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Revision: 1.37
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# 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 root 1.34 =item I<speed> <float>
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 root 1.34 Negative speed settings in archetypes and files cause a speed_left
128     randomisation on load or instantiatian, but for calculations, the absolute
129     value is used always.
130    
131     =item I<speed_left> <float>
132 elmex 1.2
133     If this field is greater than 0 and the object is on the
134     active list (mostly means it's speed is also greater than 0):
135    
136     - speed_left is decreased by 1
137     - and this object is processed and experiences a server tick.
138    
139 elmex 1.16 If the object is on the active list and I<speed_left> is lower or
140     equal to 0 the absolute value of the I<speed> is added to I<speed_left>
141 elmex 1.2 on the end of the tick.
142    
143 elmex 1.16 This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
144     the more seldom the object is processed. And the higher I<speed> is
145 elmex 1.7 the more often the object is processed.
146    
147 root 1.36 =item I<connected> <identifier>
148 elmex 1.14
149     When this field is set the object will be linked to a connection with the
150 root 1.36 same <identifier>. What happens when the connection is 'activated' depends on the
151 elmex 1.14 type of the object.
152    
153 elmex 1.16 FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
154 elmex 1.14 when to activate the object, see description of these below for further details.
155    
156 elmex 1.16 =item I<no_drop> (0|1)
157 elmex 1.2
158 elmex 1.4 Sets the flag FLAG_NO_DROP.
159     See Flags section below.
160 elmex 1.2
161 elmex 1.16 =item I<applied> (0|1)
162 elmex 1.2
163 elmex 1.4 Sets the flag FLAG_APPLIED.
164     See Flags section below.
165 elmex 1.2
166 elmex 1.16 =item I<is_used_up> (0|1)
167 elmex 1.2
168 elmex 1.4 Sets the flag FLAG_IS_USED_UP.
169     See Flags section below.
170    
171 elmex 1.16 =item I<changing> (0|1)
172 elmex 1.15
173     Sets the flag FLAG_CHANGING.
174     See Flags section below.
175    
176 elmex 1.16 =item I<auto_apply> (0|1)
177 elmex 1.4
178     Sets the flag FLAG_AUTO_APPLY.
179     See Flags section below.
180 elmex 1.2
181 elmex 1.16 =item I<no_steal> (0|1)
182 elmex 1.8
183     Sets the flag FLAG_NO_STEAL.
184     See Flags section below.
185    
186 elmex 1.16 =item I<reflecting> (0|1)
187 elmex 1.10
188     Sets the flag FLAG_REFLECTING.
189     See Flags section below.
190    
191 elmex 1.16 =item I<reflect_spell> (0|1)
192 elmex 1.10
193     Sets the flag FLAG_REFL_SPELL.
194     See Flags section below.
195    
196 elmex 1.16 =item I<no_skill_ident> (0|1)
197 elmex 1.9
198     Sets the flag FLAG_NO_SKILL_IDENT.
199     See Flags section below.
200    
201 elmex 1.16 =item I<activate_on_push> (0|1) (default: 1)
202 elmex 1.5
203     Sets the flag FLAG_ACTIVATE_ON_PUSH.
204     See Flags section below.
205    
206 elmex 1.16 =item I<activate_on_release> (0|1) (default: 1)
207 elmex 1.5
208     Sets the flag FLAG_ACTIVATE_ON_RELEASE.
209     See Flags section below.
210    
211 elmex 1.18 =item I<is_lightable> (0|1)
212    
213     Sets the flag FLAG_IS_LIGHTABLE.
214     See Flags section below.
215    
216 elmex 1.16 =item I<editable> (more than deprecated)
217 elmex 1.2
218     This field had a special meaning for crossedit, which used parts
219 elmex 1.15 of the server code for editing. Wherever you see this field being
220 elmex 1.2 set in an archetype ignore it and/or remove it. No code interprets this
221     field anymore.
222    
223     =back
224    
225     =head3 Flags
226    
227     Here are the effects of the flags described.
228    
229 elmex 1.1 =over 4
230    
231 elmex 1.2 =item FLAG_NO_DROP
232    
233     An object can't be picked up and dropped.
234    
235     =item FLAG_APPLIED
236    
237     This flag mostly states whether this object has been 'applied' by the player.
238     For objects that are applied by the code or have this flag set in the archetype
239     it mostly means 'this object is active'.
240    
241 elmex 1.16 For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
242 elmex 1.2 of flags from objects in his inventory is toggled by this flag.
243    
244     =item FLAG_IS_USED_UP
245    
246 elmex 1.16 This flag controls whether an object is 'used up'. If it is set I<food>
247     is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
248 elmex 1.2
249 elmex 1.16 If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
250     this object is removed or not, see the B<FORCE> type below for the meaning
251 elmex 1.2 of the duration field in this context.
252    
253 elmex 1.3 If FLAG_APPLIED is not set the object is destroyed.
254    
255 elmex 1.15 =item FLAG_CHANGING
256    
257 elmex 1.16 If the I<state> field of the object is 0 the object will be processed periodically
258 elmex 1.17 (if I<speed> is set). If the I<state> field is 1 it won't be processed.
259    
260     This flag indicates that the object is changing into a different object.
261     The object has to have the I<other_arch> field set. The object the changing object
262     changes into is derived from the archetype in I<other_arch>.
263    
264     When the object does not have FLAG_ALIVE set the I<food> field will be decremented
265     each time the object is processed, and if I<food> reaches 0 one new object will be generated.
266    
267     When the object has FLAG_ALIVE set the I<food> field is the number of objects that
268     will be generated.
269    
270     After the new object is created the I<hp> field from the old object is copied into
271     the new one.
272    
273 elmex 1.4 =item FLAG_IS_A_TEMPLATE (internal use)
274    
275 elmex 1.16 This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
276 elmex 1.4 or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
277    
278     =item FLAG_AUTO_APPLY
279    
280 elmex 1.16 This flag has currently only meaning for the B<TREASURE> type, see below.
281 elmex 1.4
282 elmex 1.5 =item FLAG_ACTIVATE_ON_PUSH
283    
284     This flag has only meaning for objects that can be linked together
285 elmex 1.16 by the I<connected> field and controls wether the object should
286 elmex 1.5 be activated when the connection is 'pushed' or it is 'released'.
287    
288 elmex 1.14 What 'pushed' and 'released' means depends on the object that
289     activates the connection.
290    
291 elmex 1.5 This flag is by default on.
292    
293     =item FLAG_ACTIVATE_ON_RELEASE
294    
295     This flag has only meaning for objects that can be linked together
296 elmex 1.16 by the I<connected> field and controls wether the object should
297 elmex 1.5 be activated when the connection is 'pushed' or it is 'released'.
298    
299 elmex 1.14 What 'pushed' and 'released' means depends on the object that
300     activates the connection.
301    
302 elmex 1.5 This flag is by default on.
303    
304 elmex 1.8 =item FLAG_NO_STEAL
305    
306     When this flag is set this object can't be stolen. The flag will be
307 root 1.28 reset once the object is placed on a map.
308 elmex 1.8
309 root 1.28 When this flag is set on a monster it can defend attempts at stealing
310 elmex 1.8 (but in this context the flag is only used internally).
311    
312 elmex 1.9 =item FLAG_NO_SKILL_IDENT
313    
314     This flag is mostly used internal and prevents unidentified objects
315 elmex 1.16 (objects which don't have FLAG_IDENTIFIED set) being identified
316     multiple times by skills.
317 elmex 1.9
318 elmex 1.16 This flag is used to mark objects which were unsuccessfully identified by a
319     players skill. So that multiple tries of identifying aren't more effective than
320     one.
321 elmex 1.9
322 elmex 1.10 =item FLAG_REFLECTING
323    
324 elmex 1.16 This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
325 elmex 1.10 to indicate whether this object reflects off walls.
326    
327     =item FLAG_REFL_SPELL
328    
329     This flag indicates whether something reflects spells, like spell reflecting
330     amuletts.
331    
332 elmex 1.18 =item FLAG_IS_LIGHTABLE
333    
334     This flag indicates whether a B<LIGHTER> can light this object. See also the
335     description of the B<LIGHTER> type. How easy you can light an item depends
336     partially on the material of the object.
337    
338 root 1.31 =item FLAG_MONSTER
339    
340     Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
341     change their meaning, including:
342    
343     =over 4
344    
345     =item I<wis>
346    
347     Governs the "wake-up radius" - the radius within a monster detects an enemy.
348    
349     Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
350     will partake in basic smell finding. 10 and up additionally spreads smell
351     knowledge, and 15 and up additionally will try to perturb the path as to
352     find shortcuts.
353    
354     =back
355    
356 elmex 1.1 =back
357    
358 elmex 1.15 =head2 Description of type specific fields and behaviour
359 elmex 1.1
360     The beginning of the headers of the following subsection
361     are the server internal names for the objects types, see include/define.h.
362    
363 elmex 1.16 =head3 B<TRANSPORT> - type 2 - Player transports
364 elmex 1.4
365     This type is implemented by the transport extension and has currently no special
366 elmex 1.15 fields that affect it.
367 elmex 1.4
368 root 1.23 =head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
369 elmex 1.4
370     Rods contain spells and can be fired by a player.
371    
372     =over 4
373    
374 elmex 1.16 =item I<level> <number>
375 elmex 1.4
376 elmex 1.15 This field is used for calculating the spell level that can be fired
377 elmex 1.4 with this rod, it's also the maximum level of the spell that can be fired.
378     The level of the spell that is being fired depends mostly on
379     the 'use magic item' skill level of the player and 1/10 of the level of the
380     rod is added as bonus.
381    
382 elmex 1.16 =item I<hp> <number>
383 elmex 1.4
384 root 1.23 The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
385     maxhp/10> per tick.
386 elmex 1.4
387 elmex 1.16 =item I<maxhp> <number>
388 elmex 1.4
389     The maximum amount of spellpoints this rod has.
390    
391 elmex 1.16 =item I<skill> <skill name>
392 elmex 1.4
393     This field determines which skill you need to apply this object.
394    
395     =back
396    
397 elmex 1.16 =head3 B<TREASURE> - type 4 - Treasures
398 elmex 1.4
399     This type of objects are for random treasure generation in maps.
400     If this object is applied by a player it will replace itself with it's
401     inventory. If it is automatically applied
402     generate a treasure and replace itself with the generated treasure.
403    
404     Chests are also of this type, their treasures are generated by
405     the auto apply code on map instantiation.
406    
407     =over 4
408    
409 elmex 1.16 =item I<hp> <number>
410 elmex 1.4
411     The number of treasures to generate.
412    
413 elmex 1.16 =item I<exp> <level>
414 elmex 1.4
415     If FLAG_AUTO_APPLY is not set the exp field has no further meaning
416     and the difficulty for the treasurecode only depends on the maps difficulty,
417     otherwise the exp field has the following meaning:
418    
419     If this field is not 0 it is passed as the difficulty
420     to the treasure generation code to determine how good, how much
421     worth a treasure is or what bonuses it is given by the treasure code.
422    
423     If this field is not set or 0 the difficulty of the map is passed to the treasure
424     generation code.
425    
426 elmex 1.16 =item I<randomitems> <treasurelist>
427 elmex 1.4
428     The treasurelist to use to generate the treasure which is put in the
429     treasure objects inventory.
430    
431     =back
432    
433 elmex 1.16 =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
434 elmex 1.4
435     These objects contain a spell and will emit it on apply, which most
436     of the time has the meaning of 'drinking'.
437    
438     If no resistancy field, stat field or attacktype is set and no spell
439     is put in the potion by the sp field or the randomitems the
440     potion will become an artifact and the artifact code decides which kind
441     of potion will be generated.
442    
443     If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
444     will yield an explosion and hurt the player.
445    
446     =over 4
447    
448 elmex 1.16 =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
449 elmex 1.4
450     These stat fields determine how many stat points the player gets
451     when he applies this potion.
452    
453     If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
454    
455 elmex 1.16 =item I<sp> <number>
456 elmex 1.4
457     If this field is set and the randomitems field is not set
458     the field is interpreted as spell number, please look the right
459     number up in common/loader.C.
460    
461     If this field is set the randomitems field will be unset by the
462     map loading code.
463    
464 elmex 1.16 =item I<attacktype> <attacktype>
465 elmex 1.4
466     This field has some special meaning in potions, currently the
467     bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
468     restoration potion or improvement potion.
469     See include/attackinc.h for the bits of these types.
470    
471 root 1.33 If AT_DEPLETE is set the player will be restored and the "depletion"
472 elmex 1.4 will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
473 root 1.33 set the player will be drained a random stat by inserting an "depletion"
474 elmex 1.4 into him.
475    
476     If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
477     When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
478    
479 elmex 1.16 =item I<resist_RESISTANCY> <number>
480 elmex 1.4
481     If this stat is set and no spell is in the potion the potion
482     will create a force that give the player this specific resistancy.
483     The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
484     and the potion will last 10 times longer than the default force archetype
485     FORCE_NAME (at the moment of this writing spell/force.arc).
486    
487 elmex 1.16 =item I<randomitems> <treasurelist>
488 elmex 1.4
489     The inventory/spell of the potion will be created by calling the treasure code
490     with the treasurelist specified here. (I guess it's highly undefined what
491     happens if there is not a spell in the potions inventory).
492    
493 elmex 1.16 =item I<on_use_yield> <archetype>
494 elmex 1.3
495 elmex 1.7 When this object is applied an instance of <archetype> will be created.
496 elmex 1.3
497 elmex 1.16 =item I<subtypes> <potion subtype>
498 elmex 1.3
499 elmex 1.4 see include/spells.h for possible potion subtypes, there are currently 4:
500 elmex 1.3
501     =over 4
502    
503 elmex 1.4 =item POT_SPELL
504    
505     Unused, default behaiour of a potion.
506    
507     =item POT_DUST
508    
509     This potion can be thrown to cast the spell that it has in it's inventory,
510 elmex 1.16 the behaviour is not defined if there is not a B<SPELL> in the inventory and the
511 elmex 1.4 server will log an error.
512    
513     =item POT_FIGURINE
514    
515     Unused, default behaiour of a potion.
516 elmex 1.3
517 elmex 1.4 =item POT_BALM
518 elmex 1.3
519 elmex 1.4 Unused, default behaiour of a potion.
520 elmex 1.3
521 elmex 1.4 =back
522 elmex 1.3
523     =back
524    
525 root 1.31 =head3 B<FOOD> - type 6 - Edible stuff
526 elmex 1.7
527     This is for objects that are representing general eatables like
528     beef or bread.
529    
530 elmex 1.16 The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
531 elmex 1.7 give different messages.
532    
533 elmex 1.16 The specialty of B<FLESH> is that it inherits the resistancies of the
534 elmex 1.7 monsters it was generated in and will let dragons raise their resistancies
535 elmex 1.16 with that. If the monster has the B<POISON> attacktype the B<FLESH>
536     will change into B<POISON>.
537 elmex 1.7
538 elmex 1.16 If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
539     and if he doesn't find any of that he will start eating B<FLESH>.
540 elmex 1.7
541     =over 4
542    
543 elmex 1.16 =item I<title> <string>
544 elmex 1.7
545 elmex 1.16 If the food has B<title> set or is cursed it is considered 'special', which
546     means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
547     I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
548     on the player.
549 elmex 1.7
550 elmex 1.16 The higher the I<food> field is the longer the improvement of the player lasts
551     (except for I<hp> and I<sp>).
552 elmex 1.7
553 elmex 1.16 =item I<food> <number>
554 elmex 1.7
555     This is the amount of food points the player gets when he eats this.
556    
557 elmex 1.16 =item I<on_use_yield> <archetype>
558 elmex 1.7
559     When this object is applied an instance of <archetype> will be created.
560    
561     =back
562    
563 elmex 1.16 =head3 B<POISON> - type 7 - Poisonous stuff
564 elmex 1.8
565 elmex 1.16 This type is for objects that can poison the player when he drinks/applies it.
566 elmex 1.8 When applied it will hit the attacked with AT_POISON and will create
567 elmex 1.16 a B<POISONING> object in the one who was hit.
568 elmex 1.8
569     =over 4
570    
571 elmex 1.16 =item I<level> <number>
572 elmex 1.8
573 root 1.24 This field affects the probability of poisoning. The higher the level difference
574     between the one who is hit and the poision the more probable it is the attacked
575 elmex 1.8 one will be poisoned.
576    
577 elmex 1.16 =item I<slaying> <race>
578 elmex 1.8
579 elmex 1.16 This field has the usual meaning of 'slaying', when the
580     poisoned's race matches the I<slaying> field the damage done by the poison
581 elmex 1.8 is multiplied by 3.
582    
583 elmex 1.16 =item I<hp> <number>
584 elmex 1.8
585     This is the amount of damage the player will receive from applying this. The
586     attacktype AT_POISON will be used to hit the player and the damage will
587     determine the strenght, duration and depletion of stats of the poisoning. The
588 elmex 1.16 created B<POISONING> object which is being placed in the one who was attacked will
589 elmex 1.8 get the damage from this field (which is maybe adjusted by slaying or the
590     resistancies).
591    
592 elmex 1.16 =item I<food> <number>
593 elmex 1.8
594 elmex 1.16 1/4 of <number> will be drained from the players I<food>.
595 elmex 1.8
596 elmex 1.16 =item I<on_use_yield> <archetype>
597 elmex 1.8
598     When this object is applied an instance of <archetype> will be created.
599    
600     =back
601    
602 elmex 1.16 =head3 B<BOOK> - type 8 - Readable books
603 elmex 1.9
604     This type is basically for representing text books in the game.
605    
606     Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
607    
608     =over 4
609    
610 elmex 1.16 =item I<msg> <text>
611 elmex 1.9
612     This is the contents of the book. When this field is unset
613     at treasure generation a random text will be inserted.
614    
615 elmex 1.16 =item I<skill> <skill name>
616 elmex 1.9
617     The skill required to read this book. (The most resonable
618     skill would be literacy).
619    
620 elmex 1.16 =item I<exp> <number>
621 elmex 1.9
622     The experience points the player get for reading this book.
623    
624 elmex 1.16 =item I<subtype> <readable subtype>
625 elmex 1.9
626     This field determines the type of the readable.
627     Please see common/readable.C in the readable_message_types table.
628    
629     =back
630    
631 elmex 1.16 =head3 B<CLOCK> - type 9 - Clocks
632 elmex 1.10
633     This type of objects just display the time when being applied.
634    
635 root 1.37 =head3 B<VEIN> - type 10 - item veins for mining
636    
637     Provides a place to apply to mining skill to.
638    
639     =item I<other_arch> <archname>
640    
641     The architecture to create on a successful mine.
642    
643     =item I<food> <number>
644    
645     The number of items to produce from this vein.
646    
647     =item I<ac> <percentage>
648    
649     The base chance of getting an item.
650    
651     =item I<race> <identifier>
652    
653     Race of required extraction tools.
654    
655     =back
656    
657 elmex 1.16 =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
658 elmex 1.10
659     This is a spell effect of a moving bolt. It moves straigt forward
660     through the map until something blocks it.
661     If FLAG_REFLECTING is set it even reflects on walls.
662    
663     FLAG_IS_TURNABLE should be set on these objects.
664    
665     =over 4
666    
667 elmex 1.16 =item I<move_type> <movetype>
668 elmex 1.11
669     This field affects the move type with which the lightning moves through
670     the map and which map cells will reflect or block it.
671    
672 elmex 1.16 =item I<attacktype> <attacktype>
673 elmex 1.10
674     The attacktype with which it hits the objects on the map.
675    
676 elmex 1.16 =item I<dam> <number>
677 elmex 1.10
678     The damage this bolt inflicts when it hits objects on the map.
679    
680 elmex 1.16 =item I<Dex> <number>
681 elmex 1.10
682     This is the fork percentage, it is reduced by 10 per fork.
683 elmex 1.16 And the I<dam> field is halved on each fork.
684 elmex 1.10
685 elmex 1.16 =item I<Con> (internal)
686 elmex 1.10
687     This value is a percentage of which the forking lightning
688     is deflected to the left. This value should be mostly used internally.
689    
690 elmex 1.16 =item I<duration> <number>
691 elmex 1.10
692     The duration the bolt stays on a map cell. This field is decreased each time
693 elmex 1.16 the object is processed (see the meaning of I<speed> and I<speed_left> fields in
694     the generic object field description).
695 elmex 1.10
696 elmex 1.16 =item I<range> <number>
697 elmex 1.10
698     This is the range of the bolt, each space it advances this field is decreased.
699    
700     =back
701    
702 elmex 1.16 =head3 B<ARROW> - type 13 - Arrows
703 elmex 1.14
704     This is the type for objects that represent projectiles like arrows.
705 elmex 1.16 The movement of B<THROWN_OBJ>s behave similar to this type.
706 elmex 1.14
707     Flying arrows are stopped either when they hit something blocking
708 elmex 1.16 (I<move_block>) or something which is alive.
709 elmex 1.14 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
710     set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
711 elmex 1.16 damage with a small chance which is affected by the I<level> field of the arrow.
712 elmex 1.14
713     If FLAG_REFLECTING is set on the arrow it will bounce off everything
714     that is not alive and blocks it's movement.
715    
716 elmex 1.16 When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
717     fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
718     the object, to restore them once the arrow has been stopped.
719 elmex 1.14
720     =over 4
721    
722 elmex 1.16 =item I<dam> <number>
723 elmex 1.14
724     The amount of damage that is being done to the victim that gets hit.
725     This field is recomputed when the arrow is fired and will consist
726 elmex 1.16 of the sum of a damage bonus (see description of the B<BOW> type),
727     the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
728     and the arrows I<magic> field.
729 elmex 1.14
730 elmex 1.16 =item I<wc> <number>
731 elmex 1.14
732 root 1.24 The weapon class of the arrow, which has effect on the probability of hitting.
733 elmex 1.14
734     It is recomputed when the arrow is being fired by this formula:
735    
736     wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
737     - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
738    
739     When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
740 elmex 1.16 level is not added.
741 elmex 1.14
742 elmex 1.16 wc_mod is dependend on the fire mode of the bow. For a more detailed
743 elmex 1.14 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
744    
745 elmex 1.16 =item I<magic> <number>
746 elmex 1.14
747     This field is added to the damage of the arrow when it is shot and
748 elmex 1.16 will also improve it's I<speed> by 1/5 of it's value.
749 elmex 1.14
750 elmex 1.16 =item I<attacktype> <attacktype>
751 elmex 1.14
752     Bitfield which decides the attacktype of the damage, see include/attackinc.h
753 elmex 1.16 On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
754 elmex 1.14
755 elmex 1.16 =item I<level> <number> (interally used)
756 elmex 1.14
757 root 1.24 The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
758 elmex 1.16 see above in the B<ARROW> description.
759 elmex 1.14
760 elmex 1.16 The I<level> is set when the arrow is fired to either the skill level or the
761     shooters level.
762 elmex 1.14
763 elmex 1.16 =item I<speed> <number> (internal)
764 elmex 1.14
765     This field shouldn't be set directly in the archetype, the arrow will get it's
766 elmex 1.16 I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
767 elmex 1.14 arrow will be stopped immediatly.
768    
769 elmex 1.16 On fireing the I<speed> of the arrow is computed of 1/5 of the
770     sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
771     of the bows I<dam> field is added to the I<speed> of the arrow.
772 elmex 1.14
773 elmex 1.16 The minimum I<speed> of an arrow is 1.0.
774 elmex 1.14
775 elmex 1.16 While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
776 elmex 1.14
777 elmex 1.16 If the I<speed> is above 10.0 it goes straight through the creature it hits and
778 root 1.34 its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
779     stopped and either stuck into the victim (see I<weight> field description) or
780     put on its map square (if it didn't break, see description of the I<food> field).
781 elmex 1.14
782 elmex 1.16 =item I<weight> <number>
783 elmex 1.14
784 elmex 1.16 This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
785 elmex 1.14 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
786    
787 elmex 1.16 =item I<food> <number>
788 elmex 1.14
789 elmex 1.16 The breaking percentage. 100 (%) means: breaks on usage for sure.
790 elmex 1.14
791 elmex 1.16 =item I<inventory> (internal)
792 elmex 1.14
793     If the flying/moving object has something in it's inventory and it stops, it
794     will be replaced with it's inventory. Otherwise it will be handled as usual,
795     which means: it will be calculated whether the arrow breaks and it will be
796     reset for reuse.
797    
798 elmex 1.16 =item I<slaying> <string>
799 elmex 1.14
800 elmex 1.16 When the bow that fires this arrow has it's I<slaying> field set it is copied
801     to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
802 elmex 1.14
803 elmex 1.16 =item I<move_type> <movetype> (internally used)
804 elmex 1.14
805     This field is set when the arrow is shot to MOVE_FLY_LOW.
806    
807 elmex 1.16 =item I<move_on> <movetype> (internally used)
808 elmex 1.14
809     This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
810    
811 elmex 1.16 =item I<race> <string>
812 elmex 1.14
813 elmex 1.16 The I<race> field is a unique key that assigns arrows, bows and quivers. When
814     shooting an arrow the bows I<race> is used to search for arrows (which have the
815     same I<race> as the bow) in the players inventory and will recursively search in
816     the containers (which are applied and have the same I<race> as the bow and the arrow).
817 elmex 1.14
818     =back
819    
820 elmex 1.16 =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
821 elmex 1.14
822 elmex 1.16 TODO, but take into account B<ARROW> description above!
823 elmex 1.10
824 elmex 1.16 =head3 B<WEAPON> - type 15 - Weapons
825 elmex 1.1
826     This type is for general hack and slash weapons like swords, maces
827     and daggers and and ....
828    
829     =over 4
830    
831 elmex 1.16 =item I<weapontype> <type id>
832 elmex 1.1
833     decides what attackmessages are generated, see include/define.h
834    
835 elmex 1.16 =item I<attacktype> <bitmask>
836 elmex 1.1
837     bitfield which decides the attacktype of the damage, see include/attackinc.h
838    
839 elmex 1.16 =item I<dam> <number>
840 elmex 1.1
841     amount of damage being done with the attacktype
842    
843 elmex 1.16 =item I<item_power> <level>
844 elmex 1.1
845     the itempower of this weapon.
846    
847 elmex 1.16 =item I<name>
848 elmex 1.1
849     the name of the weapon.
850    
851 elmex 1.16 =item I<level> (internal)
852 elmex 1.1
853     The improvement state of the weapon.
854 elmex 1.16 If this field is greater than 0 the I<name> field starts with the
855 elmex 1.1 characters name who improved this weapon.
856    
857 elmex 1.16 =item I<last_eat> (internal)
858 elmex 1.1
859 elmex 1.16 This seems to be the amount of improvements of a weapon,
860 elmex 1.1 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
861    
862     ((who->level / 5) + 5) >= op->last_eat
863    
864 elmex 1.16 =item I<last_sp>
865 elmex 1.1
866     the weapon speed (see magic description)
867    
868 elmex 1.16 =item I<food> <number>
869 elmex 1.1
870     addition to food regeneration of the player
871    
872 elmex 1.16 =item I<hp> <number>
873 elmex 1.1
874     addition to health regeneration
875    
876 elmex 1.16 =item I<sp> <number>
877 elmex 1.1
878     addition to mana regeneration
879    
880 elmex 1.16 =item I<grace> <number>
881 elmex 1.1
882     addititon to grace regeneration
883    
884 elmex 1.16 =item I<gen_sp_armour> <number>
885 elmex 1.1
886 elmex 1.16 the players I<gen_sp_armour> field (which is per default 10) is being added the
887     <number> amount. gen_sp_armour seems to be a factor with which gen_sp in
888     do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
889     I<gen_sp_armour> limits the amout of regenerated spellpoints.
890 elmex 1.1
891 elmex 1.16 Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
892     I<sp> regeneration.
893 elmex 1.1
894 elmex 1.16 =item I<body_BODYSLOT>
895 elmex 1.1
896 root 1.20 The part/slot of the body you need to use this weapon, possible values for
897     C<BODYSLOT> should be looked up in common/item.C at body_locations.
898 elmex 1.1
899 root 1.22 The value (in the range C<-7..7>) gives the number of those body slots
900     used up by the item (if negative) or the number of body slots this object
901     has (if positive, e.g. for monsters or players). The special value C<0>
902     indicates that this object cannot equip items requiring these body slots.
903 root 1.20
904     =item I<resist_RESISTANCY> <number>
905 elmex 1.1
906     this is the factor with which the difference of the players resistancy and 100%
907     is multiplied, something like this:
908    
909 root 1.20 additional_resistancy = (100 - current_resistancy) * (<number>/100)
910 elmex 1.1
911 elmex 1.2 if <number> is negative it is added to the total vulnerabilities,
912 elmex 1.1 and later the total resistance is decided by:
913    
914     'total resistance = total protections - total vulnerabilities'
915    
916 root 1.20 see also common/living.C:fix_player.
917 elmex 1.1
918 elmex 1.16 =item I<path_(attuned|repelled|denied)>
919 elmex 1.1
920     this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
921     for the pathes.
922    
923 elmex 1.16 =item I<luck> <number>
924 elmex 1.1
925 elmex 1.16 this luck is added to the players I<luck>
926 elmex 1.1
927 elmex 1.16 =item I<move_type>
928 elmex 1.1
929 elmex 1.16 if the weapon has a I<move_type> set the player inherits it's I<move_type>
930 elmex 1.1
931 elmex 1.16 =item I<exp> <number>
932 elmex 1.1
933 elmex 1.2 the added_speed and bonus_speed of the player is raised by <number>/3.
934     if <number> < 0 then the added_speed is decreased by <number>
935 elmex 1.1
936 elmex 1.16 =item I<weight>
937 elmex 1.1
938     the weight of the weapon
939    
940 elmex 1.16 =item I<magic>
941 elmex 1.1
942 elmex 1.16 the I<magic> field affects the amounts of the following fields:
943 elmex 1.1
944     - wc : the players wc is adjusted by: player->wc -= (wc + magic)
945    
946     - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
947    
948     - dam: the players dam is adjusted by: player->dam += (dam + magic)
949    
950     - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
951     (minium is 0)
952    
953 elmex 1.16 =item I<ac> <number>
954 elmex 1.1
955 elmex 1.16 the amount of ac points the player's I<ac> is decreased when applying this object.
956 elmex 1.1
957 elmex 1.16 =item I<wc> <number>
958 elmex 1.1
959 elmex 1.16 the amount of wc points the player's I<wc> is decreased when applying this object.
960 elmex 1.1
961     =back
962    
963     =head4 Player inherits following flags from weapons:
964    
965 elmex 1.4 FLAG_LIFESAVE
966     FLAG_REFL_SPELL
967     FLAG_REFL_MISSILE
968     FLAG_STEALTH
969     FLAG_XRAYS
970     FLAG_BLIND
971     FLAG_SEE_IN_DARK
972     FLAG_UNDEAD
973    
974 elmex 1.16 =head3 B<GRIMREAPER> - type 28 - Grimreapers
975 elmex 1.11
976     These type are mostly used for monsters, they give the
977     monster the ability to dissapear after 10 hits with AT_DRAIN.
978    
979     =over 4
980    
981 elmex 1.16 =item I<value> <number>
982 elmex 1.11
983     This field stores the hits the monster did yet.
984    
985     =back
986    
987 elmex 1.16 =head3 B<CREATOR> - type 42 - Object creators
988 elmex 1.14
989     Once a creator is activated by a connection it creates a number of objects
990 elmex 1.15 (cloned from it's inventory or a new object derived from the archetype
991     named in the other_arch slot).
992 elmex 1.14
993     If FLAG_LIVESAFE is set the number of uses is unlimited.
994    
995     =over 4
996    
997 elmex 1.16 =item I<hp> <number>
998 elmex 1.14
999     If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
1000     be used.
1001    
1002 root 1.34 =item I<speed> <float>
1003 elmex 1.14
1004 elmex 1.16 If I<speed> is set the creator will create an object periodically,
1005     see I<speed> and I<speed_left> fields in the general object field description
1006     for more details.
1007 elmex 1.14
1008 elmex 1.16 =item I<slaying> <string>
1009 elmex 1.14
1010 elmex 1.16 If set the generated object's name and title will be set to this.
1011 elmex 1.14
1012 elmex 1.16 =item I<other_arch> <string>
1013 elmex 1.14
1014 elmex 1.16 If the inventory of the creator is empty new objects will be derived from the
1015     archetype named by <string>.
1016 elmex 1.14
1017 root 1.36 =item I<connected> <identifier>
1018 elmex 1.14
1019 elmex 1.16 See generic object field description.
1020 elmex 1.14
1021     =back
1022    
1023 root 1.35 =head3 B<SKILL> - type 43 - Skills
1024    
1025     This type is basically for representing skills in the game.
1026    
1027     =over 4
1028    
1029     =item I<subtype> <skill number>
1030    
1031     =item I<weapontype> <type of tool>
1032    
1033     The type of weapon or ranged item compatible with this skill (For ranged
1034     and combat attacks).
1035    
1036 root 1.36 =item I<skill> <string>
1037    
1038     The skill identifier used by other items, usually the skill name
1039    
1040     =item I<level> <percentage>
1041    
1042     not used?
1043    
1044     =item I<exp> <number>
1045    
1046     Base amount of experience in a skill, for skills not starting at zero.
1047    
1048     =item I<expmul> <float>
1049    
1050     Experience is multiplied by this factor.
1051 root 1.35
1052     =back
1053    
1054 elmex 1.16 =head3 B<DRINK> - type 54 - Drinkable stuff
1055 elmex 1.7
1056 elmex 1.16 See B<FOOD> description.
1057 elmex 1.7
1058 elmex 1.16 =head3 B<CHECK_INV> - type 64 - Inventory checkers
1059 elmex 1.6
1060     This object checks whether the player has a specific item in his
1061     inventory when he moves above the inventory checker. If the player has
1062     the item (or not, which can be controlled with a flag) a connection will be triggered.
1063    
1064 elmex 1.16 If you set I<move_block> you can deny players and monsters to reach the space where
1065     the inventory checker is on, see I<move_block> description below.
1066 elmex 1.6
1067 elmex 1.16 The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1068 elmex 1.6 So matching one of those conditions is enough.
1069    
1070     =over 4
1071    
1072 elmex 1.16 =item I<move_block> <move type bitmask>
1073 elmex 1.6
1074     If you set this field to block a movetype the move code will block any moves
1075     onto the space with the inventory checker, IF the moving object doesn't have
1076 elmex 1.16 (or has - if I<last_sp> = 0) the item that the checker is searching for.
1077 elmex 1.6
1078 elmex 1.16 =item I<last_sp> (0|1)
1079 elmex 1.6
1080 elmex 1.16 If I<last_sp> is 1 'having' the item that is being checked for will
1081 elmex 1.6 activate the connection or make the space with the checker non-blocking.
1082 elmex 1.16 If I<last_sp> is 0 'not having' the item will activate the connection
1083 elmex 1.6 or make the space with the checker non-blocking.
1084    
1085 elmex 1.16 =item I<last_heal> (0|1)
1086 elmex 1.6
1087 elmex 1.16 If I<last_heal> is 1 the matching item will be removed if the inventory checker
1088 elmex 1.6 activates a connection and finds the item in the inventory.
1089    
1090     (A inventory checker that blocks a space won't remove anything from inventories)
1091    
1092 elmex 1.16 =item I<hp> <number>
1093 elmex 1.6
1094     If this field is not 0 the inventory checker will search for an object
1095     with the type id <number>.
1096    
1097 elmex 1.16 =item I<slaying> <string>
1098 elmex 1.6
1099     If this field is set the inventory checker will search for an object that
1100 elmex 1.16 has the same string in the I<slaying> field (for example a key string of a key).
1101 elmex 1.6
1102 elmex 1.16 =item I<race> <string>
1103 elmex 1.6
1104     If this field is set the inventory checker will search for an object which
1105     has the archetype name that matches <string>.
1106    
1107 root 1.36 =item I<connected> <identifier>
1108 elmex 1.6
1109 elmex 1.14 This is the connection that will be activated. The connection is
1110     'pushed' when someone enters the space with the inventory checker,
1111     and it is 'released' when he leaves it.
1112    
1113 root 1.36 See also the description of the I<connected> field in the generic object
1114     field section.
1115 elmex 1.6
1116     =back
1117    
1118 root 1.25 =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1119    
1120     speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1121     changes.
1122    
1123     (based on value that last_sp takes):
1124     0: 'furious' Makes all monsters aggressive
1125     1: 'angry' As above but pets are unaffected
1126     2: 'calm' Makes all monsters unaggressive
1127     3: 'sleep' Puts all monsters to sleep
1128     4: 'charm' Makes monster into a pet of person
1129     who triggers the square. This setting
1130     is not enabled for continous operation
1131     5: 'destroy mons' destroy any monsters on this space
1132     6: 'destroy pets' destroy friendly monsters on this space
1133    
1134 elmex 1.16 =head3 B<FLESH> - type 72 - Organs and body parts
1135 elmex 1.7
1136 elmex 1.16 See B<FOOD> description.
1137 elmex 1.7
1138 elmex 1.16 =head3 B<MISC_OBJECT> - type 79 - Misc. objects
1139 elmex 1.11
1140     A type for any object that has no special behaviour.
1141    
1142 elmex 1.16 =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1143 elmex 1.14
1144     This type of objects multiplies objects that are above it when it is activated.
1145     You can even multiply by 0, which will destroy the object.
1146    
1147     =over 4
1148    
1149 elmex 1.16 =item I<level> <number>
1150 elmex 1.14
1151     The multiplicator, if set to 0 or lower it will destroy the objects above it.
1152    
1153 elmex 1.16 =item I<other_arch> <string>
1154 elmex 1.14
1155 elmex 1.15 The archetype name of the objects that should be multiplied.
1156 elmex 1.14
1157 root 1.36 =item I<connected> <identifier>
1158 elmex 1.14
1159 elmex 1.16 See generic object field description.
1160 elmex 1.14
1161     =back
1162    
1163 elmex 1.16 =head3 B<HOLE> - type 94 - Holes
1164 elmex 1.5
1165 elmex 1.16 B<HOLE>s are holes in the ground where objects can fall through. When the hole
1166 elmex 1.5 opens and/or is completly open all objects above it fall through (more
1167     precisely: if their head is above the hole).
1168    
1169 elmex 1.16 When the B<HOLE> is activated it's speed is set to 0.5.
1170 elmex 1.14
1171 elmex 1.16 These holes can only transfer the one who falls through to other coordinates
1172     on the same map.
1173 elmex 1.5
1174     =over 4
1175    
1176 elmex 1.16 =item I<maxsp> (0|1)
1177 elmex 1.5
1178     This field negates the state of the connection: When maxsp is 1 the pit will
1179     open/close when the connection is deactivated. Otherwise it will open/close
1180     when the connection is activated. This field only has effect when the
1181     connection is triggered. So if you put a closed hole on a map, and the
1182 elmex 1.16 connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1183 elmex 1.5 connection was triggered once.
1184    
1185 root 1.36 =item I<connected> <identifier>
1186 elmex 1.5
1187     This is the connection id, which lets the hole opening or closing when
1188     activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1189     at which connection state the object is activated.
1190    
1191     For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1192     the connection is released.
1193    
1194 elmex 1.16 =item I<wc> <number> (internal)
1195 elmex 1.5
1196 elmex 1.16 This is an internal field. If it is greater than 0 it means that the hole is not
1197 elmex 1.5 yet fully open. More preciesly: this field is the animation-step and if it is
1198     set to the 'closed' step of the animation the hole is closed and if it is on
1199 elmex 1.16 the 'open' animation step (I<wc> = 0), the hole is open.
1200 elmex 1.5
1201 elmex 1.16 =item I<sp> <number>
1202 elmex 1.5
1203     The destination y coordinates on the same map.
1204    
1205 elmex 1.16 =item I<hp> <number>
1206 elmex 1.5
1207     The destination x coordinates on the same map.
1208    
1209     =back
1210    
1211 elmex 1.16 =head3 B<POISONING> - type 105 - The poisoning of players and monsters
1212 elmex 1.8
1213     This type is doing the actual damage to the ones who were attacked
1214 elmex 1.16 via AT_POISON (or drank B<POISON>).
1215 elmex 1.8
1216     The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1217     there for details).
1218    
1219     =over 4
1220    
1221 elmex 1.16 =item I<dam> <number>
1222 elmex 1.8
1223 elmex 1.16 Each time the poisoning is proccessed (which is determined by the I<speed> and
1224     I<speed_left> fields, see the general object fields description above) it hits
1225     the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1226     simply hit the player with no strings attached).
1227 elmex 1.8
1228 elmex 1.16 =item I<food> <number>
1229 elmex 1.8
1230 elmex 1.16 Just a note: The posioning is removed if I<food> == 1 and not if
1231     the whole I<duration> is up, because the B<POISONING> code has to remove
1232 elmex 1.8 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1233 elmex 1.16 deletes the B<POISONING> object.
1234 elmex 1.8
1235     =back
1236    
1237 elmex 1.16 =head3 B<FORCE> - type 114 - Forces
1238 elmex 1.4
1239     Forces are a very 'thin' type. They don't have much behaviour other than
1240 elmex 1.5 disappearing after a time and/or affecting the player if they are in his
1241     inventory.
1242 elmex 1.4
1243 elmex 1.16 Forces only take effect on the player if they have FLAG_APPLIED set.
1244 elmex 1.4
1245 elmex 1.16 Whether the I<duration> field is processed or not per tick is controlled by the
1246     I<speed> and I<speed_left> fields. Look above in the generic object field description.
1247 elmex 1.4
1248 elmex 1.16 NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1249     interpreter like described in the description of the FLAG_IS_USED_UP flag.
1250     BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1251     will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1252     removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1253     have good semantics on forces, try to avoid it.
1254 elmex 1.7
1255 elmex 1.4 =over 4
1256    
1257 elmex 1.16 =item I<duration>
1258 elmex 1.4
1259 elmex 1.5 While this field is greater than 0 the force/object is not destroyed. It is
1260     decreased each tick by 1.
1261 elmex 1.4
1262     If it reaches 0 the force/object is destroyed.
1263    
1264     This field can have this meaning for B<any> object if that object has
1265     FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1266     what happens then.
1267    
1268     =back
1269    
1270 elmex 1.16 =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1271 elmex 1.4
1272 elmex 1.16 This object is generated by the B<POTION> code when the potion is a resistance
1273     giving potion. It has mainly the same behaviour as a B<FORCE>.
1274 elmex 1.4
1275     The specialty of the potion effect is that the resistancy it gives is absolute,
1276 elmex 1.16 so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1277 elmex 1.5 fire.
1278 elmex 1.4
1279     Multiple potion effects only give you the maximum of their resistancy.