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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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elmex |
1.7 |
This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
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the more seldom the object is processed. And the higher the speed field is |
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the more often the object is processed. |
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elmex |
1.2 |
=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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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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171 |
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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198 |
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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205 |
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 |
292 |
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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> |
335 |
elmex |
1.3 |
|
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elmex |
1.7 |
When this object is applied an instance of <archetype> will be created. |
337 |
elmex |
1.3 |
|
338 |
elmex |
1.4 |
=item subtypes <potion subtype> |
339 |
elmex |
1.3 |
|
340 |
elmex |
1.4 |
see include/spells.h for possible potion subtypes, there are currently 4: |
341 |
elmex |
1.3 |
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=over 4 |
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344 |
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. |
357 |
elmex |
1.3 |
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358 |
elmex |
1.4 |
=item POT_BALM |
359 |
elmex |
1.3 |
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360 |
elmex |
1.4 |
Unused, default behaiour of a potion. |
361 |
elmex |
1.3 |
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362 |
elmex |
1.4 |
=back |
363 |
elmex |
1.3 |
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=back |
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366 |
elmex |
1.7 |
=head3 FOOD - type 6 - Eatable stuff |
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This is for objects that are representing general eatables like |
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beef or bread. |
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The main difference between FOOD, FLESH and DRINK is that they |
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give different messages. |
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The specialty of FLESH is that it inherits the resistancies of the |
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monsters it was generated in and will let dragons raise their resistancies |
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with that. |
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If a player runs low on food he will grab for FOOD, DRINK and POISON |
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and if he doesn't find any of that he will start eating FLESH. |
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381 |
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=over 4 |
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=item title <string> |
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If the food has a title or is cursed it is considered 'special', which means that the |
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fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
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are interpreted and have further effects on the player. |
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The higher the food field is the longer the improvement of the player lasts |
390 |
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(except for hp and sp). |
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392 |
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=item food <number> |
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394 |
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This is the amount of food points the player gets when he eats this. |
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396 |
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=item on_use_yield <archetype> |
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398 |
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When this object is applied an instance of <archetype> will be created. |
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=back |
401 |
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|
402 |
elmex |
1.1 |
=head3 WEAPON - type 15 - Weapons |
403 |
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|
404 |
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This type is for general hack and slash weapons like swords, maces |
405 |
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and daggers and and .... |
406 |
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|
407 |
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=over 4 |
408 |
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|
409 |
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=item weapontype <type id> |
410 |
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|
411 |
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decides what attackmessages are generated, see include/define.h |
412 |
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|
413 |
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=item attacktype <bitmask> |
414 |
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|
415 |
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bitfield which decides the attacktype of the damage, see include/attackinc.h |
416 |
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|
417 |
elmex |
1.2 |
=item dam <number> |
418 |
elmex |
1.1 |
|
419 |
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amount of damage being done with the attacktype |
420 |
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|
421 |
|
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=item item_power <level> |
422 |
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|
423 |
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the itempower of this weapon. |
424 |
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|
425 |
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=item name |
426 |
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|
427 |
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the name of the weapon. |
428 |
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|
429 |
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=item level (internal) |
430 |
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|
431 |
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The improvement state of the weapon. |
432 |
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If this field is greater than 0 the 'name' field starts with the |
433 |
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characters name who improved this weapon. |
434 |
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|
435 |
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=item last_eat (internal) |
436 |
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|
437 |
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seems to be the amount of improvements of a weapon, |
438 |
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the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
439 |
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|
440 |
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((who->level / 5) + 5) >= op->last_eat |
441 |
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|
442 |
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=item last_sp |
443 |
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|
444 |
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the weapon speed (see magic description) |
445 |
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|
446 |
elmex |
1.2 |
=item food <number> |
447 |
elmex |
1.1 |
|
448 |
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addition to food regeneration of the player |
449 |
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|
450 |
elmex |
1.2 |
=item hp <number> |
451 |
elmex |
1.1 |
|
452 |
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addition to health regeneration |
453 |
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|
454 |
elmex |
1.2 |
=item sp <number> |
455 |
elmex |
1.1 |
|
456 |
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addition to mana regeneration |
457 |
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|
458 |
elmex |
1.2 |
=item grace <number> |
459 |
elmex |
1.1 |
|
460 |
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addititon to grace regeneration |
461 |
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|
462 |
elmex |
1.2 |
=item gen_sp_armour <number> |
463 |
elmex |
1.1 |
|
464 |
elmex |
1.2 |
the players gen_sp_armour field (which is per default 10) is added the <number> amount. |
465 |
elmex |
1.1 |
gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
466 |
elmex |
1.2 |
is multiplied: gen_sp *= 10/<number> |
467 |
elmex |
1.1 |
meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
468 |
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spellpoints. |
469 |
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|
470 |
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generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
471 |
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sp regeneration. |
472 |
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|
473 |
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=item body_<body slot/part> |
474 |
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|
475 |
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the part of the body you need to use this weapon, possible values should be |
476 |
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looked up in common/item.C at body_locations. |
477 |
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|
478 |
elmex |
1.2 |
=item resist_<resistnacy> <number> |
479 |
elmex |
1.1 |
|
480 |
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this is the factor with which the difference of the players resistancy and 100% |
481 |
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is multiplied, something like this: |
482 |
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|
483 |
elmex |
1.2 |
additional_resistancy = (100 - current_resistanct) * (<number>/100) |
484 |
elmex |
1.1 |
|
485 |
elmex |
1.2 |
if <number> is negative it is added to the total vulnerabilities, |
486 |
elmex |
1.1 |
and later the total resistance is decided by: |
487 |
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|
488 |
|
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'total resistance = total protections - total vulnerabilities' |
489 |
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|
490 |
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see also common/living.C:fix_player |
491 |
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|
492 |
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=item patch_(attuned|repelled|denied) |
493 |
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|
494 |
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this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
495 |
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for the pathes. |
496 |
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|
497 |
elmex |
1.2 |
=item luck <number> |
498 |
elmex |
1.1 |
|
499 |
|
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this luck is added to the players luck |
500 |
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|
501 |
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=item move_type |
502 |
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|
503 |
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if the weapon has a move_type set the player inherits it's move_type |
504 |
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|
505 |
elmex |
1.2 |
=item exp <number> |
506 |
elmex |
1.1 |
|
507 |
elmex |
1.2 |
the added_speed and bonus_speed of the player is raised by <number>/3. |
508 |
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if <number> < 0 then the added_speed is decreased by <number> |
509 |
elmex |
1.1 |
|
510 |
|
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=item weight |
511 |
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|
512 |
|
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the weight of the weapon |
513 |
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|
514 |
|
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=item magic |
515 |
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|
516 |
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the magic field affects the amounts of the following fields: |
517 |
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|
518 |
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- wc : the players wc is adjusted by: player->wc -= (wc + magic) |
519 |
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|
520 |
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- ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
521 |
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|
522 |
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- dam: the players dam is adjusted by: player->dam += (dam + magic) |
523 |
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|
524 |
|
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- weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
525 |
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(minium is 0) |
526 |
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|
527 |
elmex |
1.2 |
=item ac <number> |
528 |
elmex |
1.1 |
|
529 |
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the amount of ac points the player's ac is decreased |
530 |
|
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|
531 |
elmex |
1.2 |
=item wc <number> |
532 |
elmex |
1.1 |
|
533 |
elmex |
1.4 |
the amount of wc points the player's wc is decreased |
534 |
elmex |
1.1 |
|
535 |
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=back |
536 |
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|
537 |
|
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=head4 Player inherits following flags from weapons: |
538 |
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|
539 |
elmex |
1.4 |
FLAG_LIFESAVE |
540 |
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FLAG_REFL_SPELL |
541 |
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FLAG_REFL_MISSILE |
542 |
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FLAG_STEALTH |
543 |
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FLAG_XRAYS |
544 |
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FLAG_BLIND |
545 |
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FLAG_SEE_IN_DARK |
546 |
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FLAG_UNDEAD |
547 |
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|
548 |
elmex |
1.7 |
=head3 DRINK - type 54 - Drinkable stuff |
549 |
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|
550 |
|
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See FOOD description. |
551 |
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|
552 |
elmex |
1.6 |
=head3 CHECK_INV - type 64 - Inventory checkers |
553 |
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|
554 |
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This object checks whether the player has a specific item in his |
555 |
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inventory when he moves above the inventory checker. If the player has |
556 |
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the item (or not, which can be controlled with a flag) a connection will be triggered. |
557 |
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|
558 |
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If you set move_block you can deny players and monsters to reach the space where |
559 |
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the inventory checker is on, see 'move_block' description below. |
560 |
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|
561 |
|
|
The conditions specified by hp, slaying and race are concationated with OR. |
562 |
|
|
So matching one of those conditions is enough. |
563 |
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|
564 |
|
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=over 4 |
565 |
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|
566 |
|
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=item move_block <move type bitmask> |
567 |
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|
568 |
|
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If you set this field to block a movetype the move code will block any moves |
569 |
|
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onto the space with the inventory checker, IF the moving object doesn't have |
570 |
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(or has - if last_sp = 0) the item that the checker is searching for. |
571 |
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|
572 |
|
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=item last_sp (0|1) |
573 |
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|
574 |
|
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If last_sp is 1 'having' the item that is being checked for will |
575 |
|
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activate the connection or make the space with the checker non-blocking. |
576 |
|
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If last_sp is 0 'not having' the item will activate the connection |
577 |
|
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or make the space with the checker non-blocking. |
578 |
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|
579 |
|
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=item last_heal (0|1) |
580 |
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|
581 |
|
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If last_heal is 1 the matching item will be removed if the inventory checker |
582 |
|
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activates a connection and finds the item in the inventory. |
583 |
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|
584 |
|
|
(A inventory checker that blocks a space won't remove anything from inventories) |
585 |
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|
586 |
|
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=item hp <number> |
587 |
|
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|
588 |
|
|
If this field is not 0 the inventory checker will search for an object |
589 |
|
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with the type id <number>. |
590 |
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|
591 |
|
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=item slaying <string> |
592 |
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|
593 |
|
|
If this field is set the inventory checker will search for an object that |
594 |
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has the same string in the slaying field (for example a key string of a key). |
595 |
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|
596 |
|
|
=item race <string> |
597 |
|
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|
598 |
|
|
If this field is set the inventory checker will search for an object which |
599 |
|
|
has the archetype name that matches <string>. |
600 |
|
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|
601 |
|
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=item connected <connection id> |
602 |
|
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|
603 |
|
|
This is the connection that will be activated. |
604 |
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|
605 |
|
|
=back |
606 |
|
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|
607 |
elmex |
1.7 |
=head3 FLESH - type 72 - Organs and body parts |
608 |
|
|
|
609 |
|
|
See FOOD description. |
610 |
|
|
|
611 |
elmex |
1.5 |
=head3 HOLE - type 94 - Holes |
612 |
|
|
|
613 |
|
|
Holes are holes in the ground where objects can fall through. When the hole |
614 |
|
|
opens and/or is completly open all objects above it fall through (more |
615 |
|
|
precisely: if their head is above the hole). |
616 |
|
|
|
617 |
|
|
Trapdoors can only transfer the one who falls through to other coordinates |
618 |
|
|
on the B<same> map. |
619 |
|
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|
620 |
|
|
=over 4 |
621 |
|
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|
622 |
|
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=item maxsp (0|1) |
623 |
|
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|
624 |
|
|
This field negates the state of the connection: When maxsp is 1 the pit will |
625 |
|
|
open/close when the connection is deactivated. Otherwise it will open/close |
626 |
|
|
when the connection is activated. This field only has effect when the |
627 |
|
|
connection is triggered. So if you put a closed hole on a map, and the |
628 |
|
|
connection is deactivated, and maxsp is 1 the hole will remain closed until the |
629 |
|
|
connection was triggered once. |
630 |
|
|
|
631 |
|
|
=item connected <connection id> |
632 |
|
|
|
633 |
|
|
This is the connection id, which lets the hole opening or closing when |
634 |
|
|
activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
635 |
|
|
at which connection state the object is activated. |
636 |
|
|
|
637 |
|
|
For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
638 |
|
|
the connection is released. |
639 |
|
|
|
640 |
|
|
=item wc <number> (internal) |
641 |
|
|
|
642 |
|
|
This is an internal flag. If it is greater than 0 it means that the hole is not |
643 |
|
|
yet fully open. More preciesly: this field is the animation-step and if it is |
644 |
|
|
set to the 'closed' step of the animation the hole is closed and if it is on |
645 |
|
|
the 'open' animation step (wc = 0), the hole is open. |
646 |
|
|
|
647 |
|
|
=item sp <number> |
648 |
|
|
|
649 |
|
|
The destination y coordinates on the same map. |
650 |
|
|
|
651 |
|
|
=item hp <number> |
652 |
|
|
|
653 |
|
|
The destination x coordinates on the same map. |
654 |
|
|
|
655 |
|
|
=back |
656 |
|
|
|
657 |
elmex |
1.4 |
=head3 FORCE - type 114 - Forces |
658 |
|
|
|
659 |
|
|
Forces are a very 'thin' type. They don't have much behaviour other than |
660 |
elmex |
1.5 |
disappearing after a time and/or affecting the player if they are in his |
661 |
|
|
inventory. |
662 |
elmex |
1.4 |
|
663 |
|
|
Forces only take effect on the player if they have set FLAG_APPLIED. |
664 |
|
|
|
665 |
|
|
Whether the duration field is processed or not a tick is controlled via the |
666 |
|
|
speed and speed_left field. Look above at the generic description of these |
667 |
|
|
fields. |
668 |
|
|
|
669 |
elmex |
1.7 |
NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
670 |
|
|
like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
671 |
|
|
0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
672 |
|
|
If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
673 |
|
|
Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
674 |
|
|
|
675 |
elmex |
1.4 |
=over 4 |
676 |
|
|
|
677 |
|
|
=item duration |
678 |
|
|
|
679 |
elmex |
1.5 |
While this field is greater than 0 the force/object is not destroyed. It is |
680 |
|
|
decreased each tick by 1. |
681 |
elmex |
1.4 |
|
682 |
|
|
If it reaches 0 the force/object is destroyed. |
683 |
|
|
|
684 |
|
|
This field can have this meaning for B<any> object if that object has |
685 |
|
|
FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
686 |
|
|
what happens then. |
687 |
|
|
|
688 |
|
|
=back |
689 |
|
|
|
690 |
|
|
=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
691 |
|
|
|
692 |
elmex |
1.5 |
This object is generated by the POTION code when the potion is a resistance |
693 |
|
|
giving potion. It has mainly the same behaviour as a FORCE. |
694 |
elmex |
1.4 |
|
695 |
|
|
The specialty of the potion effect is that the resistancy it gives is absolute, |
696 |
elmex |
1.5 |
so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
697 |
|
|
fire. |
698 |
elmex |
1.4 |
|
699 |
|
|
Multiple potion effects only give you the maximum of their resistancy. |