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Revision: 1.40
Committed: Thu Apr 15 00:36:51 2010 UTC (14 years, 1 month ago) by root
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CVS Tags: rel-3_0
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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 root 1.39 =item I<last_heal>, I<last_sp>
224    
225     For monsters and other living stuff that heals or regenarates hp or sp,
226     these contain the fractional part of any healing that couldn't be applied
227     to hp and sp yet.
228    
229 elmex 1.2 =back
230    
231     =head3 Flags
232    
233     Here are the effects of the flags described.
234    
235 elmex 1.1 =over 4
236    
237 elmex 1.2 =item FLAG_NO_DROP
238    
239     An object can't be picked up and dropped.
240    
241     =item FLAG_APPLIED
242    
243     This flag mostly states whether this object has been 'applied' by the player.
244     For objects that are applied by the code or have this flag set in the archetype
245     it mostly means 'this object is active'.
246    
247 elmex 1.16 For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
248 elmex 1.2 of flags from objects in his inventory is toggled by this flag.
249    
250     =item FLAG_IS_USED_UP
251    
252 elmex 1.16 This flag controls whether an object is 'used up'. If it is set I<food>
253     is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
254 elmex 1.2
255 elmex 1.16 If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
256     this object is removed or not, see the B<FORCE> type below for the meaning
257 elmex 1.2 of the duration field in this context.
258    
259 elmex 1.3 If FLAG_APPLIED is not set the object is destroyed.
260    
261 elmex 1.15 =item FLAG_CHANGING
262    
263 elmex 1.16 If the I<state> field of the object is 0 the object will be processed periodically
264 elmex 1.17 (if I<speed> is set). If the I<state> field is 1 it won't be processed.
265    
266     This flag indicates that the object is changing into a different object.
267     The object has to have the I<other_arch> field set. The object the changing object
268     changes into is derived from the archetype in I<other_arch>.
269    
270     When the object does not have FLAG_ALIVE set the I<food> field will be decremented
271     each time the object is processed, and if I<food> reaches 0 one new object will be generated.
272    
273     When the object has FLAG_ALIVE set the I<food> field is the number of objects that
274     will be generated.
275    
276     After the new object is created the I<hp> field from the old object is copied into
277     the new one.
278    
279 elmex 1.4 =item FLAG_IS_A_TEMPLATE (internal use)
280    
281 elmex 1.16 This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
282 elmex 1.4 or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
283    
284     =item FLAG_AUTO_APPLY
285    
286 elmex 1.16 This flag has currently only meaning for the B<TREASURE> type, see below.
287 elmex 1.4
288 elmex 1.5 =item FLAG_ACTIVATE_ON_PUSH
289    
290     This flag has only meaning for objects that can be linked together
291 elmex 1.16 by the I<connected> field and controls wether the object should
292 elmex 1.5 be activated when the connection is 'pushed' or it is 'released'.
293    
294 elmex 1.14 What 'pushed' and 'released' means depends on the object that
295     activates the connection.
296    
297 elmex 1.5 This flag is by default on.
298    
299     =item FLAG_ACTIVATE_ON_RELEASE
300    
301     This flag has only meaning for objects that can be linked together
302 elmex 1.16 by the I<connected> field and controls wether the object should
303 elmex 1.5 be activated when the connection is 'pushed' or it is 'released'.
304    
305 elmex 1.14 What 'pushed' and 'released' means depends on the object that
306     activates the connection.
307    
308 elmex 1.5 This flag is by default on.
309    
310 elmex 1.8 =item FLAG_NO_STEAL
311    
312     When this flag is set this object can't be stolen. The flag will be
313 root 1.28 reset once the object is placed on a map.
314 elmex 1.8
315 root 1.28 When this flag is set on a monster it can defend attempts at stealing
316 elmex 1.8 (but in this context the flag is only used internally).
317    
318 elmex 1.9 =item FLAG_NO_SKILL_IDENT
319    
320     This flag is mostly used internal and prevents unidentified objects
321 elmex 1.16 (objects which don't have FLAG_IDENTIFIED set) being identified
322     multiple times by skills.
323 elmex 1.9
324 elmex 1.16 This flag is used to mark objects which were unsuccessfully identified by a
325     players skill. So that multiple tries of identifying aren't more effective than
326     one.
327 elmex 1.9
328 elmex 1.10 =item FLAG_REFLECTING
329    
330 elmex 1.16 This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
331 elmex 1.10 to indicate whether this object reflects off walls.
332    
333     =item FLAG_REFL_SPELL
334    
335     This flag indicates whether something reflects spells, like spell reflecting
336     amuletts.
337    
338 elmex 1.18 =item FLAG_IS_LIGHTABLE
339    
340     This flag indicates whether a B<LIGHTER> can light this object. See also the
341     description of the B<LIGHTER> type. How easy you can light an item depends
342     partially on the material of the object.
343    
344 root 1.31 =item FLAG_MONSTER
345    
346     Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
347     change their meaning, including:
348    
349     =over 4
350    
351     =item I<wis>
352    
353     Governs the "wake-up radius" - the radius within a monster detects an enemy.
354    
355     Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
356     will partake in basic smell finding. 10 and up additionally spreads smell
357     knowledge, and 15 and up additionally will try to perturb the path as to
358     find shortcuts.
359    
360     =back
361    
362 elmex 1.1 =back
363    
364 elmex 1.15 =head2 Description of type specific fields and behaviour
365 elmex 1.1
366     The beginning of the headers of the following subsection
367     are the server internal names for the objects types, see include/define.h.
368    
369 elmex 1.16 =head3 B<TRANSPORT> - type 2 - Player transports
370 elmex 1.4
371     This type is implemented by the transport extension and has currently no special
372 elmex 1.15 fields that affect it.
373 elmex 1.4
374 root 1.23 =head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
375 elmex 1.4
376     Rods contain spells and can be fired by a player.
377    
378     =over 4
379    
380 elmex 1.16 =item I<level> <number>
381 elmex 1.4
382 elmex 1.15 This field is used for calculating the spell level that can be fired
383 elmex 1.4 with this rod, it's also the maximum level of the spell that can be fired.
384     The level of the spell that is being fired depends mostly on
385     the 'use magic item' skill level of the player and 1/10 of the level of the
386     rod is added as bonus.
387    
388 elmex 1.16 =item I<hp> <number>
389 elmex 1.4
390 root 1.23 The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
391     maxhp/10> per tick.
392 elmex 1.4
393 elmex 1.16 =item I<maxhp> <number>
394 elmex 1.4
395     The maximum amount of spellpoints this rod has.
396    
397 elmex 1.16 =item I<skill> <skill name>
398 elmex 1.4
399     This field determines which skill you need to apply this object.
400    
401     =back
402    
403 elmex 1.16 =head3 B<TREASURE> - type 4 - Treasures
404 elmex 1.4
405     This type of objects are for random treasure generation in maps.
406     If this object is applied by a player it will replace itself with it's
407     inventory. If it is automatically applied
408     generate a treasure and replace itself with the generated treasure.
409    
410     Chests are also of this type, their treasures are generated by
411     the auto apply code on map instantiation.
412    
413     =over 4
414    
415 elmex 1.16 =item I<hp> <number>
416 elmex 1.4
417     The number of treasures to generate.
418    
419 elmex 1.16 =item I<exp> <level>
420 elmex 1.4
421     If FLAG_AUTO_APPLY is not set the exp field has no further meaning
422     and the difficulty for the treasurecode only depends on the maps difficulty,
423     otherwise the exp field has the following meaning:
424    
425     If this field is not 0 it is passed as the difficulty
426     to the treasure generation code to determine how good, how much
427     worth a treasure is or what bonuses it is given by the treasure code.
428    
429     If this field is not set or 0 the difficulty of the map is passed to the treasure
430     generation code.
431    
432 elmex 1.16 =item I<randomitems> <treasurelist>
433 elmex 1.4
434     The treasurelist to use to generate the treasure which is put in the
435     treasure objects inventory.
436    
437     =back
438    
439 elmex 1.16 =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
440 elmex 1.4
441     These objects contain a spell and will emit it on apply, which most
442     of the time has the meaning of 'drinking'.
443    
444     If no resistancy field, stat field or attacktype is set and no spell
445     is put in the potion by the sp field or the randomitems the
446     potion will become an artifact and the artifact code decides which kind
447     of potion will be generated.
448    
449     If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
450     will yield an explosion and hurt the player.
451    
452     =over 4
453    
454 elmex 1.16 =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
455 elmex 1.4
456     These stat fields determine how many stat points the player gets
457     when he applies this potion.
458    
459     If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
460    
461 elmex 1.16 =item I<sp> <number>
462 elmex 1.4
463     If this field is set and the randomitems field is not set
464     the field is interpreted as spell number, please look the right
465     number up in common/loader.C.
466    
467     If this field is set the randomitems field will be unset by the
468     map loading code.
469    
470 elmex 1.16 =item I<attacktype> <attacktype>
471 elmex 1.4
472     This field has some special meaning in potions, currently the
473     bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
474     restoration potion or improvement potion.
475     See include/attackinc.h for the bits of these types.
476    
477 root 1.33 If AT_DEPLETE is set the player will be restored and the "depletion"
478 elmex 1.4 will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
479 root 1.33 set the player will be drained a random stat by inserting an "depletion"
480 elmex 1.4 into him.
481    
482     If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
483     When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
484    
485 elmex 1.16 =item I<resist_RESISTANCY> <number>
486 elmex 1.4
487     If this stat is set and no spell is in the potion the potion
488     will create a force that give the player this specific resistancy.
489     The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
490     and the potion will last 10 times longer than the default force archetype
491     FORCE_NAME (at the moment of this writing spell/force.arc).
492    
493 elmex 1.16 =item I<randomitems> <treasurelist>
494 elmex 1.4
495     The inventory/spell of the potion will be created by calling the treasure code
496     with the treasurelist specified here. (I guess it's highly undefined what
497     happens if there is not a spell in the potions inventory).
498    
499 elmex 1.16 =item I<on_use_yield> <archetype>
500 elmex 1.3
501 elmex 1.7 When this object is applied an instance of <archetype> will be created.
502 elmex 1.3
503 elmex 1.16 =item I<subtypes> <potion subtype>
504 elmex 1.3
505 elmex 1.4 see include/spells.h for possible potion subtypes, there are currently 4:
506 elmex 1.3
507     =over 4
508    
509 elmex 1.4 =item POT_SPELL
510    
511     Unused, default behaiour of a potion.
512    
513     =item POT_DUST
514    
515     This potion can be thrown to cast the spell that it has in it's inventory,
516 elmex 1.16 the behaviour is not defined if there is not a B<SPELL> in the inventory and the
517 elmex 1.4 server will log an error.
518    
519     =item POT_FIGURINE
520    
521     Unused, default behaiour of a potion.
522 elmex 1.3
523 elmex 1.4 =item POT_BALM
524 elmex 1.3
525 elmex 1.4 Unused, default behaiour of a potion.
526 elmex 1.3
527 elmex 1.4 =back
528 elmex 1.3
529     =back
530    
531 root 1.31 =head3 B<FOOD> - type 6 - Edible stuff
532 elmex 1.7
533     This is for objects that are representing general eatables like
534     beef or bread.
535    
536 elmex 1.16 The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
537 elmex 1.7 give different messages.
538    
539 elmex 1.16 The specialty of B<FLESH> is that it inherits the resistancies of the
540 elmex 1.7 monsters it was generated in and will let dragons raise their resistancies
541 elmex 1.16 with that. If the monster has the B<POISON> attacktype the B<FLESH>
542     will change into B<POISON>.
543 elmex 1.7
544 elmex 1.16 If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
545     and if he doesn't find any of that he will start eating B<FLESH>.
546 elmex 1.7
547     =over 4
548    
549 elmex 1.16 =item I<title> <string>
550 elmex 1.7
551 elmex 1.16 If the food has B<title> set or is cursed it is considered 'special', which
552     means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
553     I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
554     on the player.
555 elmex 1.7
556 elmex 1.16 The higher the I<food> field is the longer the improvement of the player lasts
557     (except for I<hp> and I<sp>).
558 elmex 1.7
559 elmex 1.16 =item I<food> <number>
560 elmex 1.7
561     This is the amount of food points the player gets when he eats this.
562    
563 elmex 1.16 =item I<on_use_yield> <archetype>
564 elmex 1.7
565     When this object is applied an instance of <archetype> will be created.
566    
567     =back
568    
569 elmex 1.16 =head3 B<POISON> - type 7 - Poisonous stuff
570 elmex 1.8
571 elmex 1.16 This type is for objects that can poison the player when he drinks/applies it.
572 elmex 1.8 When applied it will hit the attacked with AT_POISON and will create
573 elmex 1.16 a B<POISONING> object in the one who was hit.
574 elmex 1.8
575     =over 4
576    
577 elmex 1.16 =item I<level> <number>
578 elmex 1.8
579 root 1.24 This field affects the probability of poisoning. The higher the level difference
580     between the one who is hit and the poision the more probable it is the attacked
581 elmex 1.8 one will be poisoned.
582    
583 elmex 1.16 =item I<slaying> <race>
584 elmex 1.8
585 elmex 1.16 This field has the usual meaning of 'slaying', when the
586     poisoned's race matches the I<slaying> field the damage done by the poison
587 elmex 1.8 is multiplied by 3.
588    
589 elmex 1.16 =item I<hp> <number>
590 elmex 1.8
591     This is the amount of damage the player will receive from applying this. The
592     attacktype AT_POISON will be used to hit the player and the damage will
593     determine the strenght, duration and depletion of stats of the poisoning. The
594 elmex 1.16 created B<POISONING> object which is being placed in the one who was attacked will
595 elmex 1.8 get the damage from this field (which is maybe adjusted by slaying or the
596     resistancies).
597    
598 elmex 1.16 =item I<food> <number>
599 elmex 1.8
600 elmex 1.16 1/4 of <number> will be drained from the players I<food>.
601 elmex 1.8
602 elmex 1.16 =item I<on_use_yield> <archetype>
603 elmex 1.8
604     When this object is applied an instance of <archetype> will be created.
605    
606     =back
607    
608 elmex 1.16 =head3 B<BOOK> - type 8 - Readable books
609 elmex 1.9
610     This type is basically for representing text books in the game.
611    
612     Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
613    
614     =over 4
615    
616 elmex 1.16 =item I<msg> <text>
617 elmex 1.9
618     This is the contents of the book. When this field is unset
619     at treasure generation a random text will be inserted.
620    
621 elmex 1.16 =item I<skill> <skill name>
622 elmex 1.9
623     The skill required to read this book. (The most resonable
624     skill would be literacy).
625    
626 elmex 1.16 =item I<exp> <number>
627 elmex 1.9
628     The experience points the player get for reading this book.
629    
630 elmex 1.16 =item I<subtype> <readable subtype>
631 elmex 1.9
632     This field determines the type of the readable.
633     Please see common/readable.C in the readable_message_types table.
634    
635     =back
636    
637 elmex 1.16 =head3 B<CLOCK> - type 9 - Clocks
638 elmex 1.10
639     This type of objects just display the time when being applied.
640    
641 root 1.37 =head3 B<VEIN> - type 10 - item veins for mining
642    
643     Provides a place to apply to mining skill to.
644    
645     =item I<other_arch> <archname>
646    
647     The architecture to create on a successful mine.
648    
649     =item I<food> <number>
650    
651     The number of items to produce from this vein.
652    
653     =item I<ac> <percentage>
654    
655     The base chance of getting an item.
656    
657     =item I<race> <identifier>
658    
659     Race of required extraction tools.
660    
661     =back
662    
663 elmex 1.16 =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
664 elmex 1.10
665     This is a spell effect of a moving bolt. It moves straigt forward
666     through the map until something blocks it.
667     If FLAG_REFLECTING is set it even reflects on walls.
668    
669     FLAG_IS_TURNABLE should be set on these objects.
670    
671     =over 4
672    
673 elmex 1.16 =item I<move_type> <movetype>
674 elmex 1.11
675     This field affects the move type with which the lightning moves through
676     the map and which map cells will reflect or block it.
677    
678 elmex 1.16 =item I<attacktype> <attacktype>
679 elmex 1.10
680     The attacktype with which it hits the objects on the map.
681    
682 elmex 1.16 =item I<dam> <number>
683 elmex 1.10
684     The damage this bolt inflicts when it hits objects on the map.
685    
686 elmex 1.16 =item I<Dex> <number>
687 elmex 1.10
688     This is the fork percentage, it is reduced by 10 per fork.
689 elmex 1.16 And the I<dam> field is halved on each fork.
690 elmex 1.10
691 elmex 1.16 =item I<Con> (internal)
692 elmex 1.10
693     This value is a percentage of which the forking lightning
694     is deflected to the left. This value should be mostly used internally.
695    
696 elmex 1.16 =item I<duration> <number>
697 elmex 1.10
698     The duration the bolt stays on a map cell. This field is decreased each time
699 elmex 1.16 the object is processed (see the meaning of I<speed> and I<speed_left> fields in
700     the generic object field description).
701 elmex 1.10
702 elmex 1.16 =item I<range> <number>
703 elmex 1.10
704     This is the range of the bolt, each space it advances this field is decreased.
705    
706     =back
707    
708 elmex 1.16 =head3 B<ARROW> - type 13 - Arrows
709 elmex 1.14
710     This is the type for objects that represent projectiles like arrows.
711 elmex 1.16 The movement of B<THROWN_OBJ>s behave similar to this type.
712 elmex 1.14
713     Flying arrows are stopped either when they hit something blocking
714 elmex 1.16 (I<move_block>) or something which is alive.
715 elmex 1.14 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
716     set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
717 elmex 1.16 damage with a small chance which is affected by the I<level> field of the arrow.
718 elmex 1.14
719     If FLAG_REFLECTING is set on the arrow it will bounce off everything
720     that is not alive and blocks it's movement.
721    
722 elmex 1.16 When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
723     fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
724     the object, to restore them once the arrow has been stopped.
725 elmex 1.14
726     =over 4
727    
728 elmex 1.16 =item I<dam> <number>
729 elmex 1.14
730     The amount of damage that is being done to the victim that gets hit.
731     This field is recomputed when the arrow is fired and will consist
732 elmex 1.16 of the sum of a damage bonus (see description of the B<BOW> type),
733     the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
734     and the arrows I<magic> field.
735 elmex 1.14
736 elmex 1.16 =item I<wc> <number>
737 elmex 1.14
738 root 1.24 The weapon class of the arrow, which has effect on the probability of hitting.
739 elmex 1.14
740     It is recomputed when the arrow is being fired by this formula:
741    
742     wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
743     - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
744    
745     When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
746 elmex 1.16 level is not added.
747 elmex 1.14
748 elmex 1.16 wc_mod is dependend on the fire mode of the bow. For a more detailed
749 elmex 1.14 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
750    
751 elmex 1.16 =item I<magic> <number>
752 elmex 1.14
753     This field is added to the damage of the arrow when it is shot and
754 elmex 1.16 will also improve it's I<speed> by 1/5 of it's value.
755 elmex 1.14
756 elmex 1.16 =item I<attacktype> <attacktype>
757 elmex 1.14
758     Bitfield which decides the attacktype of the damage, see include/attackinc.h
759 elmex 1.16 On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
760 elmex 1.14
761 elmex 1.16 =item I<level> <number> (interally used)
762 elmex 1.14
763 root 1.24 The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
764 elmex 1.16 see above in the B<ARROW> description.
765 elmex 1.14
766 elmex 1.16 The I<level> is set when the arrow is fired to either the skill level or the
767     shooters level.
768 elmex 1.14
769 elmex 1.16 =item I<speed> <number> (internal)
770 elmex 1.14
771     This field shouldn't be set directly in the archetype, the arrow will get it's
772 elmex 1.16 I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
773 elmex 1.14 arrow will be stopped immediatly.
774    
775 elmex 1.16 On fireing the I<speed> of the arrow is computed of 1/5 of the
776     sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
777     of the bows I<dam> field is added to the I<speed> of the arrow.
778 elmex 1.14
779 elmex 1.16 The minimum I<speed> of an arrow is 1.0.
780 elmex 1.14
781 elmex 1.16 While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
782 elmex 1.14
783 elmex 1.16 If the I<speed> is above 10.0 it goes straight through the creature it hits and
784 root 1.34 its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
785     stopped and either stuck into the victim (see I<weight> field description) or
786     put on its map square (if it didn't break, see description of the I<food> field).
787 elmex 1.14
788 elmex 1.16 =item I<weight> <number>
789 elmex 1.14
790 elmex 1.16 This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
791 elmex 1.14 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
792    
793 elmex 1.16 =item I<food> <number>
794 elmex 1.14
795 elmex 1.16 The breaking percentage. 100 (%) means: breaks on usage for sure.
796 elmex 1.14
797 elmex 1.16 =item I<inventory> (internal)
798 elmex 1.14
799     If the flying/moving object has something in it's inventory and it stops, it
800     will be replaced with it's inventory. Otherwise it will be handled as usual,
801     which means: it will be calculated whether the arrow breaks and it will be
802     reset for reuse.
803    
804 elmex 1.16 =item I<slaying> <string>
805 elmex 1.14
806 elmex 1.16 When the bow that fires this arrow has it's I<slaying> field set it is copied
807     to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
808 elmex 1.14
809 elmex 1.16 =item I<move_type> <movetype> (internally used)
810 elmex 1.14
811     This field is set when the arrow is shot to MOVE_FLY_LOW.
812    
813 elmex 1.16 =item I<move_on> <movetype> (internally used)
814 elmex 1.14
815     This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
816    
817 elmex 1.16 =item I<race> <string>
818 elmex 1.14
819 elmex 1.16 The I<race> field is a unique key that assigns arrows, bows and quivers. When
820     shooting an arrow the bows I<race> is used to search for arrows (which have the
821     same I<race> as the bow) in the players inventory and will recursively search in
822     the containers (which are applied and have the same I<race> as the bow and the arrow).
823 elmex 1.14
824     =back
825    
826 elmex 1.16 =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
827 elmex 1.14
828 elmex 1.16 TODO, but take into account B<ARROW> description above!
829 elmex 1.10
830 elmex 1.16 =head3 B<WEAPON> - type 15 - Weapons
831 elmex 1.1
832     This type is for general hack and slash weapons like swords, maces
833     and daggers and and ....
834    
835     =over 4
836    
837 elmex 1.16 =item I<weapontype> <type id>
838 elmex 1.1
839     decides what attackmessages are generated, see include/define.h
840    
841 elmex 1.16 =item I<attacktype> <bitmask>
842 elmex 1.1
843     bitfield which decides the attacktype of the damage, see include/attackinc.h
844    
845 elmex 1.16 =item I<dam> <number>
846 elmex 1.1
847     amount of damage being done with the attacktype
848    
849 elmex 1.16 =item I<item_power> <level>
850 elmex 1.1
851     the itempower of this weapon.
852    
853 elmex 1.16 =item I<name>
854 elmex 1.1
855     the name of the weapon.
856    
857 elmex 1.16 =item I<level> (internal)
858 elmex 1.1
859     The improvement state of the weapon.
860 elmex 1.16 If this field is greater than 0 the I<name> field starts with the
861 elmex 1.1 characters name who improved this weapon.
862    
863 elmex 1.16 =item I<last_eat> (internal)
864 elmex 1.1
865 elmex 1.16 This seems to be the amount of improvements of a weapon,
866 elmex 1.1 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
867    
868     ((who->level / 5) + 5) >= op->last_eat
869    
870 elmex 1.16 =item I<last_sp>
871 elmex 1.1
872     the weapon speed (see magic description)
873    
874 elmex 1.16 =item I<food> <number>
875 elmex 1.1
876     addition to food regeneration of the player
877    
878 elmex 1.16 =item I<hp> <number>
879 elmex 1.1
880     addition to health regeneration
881    
882 elmex 1.16 =item I<sp> <number>
883 elmex 1.1
884     addition to mana regeneration
885    
886 elmex 1.16 =item I<grace> <number>
887 elmex 1.1
888     addititon to grace regeneration
889    
890 elmex 1.16 =item I<gen_sp_armour> <number>
891 elmex 1.1
892 elmex 1.16 the players I<gen_sp_armour> field (which is per default 10) is being added the
893     <number> amount. gen_sp_armour seems to be a factor with which gen_sp in
894     do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
895     I<gen_sp_armour> limits the amout of regenerated spellpoints.
896 elmex 1.1
897 elmex 1.16 Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
898     I<sp> regeneration.
899 elmex 1.1
900 elmex 1.16 =item I<body_BODYSLOT>
901 elmex 1.1
902 root 1.20 The part/slot of the body you need to use this weapon, possible values for
903     C<BODYSLOT> should be looked up in common/item.C at body_locations.
904 elmex 1.1
905 root 1.22 The value (in the range C<-7..7>) gives the number of those body slots
906     used up by the item (if negative) or the number of body slots this object
907     has (if positive, e.g. for monsters or players). The special value C<0>
908     indicates that this object cannot equip items requiring these body slots.
909 root 1.20
910     =item I<resist_RESISTANCY> <number>
911 elmex 1.1
912     this is the factor with which the difference of the players resistancy and 100%
913     is multiplied, something like this:
914    
915 root 1.20 additional_resistancy = (100 - current_resistancy) * (<number>/100)
916 elmex 1.1
917 elmex 1.2 if <number> is negative it is added to the total vulnerabilities,
918 elmex 1.1 and later the total resistance is decided by:
919    
920     'total resistance = total protections - total vulnerabilities'
921    
922 root 1.20 see also common/living.C:fix_player.
923 elmex 1.1
924 elmex 1.16 =item I<path_(attuned|repelled|denied)>
925 elmex 1.1
926     this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
927     for the pathes.
928    
929 elmex 1.16 =item I<luck> <number>
930 elmex 1.1
931 elmex 1.16 this luck is added to the players I<luck>
932 elmex 1.1
933 elmex 1.16 =item I<move_type>
934 elmex 1.1
935 elmex 1.16 if the weapon has a I<move_type> set the player inherits it's I<move_type>
936 elmex 1.1
937 elmex 1.16 =item I<exp> <number>
938 elmex 1.1
939 elmex 1.2 the added_speed and bonus_speed of the player is raised by <number>/3.
940     if <number> < 0 then the added_speed is decreased by <number>
941 elmex 1.1
942 elmex 1.16 =item I<weight>
943 elmex 1.1
944     the weight of the weapon
945    
946 elmex 1.16 =item I<magic>
947 elmex 1.1
948 elmex 1.16 the I<magic> field affects the amounts of the following fields:
949 elmex 1.1
950     - wc : the players wc is adjusted by: player->wc -= (wc + magic)
951    
952     - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
953    
954     - dam: the players dam is adjusted by: player->dam += (dam + magic)
955    
956     - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
957     (minium is 0)
958    
959 elmex 1.16 =item I<ac> <number>
960 elmex 1.1
961 elmex 1.16 the amount of ac points the player's I<ac> is decreased when applying this object.
962 elmex 1.1
963 elmex 1.16 =item I<wc> <number>
964 elmex 1.1
965 elmex 1.16 the amount of wc points the player's I<wc> is decreased when applying this object.
966 elmex 1.1
967     =back
968    
969     =head4 Player inherits following flags from weapons:
970    
971 elmex 1.4 FLAG_LIFESAVE
972     FLAG_REFL_SPELL
973     FLAG_REFL_MISSILE
974     FLAG_STEALTH
975     FLAG_XRAYS
976     FLAG_BLIND
977     FLAG_SEE_IN_DARK
978     FLAG_UNDEAD
979    
980 elmex 1.16 =head3 B<GRIMREAPER> - type 28 - Grimreapers
981 elmex 1.11
982     These type are mostly used for monsters, they give the
983     monster the ability to dissapear after 10 hits with AT_DRAIN.
984    
985     =over 4
986    
987 elmex 1.16 =item I<value> <number>
988 elmex 1.11
989     This field stores the hits the monster did yet.
990    
991     =back
992    
993 elmex 1.16 =head3 B<CREATOR> - type 42 - Object creators
994 elmex 1.14
995     Once a creator is activated by a connection it creates a number of objects
996 elmex 1.15 (cloned from it's inventory or a new object derived from the archetype
997     named in the other_arch slot).
998 elmex 1.14
999     If FLAG_LIVESAFE is set the number of uses is unlimited.
1000    
1001     =over 4
1002    
1003 elmex 1.16 =item I<hp> <number>
1004 elmex 1.14
1005     If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
1006     be used.
1007    
1008 root 1.34 =item I<speed> <float>
1009 elmex 1.14
1010 elmex 1.16 If I<speed> is set the creator will create an object periodically,
1011     see I<speed> and I<speed_left> fields in the general object field description
1012     for more details.
1013 elmex 1.14
1014 elmex 1.16 =item I<slaying> <string>
1015 elmex 1.14
1016 elmex 1.16 If set the generated object's name and title will be set to this.
1017 elmex 1.14
1018 elmex 1.16 =item I<other_arch> <string>
1019 elmex 1.14
1020 elmex 1.16 If the inventory of the creator is empty new objects will be derived from the
1021     archetype named by <string>.
1022 elmex 1.14
1023 root 1.36 =item I<connected> <identifier>
1024 elmex 1.14
1025 elmex 1.16 See generic object field description.
1026 elmex 1.14
1027     =back
1028    
1029 root 1.35 =head3 B<SKILL> - type 43 - Skills
1030    
1031     This type is basically for representing skills in the game.
1032    
1033     =over 4
1034    
1035     =item I<subtype> <skill number>
1036    
1037 root 1.36 =item I<skill> <string>
1038    
1039     The skill identifier used by other items, usually the skill name
1040    
1041     =item I<level> <percentage>
1042    
1043     not used?
1044    
1045     =item I<exp> <number>
1046    
1047     Base amount of experience in a skill, for skills not starting at zero.
1048    
1049     =item I<expmul> <float>
1050    
1051     Experience is multiplied by this factor.
1052 root 1.35
1053 root 1.40 =item I<cached_sp> <integer>
1054    
1055     Used internally by the server (cannot be used in files).
1056    
1057 root 1.35 =back
1058    
1059 elmex 1.16 =head3 B<DRINK> - type 54 - Drinkable stuff
1060 elmex 1.7
1061 elmex 1.16 See B<FOOD> description.
1062 elmex 1.7
1063 elmex 1.16 =head3 B<CHECK_INV> - type 64 - Inventory checkers
1064 elmex 1.6
1065     This object checks whether the player has a specific item in his
1066     inventory when he moves above the inventory checker. If the player has
1067     the item (or not, which can be controlled with a flag) a connection will be triggered.
1068    
1069 elmex 1.16 If you set I<move_block> you can deny players and monsters to reach the space where
1070     the inventory checker is on, see I<move_block> description below.
1071 elmex 1.6
1072 elmex 1.16 The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1073 elmex 1.6 So matching one of those conditions is enough.
1074    
1075     =over 4
1076    
1077 elmex 1.16 =item I<move_block> <move type bitmask>
1078 elmex 1.6
1079     If you set this field to block a movetype the move code will block any moves
1080     onto the space with the inventory checker, IF the moving object doesn't have
1081 elmex 1.16 (or has - if I<last_sp> = 0) the item that the checker is searching for.
1082 elmex 1.6
1083 elmex 1.16 =item I<last_sp> (0|1)
1084 elmex 1.6
1085 elmex 1.16 If I<last_sp> is 1 'having' the item that is being checked for will
1086 elmex 1.6 activate the connection or make the space with the checker non-blocking.
1087 elmex 1.16 If I<last_sp> is 0 'not having' the item will activate the connection
1088 elmex 1.6 or make the space with the checker non-blocking.
1089    
1090 elmex 1.16 =item I<last_heal> (0|1)
1091 elmex 1.6
1092 elmex 1.16 If I<last_heal> is 1 the matching item will be removed if the inventory checker
1093 elmex 1.6 activates a connection and finds the item in the inventory.
1094    
1095     (A inventory checker that blocks a space won't remove anything from inventories)
1096    
1097 elmex 1.16 =item I<hp> <number>
1098 elmex 1.6
1099     If this field is not 0 the inventory checker will search for an object
1100     with the type id <number>.
1101    
1102 elmex 1.16 =item I<slaying> <string>
1103 elmex 1.6
1104     If this field is set the inventory checker will search for an object that
1105 elmex 1.16 has the same string in the I<slaying> field (for example a key string of a key).
1106 elmex 1.6
1107 elmex 1.16 =item I<race> <string>
1108 elmex 1.6
1109     If this field is set the inventory checker will search for an object which
1110     has the archetype name that matches <string>.
1111    
1112 root 1.36 =item I<connected> <identifier>
1113 elmex 1.6
1114 elmex 1.14 This is the connection that will be activated. The connection is
1115     'pushed' when someone enters the space with the inventory checker,
1116     and it is 'released' when he leaves it.
1117    
1118 root 1.36 See also the description of the I<connected> field in the generic object
1119     field section.
1120 elmex 1.6
1121     =back
1122    
1123 root 1.25 =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1124    
1125     speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1126     changes.
1127    
1128     (based on value that last_sp takes):
1129     0: 'furious' Makes all monsters aggressive
1130     1: 'angry' As above but pets are unaffected
1131     2: 'calm' Makes all monsters unaggressive
1132     3: 'sleep' Puts all monsters to sleep
1133     4: 'charm' Makes monster into a pet of person
1134     who triggers the square. This setting
1135     is not enabled for continous operation
1136     5: 'destroy mons' destroy any monsters on this space
1137     6: 'destroy pets' destroy friendly monsters on this space
1138    
1139 elmex 1.16 =head3 B<FLESH> - type 72 - Organs and body parts
1140 elmex 1.7
1141 elmex 1.16 See B<FOOD> description.
1142 elmex 1.7
1143 elmex 1.16 =head3 B<MISC_OBJECT> - type 79 - Misc. objects
1144 elmex 1.11
1145     A type for any object that has no special behaviour.
1146    
1147 elmex 1.16 =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1148 elmex 1.14
1149     This type of objects multiplies objects that are above it when it is activated.
1150     You can even multiply by 0, which will destroy the object.
1151    
1152     =over 4
1153    
1154 elmex 1.16 =item I<level> <number>
1155 elmex 1.14
1156     The multiplicator, if set to 0 or lower it will destroy the objects above it.
1157    
1158 elmex 1.16 =item I<other_arch> <string>
1159 elmex 1.14
1160 elmex 1.15 The archetype name of the objects that should be multiplied.
1161 elmex 1.14
1162 root 1.36 =item I<connected> <identifier>
1163 elmex 1.14
1164 elmex 1.16 See generic object field description.
1165 elmex 1.14
1166     =back
1167    
1168 elmex 1.16 =head3 B<HOLE> - type 94 - Holes
1169 elmex 1.5
1170 elmex 1.16 B<HOLE>s are holes in the ground where objects can fall through. When the hole
1171 elmex 1.5 opens and/or is completly open all objects above it fall through (more
1172     precisely: if their head is above the hole).
1173    
1174 elmex 1.16 When the B<HOLE> is activated it's speed is set to 0.5.
1175 elmex 1.14
1176 elmex 1.16 These holes can only transfer the one who falls through to other coordinates
1177     on the same map.
1178 elmex 1.5
1179     =over 4
1180    
1181 elmex 1.16 =item I<maxsp> (0|1)
1182 elmex 1.5
1183     This field negates the state of the connection: When maxsp is 1 the pit will
1184     open/close when the connection is deactivated. Otherwise it will open/close
1185     when the connection is activated. This field only has effect when the
1186     connection is triggered. So if you put a closed hole on a map, and the
1187 elmex 1.16 connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1188 elmex 1.5 connection was triggered once.
1189    
1190 root 1.36 =item I<connected> <identifier>
1191 elmex 1.5
1192     This is the connection id, which lets the hole opening or closing when
1193     activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1194     at which connection state the object is activated.
1195    
1196     For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1197     the connection is released.
1198    
1199 elmex 1.16 =item I<wc> <number> (internal)
1200 elmex 1.5
1201 elmex 1.16 This is an internal field. If it is greater than 0 it means that the hole is not
1202 elmex 1.5 yet fully open. More preciesly: this field is the animation-step and if it is
1203     set to the 'closed' step of the animation the hole is closed and if it is on
1204 elmex 1.16 the 'open' animation step (I<wc> = 0), the hole is open.
1205 elmex 1.5
1206 elmex 1.16 =item I<sp> <number>
1207 elmex 1.5
1208     The destination y coordinates on the same map.
1209    
1210 elmex 1.16 =item I<hp> <number>
1211 elmex 1.5
1212     The destination x coordinates on the same map.
1213    
1214     =back
1215    
1216 elmex 1.16 =head3 B<POISONING> - type 105 - The poisoning of players and monsters
1217 elmex 1.8
1218     This type is doing the actual damage to the ones who were attacked
1219 elmex 1.16 via AT_POISON (or drank B<POISON>).
1220 elmex 1.8
1221     The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1222     there for details).
1223    
1224     =over 4
1225    
1226 elmex 1.16 =item I<dam> <number>
1227 elmex 1.8
1228 elmex 1.16 Each time the poisoning is proccessed (which is determined by the I<speed> and
1229     I<speed_left> fields, see the general object fields description above) it hits
1230     the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1231     simply hit the player with no strings attached).
1232 elmex 1.8
1233 elmex 1.16 =item I<food> <number>
1234 elmex 1.8
1235 elmex 1.16 Just a note: The posioning is removed if I<food> == 1 and not if
1236     the whole I<duration> is up, because the B<POISONING> code has to remove
1237 elmex 1.8 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1238 elmex 1.16 deletes the B<POISONING> object.
1239 elmex 1.8
1240     =back
1241    
1242 elmex 1.16 =head3 B<FORCE> - type 114 - Forces
1243 elmex 1.4
1244     Forces are a very 'thin' type. They don't have much behaviour other than
1245 elmex 1.5 disappearing after a time and/or affecting the player if they are in his
1246     inventory.
1247 elmex 1.4
1248 elmex 1.16 Forces only take effect on the player if they have FLAG_APPLIED set.
1249 elmex 1.4
1250 elmex 1.16 Whether the I<duration> field is processed or not per tick is controlled by the
1251     I<speed> and I<speed_left> fields. Look above in the generic object field description.
1252 elmex 1.4
1253 elmex 1.16 NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1254     interpreter like described in the description of the FLAG_IS_USED_UP flag.
1255     BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1256     will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1257     removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1258     have good semantics on forces, try to avoid it.
1259 elmex 1.7
1260 elmex 1.4 =over 4
1261    
1262 elmex 1.16 =item I<duration>
1263 elmex 1.4
1264 elmex 1.5 While this field is greater than 0 the force/object is not destroyed. It is
1265     decreased each tick by 1.
1266 elmex 1.4
1267     If it reaches 0 the force/object is destroyed.
1268    
1269     This field can have this meaning for B<any> object if that object has
1270     FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1271     what happens then.
1272    
1273     =back
1274    
1275 elmex 1.16 =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1276 elmex 1.4
1277 elmex 1.16 This object is generated by the B<POTION> code when the potion is a resistance
1278     giving potion. It has mainly the same behaviour as a B<FORCE>.
1279 elmex 1.4
1280     The specialty of the potion effect is that the resistancy it gives is absolute,
1281 elmex 1.16 so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1282 elmex 1.5 fire.
1283 elmex 1.4
1284     Multiple potion effects only give you the maximum of their resistancy.