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Revision: 1.9
Committed: Tue Dec 19 23:41:56 2006 UTC (17 years, 5 months ago) by elmex
Branch: MAIN
Changes since 1.8: +44 -0 lines
Log Message:
added documentation for BOOK and FLAG_NO_SKILL_IDENT.

File Contents

# User Rev Content
1 elmex 1.1 =head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION
2    
3     Here is all information about the object types Crossfire+
4     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     =head2 About archetypes and objects
13    
14     Field denotes an attribute of an archetype.
15     This is an example of an archetype:
16    
17     Object button_trigger
18     name button
19     type 30
20     face button_sma.111
21     anim
22     button_sma.111
23     button_sma.112
24     mina
25     is_animated 0
26     exp 30
27     no_pick 1
28     walk_on 1
29     walk_off 1
30     editable 48
31     visibility 50
32     weight 1
33     end
34    
35     This archetype has the name 'button_trigger' and the objects that
36     inherit from this archetype have the name 'button'.
37    
38     The next field 'type' decides the main behaviour of this archetype.
39     For a comprehensive list of types see include/define.h. For this case
40     you might find a line like:
41    
42     #define TRIGGER_BUTTON        30
43    
44     The server internally works with objects that 'inherit' attributes from
45     an archetype. They have a similar set of attributes.
46    
47     The following documentation will also document the meaning of code internal
48     attributes of objects. These attributes are marked as '(internal)' and can't
49     or shouldn't be set by an archetype. If the internal names differs the
50     external name (for the archetypes) for the attribute is written behind it.
51    
52     =head2 Description of generic archetype and object attributes
53    
54 elmex 1.2 These are the fields that most of the objects have and/or their
55     default behaviour.
56    
57     =over 4
58    
59     =item name <string>
60    
61     The name of the object.
62    
63     =item name_pl <string>
64    
65     The name of a collection of these objects (the plural of the name).
66    
67     =item face <facename>
68    
69     The graphical appearance of this object.
70    
71     =item invisible <number>
72    
73     If the <number> is greater than 0 the object is invisible.
74     For players this field reflects the duration of the invisibility
75     and is decreased every tick by 1.
76    
77     For non-player objects this field is not changed by server ticks.
78    
79 elmex 1.4 =item speed <number>
80 elmex 1.2
81     If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82     on the active object list and will be processed each tick (see also speed_left!).
83    
84     If the speed field drops below the MIN_ACTIVE_SPEED the object is removed
85     from the active object list and it won't experience any processing per tick.
86    
87     =item speed_left <number>
88    
89     If this field is greater than 0 and the object is on the
90     active list (mostly means it's speed is also greater than 0):
91    
92     - speed_left is decreased by 1
93     - and this object is processed and experiences a server tick.
94    
95     If the object is on the active list and speed_left is lower or
96     equal to 0 the absolute value of the speed field is added to speed_left
97     on the end of the tick.
98    
99 elmex 1.7 This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED)
100     the more seldom the object is processed. And the higher the speed field is
101     the more often the object is processed.
102    
103 elmex 1.2 =item no_drop (0|1)
104    
105 elmex 1.4 Sets the flag FLAG_NO_DROP.
106     See Flags section below.
107 elmex 1.2
108     =item applied (0|1)
109    
110 elmex 1.4 Sets the flag FLAG_APPLIED.
111     See Flags section below.
112 elmex 1.2
113     =item is_used_up (0|1)
114    
115 elmex 1.4 Sets the flag FLAG_IS_USED_UP.
116     See Flags section below.
117    
118     =item auto_apply (0|1)
119    
120     Sets the flag FLAG_AUTO_APPLY.
121     See Flags section below.
122 elmex 1.2
123 elmex 1.8 =item no_steal (0|1)
124    
125     Sets the flag FLAG_NO_STEAL.
126     See Flags section below.
127    
128 elmex 1.9 =item no_skill_ident (0|1)
129    
130     Sets the flag FLAG_NO_SKILL_IDENT.
131     See Flags section below.
132    
133 elmex 1.5 =item activate_on_push (0|1) (default: 1)
134    
135     Sets the flag FLAG_ACTIVATE_ON_PUSH.
136     See Flags section below.
137    
138     =item activate_on_release (0|1) (default: 1)
139    
140     Sets the flag FLAG_ACTIVATE_ON_RELEASE.
141     See Flags section below.
142    
143 elmex 1.2 =item editable (more than deprecated)
144    
145     This field had a special meaning for crossedit, which used parts
146     of the server code for editing. Wherever you see this attribute being
147     set in an archetype ignore it and/or remove it. No code interprets this
148     field anymore.
149    
150     =back
151    
152     =head3 Flags
153    
154     Here are the effects of the flags described.
155    
156 elmex 1.1 =over 4
157    
158 elmex 1.2 =item FLAG_NO_DROP
159    
160     An object can't be picked up and dropped.
161    
162     =item FLAG_APPLIED
163    
164     This flag mostly states whether this object has been 'applied' by the player.
165     For objects that are applied by the code or have this flag set in the archetype
166     it mostly means 'this object is active'.
167    
168     For example the player adjustments of the hp/sp/grace fields and inheritance
169     of flags from objects in his inventory is toggled by this flag.
170    
171     =item FLAG_IS_USED_UP
172    
173     This flag controls whether an object is 'used up'. If it is set the 'food' field
174     of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha
175     it is removed.
176    
177     If also the flag FLAG_APPLIED is set, the 'duration' field controls whether
178     this object is removed or not, see the Force type below for the meaning
179     of the duration field in this context.
180    
181 elmex 1.3 If FLAG_APPLIED is not set the object is destroyed.
182    
183 elmex 1.4 =item FLAG_IS_A_TEMPLATE (internal use)
184    
185     This flag is set on the inventory of generators like CREATORs and CONVERTERs,
186     or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
187    
188     =item FLAG_AUTO_APPLY
189    
190     This flag has currently only meaning for the TREASURE type, see below.
191    
192 elmex 1.5 =item FLAG_ACTIVATE_ON_PUSH
193    
194     This flag has only meaning for objects that can be linked together
195     with the 'connected' field and controls wether the object should
196     be activated when the connection is 'pushed' or it is 'released'.
197    
198     This flag is by default on.
199    
200     =item FLAG_ACTIVATE_ON_RELEASE
201    
202     This flag has only meaning for objects that can be linked together
203     with the 'connected' field and controls wether the object should
204     be activated when the connection is 'pushed' or it is 'released'.
205    
206     This flag is by default on.
207    
208 elmex 1.8 =item FLAG_NO_STEAL
209    
210     When this flag is set this object can't be stolen. The flag will be
211     resetted once the object is placed on a map.
212    
213     When this flag is set on a monster it can defent attempts of stealing
214     (but in this context the flag is only used internally).
215    
216 elmex 1.9 =item FLAG_NO_SKILL_IDENT
217    
218     This flag is mostly used internal and prevents unidentified objects
219     (objects which don't have FLAG_IDENTIFIED set) being identified by
220     skills.
221    
222     This flag is used to mark objects to never being identified by a skill
223     once a player failed to identify an object. So that multiple tries
224     of identifying aren't more effective than one.
225    
226 elmex 1.1 =back
227    
228     =head2 Description of type specific attributes
229    
230     The beginning of the headers of the following subsection
231     are the server internal names for the objects types, see include/define.h.
232    
233 elmex 1.4 =head3 TRANSPORT - type 2 - Player transports
234    
235     This type is implemented by the transport extension and has currently no special
236     attributes that affect it.
237    
238     =head3 ROD - type 3 - Rods that fire spells
239    
240     Rods contain spells and can be fired by a player.
241    
242     =over 4
243    
244     =item level <number>
245    
246     This attribute is used for calculating the spell level that can be fired
247     with this rod, it's also the maximum level of the spell that can be fired.
248     The level of the spell that is being fired depends mostly on
249     the 'use magic item' skill level of the player and 1/10 of the level of the
250     rod is added as bonus.
251    
252     =item hp <number>
253    
254     The amount of spellpoints this rod has left.
255    
256     =item maxhp <number>
257    
258     The maximum amount of spellpoints this rod has.
259    
260     =item skill <skill name>
261    
262     This field determines which skill you need to apply this object.
263    
264     =back
265    
266     =head3 TREASURE - type 4 - Treasures
267    
268     This type of objects are for random treasure generation in maps.
269     If this object is applied by a player it will replace itself with it's
270     inventory. If it is automatically applied
271     generate a treasure and replace itself with the generated treasure.
272    
273     Chests are also of this type, their treasures are generated by
274     the auto apply code on map instantiation.
275    
276     =over 4
277    
278     =item hp <number>
279    
280     The number of treasures to generate.
281    
282     =item exp <level>
283    
284     If FLAG_AUTO_APPLY is not set the exp field has no further meaning
285     and the difficulty for the treasurecode only depends on the maps difficulty,
286     otherwise the exp field has the following meaning:
287    
288     If this field is not 0 it is passed as the difficulty
289     to the treasure generation code to determine how good, how much
290     worth a treasure is or what bonuses it is given by the treasure code.
291    
292     If this field is not set or 0 the difficulty of the map is passed to the treasure
293     generation code.
294    
295     =item randomitems <treasurelist>
296    
297     The treasurelist to use to generate the treasure which is put in the
298     treasure objects inventory.
299    
300     =back
301    
302     =head3 POTION - type 5 - Potions for drinking and other nastynesses
303    
304     These objects contain a spell and will emit it on apply, which most
305     of the time has the meaning of 'drinking'.
306    
307     If no resistancy field, stat field or attacktype is set and no spell
308     is put in the potion by the sp field or the randomitems the
309     potion will become an artifact and the artifact code decides which kind
310     of potion will be generated.
311    
312     If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
313     will yield an explosion and hurt the player.
314    
315     =over 4
316    
317     =item Str, Dex, Con, Int, Wis, Cha, Pow <number>
318    
319     These stat fields determine how many stat points the player gets
320     when he applies this potion.
321    
322     If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
323    
324     =item sp <number>
325    
326     If this field is set and the randomitems field is not set
327     the field is interpreted as spell number, please look the right
328     number up in common/loader.C.
329    
330     If this field is set the randomitems field will be unset by the
331     map loading code.
332    
333     =item attacktype <attacktype>
334    
335     This field has some special meaning in potions, currently the
336     bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
337     restoration potion or improvement potion.
338     See include/attackinc.h for the bits of these types.
339    
340     If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
341     will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
342     set the player will be drained a random stat by inserting an ARCH_DEPLETION
343     into him.
344    
345     If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
346     When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
347    
348     =item resist_<resistancy> <number>
349    
350     If this stat is set and no spell is in the potion the potion
351     will create a force that give the player this specific resistancy.
352     The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
353     and the potion will last 10 times longer than the default force archetype
354     FORCE_NAME (at the moment of this writing spell/force.arc).
355    
356     =item randomitems <treasurelist>
357    
358     The inventory/spell of the potion will be created by calling the treasure code
359     with the treasurelist specified here. (I guess it's highly undefined what
360     happens if there is not a spell in the potions inventory).
361    
362     =item on_use_yield <archetype>
363 elmex 1.3
364 elmex 1.7 When this object is applied an instance of <archetype> will be created.
365 elmex 1.3
366 elmex 1.4 =item subtypes <potion subtype>
367 elmex 1.3
368 elmex 1.4 see include/spells.h for possible potion subtypes, there are currently 4:
369 elmex 1.3
370     =over 4
371    
372 elmex 1.4 =item POT_SPELL
373    
374     Unused, default behaiour of a potion.
375    
376     =item POT_DUST
377    
378     This potion can be thrown to cast the spell that it has in it's inventory,
379     the behaviour is not defined if there is not a spell in the inventory and the
380     server will log an error.
381    
382     =item POT_FIGURINE
383    
384     Unused, default behaiour of a potion.
385 elmex 1.3
386 elmex 1.4 =item POT_BALM
387 elmex 1.3
388 elmex 1.4 Unused, default behaiour of a potion.
389 elmex 1.3
390 elmex 1.4 =back
391 elmex 1.3
392     =back
393    
394 elmex 1.7 =head3 FOOD - type 6 - Eatable stuff
395    
396     This is for objects that are representing general eatables like
397     beef or bread.
398    
399     The main difference between FOOD, FLESH and DRINK is that they
400     give different messages.
401    
402     The specialty of FLESH is that it inherits the resistancies of the
403     monsters it was generated in and will let dragons raise their resistancies
404 elmex 1.8 with that. If the monster has the POISON attacktype the FLESH
405     will change into POISON.
406 elmex 1.7
407     If a player runs low on food he will grab for FOOD, DRINK and POISON
408     and if he doesn't find any of that he will start eating FLESH.
409    
410     =over 4
411    
412     =item title <string>
413    
414     If the food has a title or is cursed it is considered 'special', which means that the
415     fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp
416     are interpreted and have further effects on the player.
417    
418     The higher the food field is the longer the improvement of the player lasts
419     (except for hp and sp).
420    
421     =item food <number>
422    
423     This is the amount of food points the player gets when he eats this.
424    
425     =item on_use_yield <archetype>
426    
427     When this object is applied an instance of <archetype> will be created.
428    
429     =back
430    
431 elmex 1.8 =head3 POISON - type 7 - Poisonous stuff
432    
433     This type is for objects that can poison the player when drinking.
434     When applied it will hit the attacked with AT_POISON and will create
435     a POISONING object in the one who was hit.
436    
437     =over 4
438    
439     =item level <number>
440    
441     This field affects the propability of poisoning. The higher the level difference
442     between the one who is hit and the poision the mose propable it is the attacked
443     one will be poisoned.
444    
445     =item slaying <race>
446    
447     On poison this field has the usual meaning of 'slaying', when the
448     ones race matches the slaying field the damage done by the poison
449     is multiplied by 3.
450    
451     =item hp <number>
452    
453     This is the amount of damage the player will receive from applying this. The
454     attacktype AT_POISON will be used to hit the player and the damage will
455     determine the strenght, duration and depletion of stats of the poisoning. The
456     created POISONING object which is being placed in the one who was attacked will
457     get the damage from this field (which is maybe adjusted by slaying or the
458     resistancies).
459    
460     =item food <number>
461    
462     1/4 of <number> will be drained from the players food.
463    
464     =item on_use_yield <archetype>
465    
466     When this object is applied an instance of <archetype> will be created.
467    
468     =back
469    
470 elmex 1.9 =head3 BOOK - type 8 - Readable books
471    
472     This type is basically for representing text books in the game.
473    
474     Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
475    
476     =over 4
477    
478     =item msg <text>
479    
480     This is the contents of the book. When this field is unset
481     at treasure generation a random text will be inserted.
482    
483     =item skill <skill name>
484    
485     The skill required to read this book. (The most resonable
486     skill would be literacy).
487    
488     =item exp <number>
489    
490     The experience points the player get for reading this book.
491    
492     =item subtype <readable subtype>
493    
494     This field determines the type of the readable.
495     Please see common/readable.C in the readable_message_types table.
496    
497     =back
498    
499 elmex 1.1 =head3 WEAPON - type 15 - Weapons
500    
501     This type is for general hack and slash weapons like swords, maces
502     and daggers and and ....
503    
504     =over 4
505    
506     =item weapontype <type id>
507    
508     decides what attackmessages are generated, see include/define.h
509    
510     =item attacktype <bitmask>
511    
512     bitfield which decides the attacktype of the damage, see include/attackinc.h
513    
514 elmex 1.2 =item dam <number>
515 elmex 1.1
516     amount of damage being done with the attacktype
517    
518     =item item_power <level>
519    
520     the itempower of this weapon.
521    
522     =item name
523    
524     the name of the weapon.
525    
526     =item level (internal)
527    
528     The improvement state of the weapon.
529     If this field is greater than 0 the 'name' field starts with the
530     characters name who improved this weapon.
531    
532     =item last_eat (internal)
533    
534     seems to be the amount of improvements of a weapon,
535     the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
536    
537     ((who->level / 5) + 5) >= op->last_eat
538    
539     =item last_sp
540    
541     the weapon speed (see magic description)
542    
543 elmex 1.2 =item food <number>
544 elmex 1.1
545     addition to food regeneration of the player
546    
547 elmex 1.2 =item hp <number>
548 elmex 1.1
549     addition to health regeneration
550    
551 elmex 1.2 =item sp <number>
552 elmex 1.1
553     addition to mana regeneration
554    
555 elmex 1.2 =item grace <number>
556 elmex 1.1
557     addititon to grace regeneration
558    
559 elmex 1.2 =item gen_sp_armour <number>
560 elmex 1.1
561 elmex 1.2 the players gen_sp_armour field (which is per default 10) is added the <number> amount.
562 elmex 1.1 gen_sp_armour seems to be a factor with which gen_sp in do_some_living()
563 elmex 1.2 is multiplied: gen_sp *= 10/<number>
564 elmex 1.1 meaning: values > 10 of gen_sp_armour limits the amout of regenerated
565     spellpoints.
566    
567     generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
568     sp regeneration.
569    
570     =item body_<body slot/part>
571    
572     the part of the body you need to use this weapon, possible values should be
573     looked up in common/item.C at body_locations.
574    
575 elmex 1.2 =item resist_<resistnacy> <number>
576 elmex 1.1
577     this is the factor with which the difference of the players resistancy and 100%
578     is multiplied, something like this:
579    
580 elmex 1.2 additional_resistancy = (100 - current_resistanct) * (<number>/100)
581 elmex 1.1
582 elmex 1.2 if <number> is negative it is added to the total vulnerabilities,
583 elmex 1.1 and later the total resistance is decided by:
584    
585     'total resistance = total protections - total vulnerabilities'
586    
587     see also common/living.C:fix_player
588    
589     =item patch_(attuned|repelled|denied)
590    
591     this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
592     for the pathes.
593    
594 elmex 1.2 =item luck <number>
595 elmex 1.1
596     this luck is added to the players luck
597    
598     =item move_type
599    
600     if the weapon has a move_type set the player inherits it's move_type
601    
602 elmex 1.2 =item exp <number>
603 elmex 1.1
604 elmex 1.2 the added_speed and bonus_speed of the player is raised by <number>/3.
605     if <number> < 0 then the added_speed is decreased by <number>
606 elmex 1.1
607     =item weight
608    
609     the weight of the weapon
610    
611     =item magic
612    
613     the magic field affects the amounts of the following fields:
614    
615     - wc : the players wc is adjusted by: player->wc -= (wc + magic)
616    
617     - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
618    
619     - dam: the players dam is adjusted by: player->dam += (dam + magic)
620    
621     - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
622     (minium is 0)
623    
624 elmex 1.2 =item ac <number>
625 elmex 1.1
626     the amount of ac points the player's ac is decreased
627    
628 elmex 1.2 =item wc <number>
629 elmex 1.1
630 elmex 1.4 the amount of wc points the player's wc is decreased
631 elmex 1.1
632     =back
633    
634     =head4 Player inherits following flags from weapons:
635    
636 elmex 1.4 FLAG_LIFESAVE
637     FLAG_REFL_SPELL
638     FLAG_REFL_MISSILE
639     FLAG_STEALTH
640     FLAG_XRAYS
641     FLAG_BLIND
642     FLAG_SEE_IN_DARK
643     FLAG_UNDEAD
644    
645 elmex 1.7 =head3 DRINK - type 54 - Drinkable stuff
646    
647     See FOOD description.
648    
649 elmex 1.6 =head3 CHECK_INV - type 64 - Inventory checkers
650    
651     This object checks whether the player has a specific item in his
652     inventory when he moves above the inventory checker. If the player has
653     the item (or not, which can be controlled with a flag) a connection will be triggered.
654    
655     If you set move_block you can deny players and monsters to reach the space where
656     the inventory checker is on, see 'move_block' description below.
657    
658     The conditions specified by hp, slaying and race are concationated with OR.
659     So matching one of those conditions is enough.
660    
661     =over 4
662    
663     =item move_block <move type bitmask>
664    
665     If you set this field to block a movetype the move code will block any moves
666     onto the space with the inventory checker, IF the moving object doesn't have
667     (or has - if last_sp = 0) the item that the checker is searching for.
668    
669     =item last_sp (0|1)
670    
671     If last_sp is 1 'having' the item that is being checked for will
672     activate the connection or make the space with the checker non-blocking.
673     If last_sp is 0 'not having' the item will activate the connection
674     or make the space with the checker non-blocking.
675    
676     =item last_heal (0|1)
677    
678     If last_heal is 1 the matching item will be removed if the inventory checker
679     activates a connection and finds the item in the inventory.
680    
681     (A inventory checker that blocks a space won't remove anything from inventories)
682    
683     =item hp <number>
684    
685     If this field is not 0 the inventory checker will search for an object
686     with the type id <number>.
687    
688     =item slaying <string>
689    
690     If this field is set the inventory checker will search for an object that
691     has the same string in the slaying field (for example a key string of a key).
692    
693     =item race <string>
694    
695     If this field is set the inventory checker will search for an object which
696     has the archetype name that matches <string>.
697    
698     =item connected <connection id>
699    
700     This is the connection that will be activated.
701    
702     =back
703    
704 elmex 1.7 =head3 FLESH - type 72 - Organs and body parts
705    
706     See FOOD description.
707    
708 elmex 1.5 =head3 HOLE - type 94 - Holes
709    
710     Holes are holes in the ground where objects can fall through. When the hole
711     opens and/or is completly open all objects above it fall through (more
712     precisely: if their head is above the hole).
713    
714     Trapdoors can only transfer the one who falls through to other coordinates
715     on the B<same> map.
716    
717     =over 4
718    
719     =item maxsp (0|1)
720    
721     This field negates the state of the connection: When maxsp is 1 the pit will
722     open/close when the connection is deactivated. Otherwise it will open/close
723     when the connection is activated. This field only has effect when the
724     connection is triggered. So if you put a closed hole on a map, and the
725     connection is deactivated, and maxsp is 1 the hole will remain closed until the
726     connection was triggered once.
727    
728     =item connected <connection id>
729    
730     This is the connection id, which lets the hole opening or closing when
731     activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
732     at which connection state the object is activated.
733    
734     For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
735     the connection is released.
736    
737     =item wc <number> (internal)
738    
739     This is an internal flag. If it is greater than 0 it means that the hole is not
740     yet fully open. More preciesly: this field is the animation-step and if it is
741     set to the 'closed' step of the animation the hole is closed and if it is on
742     the 'open' animation step (wc = 0), the hole is open.
743    
744     =item sp <number>
745    
746     The destination y coordinates on the same map.
747    
748     =item hp <number>
749    
750     The destination x coordinates on the same map.
751    
752     =back
753    
754 elmex 1.8 =head3 POISONING - type 105 - The poisoning of players and monsters
755    
756     This type is doing the actual damage to the ones who were attacked
757     via AT_POISON (or drank POISON).
758    
759     The duration is handled via the FLAG_IS_USED_UP mechanism (please look
760     there for details).
761    
762     =over 4
763    
764     =item dam <number>
765    
766     Each time the poisoning is processed (which is determined by the speed and speed_left
767     fields, see the general object attributes above) it hits the player with
768     <number> damage and the AT_INTERNAL attacktype (means: it will simply
769     hit the player with no strings attached).
770    
771     =item food <number>
772    
773     Just a note: The posion is removed when food == 1 and not when
774     the whole duration is up, because the POISONING code has to remove
775     the poison-effects from the player before the FLAG_IS_USED_UP mechanism
776     deletes the POISONING object.
777    
778     =back
779    
780 elmex 1.4 =head3 FORCE - type 114 - Forces
781    
782     Forces are a very 'thin' type. They don't have much behaviour other than
783 elmex 1.5 disappearing after a time and/or affecting the player if they are in his
784     inventory.
785 elmex 1.4
786     Forces only take effect on the player if they have set FLAG_APPLIED.
787    
788     Whether the duration field is processed or not a tick is controlled via the
789     speed and speed_left field. Look above at the generic description of these
790     fields.
791    
792 elmex 1.7 NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field
793     like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches
794     0 before duration and FLAG_APPLIED is set, the force will last for 'duration'.
795     If the FLAG_APPLIED is not set the force is removed when food reaches 0.
796     Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces.
797    
798 elmex 1.4 =over 4
799    
800     =item duration
801    
802 elmex 1.5 While this field is greater than 0 the force/object is not destroyed. It is
803     decreased each tick by 1.
804 elmex 1.4
805     If it reaches 0 the force/object is destroyed.
806    
807     This field can have this meaning for B<any> object if that object has
808     FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
809     what happens then.
810    
811     =back
812    
813     =head3 POTION_EFFECT - type 115 - Potion effects (resistancies)
814    
815 elmex 1.5 This object is generated by the POTION code when the potion is a resistance
816     giving potion. It has mainly the same behaviour as a FORCE.
817 elmex 1.4
818     The specialty of the potion effect is that the resistancy it gives is absolute,
819 elmex 1.5 so if you drin a resistancy potion of fire+60 you will get 60% resistancy to
820     fire.
821 elmex 1.4
822     Multiple potion effects only give you the maximum of their resistancy.