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Revision 1.9 by elmex, Tue Dec 19 23:41:56 2006 UTC vs.
Revision 1.16 by elmex, Wed Dec 20 21:30:42 2006 UTC

7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 Object button_trigger
18 name button 39 name button
19 type 30 40 type 30
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
93=item I<x> <number>
94
95The x position of the object when it is on a map.
96
97=item I<y> <number>
98
99The y position of the object when it is on a map.
100
101=item I<map> (internal)
102
103The map the object is on.
104
71=item invisible <number> 105=item I<invisible> <number>
72 106
73If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 109and is decreased every tick by 1.
76 110
77For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
78 112
79=item speed <number> 113=item I<speed> <number>
80 114
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 115If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!). 116on the active object list and will be processed each tick (see also speed_left!).
83 117
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 118If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick. 119from the active object list and it won't experience any processing per tick.
86 120
87=item speed_left <number> 121=item I<speed_left> <number>
88 122
89If this field is greater than 0 and the object is on the 123If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 124active list (mostly means it's speed is also greater than 0):
91 125
92 - speed_left is decreased by 1 126 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 127 - and this object is processed and experiences a server tick.
94 128
95If the object is on the active list and speed_left is lower or 129If the object is on the active list and I<speed_left> is lower or
96equal to 0 the absolute value of the speed field is added to speed_left 130equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 131on the end of the tick.
98 132
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 133This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
100the more seldom the object is processed. And the higher the speed field is 134the more seldom the object is processed. And the higher I<speed> is
101the more often the object is processed. 135the more often the object is processed.
102 136
137=item I<connected> <number>
138
139When this field is set the object will be linked to a connection with the
140id <number>. What happens when the connection is 'activated' depends on the
141type of the object.
142
143FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
144when to activate the object, see description of these below for further details.
145
103=item no_drop (0|1) 146=item I<no_drop> (0|1)
104 147
105Sets the flag FLAG_NO_DROP. 148Sets the flag FLAG_NO_DROP.
106See Flags section below. 149See Flags section below.
107 150
108=item applied (0|1) 151=item I<applied> (0|1)
109 152
110Sets the flag FLAG_APPLIED. 153Sets the flag FLAG_APPLIED.
111See Flags section below. 154See Flags section below.
112 155
113=item is_used_up (0|1) 156=item I<is_used_up> (0|1)
114 157
115Sets the flag FLAG_IS_USED_UP. 158Sets the flag FLAG_IS_USED_UP.
116See Flags section below. 159See Flags section below.
117 160
161=item I<changing> (0|1)
162
163Sets the flag FLAG_CHANGING.
164See Flags section below.
165
118=item auto_apply (0|1) 166=item I<auto_apply> (0|1)
119 167
120Sets the flag FLAG_AUTO_APPLY. 168Sets the flag FLAG_AUTO_APPLY.
121See Flags section below. 169See Flags section below.
122 170
123=item no_steal (0|1) 171=item I<no_steal> (0|1)
124 172
125Sets the flag FLAG_NO_STEAL. 173Sets the flag FLAG_NO_STEAL.
126See Flags section below. 174See Flags section below.
127 175
176=item I<reflecting> (0|1)
177
178Sets the flag FLAG_REFLECTING.
179See Flags section below.
180
181=item I<reflect_spell> (0|1)
182
183Sets the flag FLAG_REFL_SPELL.
184See Flags section below.
185
128=item no_skill_ident (0|1) 186=item I<no_skill_ident> (0|1)
129 187
130Sets the flag FLAG_NO_SKILL_IDENT. 188Sets the flag FLAG_NO_SKILL_IDENT.
131See Flags section below. 189See Flags section below.
132 190
133=item activate_on_push (0|1) (default: 1) 191=item I<activate_on_push> (0|1) (default: 1)
134 192
135Sets the flag FLAG_ACTIVATE_ON_PUSH. 193Sets the flag FLAG_ACTIVATE_ON_PUSH.
136See Flags section below. 194See Flags section below.
137 195
138=item activate_on_release (0|1) (default: 1) 196=item I<activate_on_release> (0|1) (default: 1)
139 197
140Sets the flag FLAG_ACTIVATE_ON_RELEASE. 198Sets the flag FLAG_ACTIVATE_ON_RELEASE.
141See Flags section below. 199See Flags section below.
142 200
143=item editable (more than deprecated) 201=item I<editable> (more than deprecated)
144 202
145This field had a special meaning for crossedit, which used parts 203This field had a special meaning for crossedit, which used parts
146of the server code for editing. Wherever you see this attribute being 204of the server code for editing. Wherever you see this field being
147set in an archetype ignore it and/or remove it. No code interprets this 205set in an archetype ignore it and/or remove it. No code interprets this
148field anymore. 206field anymore.
149 207
150=back 208=back
151 209
163 221
164This flag mostly states whether this object has been 'applied' by the player. 222This flag mostly states whether this object has been 'applied' by the player.
165For objects that are applied by the code or have this flag set in the archetype 223For objects that are applied by the code or have this flag set in the archetype
166it mostly means 'this object is active'. 224it mostly means 'this object is active'.
167 225
168For example the player adjustments of the hp/sp/grace fields and inheritance 226For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
169of flags from objects in his inventory is toggled by this flag. 227of flags from objects in his inventory is toggled by this flag.
170 228
171=item FLAG_IS_USED_UP 229=item FLAG_IS_USED_UP
172 230
173This flag controls whether an object is 'used up'. If it is set the 'food' field 231This flag controls whether an object is 'used up'. If it is set I<food>
174of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 232is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
175it is removed.
176 233
177If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 234If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
178this object is removed or not, see the Force type below for the meaning 235this object is removed or not, see the B<FORCE> type below for the meaning
179of the duration field in this context. 236of the duration field in this context.
180 237
181If FLAG_APPLIED is not set the object is destroyed. 238If FLAG_APPLIED is not set the object is destroyed.
182 239
240=item FLAG_CHANGING
241
242If the I<state> field of the object is 0 the object will be processed periodically
243(if speed is set). If the I<state> field is 1 it won't be processed.
244
183=item FLAG_IS_A_TEMPLATE (internal use) 245=item FLAG_IS_A_TEMPLATE (internal use)
184 246
185This flag is set on the inventory of generators like CREATORs and CONVERTERs, 247This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
186or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 248or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
187 249
188=item FLAG_AUTO_APPLY 250=item FLAG_AUTO_APPLY
189 251
190This flag has currently only meaning for the TREASURE type, see below. 252This flag has currently only meaning for the B<TREASURE> type, see below.
191 253
192=item FLAG_ACTIVATE_ON_PUSH 254=item FLAG_ACTIVATE_ON_PUSH
193 255
194This flag has only meaning for objects that can be linked together 256This flag has only meaning for objects that can be linked together
195with the 'connected' field and controls wether the object should 257by the I<connected> field and controls wether the object should
196be activated when the connection is 'pushed' or it is 'released'. 258be activated when the connection is 'pushed' or it is 'released'.
197 259
260What 'pushed' and 'released' means depends on the object that
261activates the connection.
262
198This flag is by default on. 263This flag is by default on.
199 264
200=item FLAG_ACTIVATE_ON_RELEASE 265=item FLAG_ACTIVATE_ON_RELEASE
201 266
202This flag has only meaning for objects that can be linked together 267This flag has only meaning for objects that can be linked together
203with the 'connected' field and controls wether the object should 268by the I<connected> field and controls wether the object should
204be activated when the connection is 'pushed' or it is 'released'. 269be activated when the connection is 'pushed' or it is 'released'.
270
271What 'pushed' and 'released' means depends on the object that
272activates the connection.
205 273
206This flag is by default on. 274This flag is by default on.
207 275
208=item FLAG_NO_STEAL 276=item FLAG_NO_STEAL
209 277
214(but in this context the flag is only used internally). 282(but in this context the flag is only used internally).
215 283
216=item FLAG_NO_SKILL_IDENT 284=item FLAG_NO_SKILL_IDENT
217 285
218This flag is mostly used internal and prevents unidentified objects 286This flag is mostly used internal and prevents unidentified objects
219(objects which don't have FLAG_IDENTIFIED set) being identified by 287(objects which don't have FLAG_IDENTIFIED set) being identified
220skills. 288multiple times by skills.
221 289
222This flag is used to mark objects to never being identified by a skill 290This flag is used to mark objects which were unsuccessfully identified by a
223once a player failed to identify an object. So that multiple tries 291players skill. So that multiple tries of identifying aren't more effective than
224of identifying aren't more effective than one. 292one.
225 293
226=back 294=item FLAG_REFLECTING
227 295
228=head2 Description of type specific attributes 296This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
297to indicate whether this object reflects off walls.
298
299=item FLAG_REFL_SPELL
300
301This flag indicates whether something reflects spells, like spell reflecting
302amuletts.
303
304=back
305
306=head2 Description of type specific fields and behaviour
229 307
230The beginning of the headers of the following subsection 308The beginning of the headers of the following subsection
231are the server internal names for the objects types, see include/define.h. 309are the server internal names for the objects types, see include/define.h.
232 310
233=head3 TRANSPORT - type 2 - Player transports 311=head3 B<TRANSPORT> - type 2 - Player transports
234 312
235This type is implemented by the transport extension and has currently no special 313This type is implemented by the transport extension and has currently no special
236attributes that affect it. 314fields that affect it.
237 315
238=head3 ROD - type 3 - Rods that fire spells 316=head3 B<ROD> - type 3 - Rods that fire spells
239 317
240Rods contain spells and can be fired by a player. 318Rods contain spells and can be fired by a player.
241 319
242=over 4 320=over 4
243 321
244=item level <number> 322=item I<level> <number>
245 323
246This attribute is used for calculating the spell level that can be fired 324This field is used for calculating the spell level that can be fired
247with this rod, it's also the maximum level of the spell that can be fired. 325with this rod, it's also the maximum level of the spell that can be fired.
248The level of the spell that is being fired depends mostly on 326The level of the spell that is being fired depends mostly on
249the 'use magic item' skill level of the player and 1/10 of the level of the 327the 'use magic item' skill level of the player and 1/10 of the level of the
250rod is added as bonus. 328rod is added as bonus.
251 329
252=item hp <number> 330=item I<hp> <number>
253 331
254The amount of spellpoints this rod has left. 332The amount of spellpoints this rod has left.
255 333
256=item maxhp <number> 334=item I<maxhp> <number>
257 335
258The maximum amount of spellpoints this rod has. 336The maximum amount of spellpoints this rod has.
259 337
260=item skill <skill name> 338=item I<skill> <skill name>
261 339
262This field determines which skill you need to apply this object. 340This field determines which skill you need to apply this object.
263 341
264=back 342=back
265 343
266=head3 TREASURE - type 4 - Treasures 344=head3 B<TREASURE> - type 4 - Treasures
267 345
268This type of objects are for random treasure generation in maps. 346This type of objects are for random treasure generation in maps.
269If this object is applied by a player it will replace itself with it's 347If this object is applied by a player it will replace itself with it's
270inventory. If it is automatically applied 348inventory. If it is automatically applied
271generate a treasure and replace itself with the generated treasure. 349generate a treasure and replace itself with the generated treasure.
273Chests are also of this type, their treasures are generated by 351Chests are also of this type, their treasures are generated by
274the auto apply code on map instantiation. 352the auto apply code on map instantiation.
275 353
276=over 4 354=over 4
277 355
278=item hp <number> 356=item I<hp> <number>
279 357
280The number of treasures to generate. 358The number of treasures to generate.
281 359
282=item exp <level> 360=item I<exp> <level>
283 361
284If FLAG_AUTO_APPLY is not set the exp field has no further meaning 362If FLAG_AUTO_APPLY is not set the exp field has no further meaning
285and the difficulty for the treasurecode only depends on the maps difficulty, 363and the difficulty for the treasurecode only depends on the maps difficulty,
286otherwise the exp field has the following meaning: 364otherwise the exp field has the following meaning:
287 365
290worth a treasure is or what bonuses it is given by the treasure code. 368worth a treasure is or what bonuses it is given by the treasure code.
291 369
292If this field is not set or 0 the difficulty of the map is passed to the treasure 370If this field is not set or 0 the difficulty of the map is passed to the treasure
293generation code. 371generation code.
294 372
295=item randomitems <treasurelist> 373=item I<randomitems> <treasurelist>
296 374
297The treasurelist to use to generate the treasure which is put in the 375The treasurelist to use to generate the treasure which is put in the
298treasure objects inventory. 376treasure objects inventory.
299 377
300=back 378=back
301 379
302=head3 POTION - type 5 - Potions for drinking and other nastynesses 380=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
303 381
304These objects contain a spell and will emit it on apply, which most 382These objects contain a spell and will emit it on apply, which most
305of the time has the meaning of 'drinking'. 383of the time has the meaning of 'drinking'.
306 384
307If no resistancy field, stat field or attacktype is set and no spell 385If no resistancy field, stat field or attacktype is set and no spell
312If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 390If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
313will yield an explosion and hurt the player. 391will yield an explosion and hurt the player.
314 392
315=over 4 393=over 4
316 394
317=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 395=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
318 396
319These stat fields determine how many stat points the player gets 397These stat fields determine how many stat points the player gets
320when he applies this potion. 398when he applies this potion.
321 399
322If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 400If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
323 401
324=item sp <number> 402=item I<sp> <number>
325 403
326If this field is set and the randomitems field is not set 404If this field is set and the randomitems field is not set
327the field is interpreted as spell number, please look the right 405the field is interpreted as spell number, please look the right
328number up in common/loader.C. 406number up in common/loader.C.
329 407
330If this field is set the randomitems field will be unset by the 408If this field is set the randomitems field will be unset by the
331map loading code. 409map loading code.
332 410
333=item attacktype <attacktype> 411=item I<attacktype> <attacktype>
334 412
335This field has some special meaning in potions, currently the 413This field has some special meaning in potions, currently the
336bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 414bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
337restoration potion or improvement potion. 415restoration potion or improvement potion.
338See include/attackinc.h for the bits of these types. 416See include/attackinc.h for the bits of these types.
343into him. 421into him.
344 422
345If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 423If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
346When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 424When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
347 425
348=item resist_<resistancy> <number> 426=item I<resist_RESISTANCY> <number>
349 427
350If this stat is set and no spell is in the potion the potion 428If this stat is set and no spell is in the potion the potion
351will create a force that give the player this specific resistancy. 429will create a force that give the player this specific resistancy.
352The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 430The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
353and the potion will last 10 times longer than the default force archetype 431and the potion will last 10 times longer than the default force archetype
354FORCE_NAME (at the moment of this writing spell/force.arc). 432FORCE_NAME (at the moment of this writing spell/force.arc).
355 433
356=item randomitems <treasurelist> 434=item I<randomitems> <treasurelist>
357 435
358The inventory/spell of the potion will be created by calling the treasure code 436The inventory/spell of the potion will be created by calling the treasure code
359with the treasurelist specified here. (I guess it's highly undefined what 437with the treasurelist specified here. (I guess it's highly undefined what
360happens if there is not a spell in the potions inventory). 438happens if there is not a spell in the potions inventory).
361 439
362=item on_use_yield <archetype> 440=item I<on_use_yield> <archetype>
363 441
364When this object is applied an instance of <archetype> will be created. 442When this object is applied an instance of <archetype> will be created.
365 443
366=item subtypes <potion subtype> 444=item I<subtypes> <potion subtype>
367 445
368see include/spells.h for possible potion subtypes, there are currently 4: 446see include/spells.h for possible potion subtypes, there are currently 4:
369 447
370=over 4 448=over 4
371 449
374Unused, default behaiour of a potion. 452Unused, default behaiour of a potion.
375 453
376=item POT_DUST 454=item POT_DUST
377 455
378This potion can be thrown to cast the spell that it has in it's inventory, 456This potion can be thrown to cast the spell that it has in it's inventory,
379the behaviour is not defined if there is not a spell in the inventory and the 457the behaviour is not defined if there is not a B<SPELL> in the inventory and the
380server will log an error. 458server will log an error.
381 459
382=item POT_FIGURINE 460=item POT_FIGURINE
383 461
384Unused, default behaiour of a potion. 462Unused, default behaiour of a potion.
389 467
390=back 468=back
391 469
392=back 470=back
393 471
394=head3 FOOD - type 6 - Eatable stuff 472=head3 B<FOOD> - type 6 - Eatable stuff
395 473
396This is for objects that are representing general eatables like 474This is for objects that are representing general eatables like
397beef or bread. 475beef or bread.
398 476
399The main difference between FOOD, FLESH and DRINK is that they 477The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
400give different messages. 478give different messages.
401 479
402The specialty of FLESH is that it inherits the resistancies of the 480The specialty of B<FLESH> is that it inherits the resistancies of the
403monsters it was generated in and will let dragons raise their resistancies 481monsters it was generated in and will let dragons raise their resistancies
404with that. If the monster has the POISON attacktype the FLESH 482with that. If the monster has the B<POISON> attacktype the B<FLESH>
405will change into POISON. 483will change into B<POISON>.
406 484
407If a player runs low on food he will grab for FOOD, DRINK and POISON 485If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
408and if he doesn't find any of that he will start eating FLESH. 486and if he doesn't find any of that he will start eating B<FLESH>.
409 487
410=over 4 488=over 4
411 489
412=item title <string> 490=item I<title> <string>
413 491
414If the food has a title or is cursed it is considered 'special', which means that the 492If the food has B<title> set or is cursed it is considered 'special', which
415fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 493means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
416are interpreted and have further effects on the player. 494I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
495on the player.
417 496
418The higher the food field is the longer the improvement of the player lasts 497The higher the I<food> field is the longer the improvement of the player lasts
419(except for hp and sp). 498(except for I<hp> and I<sp>).
420 499
421=item food <number> 500=item I<food> <number>
422 501
423This is the amount of food points the player gets when he eats this. 502This is the amount of food points the player gets when he eats this.
424 503
425=item on_use_yield <archetype> 504=item I<on_use_yield> <archetype>
426 505
427When this object is applied an instance of <archetype> will be created. 506When this object is applied an instance of <archetype> will be created.
428 507
429=back 508=back
430 509
431=head3 POISON - type 7 - Poisonous stuff 510=head3 B<POISON> - type 7 - Poisonous stuff
432 511
433This type is for objects that can poison the player when drinking. 512This type is for objects that can poison the player when he drinks/applies it.
434When applied it will hit the attacked with AT_POISON and will create 513When applied it will hit the attacked with AT_POISON and will create
435a POISONING object in the one who was hit. 514a B<POISONING> object in the one who was hit.
436 515
437=over 4 516=over 4
438 517
439=item level <number> 518=item I<level> <number>
440 519
441This field affects the propability of poisoning. The higher the level difference 520This field affects the propability of poisoning. The higher the level difference
442between the one who is hit and the poision the mose propable it is the attacked 521between the one who is hit and the poision the more propable it is the attacked
443one will be poisoned. 522one will be poisoned.
444 523
445=item slaying <race> 524=item I<slaying> <race>
446 525
447On poison this field has the usual meaning of 'slaying', when the 526This field has the usual meaning of 'slaying', when the
448ones race matches the slaying field the damage done by the poison 527poisoned's race matches the I<slaying> field the damage done by the poison
449is multiplied by 3. 528is multiplied by 3.
450 529
451=item hp <number> 530=item I<hp> <number>
452 531
453This is the amount of damage the player will receive from applying this. The 532This is the amount of damage the player will receive from applying this. The
454attacktype AT_POISON will be used to hit the player and the damage will 533attacktype AT_POISON will be used to hit the player and the damage will
455determine the strenght, duration and depletion of stats of the poisoning. The 534determine the strenght, duration and depletion of stats of the poisoning. The
456created POISONING object which is being placed in the one who was attacked will 535created B<POISONING> object which is being placed in the one who was attacked will
457get the damage from this field (which is maybe adjusted by slaying or the 536get the damage from this field (which is maybe adjusted by slaying or the
458resistancies). 537resistancies).
459 538
460=item food <number> 539=item I<food> <number>
461 540
4621/4 of <number> will be drained from the players food. 5411/4 of <number> will be drained from the players I<food>.
463 542
464=item on_use_yield <archetype> 543=item I<on_use_yield> <archetype>
465 544
466When this object is applied an instance of <archetype> will be created. 545When this object is applied an instance of <archetype> will be created.
467 546
468=back 547=back
469 548
470=head3 BOOK - type 8 - Readable books 549=head3 B<BOOK> - type 8 - Readable books
471 550
472This type is basically for representing text books in the game. 551This type is basically for representing text books in the game.
473 552
474Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 553Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
475 554
476=over 4 555=over 4
477 556
478=item msg <text> 557=item I<msg> <text>
479 558
480This is the contents of the book. When this field is unset 559This is the contents of the book. When this field is unset
481at treasure generation a random text will be inserted. 560at treasure generation a random text will be inserted.
482 561
483=item skill <skill name> 562=item I<skill> <skill name>
484 563
485The skill required to read this book. (The most resonable 564The skill required to read this book. (The most resonable
486skill would be literacy). 565skill would be literacy).
487 566
488=item exp <number> 567=item I<exp> <number>
489 568
490The experience points the player get for reading this book. 569The experience points the player get for reading this book.
491 570
492=item subtype <readable subtype> 571=item I<subtype> <readable subtype>
493 572
494This field determines the type of the readable. 573This field determines the type of the readable.
495Please see common/readable.C in the readable_message_types table. 574Please see common/readable.C in the readable_message_types table.
496 575
497=back 576=back
498 577
578=head3 B<CLOCK> - type 9 - Clocks
579
580This type of objects just display the time when being applied.
581
582=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
583
584This is a spell effect of a moving bolt. It moves straigt forward
585through the map until something blocks it.
586If FLAG_REFLECTING is set it even reflects on walls.
587
588FLAG_IS_TURNABLE should be set on these objects.
589
590=over 4
591
592=item I<move_type> <movetype>
593
594This field affects the move type with which the lightning moves through
595the map and which map cells will reflect or block it.
596
597=item I<attacktype> <attacktype>
598
599The attacktype with which it hits the objects on the map.
600
601=item I<dam> <number>
602
603The damage this bolt inflicts when it hits objects on the map.
604
605=item I<Dex> <number>
606
607This is the fork percentage, it is reduced by 10 per fork.
608And the I<dam> field is halved on each fork.
609
610=item I<Con> (internal)
611
612This value is a percentage of which the forking lightning
613is deflected to the left. This value should be mostly used internally.
614
615=item I<duration> <number>
616
617The duration the bolt stays on a map cell. This field is decreased each time
618the object is processed (see the meaning of I<speed> and I<speed_left> fields in
619the generic object field description).
620
621=item I<range> <number>
622
623This is the range of the bolt, each space it advances this field is decreased.
624
625=back
626
627=head3 B<ARROW> - type 13 - Arrows
628
629This is the type for objects that represent projectiles like arrows.
630The movement of B<THROWN_OBJ>s behave similar to this type.
631
632Flying arrows are stopped either when they hit something blocking
633(I<move_block>) or something which is alive.
634If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
635set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
636damage with a small chance which is affected by the I<level> field of the arrow.
637
638If FLAG_REFLECTING is set on the arrow it will bounce off everything
639that is not alive and blocks it's movement.
640
641When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
642fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
643the object, to restore them once the arrow has been stopped.
644
645=over 4
646
647=item I<dam> <number>
648
649The amount of damage that is being done to the victim that gets hit.
650This field is recomputed when the arrow is fired and will consist
651of the sum of a damage bonus (see description of the B<BOW> type),
652the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
653and the arrows I<magic> field.
654
655=item I<wc> <number>
656
657The weapon class of the arrow, which has effect on the propability of hitting.
658
659It is recomputed when the arrow is being fired by this formula:
660
661 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
662 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
663
664When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
665level is not added.
666
667wc_mod is dependend on the fire mode of the bow. For a more detailed
668explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
669
670=item I<magic> <number>
671
672This field is added to the damage of the arrow when it is shot and
673will also improve it's I<speed> by 1/5 of it's value.
674
675=item I<attacktype> <attacktype>
676
677Bitfield which decides the attacktype of the damage, see include/attackinc.h
678On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
679
680=item I<level> <number> (interally used)
681
682The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
683see above in the B<ARROW> description.
684
685The I<level> is set when the arrow is fired to either the skill level or the
686shooters level.
687
688=item I<speed> <number> (internal)
689
690This field shouldn't be set directly in the archetype, the arrow will get it's
691I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
692arrow will be stopped immediatly.
693
694On fireing the I<speed> of the arrow is computed of 1/5 of the
695sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
696of the bows I<dam> field is added to the I<speed> of the arrow.
697
698The minimum I<speed> of an arrow is 1.0.
699
700While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
701
702If the I<speed> is above 10.0 it goes straight through the creature it hits and
703it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
704stopped and either sticked into the victim (see I<weight> field description) or
705put on it's map square (if it didn't break, see description of the I<food> field).
706
707=item I<weight> <number>
708
709This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
710the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
711
712=item I<food> <number>
713
714The breaking percentage. 100 (%) means: breaks on usage for sure.
715
716=item I<inventory> (internal)
717
718If the flying/moving object has something in it's inventory and it stops, it
719will be replaced with it's inventory. Otherwise it will be handled as usual,
720which means: it will be calculated whether the arrow breaks and it will be
721reset for reuse.
722
723=item I<slaying> <string>
724
725When the bow that fires this arrow has it's I<slaying> field set it is copied
726to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
727
728=item I<move_type> <movetype> (internally used)
729
730This field is set when the arrow is shot to MOVE_FLY_LOW.
731
732=item I<move_on> <movetype> (internally used)
733
734This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
735
736=item I<race> <string>
737
738The I<race> field is a unique key that assigns arrows, bows and quivers. When
739shooting an arrow the bows I<race> is used to search for arrows (which have the
740same I<race> as the bow) in the players inventory and will recursively search in
741the containers (which are applied and have the same I<race> as the bow and the arrow).
742
743=back
744
745=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
746
747TODO, but take into account B<ARROW> description above!
748
499=head3 WEAPON - type 15 - Weapons 749=head3 B<WEAPON> - type 15 - Weapons
500 750
501This type is for general hack and slash weapons like swords, maces 751This type is for general hack and slash weapons like swords, maces
502and daggers and and .... 752and daggers and and ....
503 753
504=over 4 754=over 4
505 755
506=item weapontype <type id> 756=item I<weapontype> <type id>
507 757
508decides what attackmessages are generated, see include/define.h 758decides what attackmessages are generated, see include/define.h
509 759
510=item attacktype <bitmask> 760=item I<attacktype> <bitmask>
511 761
512bitfield which decides the attacktype of the damage, see include/attackinc.h 762bitfield which decides the attacktype of the damage, see include/attackinc.h
513 763
514=item dam <number> 764=item I<dam> <number>
515 765
516amount of damage being done with the attacktype 766amount of damage being done with the attacktype
517 767
518=item item_power <level> 768=item I<item_power> <level>
519 769
520the itempower of this weapon. 770the itempower of this weapon.
521 771
522=item name 772=item I<name>
523 773
524the name of the weapon. 774the name of the weapon.
525 775
526=item level (internal) 776=item I<level> (internal)
527 777
528The improvement state of the weapon. 778The improvement state of the weapon.
529If this field is greater than 0 the 'name' field starts with the 779If this field is greater than 0 the I<name> field starts with the
530characters name who improved this weapon. 780characters name who improved this weapon.
531 781
532=item last_eat (internal) 782=item I<last_eat> (internal)
533 783
534seems to be the amount of improvements of a weapon, 784This seems to be the amount of improvements of a weapon,
535the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 785the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
536 786
537 ((who->level / 5) + 5) >= op->last_eat 787 ((who->level / 5) + 5) >= op->last_eat
538 788
539=item last_sp 789=item I<last_sp>
540 790
541the weapon speed (see magic description) 791the weapon speed (see magic description)
542 792
543=item food <number> 793=item I<food> <number>
544 794
545addition to food regeneration of the player 795addition to food regeneration of the player
546 796
547=item hp <number> 797=item I<hp> <number>
548 798
549addition to health regeneration 799addition to health regeneration
550 800
551=item sp <number> 801=item I<sp> <number>
552 802
553addition to mana regeneration 803addition to mana regeneration
554 804
555=item grace <number> 805=item I<grace> <number>
556 806
557addititon to grace regeneration 807addititon to grace regeneration
558 808
559=item gen_sp_armour <number> 809=item I<gen_sp_armour> <number>
560 810
561the players gen_sp_armour field (which is per default 10) is added the <number> amount. 811the players I<gen_sp_armour> field (which is per default 10) is being added the
562gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 812<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
563is multiplied: gen_sp *= 10/<number> 813do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
564meaning: values > 10 of gen_sp_armour limits the amout of regenerated 814I<gen_sp_armour> limits the amout of regenerated spellpoints.
565spellpoints.
566 815
567generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 816Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
568sp regeneration. 817I<sp> regeneration.
569 818
570=item body_<body slot/part> 819=item I<body_BODYSLOT>
571 820
572the part of the body you need to use this weapon, possible values should be 821The part of the body you need to use this weapon, possible values should be
573looked up in common/item.C at body_locations. 822looked up in common/item.C at body_locations.
574 823
575=item resist_<resistnacy> <number> 824=item I<resist_RESISTNACY> <number>
576 825
577this is the factor with which the difference of the players resistancy and 100% 826this is the factor with which the difference of the players resistancy and 100%
578is multiplied, something like this: 827is multiplied, something like this:
579 828
580 additional_resistancy = (100 - current_resistanct) * (<number>/100) 829 additional_resistancy = (100 - current_resistanct) * (<number>/100)
584 833
585 'total resistance = total protections - total vulnerabilities' 834 'total resistance = total protections - total vulnerabilities'
586 835
587see also common/living.C:fix_player 836see also common/living.C:fix_player
588 837
589=item patch_(attuned|repelled|denied) 838=item I<path_(attuned|repelled|denied)>
590 839
591this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 840this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
592for the pathes. 841for the pathes.
593 842
594=item luck <number> 843=item I<luck> <number>
595 844
596this luck is added to the players luck 845this luck is added to the players I<luck>
597 846
598=item move_type 847=item I<move_type>
599 848
600if the weapon has a move_type set the player inherits it's move_type 849if the weapon has a I<move_type> set the player inherits it's I<move_type>
601 850
602=item exp <number> 851=item I<exp> <number>
603 852
604the added_speed and bonus_speed of the player is raised by <number>/3. 853the added_speed and bonus_speed of the player is raised by <number>/3.
605if <number> < 0 then the added_speed is decreased by <number> 854if <number> < 0 then the added_speed is decreased by <number>
606 855
607=item weight 856=item I<weight>
608 857
609the weight of the weapon 858the weight of the weapon
610 859
611=item magic 860=item I<magic>
612 861
613the magic field affects the amounts of the following fields: 862the I<magic> field affects the amounts of the following fields:
614 863
615 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 864 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
616 865
617 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 866 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
618 867
619 - dam: the players dam is adjusted by: player->dam += (dam + magic) 868 - dam: the players dam is adjusted by: player->dam += (dam + magic)
620 869
621 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 870 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
622 (minium is 0) 871 (minium is 0)
623 872
624=item ac <number> 873=item I<ac> <number>
625 874
626the amount of ac points the player's ac is decreased 875the amount of ac points the player's I<ac> is decreased when applying this object.
627 876
628=item wc <number> 877=item I<wc> <number>
629 878
630the amount of wc points the player's wc is decreased 879the amount of wc points the player's I<wc> is decreased when applying this object.
631 880
632=back 881=back
633 882
634=head4 Player inherits following flags from weapons: 883=head4 Player inherits following flags from weapons:
635 884
640 FLAG_XRAYS 889 FLAG_XRAYS
641 FLAG_BLIND 890 FLAG_BLIND
642 FLAG_SEE_IN_DARK 891 FLAG_SEE_IN_DARK
643 FLAG_UNDEAD 892 FLAG_UNDEAD
644 893
894=head3 B<GRIMREAPER> - type 28 - Grimreapers
895
896These type are mostly used for monsters, they give the
897monster the ability to dissapear after 10 hits with AT_DRAIN.
898
899=over 4
900
901=item I<value> <number>
902
903This field stores the hits the monster did yet.
904
905=back
906
907=head3 B<CREATOR> - type 42 - Object creators
908
909Once a creator is activated by a connection it creates a number of objects
910(cloned from it's inventory or a new object derived from the archetype
911named in the other_arch slot).
912
913If FLAG_LIVESAFE is set the number of uses is unlimited.
914
915=over 4
916
917=item I<hp> <number>
918
919If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
920be used.
921
922=item I<speed> <number>
923
924If I<speed> is set the creator will create an object periodically,
925see I<speed> and I<speed_left> fields in the general object field description
926for more details.
927
928=item I<slaying> <string>
929
930If set the generated object's name and title will be set to this.
931
932=item I<other_arch> <string>
933
934If the inventory of the creator is empty new objects will be derived from the
935archetype named by <string>.
936
937=item I<connected> <number>
938
939See generic object field description.
940
941=back
942
645=head3 DRINK - type 54 - Drinkable stuff 943=head3 B<DRINK> - type 54 - Drinkable stuff
646 944
647See FOOD description. 945See B<FOOD> description.
648 946
649=head3 CHECK_INV - type 64 - Inventory checkers 947=head3 B<CHECK_INV> - type 64 - Inventory checkers
650 948
651This object checks whether the player has a specific item in his 949This object checks whether the player has a specific item in his
652inventory when he moves above the inventory checker. If the player has 950inventory when he moves above the inventory checker. If the player has
653the item (or not, which can be controlled with a flag) a connection will be triggered. 951the item (or not, which can be controlled with a flag) a connection will be triggered.
654 952
655If you set move_block you can deny players and monsters to reach the space where 953If you set I<move_block> you can deny players and monsters to reach the space where
656the inventory checker is on, see 'move_block' description below. 954the inventory checker is on, see I<move_block> description below.
657 955
658The conditions specified by hp, slaying and race are concationated with OR. 956The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
659So matching one of those conditions is enough. 957So matching one of those conditions is enough.
660 958
661=over 4 959=over 4
662 960
663=item move_block <move type bitmask> 961=item I<move_block> <move type bitmask>
664 962
665If you set this field to block a movetype the move code will block any moves 963If you set this field to block a movetype the move code will block any moves
666onto the space with the inventory checker, IF the moving object doesn't have 964onto 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. 965(or has - if I<last_sp> = 0) the item that the checker is searching for.
668 966
669=item last_sp (0|1) 967=item I<last_sp> (0|1)
670 968
671If last_sp is 1 'having' the item that is being checked for will 969If I<last_sp> is 1 'having' the item that is being checked for will
672activate the connection or make the space with the checker non-blocking. 970activate the connection or make the space with the checker non-blocking.
673If last_sp is 0 'not having' the item will activate the connection 971If I<last_sp> is 0 'not having' the item will activate the connection
674or make the space with the checker non-blocking. 972or make the space with the checker non-blocking.
675 973
676=item last_heal (0|1) 974=item I<last_heal> (0|1)
677 975
678If last_heal is 1 the matching item will be removed if the inventory checker 976If I<last_heal> is 1 the matching item will be removed if the inventory checker
679activates a connection and finds the item in the inventory. 977activates a connection and finds the item in the inventory.
680 978
681(A inventory checker that blocks a space won't remove anything from inventories) 979(A inventory checker that blocks a space won't remove anything from inventories)
682 980
683=item hp <number> 981=item I<hp> <number>
684 982
685If this field is not 0 the inventory checker will search for an object 983If this field is not 0 the inventory checker will search for an object
686with the type id <number>. 984with the type id <number>.
687 985
688=item slaying <string> 986=item I<slaying> <string>
689 987
690If this field is set the inventory checker will search for an object that 988If this field is set the inventory checker will search for an object that
691has the same string in the slaying field (for example a key string of a key). 989has the same string in the I<slaying> field (for example a key string of a key).
692 990
693=item race <string> 991=item I<race> <string>
694 992
695If this field is set the inventory checker will search for an object which 993If this field is set the inventory checker will search for an object which
696has the archetype name that matches <string>. 994has the archetype name that matches <string>.
697 995
698=item connected <connection id> 996=item I<connected> <connection id>
699 997
700This is the connection that will be activated. 998This is the connection that will be activated. The connection is
999'pushed' when someone enters the space with the inventory checker,
1000and it is 'released' when he leaves it.
701 1001
702=back 1002See also the description of the I<connected> field in the generic object field
1003section.
703 1004
1005=back
1006
704=head3 FLESH - type 72 - Organs and body parts 1007=head3 B<FLESH> - type 72 - Organs and body parts
705 1008
706See FOOD description. 1009See B<FOOD> description.
707 1010
1011=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1012
1013A type for any object that has no special behaviour.
1014
1015=head3 B<LAMP> - type 82 - A lamp
1016
1017This object makes light.
1018
1019=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1020
1021This type of objects multiplies objects that are above it when it is activated.
1022You can even multiply by 0, which will destroy the object.
1023
1024=over 4
1025
1026=item I<level> <number>
1027
1028The multiplicator, if set to 0 or lower it will destroy the objects above it.
1029
1030=item I<other_arch> <string>
1031
1032The archetype name of the objects that should be multiplied.
1033
1034=item I<connected> <number>
1035
1036See generic object field description.
1037
1038=back
1039
708=head3 HOLE - type 94 - Holes 1040=head3 B<HOLE> - type 94 - Holes
709 1041
710Holes are holes in the ground where objects can fall through. When the hole 1042B<HOLE>s are holes in the ground where objects can fall through. When the hole
711opens and/or is completly open all objects above it fall through (more 1043opens and/or is completly open all objects above it fall through (more
712precisely: if their head is above the hole). 1044precisely: if their head is above the hole).
713 1045
1046When the B<HOLE> is activated it's speed is set to 0.5.
1047
714Trapdoors can only transfer the one who falls through to other coordinates 1048These holes can only transfer the one who falls through to other coordinates
715on the B<same> map. 1049on the same map.
716 1050
717=over 4 1051=over 4
718 1052
719=item maxsp (0|1) 1053=item I<maxsp> (0|1)
720 1054
721This field negates the state of the connection: When maxsp is 1 the pit will 1055This field negates the state of the connection: When maxsp is 1 the pit will
722open/close when the connection is deactivated. Otherwise it will open/close 1056open/close when the connection is deactivated. Otherwise it will open/close
723when the connection is activated. This field only has effect when the 1057when the connection is activated. This field only has effect when the
724connection is triggered. So if you put a closed hole on a map, and the 1058connection is triggered. So if you put a closed hole on a map, and the
725connection is deactivated, and maxsp is 1 the hole will remain closed until the 1059connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
726connection was triggered once. 1060connection was triggered once.
727 1061
728=item connected <connection id> 1062=item I<connected> <connection id>
729 1063
730This is the connection id, which lets the hole opening or closing when 1064This is the connection id, which lets the hole opening or closing when
731activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1065activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
732at which connection state the object is activated. 1066at which connection state the object is activated.
733 1067
734For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1068For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
735the connection is released. 1069the connection is released.
736 1070
737=item wc <number> (internal) 1071=item I<wc> <number> (internal)
738 1072
739This is an internal flag. If it is greater than 0 it means that the hole is not 1073This is an internal field. If it is greater than 0 it means that the hole is not
740yet fully open. More preciesly: this field is the animation-step and if it is 1074yet fully open. More preciesly: this field is the animation-step and if it is
741set to the 'closed' step of the animation the hole is closed and if it is on 1075set to the 'closed' step of the animation the hole is closed and if it is on
742the 'open' animation step (wc = 0), the hole is open. 1076the 'open' animation step (I<wc> = 0), the hole is open.
743 1077
744=item sp <number> 1078=item I<sp> <number>
745 1079
746The destination y coordinates on the same map. 1080The destination y coordinates on the same map.
747 1081
748=item hp <number> 1082=item I<hp> <number>
749 1083
750The destination x coordinates on the same map. 1084The destination x coordinates on the same map.
751 1085
752=back 1086=back
753 1087
754=head3 POISONING - type 105 - The poisoning of players and monsters 1088=head3 B<POISONING> - type 105 - The poisoning of players and monsters
755 1089
756This type is doing the actual damage to the ones who were attacked 1090This type is doing the actual damage to the ones who were attacked
757via AT_POISON (or drank POISON). 1091via AT_POISON (or drank B<POISON>).
758 1092
759The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1093The duration is handled via the FLAG_IS_USED_UP mechanism (please look
760there for details). 1094there for details).
761 1095
762=over 4 1096=over 4
763 1097
764=item dam <number> 1098=item I<dam> <number>
765 1099
766Each time the poisoning is processed (which is determined by the speed and speed_left 1100Each time the poisoning is proccessed (which is determined by the I<speed> and
767fields, see the general object attributes above) it hits the player with 1101I<speed_left> fields, see the general object fields description above) it hits
768<number> damage and the AT_INTERNAL attacktype (means: it will simply 1102the player with <number> damage and the AT_INTERNAL attacktype (means: it will
769hit the player with no strings attached). 1103simply hit the player with no strings attached).
770 1104
771=item food <number> 1105=item I<food> <number>
772 1106
773Just a note: The posion is removed when food == 1 and not when 1107Just a note: The posioning is removed if I<food> == 1 and not if
774the whole duration is up, because the POISONING code has to remove 1108the whole I<duration> is up, because the B<POISONING> code has to remove
775the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1109the poison-effects from the player before the FLAG_IS_USED_UP mechanism
776deletes the POISONING object. 1110deletes the B<POISONING> object.
777 1111
778=back 1112=back
779 1113
780=head3 FORCE - type 114 - Forces 1114=head3 B<FORCE> - type 114 - Forces
781 1115
782Forces are a very 'thin' type. They don't have much behaviour other than 1116Forces are a very 'thin' type. They don't have much behaviour other than
783disappearing after a time and/or affecting the player if they are in his 1117disappearing after a time and/or affecting the player if they are in his
784inventory. 1118inventory.
785 1119
786Forces only take effect on the player if they have set FLAG_APPLIED. 1120Forces only take effect on the player if they have FLAG_APPLIED set.
787 1121
788Whether the duration field is processed or not a tick is controlled via the 1122Whether the I<duration> field is processed or not per tick is controlled by the
789speed and speed_left field. Look above at the generic description of these 1123I<speed> and I<speed_left> fields. Look above in the generic object field description.
790fields.
791 1124
792NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1125NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
793like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1126interpreter like described in the description of the FLAG_IS_USED_UP flag.
7940 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1127BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
795If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1128will still last for I<duration>. If the FLAG_APPLIED is not set the force is
796Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1129removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1130have good semantics on forces, try to avoid it.
797 1131
798=over 4 1132=over 4
799 1133
800=item duration 1134=item I<duration>
801 1135
802While this field is greater than 0 the force/object is not destroyed. It is 1136While this field is greater than 0 the force/object is not destroyed. It is
803decreased each tick by 1. 1137decreased each tick by 1.
804 1138
805If it reaches 0 the force/object is destroyed. 1139If it reaches 0 the force/object is destroyed.
808FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1142FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
809what happens then. 1143what happens then.
810 1144
811=back 1145=back
812 1146
813=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1147=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
814 1148
815This object is generated by the POTION code when the potion is a resistance 1149This object is generated by the B<POTION> code when the potion is a resistance
816giving potion. It has mainly the same behaviour as a FORCE. 1150giving potion. It has mainly the same behaviour as a B<FORCE>.
817 1151
818The specialty of the potion effect is that the resistancy it gives is absolute, 1152The specialty of the potion effect is that the resistancy it gives is absolute,
819so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1153so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
820fire. 1154fire.
821 1155
822Multiple potion effects only give you the maximum of their resistancy. 1156Multiple potion effects only give you the maximum of their resistancy.

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