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elmex |
1.1 |
=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION |
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Here is all information about the object types Crossfire+ |
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supports at the moment. This is not a complete documentation (yet) |
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and browsing the source is still recommended to learn about |
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the objects that aren't documented here. |
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This documentation is in a sketchy state. It's mostly |
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used to collect notes about the internal behaviour of the |
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objects. |
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=head2 About archetypes and objects |
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Field denotes an attribute of an archetype. |
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This is an example of an archetype: |
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Object button_trigger |
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name button |
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type 30 |
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face button_sma.111 |
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anim |
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button_sma.111 |
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button_sma.112 |
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mina |
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is_animated 0 |
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exp 30 |
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no_pick 1 |
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walk_on 1 |
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walk_off 1 |
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editable 48 |
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visibility 50 |
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weight 1 |
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end |
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This archetype has the name 'button_trigger' and the objects that |
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inherit from this archetype have the name 'button'. |
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The next field 'type' decides the main behaviour of this archetype. |
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For a comprehensive list of types see include/define.h. For this case |
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you might find a line like: |
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#define TRIGGER_BUTTON 30 |
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The server internally works with objects that 'inherit' attributes from |
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an archetype. They have a similar set of attributes. |
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The following documentation will also document the meaning of code internal |
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attributes of objects. These attributes are marked as '(internal)' and can't |
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or shouldn't be set by an archetype. If the internal names differs the |
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external name (for the archetypes) for the attribute is written behind it. |
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=head2 Description of generic archetype and object attributes |
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elmex |
1.2 |
These are the fields that most of the objects have and/or their |
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default behaviour. |
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=over 4 |
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=item name <string> |
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The name of the object. |
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=item name_pl <string> |
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The name of a collection of these objects (the plural of the name). |
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=item face <facename> |
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The graphical appearance of this object. |
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=item invisible <number> |
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If the <number> is greater than 0 the object is invisible. |
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For players this field reflects the duration of the invisibility |
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and is decreased every tick by 1. |
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For non-player objects this field is not changed by server ticks. |
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elmex |
1.4 |
=item speed <number> |
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elmex |
1.2 |
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If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
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on the active object list and will be processed each tick (see also speed_left!). |
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If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
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from the active object list and it won't experience any processing per tick. |
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=item speed_left <number> |
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If this field is greater than 0 and the object is on the |
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active list (mostly means it's speed is also greater than 0): |
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- speed_left is decreased by 1 |
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- and this object is processed and experiences a server tick. |
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If the object is on the active list and speed_left is lower or |
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equal to 0 the absolute value of the speed field is added to speed_left |
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on the end of the tick. |
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=item no_drop (0|1) |
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elmex |
1.4 |
Sets the flag FLAG_NO_DROP. |
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See Flags section below. |
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elmex |
1.2 |
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=item applied (0|1) |
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106 |
elmex |
1.4 |
Sets the flag FLAG_APPLIED. |
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See Flags section below. |
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elmex |
1.2 |
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=item is_used_up (0|1) |
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elmex |
1.4 |
Sets the flag FLAG_IS_USED_UP. |
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See Flags section below. |
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=item auto_apply (0|1) |
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Sets the flag FLAG_AUTO_APPLY. |
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See Flags section below. |
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elmex |
1.2 |
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elmex |
1.5 |
=item activate_on_push (0|1) (default: 1) |
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Sets the flag FLAG_ACTIVATE_ON_PUSH. |
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See Flags section below. |
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=item activate_on_release (0|1) (default: 1) |
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Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
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See Flags section below. |
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elmex |
1.2 |
=item editable (more than deprecated) |
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This field had a special meaning for crossedit, which used parts |
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of the server code for editing. Wherever you see this attribute being |
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set in an archetype ignore it and/or remove it. No code interprets this |
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field anymore. |
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=back |
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=head3 Flags |
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Here are the effects of the flags described. |
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elmex |
1.1 |
=over 4 |
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elmex |
1.2 |
=item FLAG_NO_DROP |
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An object can't be picked up and dropped. |
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=item FLAG_APPLIED |
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This flag mostly states whether this object has been 'applied' by the player. |
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For objects that are applied by the code or have this flag set in the archetype |
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it mostly means 'this object is active'. |
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For example the player adjustments of the hp/sp/grace fields and inheritance |
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of flags from objects in his inventory is toggled by this flag. |
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=item FLAG_IS_USED_UP |
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This flag controls whether an object is 'used up'. If it is set the 'food' field |
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of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha |
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it is removed. |
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If also the flag FLAG_APPLIED is set, the 'duration' field controls whether |
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this object is removed or not, see the Force type below for the meaning |
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of the duration field in this context. |
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elmex |
1.3 |
If FLAG_APPLIED is not set the object is destroyed. |
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elmex |
1.4 |
=item FLAG_IS_A_TEMPLATE (internal use) |
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This flag is set on the inventory of generators like CREATORs and CONVERTERs, |
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or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
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=item FLAG_AUTO_APPLY |
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This flag has currently only meaning for the TREASURE type, see below. |
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elmex |
1.5 |
=item FLAG_ACTIVATE_ON_PUSH |
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This flag has only meaning for objects that can be linked together |
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with the 'connected' field and controls wether the object should |
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be activated when the connection is 'pushed' or it is 'released'. |
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This flag is by default on. |
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=item FLAG_ACTIVATE_ON_RELEASE |
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This flag has only meaning for objects that can be linked together |
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with the 'connected' field and controls wether the object should |
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be activated when the connection is 'pushed' or it is 'released'. |
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This flag is by default on. |
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194 |
elmex |
1.1 |
=back |
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=head2 Description of type specific attributes |
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The beginning of the headers of the following subsection |
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are the server internal names for the objects types, see include/define.h. |
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201 |
elmex |
1.4 |
=head3 TRANSPORT - type 2 - Player transports |
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This type is implemented by the transport extension and has currently no special |
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attributes that affect it. |
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=head3 ROD - type 3 - Rods that fire spells |
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Rods contain spells and can be fired by a player. |
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=over 4 |
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=item level <number> |
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This attribute is used for calculating the spell level that can be fired |
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with this rod, it's also the maximum level of the spell that can be fired. |
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The level of the spell that is being fired depends mostly on |
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the 'use magic item' skill level of the player and 1/10 of the level of the |
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rod is added as bonus. |
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=item hp <number> |
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The amount of spellpoints this rod has left. |
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=item maxhp <number> |
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The maximum amount of spellpoints this rod has. |
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=item skill <skill name> |
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This field determines which skill you need to apply this object. |
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=back |
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=head3 TREASURE - type 4 - Treasures |
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This type of objects are for random treasure generation in maps. |
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If this object is applied by a player it will replace itself with it's |
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inventory. If it is automatically applied |
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generate a treasure and replace itself with the generated treasure. |
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Chests are also of this type, their treasures are generated by |
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the auto apply code on map instantiation. |
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=over 4 |
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=item hp <number> |
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The number of treasures to generate. |
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=item exp <level> |
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If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
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and the difficulty for the treasurecode only depends on the maps difficulty, |
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otherwise the exp field has the following meaning: |
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If this field is not 0 it is passed as the difficulty |
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to the treasure generation code to determine how good, how much |
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worth a treasure is or what bonuses it is given by the treasure code. |
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If this field is not set or 0 the difficulty of the map is passed to the treasure |
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generation code. |
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=item randomitems <treasurelist> |
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The treasurelist to use to generate the treasure which is put in the |
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treasure objects inventory. |
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=back |
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=head3 POTION - type 5 - Potions for drinking and other nastynesses |
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These objects contain a spell and will emit it on apply, which most |
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of the time has the meaning of 'drinking'. |
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If no resistancy field, stat field or attacktype is set and no spell |
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is put in the potion by the sp field or the randomitems the |
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potion will become an artifact and the artifact code decides which kind |
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of potion will be generated. |
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If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
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will yield an explosion and hurt the player. |
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=over 4 |
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=item Str, Dex, Con, Int, Wis, Cha, Pow <number> |
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These stat fields determine how many stat points the player gets |
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when he applies this potion. |
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If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
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=item sp <number> |
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If this field is set and the randomitems field is not set |
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the field is interpreted as spell number, please look the right |
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number up in common/loader.C. |
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If this field is set the randomitems field will be unset by the |
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map loading code. |
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=item attacktype <attacktype> |
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This field has some special meaning in potions, currently the |
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bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
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restoration potion or improvement potion. |
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See include/attackinc.h for the bits of these types. |
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If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
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will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
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set the player will be drained a random stat by inserting an ARCH_DEPLETION |
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into him. |
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If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
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When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
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=item resist_<resistancy> <number> |
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If this stat is set and no spell is in the potion the potion |
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will create a force that give the player this specific resistancy. |
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The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
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and the potion will last 10 times longer than the default force archetype |
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FORCE_NAME (at the moment of this writing spell/force.arc). |
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=item randomitems <treasurelist> |
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The inventory/spell of the potion will be created by calling the treasure code |
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with the treasurelist specified here. (I guess it's highly undefined what |
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happens if there is not a spell in the potions inventory). |
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=item on_use_yield <archetype> |
331 |
elmex |
1.3 |
|
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elmex |
1.4 |
When this object is applied this object will be created. |
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This field is also used by FOOD and POISON. |
334 |
elmex |
1.3 |
|
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elmex |
1.4 |
=item subtypes <potion subtype> |
336 |
elmex |
1.3 |
|
337 |
elmex |
1.4 |
see include/spells.h for possible potion subtypes, there are currently 4: |
338 |
elmex |
1.3 |
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=over 4 |
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341 |
elmex |
1.4 |
=item POT_SPELL |
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Unused, default behaiour of a potion. |
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=item POT_DUST |
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This potion can be thrown to cast the spell that it has in it's inventory, |
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the behaviour is not defined if there is not a spell in the inventory and the |
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server will log an error. |
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=item POT_FIGURINE |
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Unused, default behaiour of a potion. |
354 |
elmex |
1.3 |
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355 |
elmex |
1.4 |
=item POT_BALM |
356 |
elmex |
1.3 |
|
357 |
elmex |
1.4 |
Unused, default behaiour of a potion. |
358 |
elmex |
1.3 |
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359 |
elmex |
1.4 |
=back |
360 |
elmex |
1.3 |
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=back |
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363 |
elmex |
1.1 |
=head3 WEAPON - type 15 - Weapons |
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This type is for general hack and slash weapons like swords, maces |
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and daggers and and .... |
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368 |
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=over 4 |
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=item weapontype <type id> |
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decides what attackmessages are generated, see include/define.h |
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=item attacktype <bitmask> |
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bitfield which decides the attacktype of the damage, see include/attackinc.h |
377 |
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378 |
elmex |
1.2 |
=item dam <number> |
379 |
elmex |
1.1 |
|
380 |
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amount of damage being done with the attacktype |
381 |
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382 |
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=item item_power <level> |
383 |
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384 |
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the itempower of this weapon. |
385 |
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386 |
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=item name |
387 |
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388 |
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the name of the weapon. |
389 |
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390 |
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=item level (internal) |
391 |
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392 |
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The improvement state of the weapon. |
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If this field is greater than 0 the 'name' field starts with the |
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characters name who improved this weapon. |
395 |
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396 |
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=item last_eat (internal) |
397 |
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398 |
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seems to be the amount of improvements of a weapon, |
399 |
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the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
400 |
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401 |
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((who->level / 5) + 5) >= op->last_eat |
402 |
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403 |
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=item last_sp |
404 |
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405 |
|
|
the weapon speed (see magic description) |
406 |
|
|
|
407 |
elmex |
1.2 |
=item food <number> |
408 |
elmex |
1.1 |
|
409 |
|
|
addition to food regeneration of the player |
410 |
|
|
|
411 |
elmex |
1.2 |
=item hp <number> |
412 |
elmex |
1.1 |
|
413 |
|
|
addition to health regeneration |
414 |
|
|
|
415 |
elmex |
1.2 |
=item sp <number> |
416 |
elmex |
1.1 |
|
417 |
|
|
addition to mana regeneration |
418 |
|
|
|
419 |
elmex |
1.2 |
=item grace <number> |
420 |
elmex |
1.1 |
|
421 |
|
|
addititon to grace regeneration |
422 |
|
|
|
423 |
elmex |
1.2 |
=item gen_sp_armour <number> |
424 |
elmex |
1.1 |
|
425 |
elmex |
1.2 |
the players gen_sp_armour field (which is per default 10) is added the <number> amount. |
426 |
elmex |
1.1 |
gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
427 |
elmex |
1.2 |
is multiplied: gen_sp *= 10/<number> |
428 |
elmex |
1.1 |
meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
429 |
|
|
spellpoints. |
430 |
|
|
|
431 |
|
|
generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
432 |
|
|
sp regeneration. |
433 |
|
|
|
434 |
|
|
=item body_<body slot/part> |
435 |
|
|
|
436 |
|
|
the part of the body you need to use this weapon, possible values should be |
437 |
|
|
looked up in common/item.C at body_locations. |
438 |
|
|
|
439 |
elmex |
1.2 |
=item resist_<resistnacy> <number> |
440 |
elmex |
1.1 |
|
441 |
|
|
this is the factor with which the difference of the players resistancy and 100% |
442 |
|
|
is multiplied, something like this: |
443 |
|
|
|
444 |
elmex |
1.2 |
additional_resistancy = (100 - current_resistanct) * (<number>/100) |
445 |
elmex |
1.1 |
|
446 |
elmex |
1.2 |
if <number> is negative it is added to the total vulnerabilities, |
447 |
elmex |
1.1 |
and later the total resistance is decided by: |
448 |
|
|
|
449 |
|
|
'total resistance = total protections - total vulnerabilities' |
450 |
|
|
|
451 |
|
|
see also common/living.C:fix_player |
452 |
|
|
|
453 |
|
|
=item patch_(attuned|repelled|denied) |
454 |
|
|
|
455 |
|
|
this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
456 |
|
|
for the pathes. |
457 |
|
|
|
458 |
elmex |
1.2 |
=item luck <number> |
459 |
elmex |
1.1 |
|
460 |
|
|
this luck is added to the players luck |
461 |
|
|
|
462 |
|
|
=item move_type |
463 |
|
|
|
464 |
|
|
if the weapon has a move_type set the player inherits it's move_type |
465 |
|
|
|
466 |
elmex |
1.2 |
=item exp <number> |
467 |
elmex |
1.1 |
|
468 |
elmex |
1.2 |
the added_speed and bonus_speed of the player is raised by <number>/3. |
469 |
|
|
if <number> < 0 then the added_speed is decreased by <number> |
470 |
elmex |
1.1 |
|
471 |
|
|
=item weight |
472 |
|
|
|
473 |
|
|
the weight of the weapon |
474 |
|
|
|
475 |
|
|
=item magic |
476 |
|
|
|
477 |
|
|
the magic field affects the amounts of the following fields: |
478 |
|
|
|
479 |
|
|
- wc : the players wc is adjusted by: player->wc -= (wc + magic) |
480 |
|
|
|
481 |
|
|
- ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
482 |
|
|
|
483 |
|
|
- dam: the players dam is adjusted by: player->dam += (dam + magic) |
484 |
|
|
|
485 |
|
|
- weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
486 |
|
|
(minium is 0) |
487 |
|
|
|
488 |
elmex |
1.2 |
=item ac <number> |
489 |
elmex |
1.1 |
|
490 |
|
|
the amount of ac points the player's ac is decreased |
491 |
|
|
|
492 |
elmex |
1.2 |
=item wc <number> |
493 |
elmex |
1.1 |
|
494 |
elmex |
1.4 |
the amount of wc points the player's wc is decreased |
495 |
elmex |
1.1 |
|
496 |
|
|
=back |
497 |
|
|
|
498 |
|
|
=head4 Player inherits following flags from weapons: |
499 |
|
|
|
500 |
elmex |
1.4 |
FLAG_LIFESAVE |
501 |
|
|
FLAG_REFL_SPELL |
502 |
|
|
FLAG_REFL_MISSILE |
503 |
|
|
FLAG_STEALTH |
504 |
|
|
FLAG_XRAYS |
505 |
|
|
FLAG_BLIND |
506 |
|
|
FLAG_SEE_IN_DARK |
507 |
|
|
FLAG_UNDEAD |
508 |
|
|
|
509 |
elmex |
1.5 |
=head3 HOLE - type 94 - Holes |
510 |
|
|
|
511 |
|
|
Holes are holes in the ground where objects can fall through. When the hole |
512 |
|
|
opens and/or is completly open all objects above it fall through (more |
513 |
|
|
precisely: if their head is above the hole). |
514 |
|
|
|
515 |
|
|
Trapdoors can only transfer the one who falls through to other coordinates |
516 |
|
|
on the B<same> map. |
517 |
|
|
|
518 |
|
|
=over 4 |
519 |
|
|
|
520 |
|
|
=item maxsp (0|1) |
521 |
|
|
|
522 |
|
|
This field negates the state of the connection: When maxsp is 1 the pit will |
523 |
|
|
open/close when the connection is deactivated. Otherwise it will open/close |
524 |
|
|
when the connection is activated. This field only has effect when the |
525 |
|
|
connection is triggered. So if you put a closed hole on a map, and the |
526 |
|
|
connection is deactivated, and maxsp is 1 the hole will remain closed until the |
527 |
|
|
connection was triggered once. |
528 |
|
|
|
529 |
|
|
=item connected <connection id> |
530 |
|
|
|
531 |
|
|
This is the connection id, which lets the hole opening or closing when |
532 |
|
|
activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
533 |
|
|
at which connection state the object is activated. |
534 |
|
|
|
535 |
|
|
For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
536 |
|
|
the connection is released. |
537 |
|
|
|
538 |
|
|
=item wc <number> (internal) |
539 |
|
|
|
540 |
|
|
This is an internal flag. If it is greater than 0 it means that the hole is not |
541 |
|
|
yet fully open. More preciesly: this field is the animation-step and if it is |
542 |
|
|
set to the 'closed' step of the animation the hole is closed and if it is on |
543 |
|
|
the 'open' animation step (wc = 0), the hole is open. |
544 |
|
|
|
545 |
|
|
=item sp <number> |
546 |
|
|
|
547 |
|
|
The destination y coordinates on the same map. |
548 |
|
|
|
549 |
|
|
=item hp <number> |
550 |
|
|
|
551 |
|
|
The destination x coordinates on the same map. |
552 |
|
|
|
553 |
|
|
=back |
554 |
|
|
|
555 |
elmex |
1.4 |
=head3 FORCE - type 114 - Forces |
556 |
|
|
|
557 |
|
|
Forces are a very 'thin' type. They don't have much behaviour other than |
558 |
elmex |
1.5 |
disappearing after a time and/or affecting the player if they are in his |
559 |
|
|
inventory. |
560 |
elmex |
1.4 |
|
561 |
|
|
Forces only take effect on the player if they have set FLAG_APPLIED. |
562 |
|
|
|
563 |
|
|
Whether the duration field is processed or not a tick is controlled via the |
564 |
|
|
speed and speed_left field. Look above at the generic description of these |
565 |
|
|
fields. |
566 |
|
|
|
567 |
|
|
=over 4 |
568 |
|
|
|
569 |
|
|
=item duration |
570 |
|
|
|
571 |
elmex |
1.5 |
While this field is greater than 0 the force/object is not destroyed. It is |
572 |
|
|
decreased each tick by 1. |
573 |
elmex |
1.4 |
|
574 |
|
|
If it reaches 0 the force/object is destroyed. |
575 |
|
|
|
576 |
|
|
This field can have this meaning for B<any> object if that object has |
577 |
|
|
FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
578 |
|
|
what happens then. |
579 |
|
|
|
580 |
|
|
=back |
581 |
|
|
|
582 |
|
|
=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
583 |
|
|
|
584 |
elmex |
1.5 |
This object is generated by the POTION code when the potion is a resistance |
585 |
|
|
giving potion. It has mainly the same behaviour as a FORCE. |
586 |
elmex |
1.4 |
|
587 |
|
|
The specialty of the potion effect is that the resistancy it gives is absolute, |
588 |
elmex |
1.5 |
so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
589 |
|
|
fire. |
590 |
elmex |
1.4 |
|
591 |
|
|
Multiple potion effects only give you the maximum of their resistancy. |