16 =item I<magic>
915 elmex 1.1
916 elmex 1.16 the I<magic> field affects the amounts of the following fields:
917 elmex 1.1
918     - wc : the players wc is adjusted by: player->wc -= (wc + magic)
919    
920     - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
921    
922     - dam: the players dam is adjusted by: player->dam += (dam + magic)
923    
924     - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
925     (minium is 0)
926    
927 elmex 1.16 =item I<ac> <number>
928 elmex 1.1
929 elmex 1.16 the amount of ac points the player's I<ac> is decreased when applying this object.
930 elmex 1.1
931 elmex 1.16 =item I<wc> <number>
932 elmex 1.1
933 elmex 1.16 the amount of wc points the player's I<wc> is decreased when applying this object.
934 elmex 1.1
935     =back
936    
937     =head4 Player inherits following flags from weapons:
938    
939 elmex 1.4 FLAG_LIFESAVE
940     FLAG_REFL_SPELL
941     FLAG_REFL_MISSILE
942     FLAG_STEALTH
943     FLAG_XRAYS
944     FLAG_BLIND
945     FLAG_SEE_IN_DARK
946     FLAG_UNDEAD
947    
948 elmex 1.16 =head3 B<GRIMREAPER> - type 28 - Grimreapers
949 elmex 1.11
950     These type are mostly used for monsters, they give the
951     monster the ability to dissapear after 10 hits with AT_DRAIN.
952    
953     =over 4
954    
955 elmex 1.16 =item I<value> <number>
956 elmex 1.11
957     This field stores the hits the monster did yet.
958    
959     =back
960    
961 elmex 1.16 =head3 B<CREATOR> - type 42 - Object creators
962 elmex 1.14
963     Once a creator is activated by a connection it creates a number of objects
964 elmex 1.15 (cloned from it's inventory or a new object derived from the archetype
965     named in the other_arch slot).
966 elmex 1.14
967     If FLAG_LIVESAFE is set the number of uses is unlimited.
968    
969     =over 4
970    
971 elmex 1.16 =item I<hp> <number>
972 elmex 1.14
973     If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
974     be used.
975    
976 elmex 1.16 =item I<speed> <number>
977 elmex 1.14
978 elmex 1.16 If I<speed> is set the creator will create an object periodically,
979     see I<speed> and I<speed_left> fields in the general object field description
980     for more details.
981 elmex 1.14
982 elmex 1.16 =item I<slaying> <string>
983 elmex 1.14
984 elmex 1.16 If set the generated object's name and title will be set to this.
985 elmex 1.14
986 elmex 1.16 =item I<other_arch> <string>
987 elmex 1.14
988 elmex 1.16 If the inventory of the creator is empty new objects will be derived from the
989     archetype named by <string>.
990 elmex 1.14
991 elmex 1.16 =item I<connected> <number>
992 elmex 1.14
993 elmex 1.16 See generic object field description.
994 elmex 1.14
995     =back
996    
997 elmex 1.16 =head3 B<DRINK> - type 54 - Drinkable stuff
998 elmex 1.7
999 elmex 1.16 See B<FOOD> description.
1000 elmex 1.7
1001 elmex 1.16 =head3 B<CHECK_INV> - type 64 - Inventory checkers
1002 elmex 1.6
1003     This object checks whether the player has a specific item in his
1004     inventory when he moves above the inventory checker. If the player has
1005     the item (or not, which can be controlled with a flag) a connection will be triggered.
1006    
1007 elmex 1.16 If you set I<move_block> you can deny players and monsters to reach the space where
1008     the inventory checker is on, see I<move_block> description below.
1009 elmex 1.6
1010 elmex 1.16 The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1011 elmex 1.6 So matching one of those conditions is enough.
1012    
1013     =over 4
1014    
1015 elmex 1.16 =item I<move_block> <move type bitmask>
1016 elmex 1.6
1017     If you set this field to block a movetype the move code will block any moves
1018     onto the space with the inventory checker, IF the moving object doesn't have
1019 elmex 1.16 (or has - if I<last_sp> = 0) the item that the checker is searching for.
1020 elmex 1.6
1021 elmex 1.16 =item I<last_sp> (0|1)
1022 elmex 1.6
1023 elmex 1.16 If I<last_sp> is 1 'having' the item that is being checked for will
1024 elmex 1.6 activate the connection or make the space with the checker non-blocking.
1025 elmex 1.16 If I<last_sp> is 0 'not having' the item will activate the connection
1026 elmex 1.6 or make the space with the checker non-blocking.
1027    
1028 elmex 1.16 =item I<last_heal> (0|1)
1029 elmex 1.6
1030 elmex 1.16 If I<last_heal> is 1 the matching item will be removed if the inventory checker
1031 elmex 1.6 activates a connection and finds the item in the inventory.
1032    
1033     (A inventory checker that blocks a space won't remove anything from inventories)
1034    
1035 elmex 1.16 =item I<hp> <number>
1036 elmex 1.6
1037     If this field is not 0 the inventory checker will search for an object
1038     with the type id <number>.
1039    
1040 elmex 1.16 =item I<slaying> <string>
1041 elmex 1.6
1042     If this field is set the inventory checker will search for an object that
1043 elmex 1.16 has the same string in the I<slaying> field (for example a key string of a key).
1044 elmex 1.6
1045 elmex 1.16 =item I<race> <string>
1046 elmex 1.6
1047     If this field is set the inventory checker will search for an object which
1048     has the archetype name that matches <string>.
1049    
1050 elmex 1.16 =item I<connected> <connection id>
1051 elmex 1.6
1052 elmex 1.14 This is the connection that will be activated. The connection is
1053     'pushed' when someone enters the space with the inventory checker,
1054     and it is 'released' when he leaves it.
1055    
1056 elmex 1.16 See also the description of the I<connected> field in the generic object field
1057 elmex 1.14 section.
1058 elmex 1.6
1059     =back
1060    
1061 root 1.25 =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1062    
1063     speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1064     changes.
1065    
1066     (based on value that last_sp takes):
1067     0: 'furious' Makes all monsters aggressive
1068     1: 'angry' As above but pets are unaffected
1069     2: 'calm' Makes all monsters unaggressive
1070     3: 'sleep' Puts all monsters to sleep
1071     4: 'charm' Makes monster into a pet of person
1072     who triggers the square. This setting
1073     is not enabled for continous operation
1074     5: 'destroy mons' destroy any monsters on this space
1075     6: 'destroy pets' destroy friendly monsters on this space
1076    
1077 elmex 1.16 =head3 B<FLESH> - type 72 - Organs and body parts
1078 elmex 1.7
1079 elmex 1.16 See B<FOOD> description.
1080 elmex 1.7
1081 elmex 1.16 =head3 B<MISC_OBJECT> - type 79 - Misc. objects
1082 elmex 1.11
1083     A type for any object that has no special behaviour.
1084    
1085 elmex 1.16 =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1086 elmex 1.14
1087     This type of objects multiplies objects that are above it when it is activated.
1088     You can even multiply by 0, which will destroy the object.
1089    
1090     =over 4
1091    
1092 elmex 1.16 =item I<level> <number>
1093 elmex 1.14
1094     The multiplicator, if set to 0 or lower it will destroy the objects above it.
1095    
1096 elmex 1.16 =item I<other_arch> <string>
1097 elmex 1.14
1098 elmex 1.15 The archetype name of the objects that should be multiplied.
1099 elmex 1.14
1100 elmex 1.16 =item I<connected> <number>
1101 elmex 1.14
1102 elmex 1.16 See generic object field description.
1103 elmex 1.14
1104     =back
1105    
1106 elmex 1.16 =head3 B<HOLE> - type 94 - Holes
1107 elmex 1.5
1108 elmex 1.16 B<HOLE>s are holes in the ground where objects can fall through. When the hole
1109 elmex 1.5 opens and/or is completly open all objects above it fall through (more
1110     precisely: if their head is above the hole).
1111    
1112 elmex 1.16 When the B<HOLE> is activated it's speed is set to 0.5.
1113 elmex 1.14
1114 elmex 1.16 These holes can only transfer the one who falls through to other coordinates
1115     on the same map.
1116 elmex 1.5
1117     =over 4
1118    
1119 elmex 1.16 =item I<maxsp> (0|1)
1120 elmex 1.5
1121     This field negates the state of the connection: When maxsp is 1 the pit will
1122     open/close when the connection is deactivated. Otherwise it will open/close
1123     when the connection is activated. This field only has effect when the
1124     connection is triggered. So if you put a closed hole on a map, and the
1125 elmex 1.16 connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1126 elmex 1.5 connection was triggered once.
1127    
1128 elmex 1.16 =item I<connected> <connection id>
1129 elmex 1.5
1130     This is the connection id, which lets the hole opening or closing when
1131     activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1132     at which connection state the object is activated.
1133    
1134     For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1135     the connection is released.
1136    
1137 elmex 1.16 =item I<wc> <number> (internal)
1138 elmex 1.5
1139 elmex 1.16 This is an internal field. If it is greater than 0 it means that the hole is not
1140 elmex 1.5 yet fully open. More preciesly: this field is the animation-step and if it is
1141     set to the 'closed' step of the animation the hole is closed and if it is on
1142 elmex 1.16 the 'open' animation step (I<wc> = 0), the hole is open.
1143 elmex 1.5
1144 elmex 1.16 =item I<sp> <number>
1145 elmex 1.5
1146     The destination y coordinates on the same map.
1147    
1148 elmex 1.16 =item I<hp> <number>
1149 elmex 1.5
1150     The destination x coordinates on the same map.
1151    
1152     =back
1153    
1154 elmex 1.16 =head3 B<POISONING> - type 105 - The poisoning of players and monsters
1155 elmex 1.8
1156     This type is doing the actual damage to the ones who were attacked
1157 elmex 1.16 via AT_POISON (or drank B<POISON>).
1158 elmex 1.8
1159     The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1160     there for details).
1161    
1162     =over 4
1163    
1164 elmex 1.16 =item I<dam> <number>
1165 elmex 1.8
1166 elmex 1.16 Each time the poisoning is proccessed (which is determined by the I<speed> and
1167     I<speed_left> fields, see the general object fields description above) it hits
1168     the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1169     simply hit the player with no strings attached).
1170 elmex 1.8
1171 elmex 1.16 =item I<food> <number>
1172 elmex 1.8
1173 elmex 1.16 Just a note: The posioning is removed if I<food> == 1 and not if
1174     the whole I<duration> is up, because the B<POISONING> code has to remove
1175 elmex 1.8 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1176 elmex 1.16 deletes the B<POISONING> object.
1177 elmex 1.8
1178     =back
1179    
1180 elmex 1.16 =head3 B<FORCE> - type 114 - Forces
1181 elmex 1.4
1182     Forces are a very 'thin' type. They don't have much behaviour other than
1183 elmex 1.5 disappearing after a time and/or affecting the player if they are in his
1184     inventory.
1185 elmex 1.4
1186 elmex 1.16 Forces only take effect on the player if they have FLAG_APPLIED set.
1187 elmex 1.4
1188 elmex 1.16 Whether the I<duration> field is processed or not per tick is controlled by the
1189     I<speed> and I<speed_left> fields. Look above in the generic object field description.
1190 elmex 1.4
1191 elmex 1.16 NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1192     interpreter like described in the description of the FLAG_IS_USED_UP flag.
1193     BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1194     will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1195     removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1196     have good semantics on forces, try to avoid it.
1197 elmex 1.7
1198 elmex 1.4 =over 4
1199    
1200 elmex 1.16 =item I<duration>
1201 elmex 1.4
1202 elmex 1.5 While this field is greater than 0 the force/object is not destroyed. It is
1203     decreased each tick by 1.
1204 elmex 1.4
1205     If it reaches 0 the force/object is destroyed.
1206    
1207     This field can have this meaning for B<any> object if that object has
1208     FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1209     what happens then.
1210    
1211     =back
1212    
1213 elmex 1.16 =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1214 elmex 1.4
1215 elmex 1.16 This object is generated by the B<POTION> code when the potion is a resistance
1216     giving potion. It has mainly the same behaviour as a B<FORCE>.
1217 elmex 1.4
1218     The specialty of the potion effect is that the resistancy it gives is absolute,
1219 elmex 1.16 so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1220 elmex 1.5 fire.
1221 elmex 1.4
1222     Multiple potion effects only give you the maximum of their resistancy.