1 | =head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION |
1 | =head1 CROSSFIRE TRT OBJECT AND INTERNALS DOCUMENTATION |
2 | |
2 | |
3 | Here is all information about the object types Crossfire+ |
3 | Here is all information about the object types Crossfire+ |
4 | supports at the moment. This is not a complete documentation (yet) |
4 | supports at the moment. This is not a complete documentation (yet) |
5 | and browsing the source is still recommended to learn about |
5 | and browsing the source is still recommended to learn about |
6 | the objects that aren't documented here. |
6 | the objects that aren't documented here. |
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13 | |
13 | |
14 | The term 'archetype' stands for a collection of fields. |
14 | The term 'archetype' stands for a collection of fields. |
15 | The term 'object' stands for an archetype instance. |
15 | The term 'object' stands for an archetype instance. |
16 | The term 'field' is used for an object fields and archetype fields. |
16 | The term 'field' is used for an object fields and archetype fields. |
17 | |
17 | |
18 | Field names will be displayed like I<this>. |
18 | Field names will be displayed like this: I<fieldname> |
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19 | |
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20 | Type names will be displayed like this: B<TYPENAME> |
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21 | |
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22 | Flag names will be displayer like this: FLAG_NAME |
19 | |
23 | |
20 | =head2 About archetypes and objects |
24 | =head2 About archetypes and objects |
21 | |
25 | |
22 | Archetypes are 'templates' of objects. If an object is derived |
26 | Archetypes are 'templates' of objects. If an object is derived |
23 | from an archetype the object fields will be set to the corresponding |
27 | from an archetype the object fields will be set to the corresponding |
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72 | These are the fields that most of the objects have and/or their |
76 | These are the fields that most of the objects have and/or their |
73 | default behaviour. |
77 | default behaviour. |
74 | |
78 | |
75 | =over 4 |
79 | =over 4 |
76 | |
80 | |
77 | =item name <string> |
81 | =item I<name> <string> |
78 | |
82 | |
79 | The name of the object. |
83 | The name of the object. |
80 | |
84 | |
81 | =item name_pl <string> |
85 | =item I<name_pl> <string> |
82 | |
86 | |
83 | The name of a collection of these objects (the plural of the name). |
87 | The name of a collection of these objects (the plural of the name). |
84 | |
88 | |
85 | =item face <facename> |
89 | =item I<face> <facename> |
86 | |
90 | |
87 | The graphical appearance of this object. |
91 | The graphical appearance of this object. |
88 | |
92 | |
89 | =item x <number> |
93 | =item I<x> <number> |
90 | |
94 | |
91 | The x position of the object when it is on a map. |
95 | The x position of the object when it is on a map. |
92 | |
96 | |
93 | =item y <number> |
97 | =item I<y> <number> |
94 | |
98 | |
95 | The y position of the object when it is on a map. |
99 | The y position of the object when it is on a map. |
96 | |
100 | |
97 | =item map (internal) |
101 | =item I<map> (internal) |
98 | |
102 | |
99 | The map the object is on. |
103 | The map the object is on. |
100 | |
104 | |
101 | =item invisible <number> |
105 | =item I<invisible> <number> |
102 | |
106 | |
103 | If the <number> is greater than 0 the object is invisible. |
107 | If the <number> is greater than 0 the object is invisible. |
104 | For players this field reflects the duration of the invisibility |
108 | For players this field reflects the duration of the invisibility |
105 | and is decreased every tick by 1. |
109 | and is decreased every tick by 1. |
106 | |
110 | |
107 | For non-player objects this field is not changed by server ticks. |
111 | For non-player objects this field is not changed by server ticks. |
108 | |
112 | |
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113 | =item I<glow_radius> <number> |
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114 | |
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115 | This field indicates how far an object glows. Default is a radius of 0 (no |
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116 | glowing at all). |
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117 | |
109 | =item speed <number> |
118 | =item I<speed> <number> |
110 | |
119 | |
111 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
120 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
112 | on the active object list and will be processed each tick (see also speed_left!). |
121 | on the active object list and will be processed each tick (see also speed_left!). |
113 | |
122 | |
114 | If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
123 | If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed |
115 | from the active object list and it won't experience any processing per tick. |
124 | from the active object list and it won't experience any processing per tick. |
116 | |
125 | |
117 | =item speed_left <number> |
126 | =item I<speed_left> <number> |
118 | |
127 | |
119 | If this field is greater than 0 and the object is on the |
128 | If this field is greater than 0 and the object is on the |
120 | active list (mostly means it's speed is also greater than 0): |
129 | active list (mostly means it's speed is also greater than 0): |
121 | |
130 | |
122 | - speed_left is decreased by 1 |
131 | - speed_left is decreased by 1 |
123 | - and this object is processed and experiences a server tick. |
132 | - and this object is processed and experiences a server tick. |
124 | |
133 | |
125 | If the object is on the active list and speed_left is lower or |
134 | If the object is on the active list and I<speed_left> is lower or |
126 | equal to 0 the absolute value of the speed field is added to speed_left |
135 | equal to 0 the absolute value of the I<speed> is added to I<speed_left> |
127 | on the end of the tick. |
136 | on the end of the tick. |
128 | |
137 | |
129 | This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
138 | This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) |
130 | the more seldom the object is processed. And the higher the speed field is |
139 | the more seldom the object is processed. And the higher I<speed> is |
131 | the more often the object is processed. |
140 | the more often the object is processed. |
132 | |
141 | |
133 | =item connected <number> |
142 | =item I<connected> <number> |
134 | |
143 | |
135 | When this field is set the object will be linked to a connection with the |
144 | When this field is set the object will be linked to a connection with the |
136 | id <number>. What happens when the connection is 'activated' depends on the |
145 | id <number>. What happens when the connection is 'activated' depends on the |
137 | type of the object. |
146 | type of the object. |
138 | |
147 | |
139 | When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control |
148 | FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control |
140 | when to activate the object, see description of these below for further details. |
149 | when to activate the object, see description of these below for further details. |
141 | |
150 | |
142 | =item no_drop (0|1) |
151 | =item I<no_drop> (0|1) |
143 | |
152 | |
144 | Sets the flag FLAG_NO_DROP. |
153 | Sets the flag FLAG_NO_DROP. |
145 | See Flags section below. |
154 | See Flags section below. |
146 | |
155 | |
147 | =item applied (0|1) |
156 | =item I<applied> (0|1) |
148 | |
157 | |
149 | Sets the flag FLAG_APPLIED. |
158 | Sets the flag FLAG_APPLIED. |
150 | See Flags section below. |
159 | See Flags section below. |
151 | |
160 | |
152 | =item is_used_up (0|1) |
161 | =item I<is_used_up> (0|1) |
153 | |
162 | |
154 | Sets the flag FLAG_IS_USED_UP. |
163 | Sets the flag FLAG_IS_USED_UP. |
155 | See Flags section below. |
164 | See Flags section below. |
156 | |
165 | |
157 | =item changing (0|1) |
166 | =item I<changing> (0|1) |
158 | |
167 | |
159 | Sets the flag FLAG_CHANGING. |
168 | Sets the flag FLAG_CHANGING. |
160 | See Flags section below. |
169 | See Flags section below. |
161 | |
170 | |
162 | =item auto_apply (0|1) |
171 | =item I<auto_apply> (0|1) |
163 | |
172 | |
164 | Sets the flag FLAG_AUTO_APPLY. |
173 | Sets the flag FLAG_AUTO_APPLY. |
165 | See Flags section below. |
174 | See Flags section below. |
166 | |
175 | |
167 | =item no_steal (0|1) |
176 | =item I<no_steal> (0|1) |
168 | |
177 | |
169 | Sets the flag FLAG_NO_STEAL. |
178 | Sets the flag FLAG_NO_STEAL. |
170 | See Flags section below. |
179 | See Flags section below. |
171 | |
180 | |
172 | =item reflecting (0|1) |
181 | =item I<reflecting> (0|1) |
173 | |
182 | |
174 | Sets the flag FLAG_REFLECTING. |
183 | Sets the flag FLAG_REFLECTING. |
175 | See Flags section below. |
184 | See Flags section below. |
176 | |
185 | |
177 | =item reflect_spell (0|1) |
186 | =item I<reflect_spell> (0|1) |
178 | |
187 | |
179 | Sets the flag FLAG_REFL_SPELL. |
188 | Sets the flag FLAG_REFL_SPELL. |
180 | See Flags section below. |
189 | See Flags section below. |
181 | |
190 | |
182 | =item no_skill_ident (0|1) |
191 | =item I<no_skill_ident> (0|1) |
183 | |
192 | |
184 | Sets the flag FLAG_NO_SKILL_IDENT. |
193 | Sets the flag FLAG_NO_SKILL_IDENT. |
185 | See Flags section below. |
194 | See Flags section below. |
186 | |
195 | |
187 | =item activate_on_push (0|1) (default: 1) |
196 | =item I<activate_on_push> (0|1) (default: 1) |
188 | |
197 | |
189 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
198 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
190 | See Flags section below. |
199 | See Flags section below. |
191 | |
200 | |
192 | =item activate_on_release (0|1) (default: 1) |
201 | =item I<activate_on_release> (0|1) (default: 1) |
193 | |
202 | |
194 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
203 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
195 | See Flags section below. |
204 | See Flags section below. |
196 | |
205 | |
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206 | =item I<is_lightable> (0|1) |
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207 | |
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208 | Sets the flag FLAG_IS_LIGHTABLE. |
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209 | See Flags section below. |
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210 | |
197 | =item editable (more than deprecated) |
211 | =item I<editable> (more than deprecated) |
198 | |
212 | |
199 | This field had a special meaning for crossedit, which used parts |
213 | This field had a special meaning for crossedit, which used parts |
200 | of the server code for editing. Wherever you see this field being |
214 | of the server code for editing. Wherever you see this field being |
201 | set in an archetype ignore it and/or remove it. No code interprets this |
215 | set in an archetype ignore it and/or remove it. No code interprets this |
202 | field anymore. |
216 | field anymore. |
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217 | |
231 | |
218 | This flag mostly states whether this object has been 'applied' by the player. |
232 | This flag mostly states whether this object has been 'applied' by the player. |
219 | For objects that are applied by the code or have this flag set in the archetype |
233 | For objects that are applied by the code or have this flag set in the archetype |
220 | it mostly means 'this object is active'. |
234 | it mostly means 'this object is active'. |
221 | |
235 | |
222 | For example the player adjustments of the hp/sp/grace fields and inheritance |
236 | For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance |
223 | of flags from objects in his inventory is toggled by this flag. |
237 | of flags from objects in his inventory is toggled by this flag. |
224 | |
238 | |
225 | =item FLAG_IS_USED_UP |
239 | =item FLAG_IS_USED_UP |
226 | |
240 | |
227 | This flag controls whether an object is 'used up'. If it is set the 'food' field |
241 | This flag controls whether an object is 'used up'. If it is set I<food> |
228 | of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha |
242 | is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0. |
229 | it is removed. |
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230 | |
243 | |
231 | If also the flag FLAG_APPLIED is set, the 'duration' field controls whether |
244 | If also the flag FLAG_APPLIED is set, the I<duration> field controls whether |
232 | this object is removed or not, see the Force type below for the meaning |
245 | this object is removed or not, see the B<FORCE> type below for the meaning |
233 | of the duration field in this context. |
246 | of the duration field in this context. |
234 | |
247 | |
235 | If FLAG_APPLIED is not set the object is destroyed. |
248 | If FLAG_APPLIED is not set the object is destroyed. |
236 | |
249 | |
237 | =item FLAG_CHANGING |
250 | =item FLAG_CHANGING |
238 | |
251 | |
239 | If the 'state' field of the object is 0 the object will be processed periodically. |
252 | If the I<state> field of the object is 0 the object will be processed periodically |
240 | Otherwise it won't "change"; |
253 | (if I<speed> is set). If the I<state> field is 1 it won't be processed. |
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254 | |
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255 | This flag indicates that the object is changing into a different object. |
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256 | The object has to have the I<other_arch> field set. The object the changing object |
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257 | changes into is derived from the archetype in I<other_arch>. |
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258 | |
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259 | When the object does not have FLAG_ALIVE set the I<food> field will be decremented |
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260 | each time the object is processed, and if I<food> reaches 0 one new object will be generated. |
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261 | |
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262 | When the object has FLAG_ALIVE set the I<food> field is the number of objects that |
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263 | will be generated. |
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264 | |
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265 | After the new object is created the I<hp> field from the old object is copied into |
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266 | the new one. |
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267 | |
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268 | When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied |
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269 | to the new object. |
241 | |
270 | |
242 | =item FLAG_IS_A_TEMPLATE (internal use) |
271 | =item FLAG_IS_A_TEMPLATE (internal use) |
243 | |
272 | |
244 | This flag is set on the inventory of generators like CREATORs and CONVERTERs, |
273 | This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, |
245 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
274 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
246 | |
275 | |
247 | =item FLAG_AUTO_APPLY |
276 | =item FLAG_AUTO_APPLY |
248 | |
277 | |
249 | This flag has currently only meaning for the TREASURE type, see below. |
278 | This flag has currently only meaning for the B<TREASURE> type, see below. |
250 | |
279 | |
251 | =item FLAG_ACTIVATE_ON_PUSH |
280 | =item FLAG_ACTIVATE_ON_PUSH |
252 | |
281 | |
253 | This flag has only meaning for objects that can be linked together |
282 | This flag has only meaning for objects that can be linked together |
254 | with the 'connected' field and controls wether the object should |
283 | by the I<connected> field and controls wether the object should |
255 | be activated when the connection is 'pushed' or it is 'released'. |
284 | be activated when the connection is 'pushed' or it is 'released'. |
256 | |
285 | |
257 | What 'pushed' and 'released' means depends on the object that |
286 | What 'pushed' and 'released' means depends on the object that |
258 | activates the connection. |
287 | activates the connection. |
259 | |
288 | |
260 | This flag is by default on. |
289 | This flag is by default on. |
261 | |
290 | |
262 | =item FLAG_ACTIVATE_ON_RELEASE |
291 | =item FLAG_ACTIVATE_ON_RELEASE |
263 | |
292 | |
264 | This flag has only meaning for objects that can be linked together |
293 | This flag has only meaning for objects that can be linked together |
265 | with the 'connected' field and controls wether the object should |
294 | by the I<connected> field and controls wether the object should |
266 | be activated when the connection is 'pushed' or it is 'released'. |
295 | be activated when the connection is 'pushed' or it is 'released'. |
267 | |
296 | |
268 | What 'pushed' and 'released' means depends on the object that |
297 | What 'pushed' and 'released' means depends on the object that |
269 | activates the connection. |
298 | activates the connection. |
270 | |
299 | |
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279 | (but in this context the flag is only used internally). |
308 | (but in this context the flag is only used internally). |
280 | |
309 | |
281 | =item FLAG_NO_SKILL_IDENT |
310 | =item FLAG_NO_SKILL_IDENT |
282 | |
311 | |
283 | This flag is mostly used internal and prevents unidentified objects |
312 | This flag is mostly used internal and prevents unidentified objects |
284 | (objects which don't have FLAG_IDENTIFIED set) being identified by |
313 | (objects which don't have FLAG_IDENTIFIED set) being identified |
285 | skills. |
314 | multiple times by skills. |
286 | |
315 | |
287 | This flag is used to mark objects to never being identified by a skill |
316 | This flag is used to mark objects which were unsuccessfully identified by a |
288 | once a player failed to identify an object. So that multiple tries |
317 | players skill. So that multiple tries of identifying aren't more effective than |
289 | of identifying aren't more effective than one. |
318 | one. |
290 | |
319 | |
291 | =item FLAG_REFLECTING |
320 | =item FLAG_REFLECTING |
292 | |
321 | |
293 | This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW |
322 | This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW> |
294 | to indicate whether this object reflects off walls. |
323 | to indicate whether this object reflects off walls. |
295 | |
324 | |
296 | =item FLAG_REFL_SPELL |
325 | =item FLAG_REFL_SPELL |
297 | |
326 | |
298 | This flag indicates whether something reflects spells, like spell reflecting |
327 | This flag indicates whether something reflects spells, like spell reflecting |
299 | amuletts. |
328 | amuletts. |
300 | |
329 | |
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330 | =item FLAG_IS_LIGHTABLE |
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331 | |
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332 | This flag indicates whether a B<LIGHTER> can light this object. See also the |
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333 | description of the B<LIGHTER> type. How easy you can light an item depends |
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334 | partially on the material of the object. |
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335 | |
301 | =back |
336 | =back |
302 | |
337 | |
303 | =head2 Description of type specific fields and behaviour |
338 | =head2 Description of type specific fields and behaviour |
304 | |
339 | |
305 | The beginning of the headers of the following subsection |
340 | The beginning of the headers of the following subsection |
306 | are the server internal names for the objects types, see include/define.h. |
341 | are the server internal names for the objects types, see include/define.h. |
307 | |
342 | |
308 | =head3 TRANSPORT - type 2 - Player transports |
343 | =head3 B<TRANSPORT> - type 2 - Player transports |
309 | |
344 | |
310 | This type is implemented by the transport extension and has currently no special |
345 | This type is implemented by the transport extension and has currently no special |
311 | fields that affect it. |
346 | fields that affect it. |
312 | |
347 | |
313 | =head3 ROD - type 3 - Rods that fire spells |
348 | =head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells |
314 | |
349 | |
315 | Rods contain spells and can be fired by a player. |
350 | Rods contain spells and can be fired by a player. |
316 | |
351 | |
317 | =over 4 |
352 | =over 4 |
318 | |
353 | |
319 | =item level <number> |
354 | =item I<level> <number> |
320 | |
355 | |
321 | This field is used for calculating the spell level that can be fired |
356 | This field is used for calculating the spell level that can be fired |
322 | with this rod, it's also the maximum level of the spell that can be fired. |
357 | with this rod, it's also the maximum level of the spell that can be fired. |
323 | The level of the spell that is being fired depends mostly on |
358 | The level of the spell that is being fired depends mostly on |
324 | the 'use magic item' skill level of the player and 1/10 of the level of the |
359 | the 'use magic item' skill level of the player and 1/10 of the level of the |
325 | rod is added as bonus. |
360 | rod is added as bonus. |
326 | |
361 | |
327 | =item hp <number> |
362 | =item I<hp> <number> |
328 | |
363 | |
329 | The amount of spellpoints this rod has left. |
364 | The amount of spellpoints this rod has left. Recharges at a rate of C<1 + |
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365 | maxhp/10> per tick. |
330 | |
366 | |
331 | =item maxhp <number> |
367 | =item I<maxhp> <number> |
332 | |
368 | |
333 | The maximum amount of spellpoints this rod has. |
369 | The maximum amount of spellpoints this rod has. |
334 | |
370 | |
335 | =item skill <skill name> |
371 | =item I<skill> <skill name> |
336 | |
372 | |
337 | This field determines which skill you need to apply this object. |
373 | This field determines which skill you need to apply this object. |
338 | |
374 | |
339 | =back |
375 | =back |
340 | |
376 | |
341 | =head3 TREASURE - type 4 - Treasures |
377 | =head3 B<TREASURE> - type 4 - Treasures |
342 | |
378 | |
343 | This type of objects are for random treasure generation in maps. |
379 | This type of objects are for random treasure generation in maps. |
344 | If this object is applied by a player it will replace itself with it's |
380 | If this object is applied by a player it will replace itself with it's |
345 | inventory. If it is automatically applied |
381 | inventory. If it is automatically applied |
346 | generate a treasure and replace itself with the generated treasure. |
382 | generate a treasure and replace itself with the generated treasure. |
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348 | Chests are also of this type, their treasures are generated by |
384 | Chests are also of this type, their treasures are generated by |
349 | the auto apply code on map instantiation. |
385 | the auto apply code on map instantiation. |
350 | |
386 | |
351 | =over 4 |
387 | =over 4 |
352 | |
388 | |
353 | =item hp <number> |
389 | =item I<hp> <number> |
354 | |
390 | |
355 | The number of treasures to generate. |
391 | The number of treasures to generate. |
356 | |
392 | |
357 | =item exp <level> |
393 | =item I<exp> <level> |
358 | |
394 | |
359 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
395 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
360 | and the difficulty for the treasurecode only depends on the maps difficulty, |
396 | and the difficulty for the treasurecode only depends on the maps difficulty, |
361 | otherwise the exp field has the following meaning: |
397 | otherwise the exp field has the following meaning: |
362 | |
398 | |
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365 | worth a treasure is or what bonuses it is given by the treasure code. |
401 | worth a treasure is or what bonuses it is given by the treasure code. |
366 | |
402 | |
367 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
403 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
368 | generation code. |
404 | generation code. |
369 | |
405 | |
370 | =item randomitems <treasurelist> |
406 | =item I<randomitems> <treasurelist> |
371 | |
407 | |
372 | The treasurelist to use to generate the treasure which is put in the |
408 | The treasurelist to use to generate the treasure which is put in the |
373 | treasure objects inventory. |
409 | treasure objects inventory. |
374 | |
410 | |
375 | =back |
411 | =back |
376 | |
412 | |
377 | =head3 POTION - type 5 - Potions for drinking and other nastynesses |
413 | =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses |
378 | |
414 | |
379 | These objects contain a spell and will emit it on apply, which most |
415 | These objects contain a spell and will emit it on apply, which most |
380 | of the time has the meaning of 'drinking'. |
416 | of the time has the meaning of 'drinking'. |
381 | |
417 | |
382 | If no resistancy field, stat field or attacktype is set and no spell |
418 | If no resistancy field, stat field or attacktype is set and no spell |
… | |
… | |
387 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
423 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
388 | will yield an explosion and hurt the player. |
424 | will yield an explosion and hurt the player. |
389 | |
425 | |
390 | =over 4 |
426 | =over 4 |
391 | |
427 | |
392 | =item Str, Dex, Con, Int, Wis, Cha, Pow <number> |
428 | =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number> |
393 | |
429 | |
394 | These stat fields determine how many stat points the player gets |
430 | These stat fields determine how many stat points the player gets |
395 | when he applies this potion. |
431 | when he applies this potion. |
396 | |
432 | |
397 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
433 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
398 | |
434 | |
399 | =item sp <number> |
435 | =item I<sp> <number> |
400 | |
436 | |
401 | If this field is set and the randomitems field is not set |
437 | If this field is set and the randomitems field is not set |
402 | the field is interpreted as spell number, please look the right |
438 | the field is interpreted as spell number, please look the right |
403 | number up in common/loader.C. |
439 | number up in common/loader.C. |
404 | |
440 | |
405 | If this field is set the randomitems field will be unset by the |
441 | If this field is set the randomitems field will be unset by the |
406 | map loading code. |
442 | map loading code. |
407 | |
443 | |
408 | =item attacktype <attacktype> |
444 | =item I<attacktype> <attacktype> |
409 | |
445 | |
410 | This field has some special meaning in potions, currently the |
446 | This field has some special meaning in potions, currently the |
411 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
447 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
412 | restoration potion or improvement potion. |
448 | restoration potion or improvement potion. |
413 | See include/attackinc.h for the bits of these types. |
449 | See include/attackinc.h for the bits of these types. |
… | |
… | |
418 | into him. |
454 | into him. |
419 | |
455 | |
420 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
456 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
421 | When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
457 | When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
422 | |
458 | |
423 | =item resist_<resistancy> <number> |
459 | =item I<resist_RESISTANCY> <number> |
424 | |
460 | |
425 | If this stat is set and no spell is in the potion the potion |
461 | If this stat is set and no spell is in the potion the potion |
426 | will create a force that give the player this specific resistancy. |
462 | will create a force that give the player this specific resistancy. |
427 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
463 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
428 | and the potion will last 10 times longer than the default force archetype |
464 | and the potion will last 10 times longer than the default force archetype |
429 | FORCE_NAME (at the moment of this writing spell/force.arc). |
465 | FORCE_NAME (at the moment of this writing spell/force.arc). |
430 | |
466 | |
431 | =item randomitems <treasurelist> |
467 | =item I<randomitems> <treasurelist> |
432 | |
468 | |
433 | The inventory/spell of the potion will be created by calling the treasure code |
469 | The inventory/spell of the potion will be created by calling the treasure code |
434 | with the treasurelist specified here. (I guess it's highly undefined what |
470 | with the treasurelist specified here. (I guess it's highly undefined what |
435 | happens if there is not a spell in the potions inventory). |
471 | happens if there is not a spell in the potions inventory). |
436 | |
472 | |
437 | =item on_use_yield <archetype> |
473 | =item I<on_use_yield> <archetype> |
438 | |
474 | |
439 | When this object is applied an instance of <archetype> will be created. |
475 | When this object is applied an instance of <archetype> will be created. |
440 | |
476 | |
441 | =item subtypes <potion subtype> |
477 | =item I<subtypes> <potion subtype> |
442 | |
478 | |
443 | see include/spells.h for possible potion subtypes, there are currently 4: |
479 | see include/spells.h for possible potion subtypes, there are currently 4: |
444 | |
480 | |
445 | =over 4 |
481 | =over 4 |
446 | |
482 | |
… | |
… | |
449 | Unused, default behaiour of a potion. |
485 | Unused, default behaiour of a potion. |
450 | |
486 | |
451 | =item POT_DUST |
487 | =item POT_DUST |
452 | |
488 | |
453 | This potion can be thrown to cast the spell that it has in it's inventory, |
489 | This potion can be thrown to cast the spell that it has in it's inventory, |
454 | the behaviour is not defined if there is not a spell in the inventory and the |
490 | the behaviour is not defined if there is not a B<SPELL> in the inventory and the |
455 | server will log an error. |
491 | server will log an error. |
456 | |
492 | |
457 | =item POT_FIGURINE |
493 | =item POT_FIGURINE |
458 | |
494 | |
459 | Unused, default behaiour of a potion. |
495 | Unused, default behaiour of a potion. |
… | |
… | |
464 | |
500 | |
465 | =back |
501 | =back |
466 | |
502 | |
467 | =back |
503 | =back |
468 | |
504 | |
469 | =head3 FOOD - type 6 - Eatable stuff |
505 | =head3 B<FOOD> - type 6 - Eatable stuff |
470 | |
506 | |
471 | This is for objects that are representing general eatables like |
507 | This is for objects that are representing general eatables like |
472 | beef or bread. |
508 | beef or bread. |
473 | |
509 | |
474 | The main difference between FOOD, FLESH and DRINK is that they |
510 | The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they |
475 | give different messages. |
511 | give different messages. |
476 | |
512 | |
477 | The specialty of FLESH is that it inherits the resistancies of the |
513 | The specialty of B<FLESH> is that it inherits the resistancies of the |
478 | monsters it was generated in and will let dragons raise their resistancies |
514 | monsters it was generated in and will let dragons raise their resistancies |
479 | with that. If the monster has the POISON attacktype the FLESH |
515 | with that. If the monster has the B<POISON> attacktype the B<FLESH> |
480 | will change into POISON. |
516 | will change into B<POISON>. |
481 | |
517 | |
482 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
518 | If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON> |
483 | and if he doesn't find any of that he will start eating FLESH. |
519 | and if he doesn't find any of that he will start eating B<FLESH>. |
484 | |
520 | |
485 | =over 4 |
521 | =over 4 |
486 | |
522 | |
487 | =item title <string> |
523 | =item I<title> <string> |
488 | |
524 | |
489 | If the food has a title or is cursed it is considered 'special', which means that the |
525 | If the food has B<title> set or is cursed it is considered 'special', which |
490 | fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
526 | means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>, |
491 | are interpreted and have further effects on the player. |
527 | I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects |
|
|
528 | on the player. |
492 | |
529 | |
493 | The higher the food field is the longer the improvement of the player lasts |
530 | The higher the I<food> field is the longer the improvement of the player lasts |
494 | (except for hp and sp). |
531 | (except for I<hp> and I<sp>). |
495 | |
532 | |
496 | =item food <number> |
533 | =item I<food> <number> |
497 | |
534 | |
498 | This is the amount of food points the player gets when he eats this. |
535 | This is the amount of food points the player gets when he eats this. |
499 | |
536 | |
500 | =item on_use_yield <archetype> |
537 | =item I<on_use_yield> <archetype> |
501 | |
538 | |
502 | When this object is applied an instance of <archetype> will be created. |
539 | When this object is applied an instance of <archetype> will be created. |
503 | |
540 | |
504 | =back |
541 | =back |
505 | |
542 | |
506 | =head3 POISON - type 7 - Poisonous stuff |
543 | =head3 B<POISON> - type 7 - Poisonous stuff |
507 | |
544 | |
508 | This type is for objects that can poison the player when drinking. |
545 | This type is for objects that can poison the player when he drinks/applies it. |
509 | When applied it will hit the attacked with AT_POISON and will create |
546 | When applied it will hit the attacked with AT_POISON and will create |
510 | a POISONING object in the one who was hit. |
547 | a B<POISONING> object in the one who was hit. |
511 | |
548 | |
512 | =over 4 |
549 | =over 4 |
513 | |
550 | |
514 | =item level <number> |
551 | =item I<level> <number> |
515 | |
552 | |
516 | This field affects the propability of poisoning. The higher the level difference |
553 | This field affects the probability of poisoning. The higher the level difference |
517 | between the one who is hit and the poision the mose propable it is the attacked |
554 | between the one who is hit and the poision the more probable it is the attacked |
518 | one will be poisoned. |
555 | one will be poisoned. |
519 | |
556 | |
520 | =item slaying <race> |
557 | =item I<slaying> <race> |
521 | |
558 | |
522 | On poison this field has the usual meaning of 'slaying', when the |
559 | This field has the usual meaning of 'slaying', when the |
523 | ones race matches the slaying field the damage done by the poison |
560 | poisoned's race matches the I<slaying> field the damage done by the poison |
524 | is multiplied by 3. |
561 | is multiplied by 3. |
525 | |
562 | |
526 | =item hp <number> |
563 | =item I<hp> <number> |
527 | |
564 | |
528 | This is the amount of damage the player will receive from applying this. The |
565 | This is the amount of damage the player will receive from applying this. The |
529 | attacktype AT_POISON will be used to hit the player and the damage will |
566 | attacktype AT_POISON will be used to hit the player and the damage will |
530 | determine the strenght, duration and depletion of stats of the poisoning. The |
567 | determine the strenght, duration and depletion of stats of the poisoning. The |
531 | created POISONING object which is being placed in the one who was attacked will |
568 | created B<POISONING> object which is being placed in the one who was attacked will |
532 | get the damage from this field (which is maybe adjusted by slaying or the |
569 | get the damage from this field (which is maybe adjusted by slaying or the |
533 | resistancies). |
570 | resistancies). |
534 | |
571 | |
535 | =item food <number> |
572 | =item I<food> <number> |
536 | |
573 | |
537 | 1/4 of <number> will be drained from the players food. |
574 | 1/4 of <number> will be drained from the players I<food>. |
538 | |
575 | |
539 | =item on_use_yield <archetype> |
576 | =item I<on_use_yield> <archetype> |
540 | |
577 | |
541 | When this object is applied an instance of <archetype> will be created. |
578 | When this object is applied an instance of <archetype> will be created. |
542 | |
579 | |
543 | =back |
580 | =back |
544 | |
581 | |
545 | =head3 BOOK - type 8 - Readable books |
582 | =head3 B<BOOK> - type 8 - Readable books |
546 | |
583 | |
547 | This type is basically for representing text books in the game. |
584 | This type is basically for representing text books in the game. |
548 | |
585 | |
549 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
586 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
550 | |
587 | |
551 | =over 4 |
588 | =over 4 |
552 | |
589 | |
553 | =item msg <text> |
590 | =item I<msg> <text> |
554 | |
591 | |
555 | This is the contents of the book. When this field is unset |
592 | This is the contents of the book. When this field is unset |
556 | at treasure generation a random text will be inserted. |
593 | at treasure generation a random text will be inserted. |
557 | |
594 | |
558 | =item skill <skill name> |
595 | =item I<skill> <skill name> |
559 | |
596 | |
560 | The skill required to read this book. (The most resonable |
597 | The skill required to read this book. (The most resonable |
561 | skill would be literacy). |
598 | skill would be literacy). |
562 | |
599 | |
563 | =item exp <number> |
600 | =item I<exp> <number> |
564 | |
601 | |
565 | The experience points the player get for reading this book. |
602 | The experience points the player get for reading this book. |
566 | |
603 | |
567 | =item subtype <readable subtype> |
604 | =item I<subtype> <readable subtype> |
568 | |
605 | |
569 | This field determines the type of the readable. |
606 | This field determines the type of the readable. |
570 | Please see common/readable.C in the readable_message_types table. |
607 | Please see common/readable.C in the readable_message_types table. |
571 | |
608 | |
572 | =back |
609 | =back |
573 | |
610 | |
574 | =head3 CLOCK - type 9 - Clocks |
611 | =head3 B<CLOCK> - type 9 - Clocks |
575 | |
612 | |
576 | This type of objects just display the time when being applied. |
613 | This type of objects just display the time when being applied. |
577 | |
614 | |
578 | =head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) |
615 | =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT) |
579 | |
616 | |
580 | This is a spell effect of a moving bolt. It moves straigt forward |
617 | This is a spell effect of a moving bolt. It moves straigt forward |
581 | through the map until something blocks it. |
618 | through the map until something blocks it. |
582 | If FLAG_REFLECTING is set it even reflects on walls. |
619 | If FLAG_REFLECTING is set it even reflects on walls. |
583 | |
620 | |
584 | FLAG_IS_TURNABLE should be set on these objects. |
621 | FLAG_IS_TURNABLE should be set on these objects. |
585 | |
622 | |
586 | =over 4 |
623 | =over 4 |
587 | |
624 | |
588 | =item move_type <movetype> |
625 | =item I<move_type> <movetype> |
589 | |
626 | |
590 | This field affects the move type with which the lightning moves through |
627 | This field affects the move type with which the lightning moves through |
591 | the map and which map cells will reflect or block it. |
628 | the map and which map cells will reflect or block it. |
592 | |
629 | |
593 | =item attacktype <attacktype> |
630 | =item I<attacktype> <attacktype> |
594 | |
631 | |
595 | The attacktype with which it hits the objects on the map. |
632 | The attacktype with which it hits the objects on the map. |
596 | |
633 | |
597 | =item dam <number> |
634 | =item I<dam> <number> |
598 | |
635 | |
599 | The damage this bolt inflicts when it hits objects on the map. |
636 | The damage this bolt inflicts when it hits objects on the map. |
600 | |
637 | |
601 | =item Dex <number> |
638 | =item I<Dex> <number> |
602 | |
639 | |
603 | This is the fork percentage, it is reduced by 10 per fork. |
640 | This is the fork percentage, it is reduced by 10 per fork. |
604 | And the damage is halved on each fork. |
641 | And the I<dam> field is halved on each fork. |
605 | |
642 | |
606 | =item Con <number> |
643 | =item I<Con> (internal) |
607 | |
644 | |
608 | This value is a percentage of which the forking lightning |
645 | This value is a percentage of which the forking lightning |
609 | is deflected to the left. This value should be mostly used internally. |
646 | is deflected to the left. This value should be mostly used internally. |
610 | |
647 | |
611 | =item duration <number> |
648 | =item I<duration> <number> |
612 | |
649 | |
613 | The duration the bolt stays on a map cell. This field is decreased each time |
650 | The duration the bolt stays on a map cell. This field is decreased each time |
614 | the object is processed (see the meaning of speed and speed_left fields in |
651 | the object is processed (see the meaning of I<speed> and I<speed_left> fields in |
615 | the object general description). |
652 | the generic object field description). |
616 | |
653 | |
617 | =item range <number> |
654 | =item I<range> <number> |
618 | |
655 | |
619 | This is the range of the bolt, each space it advances this field is decreased. |
656 | This is the range of the bolt, each space it advances this field is decreased. |
620 | |
657 | |
621 | =back |
658 | =back |
622 | |
659 | |
623 | =head3 ARROW - type 13 - Arrows |
660 | =head3 B<ARROW> - type 13 - Arrows |
624 | |
661 | |
625 | This is the type for objects that represent projectiles like arrows. |
662 | This is the type for objects that represent projectiles like arrows. |
626 | The movement of THROWN_OBJs behave similar to this type. |
663 | The movement of B<THROWN_OBJ>s behave similar to this type. |
627 | |
664 | |
628 | Flying arrows are stopped either when they hit something blocking |
665 | Flying arrows are stopped either when they hit something blocking |
629 | (move_block) or something which is alive. |
666 | (I<move_block>) or something which is alive. |
630 | If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE |
667 | If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE |
631 | set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict |
668 | set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict |
632 | damage with a small chance which is affected by the 'level' field of the arrow. |
669 | damage with a small chance which is affected by the I<level> field of the arrow. |
633 | |
670 | |
634 | If FLAG_REFLECTING is set on the arrow it will bounce off everything |
671 | If FLAG_REFLECTING is set on the arrow it will bounce off everything |
635 | that is not alive and blocks it's movement. |
672 | that is not alive and blocks it's movement. |
636 | |
673 | |
637 | When an arrow is being shot it's dam, wc, attacktype, slaying fields will |
674 | When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying> |
638 | be saved in the sp, hp, grace and spellarg fields of the object, to restore them |
675 | fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of |
639 | once the arrow has been stopped. |
676 | the object, to restore them once the arrow has been stopped. |
640 | |
677 | |
641 | =over 4 |
678 | =over 4 |
642 | |
679 | |
643 | =item dam <number> |
680 | =item I<dam> <number> |
644 | |
681 | |
645 | The amount of damage that is being done to the victim that gets hit. |
682 | The amount of damage that is being done to the victim that gets hit. |
646 | This field is recomputed when the arrow is fired and will consist |
683 | This field is recomputed when the arrow is fired and will consist |
647 | of the sum of a damage bonus (see description of the BOW type), |
684 | of the sum of a damage bonus (see description of the B<BOW> type), |
648 | the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field |
685 | the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field |
649 | and the arrows magic field. |
686 | and the arrows I<magic> field. |
650 | |
687 | |
651 | =item wc <number> |
688 | =item I<wc> <number> |
652 | |
689 | |
653 | The weaponclass of the arrow, which has effect on the propability of hitting. |
690 | The weapon class of the arrow, which has effect on the probability of hitting. |
654 | |
691 | |
655 | It is recomputed when the arrow is being fired by this formula: |
692 | It is recomputed when the arrow is being fired by this formula: |
656 | |
693 | |
657 | wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
694 | wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
658 | - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
695 | - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
659 | |
696 | |
660 | When the arrow is not being shot by an player dex_bonus and thaco_bonus and the |
697 | When the arrow is not being shot by an player dex_bonus and thaco_bonus and the |
661 | level is not added. |
698 | level is not added. |
662 | |
699 | |
663 | The wc_mod is dependend on the fire mode of the bow. For a more detailed |
700 | wc_mod is dependend on the fire mode of the bow. For a more detailed |
664 | explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. |
701 | explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. |
665 | |
702 | |
666 | =item magic <number> |
703 | =item I<magic> <number> |
667 | |
704 | |
668 | This field is added to the damage of the arrow when it is shot and |
705 | This field is added to the damage of the arrow when it is shot and |
669 | will also improve it's speed by 1/5 of it's value. |
706 | will also improve it's I<speed> by 1/5 of it's value. |
670 | |
707 | |
671 | =item attacktype <attacktype> |
708 | =item I<attacktype> <attacktype> |
672 | |
709 | |
673 | Bitfield which decides the attacktype of the damage, see include/attackinc.h |
710 | Bitfield which decides the attacktype of the damage, see include/attackinc.h |
674 | On fireing the attacktype of the bow is added to the arrows attacktype. |
711 | On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. |
675 | |
712 | |
676 | =item level <number> (interally used) |
713 | =item I<level> <number> (interally used) |
677 | |
714 | |
678 | The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, |
715 | The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE, |
679 | see above in the ARROW description. |
716 | see above in the B<ARROW> description. |
680 | |
717 | |
681 | The level is set when the arrow is fired to either the skill level or the |
718 | The I<level> is set when the arrow is fired to either the skill level or the |
682 | shooters level. |
719 | shooters level. |
683 | |
720 | |
684 | =item speed <number> (internal) |
721 | =item I<speed> <number> (internal) |
685 | |
722 | |
686 | This field shouldn't be set directly in the archetype, the arrow will get it's |
723 | This field shouldn't be set directly in the archetype, the arrow will get it's |
687 | speed from the bow. This fields value has to be atleast 0.5 or otherwise the |
724 | I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the |
688 | arrow will be stopped immediatly. |
725 | arrow will be stopped immediatly. |
689 | |
726 | |
690 | On fireing the speed of the arrow is computed of 1/5 of the |
727 | On fireing the I<speed> of the arrow is computed of 1/5 of the |
691 | sum of the damage bonus (see BOW), bow magic and arrow magic. After that 1/7 |
728 | sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7 |
692 | of the bows 'dam' field is added to the speed of the arrow. |
729 | of the bows I<dam> field is added to the I<speed> of the arrow. |
693 | |
730 | |
694 | The minimum speed of an arrow is 1.0. |
731 | The minimum I<speed> of an arrow is 1.0. |
695 | |
732 | |
696 | While flying the arrows speed is decreased by 0.05 each time it's moved. |
733 | While flying the arrows I<speed> is decreased by 0.05 each time it's moved. |
697 | |
734 | |
698 | If the speed is above 10.0 it goes straight through the creature it hits and |
735 | If the I<speed> is above 10.0 it goes straight through the creature it hits and |
699 | it's speed is reduced by 1. If the speed is lower or equal 10.0 the arrow is |
736 | it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is |
700 | stopped and either sticked into the victim (see weight field description) or |
737 | stopped and either sticked into the victim (see I<weight> field description) or |
701 | put on it's map square (if it didn't break, see description of the food field). |
738 | put on it's map square (if it didn't break, see description of the I<food> field). |
702 | |
739 | |
703 | =item weight <number> |
740 | =item I<weight> <number> |
704 | |
741 | |
705 | This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg) |
742 | This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) |
706 | the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
743 | the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
707 | |
744 | |
708 | =item food <number> |
745 | =item I<food> <number> |
709 | |
746 | |
710 | The breaking percentage. 100% means: breaks on usage for sure. |
747 | The breaking percentage. 100 (%) means: breaks on usage for sure. |
711 | |
748 | |
712 | =item inventory (internal) |
749 | =item I<inventory> (internal) |
713 | |
750 | |
714 | If the flying/moving object has something in it's inventory and it stops, it |
751 | If the flying/moving object has something in it's inventory and it stops, it |
715 | will be replaced with it's inventory. Otherwise it will be handled as usual, |
752 | will be replaced with it's inventory. Otherwise it will be handled as usual, |
716 | which means: it will be calculated whether the arrow breaks and it will be |
753 | which means: it will be calculated whether the arrow breaks and it will be |
717 | reset for reuse. |
754 | reset for reuse. |
718 | |
755 | |
719 | =item slaying <string> |
756 | =item I<slaying> <string> |
720 | |
757 | |
721 | When the bow that fires this arrow has it's slaying field set it is copied |
758 | When the bow that fires this arrow has it's I<slaying> field set it is copied |
722 | to the arrows slaying field. Otherwise the arrows slaying field remains. |
759 | to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains. |
723 | |
760 | |
724 | =item move_type <movetype> (internally used) |
761 | =item I<move_type> <movetype> (internally used) |
725 | |
762 | |
726 | This field is set when the arrow is shot to MOVE_FLY_LOW. |
763 | This field is set when the arrow is shot to MOVE_FLY_LOW. |
727 | |
764 | |
728 | =item move_on <movetype> (internally used) |
765 | =item I<move_on> <movetype> (internally used) |
729 | |
766 | |
730 | This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. |
767 | This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. |
731 | |
768 | |
732 | =item race <string> |
769 | =item I<race> <string> |
733 | |
770 | |
734 | The race field is a unique key that assigns arrows, bows and quivers. When |
771 | The I<race> field is a unique key that assigns arrows, bows and quivers. When |
735 | shooting an arrow the bows race is used to search for arrows (which have the |
772 | shooting an arrow the bows I<race> is used to search for arrows (which have the |
736 | same race as the bow) in the players inventory and will recursively search in |
773 | same I<race> as the bow) in the players inventory and will recursively search in |
737 | the containers (which are applied and have the same race as the bow and the arrow). |
774 | the containers (which are applied and have the same I<race> as the bow and the arrow). |
738 | |
775 | |
739 | =back |
776 | =back |
740 | |
777 | |
741 | =head3 BOW - type 14 - Bows, those that fire ARROWs |
778 | =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s |
742 | |
779 | |
743 | TODO, but take into account ARROW description above |
780 | TODO, but take into account B<ARROW> description above! |
744 | |
781 | |
745 | =head3 WEAPON - type 15 - Weapons |
782 | =head3 B<WEAPON> - type 15 - Weapons |
746 | |
783 | |
747 | This type is for general hack and slash weapons like swords, maces |
784 | This type is for general hack and slash weapons like swords, maces |
748 | and daggers and and .... |
785 | and daggers and and .... |
749 | |
786 | |
750 | =over 4 |
787 | =over 4 |
751 | |
788 | |
752 | =item weapontype <type id> |
789 | =item I<weapontype> <type id> |
753 | |
790 | |
754 | decides what attackmessages are generated, see include/define.h |
791 | decides what attackmessages are generated, see include/define.h |
755 | |
792 | |
756 | =item attacktype <bitmask> |
793 | =item I<attacktype> <bitmask> |
757 | |
794 | |
758 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
795 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
759 | |
796 | |
760 | =item dam <number> |
797 | =item I<dam> <number> |
761 | |
798 | |
762 | amount of damage being done with the attacktype |
799 | amount of damage being done with the attacktype |
763 | |
800 | |
764 | =item item_power <level> |
801 | =item I<item_power> <level> |
765 | |
802 | |
766 | the itempower of this weapon. |
803 | the itempower of this weapon. |
767 | |
804 | |
768 | =item name |
805 | =item I<name> |
769 | |
806 | |
770 | the name of the weapon. |
807 | the name of the weapon. |
771 | |
808 | |
772 | =item level (internal) |
809 | =item I<level> (internal) |
773 | |
810 | |
774 | The improvement state of the weapon. |
811 | The improvement state of the weapon. |
775 | If this field is greater than 0 the 'name' field starts with the |
812 | If this field is greater than 0 the I<name> field starts with the |
776 | characters name who improved this weapon. |
813 | characters name who improved this weapon. |
777 | |
814 | |
778 | =item last_eat (internal) |
815 | =item I<last_eat> (internal) |
779 | |
816 | |
780 | seems to be the amount of improvements of a weapon, |
817 | This seems to be the amount of improvements of a weapon, |
781 | the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
818 | the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
782 | |
819 | |
783 | ((who->level / 5) + 5) >= op->last_eat |
820 | ((who->level / 5) + 5) >= op->last_eat |
784 | |
821 | |
785 | =item last_sp |
822 | =item I<last_sp> |
786 | |
823 | |
787 | the weapon speed (see magic description) |
824 | the weapon speed (see magic description) |
788 | |
825 | |
789 | =item food <number> |
826 | =item I<food> <number> |
790 | |
827 | |
791 | addition to food regeneration of the player |
828 | addition to food regeneration of the player |
792 | |
829 | |
793 | =item hp <number> |
830 | =item I<hp> <number> |
794 | |
831 | |
795 | addition to health regeneration |
832 | addition to health regeneration |
796 | |
833 | |
797 | =item sp <number> |
834 | =item I<sp> <number> |
798 | |
835 | |
799 | addition to mana regeneration |
836 | addition to mana regeneration |
800 | |
837 | |
801 | =item grace <number> |
838 | =item I<grace> <number> |
802 | |
839 | |
803 | addititon to grace regeneration |
840 | addititon to grace regeneration |
804 | |
841 | |
805 | =item gen_sp_armour <number> |
842 | =item I<gen_sp_armour> <number> |
806 | |
843 | |
807 | the players gen_sp_armour field (which is per default 10) is added the <number> amount. |
844 | the players I<gen_sp_armour> field (which is per default 10) is being added the |
808 | gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
845 | <number> amount. gen_sp_armour seems to be a factor with which gen_sp in |
809 | is multiplied: gen_sp *= 10/<number> |
846 | do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of |
810 | meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
847 | I<gen_sp_armour> limits the amout of regenerated spellpoints. |
811 | spellpoints. |
|
|
812 | |
848 | |
813 | generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
849 | Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
814 | sp regeneration. |
850 | I<sp> regeneration. |
815 | |
851 | |
816 | =item body_<body slot/part> |
852 | =item I<body_BODYSLOT> |
817 | |
853 | |
818 | the part of the body you need to use this weapon, possible values should be |
854 | The part/slot of the body you need to use this weapon, possible values for |
819 | looked up in common/item.C at body_locations. |
855 | C<BODYSLOT> should be looked up in common/item.C at body_locations. |
820 | |
856 | |
821 | =item resist_<resistnacy> <number> |
857 | The value (in the range C<-7..7>) gives the number of those body slots |
|
|
858 | used up by the item (if negative) or the number of body slots this object |
|
|
859 | has (if positive, e.g. for monsters or players). The special value C<0> |
|
|
860 | indicates that this object cannot equip items requiring these body slots. |
|
|
861 | |
|
|
862 | =item I<resist_RESISTANCY> <number> |
822 | |
863 | |
823 | this is the factor with which the difference of the players resistancy and 100% |
864 | this is the factor with which the difference of the players resistancy and 100% |
824 | is multiplied, something like this: |
865 | is multiplied, something like this: |
825 | |
866 | |
826 | additional_resistancy = (100 - current_resistanct) * (<number>/100) |
867 | additional_resistancy = (100 - current_resistancy) * (<number>/100) |
827 | |
868 | |
828 | if <number> is negative it is added to the total vulnerabilities, |
869 | if <number> is negative it is added to the total vulnerabilities, |
829 | and later the total resistance is decided by: |
870 | and later the total resistance is decided by: |
830 | |
871 | |
831 | 'total resistance = total protections - total vulnerabilities' |
872 | 'total resistance = total protections - total vulnerabilities' |
832 | |
873 | |
833 | see also common/living.C:fix_player |
874 | see also common/living.C:fix_player. |
834 | |
875 | |
835 | =item patch_(attuned|repelled|denied) |
876 | =item I<path_(attuned|repelled|denied)> |
836 | |
877 | |
837 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
878 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
838 | for the pathes. |
879 | for the pathes. |
839 | |
880 | |
840 | =item luck <number> |
881 | =item I<luck> <number> |
841 | |
882 | |
842 | this luck is added to the players luck |
883 | this luck is added to the players I<luck> |
843 | |
884 | |
844 | =item move_type |
885 | =item I<move_type> |
845 | |
886 | |
846 | if the weapon has a move_type set the player inherits it's move_type |
887 | if the weapon has a I<move_type> set the player inherits it's I<move_type> |
847 | |
888 | |
848 | =item exp <number> |
889 | =item I<exp> <number> |
849 | |
890 | |
850 | the added_speed and bonus_speed of the player is raised by <number>/3. |
891 | the added_speed and bonus_speed of the player is raised by <number>/3. |
851 | if <number> < 0 then the added_speed is decreased by <number> |
892 | if <number> < 0 then the added_speed is decreased by <number> |
852 | |
893 | |
853 | =item weight |
894 | =item I<weight> |
854 | |
895 | |
855 | the weight of the weapon |
896 | the weight of the weapon |
856 | |
897 | |
857 | =item magic |
898 | =item I<magic> |
858 | |
899 | |
859 | the magic field affects the amounts of the following fields: |
900 | the I<magic> field affects the amounts of the following fields: |
860 | |
901 | |
861 | - wc : the players wc is adjusted by: player->wc -= (wc + magic) |
902 | - wc : the players wc is adjusted by: player->wc -= (wc + magic) |
862 | |
903 | |
863 | - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
904 | - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
864 | |
905 | |
865 | - dam: the players dam is adjusted by: player->dam += (dam + magic) |
906 | - dam: the players dam is adjusted by: player->dam += (dam + magic) |
866 | |
907 | |
867 | - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
908 | - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
868 | (minium is 0) |
909 | (minium is 0) |
869 | |
910 | |
870 | =item ac <number> |
911 | =item I<ac> <number> |
871 | |
912 | |
872 | the amount of ac points the player's ac is decreased when applying this object. |
913 | the amount of ac points the player's I<ac> is decreased when applying this object. |
873 | |
914 | |
874 | =item wc <number> |
915 | =item I<wc> <number> |
875 | |
916 | |
876 | the amount of wc points the player's wc is decreased when applying this object. |
917 | the amount of wc points the player's I<wc> is decreased when applying this object. |
877 | |
918 | |
878 | =back |
919 | =back |
879 | |
920 | |
880 | =head4 Player inherits following flags from weapons: |
921 | =head4 Player inherits following flags from weapons: |
881 | |
922 | |
… | |
… | |
886 | FLAG_XRAYS |
927 | FLAG_XRAYS |
887 | FLAG_BLIND |
928 | FLAG_BLIND |
888 | FLAG_SEE_IN_DARK |
929 | FLAG_SEE_IN_DARK |
889 | FLAG_UNDEAD |
930 | FLAG_UNDEAD |
890 | |
931 | |
891 | =head3 GRIMREAPER - type 28 - Grimreapers |
932 | =head3 B<GRIMREAPER> - type 28 - Grimreapers |
892 | |
933 | |
893 | These type are mostly used for monsters, they give the |
934 | These type are mostly used for monsters, they give the |
894 | monster the ability to dissapear after 10 hits with AT_DRAIN. |
935 | monster the ability to dissapear after 10 hits with AT_DRAIN. |
895 | |
936 | |
896 | =over 4 |
937 | =over 4 |
897 | |
938 | |
898 | =item value <number> |
939 | =item I<value> <number> |
899 | |
940 | |
900 | This field stores the hits the monster did yet. |
941 | This field stores the hits the monster did yet. |
901 | |
942 | |
902 | =back |
943 | =back |
903 | |
944 | |
904 | =head3 CREATOR - type 42 - Object creators |
945 | =head3 B<CREATOR> - type 42 - Object creators |
905 | |
946 | |
906 | Once a creator is activated by a connection it creates a number of objects |
947 | Once a creator is activated by a connection it creates a number of objects |
907 | (cloned from it's inventory or a new object derived from the archetype |
948 | (cloned from it's inventory or a new object derived from the archetype |
908 | named in the other_arch slot). |
949 | named in the other_arch slot). |
909 | |
950 | |
910 | If FLAG_LIVESAFE is set the number of uses is unlimited. |
951 | If FLAG_LIVESAFE is set the number of uses is unlimited. |
911 | |
952 | |
912 | =over 4 |
953 | =over 4 |
913 | |
954 | |
914 | =item hp <number> |
955 | =item I<hp> <number> |
915 | |
956 | |
916 | If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
957 | If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
917 | be used. |
958 | be used. |
918 | |
959 | |
919 | =item speed <number> |
960 | =item I<speed> <number> |
920 | |
961 | |
921 | If speed is set the creator will create an object periodically, |
962 | If I<speed> is set the creator will create an object periodically, |
922 | see speed and speed_left fields in general object field description |
963 | see I<speed> and I<speed_left> fields in the general object field description |
923 | for more details on how this period works. |
964 | for more details. |
924 | |
965 | |
925 | =item slaying <string> |
966 | =item I<slaying> <string> |
926 | |
967 | |
927 | If set the generated object's name and |
968 | If set the generated object's name and title will be set to this. |
928 | title will be set to this. |
|
|
929 | |
969 | |
930 | =item other_arch <string> |
970 | =item I<other_arch> <string> |
931 | |
971 | |
932 | If the inventory of the creator is empty new objects |
972 | If the inventory of the creator is empty new objects will be derived from the |
933 | will be derived from the archetype named by <string>. |
973 | archetype named by <string>. |
934 | |
974 | |
935 | =item connected <number> |
975 | =item I<connected> <number> |
936 | |
976 | |
937 | See generic object field section. |
977 | See generic object field description. |
938 | |
978 | |
939 | =back |
979 | =back |
940 | |
980 | |
941 | =head3 DRINK - type 54 - Drinkable stuff |
981 | =head3 B<DRINK> - type 54 - Drinkable stuff |
942 | |
982 | |
943 | See FOOD description. |
983 | See B<FOOD> description. |
944 | |
984 | |
945 | =head3 CHECK_INV - type 64 - Inventory checkers |
985 | =head3 B<CHECK_INV> - type 64 - Inventory checkers |
946 | |
986 | |
947 | This object checks whether the player has a specific item in his |
987 | This object checks whether the player has a specific item in his |
948 | inventory when he moves above the inventory checker. If the player has |
988 | inventory when he moves above the inventory checker. If the player has |
949 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
989 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
950 | |
990 | |
951 | If you set move_block you can deny players and monsters to reach the space where |
991 | If you set I<move_block> you can deny players and monsters to reach the space where |
952 | the inventory checker is on, see 'move_block' description below. |
992 | the inventory checker is on, see I<move_block> description below. |
953 | |
993 | |
954 | The conditions specified by hp, slaying and race are concationated with OR. |
994 | The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated. |
955 | So matching one of those conditions is enough. |
995 | So matching one of those conditions is enough. |
956 | |
996 | |
957 | =over 4 |
997 | =over 4 |
958 | |
998 | |
959 | =item move_block <move type bitmask> |
999 | =item I<move_block> <move type bitmask> |
960 | |
1000 | |
961 | If you set this field to block a movetype the move code will block any moves |
1001 | If you set this field to block a movetype the move code will block any moves |
962 | onto the space with the inventory checker, IF the moving object doesn't have |
1002 | onto the space with the inventory checker, IF the moving object doesn't have |
963 | (or has - if last_sp = 0) the item that the checker is searching for. |
1003 | (or has - if I<last_sp> = 0) the item that the checker is searching for. |
964 | |
1004 | |
965 | =item last_sp (0|1) |
1005 | =item I<last_sp> (0|1) |
966 | |
1006 | |
967 | If last_sp is 1 'having' the item that is being checked for will |
1007 | If I<last_sp> is 1 'having' the item that is being checked for will |
968 | activate the connection or make the space with the checker non-blocking. |
1008 | activate the connection or make the space with the checker non-blocking. |
969 | If last_sp is 0 'not having' the item will activate the connection |
1009 | If I<last_sp> is 0 'not having' the item will activate the connection |
970 | or make the space with the checker non-blocking. |
1010 | or make the space with the checker non-blocking. |
971 | |
1011 | |
972 | =item last_heal (0|1) |
1012 | =item I<last_heal> (0|1) |
973 | |
1013 | |
974 | If last_heal is 1 the matching item will be removed if the inventory checker |
1014 | If I<last_heal> is 1 the matching item will be removed if the inventory checker |
975 | activates a connection and finds the item in the inventory. |
1015 | activates a connection and finds the item in the inventory. |
976 | |
1016 | |
977 | (A inventory checker that blocks a space won't remove anything from inventories) |
1017 | (A inventory checker that blocks a space won't remove anything from inventories) |
978 | |
1018 | |
979 | =item hp <number> |
1019 | =item I<hp> <number> |
980 | |
1020 | |
981 | If this field is not 0 the inventory checker will search for an object |
1021 | If this field is not 0 the inventory checker will search for an object |
982 | with the type id <number>. |
1022 | with the type id <number>. |
983 | |
1023 | |
984 | =item slaying <string> |
1024 | =item I<slaying> <string> |
985 | |
1025 | |
986 | If this field is set the inventory checker will search for an object that |
1026 | If this field is set the inventory checker will search for an object that |
987 | has the same string in the slaying field (for example a key string of a key). |
1027 | has the same string in the I<slaying> field (for example a key string of a key). |
988 | |
1028 | |
989 | =item race <string> |
1029 | =item I<race> <string> |
990 | |
1030 | |
991 | If this field is set the inventory checker will search for an object which |
1031 | If this field is set the inventory checker will search for an object which |
992 | has the archetype name that matches <string>. |
1032 | has the archetype name that matches <string>. |
993 | |
1033 | |
994 | =item connected <connection id> |
1034 | =item I<connected> <connection id> |
995 | |
1035 | |
996 | This is the connection that will be activated. The connection is |
1036 | This is the connection that will be activated. The connection is |
997 | 'pushed' when someone enters the space with the inventory checker, |
1037 | 'pushed' when someone enters the space with the inventory checker, |
998 | and it is 'released' when he leaves it. |
1038 | and it is 'released' when he leaves it. |
999 | |
1039 | |
1000 | See also the description of the connected field in the generic object field |
1040 | See also the description of the I<connected> field in the generic object field |
1001 | section. |
1041 | section. |
1002 | |
1042 | |
1003 | =back |
1043 | =back |
1004 | |
1044 | |
|
|
1045 | =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters |
|
|
1046 | |
|
|
1047 | speed == 0 for triggered mood changes, speed != 0 for non-triggered mood |
|
|
1048 | changes. |
|
|
1049 | |
|
|
1050 | (based on value that last_sp takes): |
|
|
1051 | 0: 'furious' Makes all monsters aggressive |
|
|
1052 | 1: 'angry' As above but pets are unaffected |
|
|
1053 | 2: 'calm' Makes all monsters unaggressive |
|
|
1054 | 3: 'sleep' Puts all monsters to sleep |
|
|
1055 | 4: 'charm' Makes monster into a pet of person |
|
|
1056 | who triggers the square. This setting |
|
|
1057 | is not enabled for continous operation |
|
|
1058 | 5: 'destroy mons' destroy any monsters on this space |
|
|
1059 | 6: 'destroy pets' destroy friendly monsters on this space |
|
|
1060 | |
1005 | =head3 FLESH - type 72 - Organs and body parts |
1061 | =head3 B<FLESH> - type 72 - Organs and body parts |
1006 | |
1062 | |
1007 | See FOOD description. |
1063 | See B<FOOD> description. |
1008 | |
1064 | |
1009 | =head3 MISC_OBJECT - type 79 - Misc. objects |
1065 | =head3 B<MISC_OBJECT> - type 79 - Misc. objects |
1010 | |
1066 | |
1011 | A type for any object that has no special behaviour. |
1067 | A type for any object that has no special behaviour. |
1012 | |
1068 | |
1013 | =head3 LAMP - type 82 - A lamp |
1069 | =head3 B<LAMP> - type 82 - A lamp |
1014 | |
1070 | |
1015 | This object makes light. |
1071 | This object represents a lamp, that can be carried and switched |
|
|
1072 | on and off and has a certain amount of fuel in it. |
1016 | |
1073 | |
|
|
1074 | A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype. |
|
|
1075 | Each of them should point at the other one with it's I<other_arch> field. |
|
|
1076 | |
|
|
1077 | See the I<other_arch> field for the behaviour of a lamp object when it is applied. |
|
|
1078 | |
|
|
1079 | If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off |
|
|
1080 | with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE. |
|
|
1081 | |
|
|
1082 | =over 4 |
|
|
1083 | |
|
|
1084 | =item I<glow_radius> <number> |
|
|
1085 | |
|
|
1086 | The radius of the light that the lamp emits, see also I<glow_radius> in the |
|
|
1087 | generic object flags description. |
|
|
1088 | |
|
|
1089 | =item I<speed> <number> |
|
|
1090 | |
|
|
1091 | If FLAG_CHANGING is set the I<speed> field will indicate how fast the |
|
|
1092 | lamp burns it's fuel (I<food>). |
|
|
1093 | |
|
|
1094 | Setting FLAG_CHANGING makes only sense on the archetype which represents |
|
|
1095 | the 'on' state of the lamp. |
|
|
1096 | |
|
|
1097 | See also the description of FLAG_CHANGING. |
|
|
1098 | |
|
|
1099 | Lamps which have no FLAG_CHANGING set would also make sense and represent |
|
|
1100 | lamps that never burn up. |
|
|
1101 | |
|
|
1102 | =item I<other_arch> <number> |
|
|
1103 | |
|
|
1104 | This is the field that points to the 'other' archetype which represents the |
|
|
1105 | opposite state of the lamp. The newly from I<other_arch> derived object will |
|
|
1106 | replace the current object and will get the value of I<food> of the replaced object. |
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|
1107 | |
|
|
1108 | Rationale: |
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|
1109 | |
|
|
1110 | When the lamp (on) is applied a new object is derived from the archetype |
|
|
1111 | in I<other_arch> and the I<food> value is copied to it ('the fuel is |
|
|
1112 | transferred'). The new lamp (off) object has to have a I<other_arch> field |
|
|
1113 | which points to the archetype from which a lamp (on) can be derived. |
|
|
1114 | |
|
|
1115 | =item I<food> <number> |
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|
1116 | |
|
|
1117 | This fields stands for the fuel of the lamp. |
|
|
1118 | |
|
|
1119 | =back |
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|
1120 | |
1017 | =head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators |
1121 | =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators |
1018 | |
1122 | |
1019 | This type of objects multiplies objects that are above it when it is activated. |
1123 | This type of objects multiplies objects that are above it when it is activated. |
1020 | You can even multiply by 0, which will destroy the object. |
1124 | You can even multiply by 0, which will destroy the object. |
1021 | |
1125 | |
1022 | =over 4 |
1126 | =over 4 |
1023 | |
1127 | |
1024 | =item level <number> |
1128 | =item I<level> <number> |
1025 | |
1129 | |
1026 | The multiplicator, if set to 0 or lower it will destroy the objects above it. |
1130 | The multiplicator, if set to 0 or lower it will destroy the objects above it. |
1027 | |
1131 | |
1028 | =item other_arch <string> |
1132 | =item I<other_arch> <string> |
1029 | |
1133 | |
1030 | The archetype name of the objects that should be multiplied. |
1134 | The archetype name of the objects that should be multiplied. |
1031 | |
1135 | |
1032 | =item connected <number> |
1136 | =item I<connected> <number> |
1033 | |
1137 | |
1034 | See generic object field section. |
1138 | See generic object field description. |
1035 | |
1139 | |
1036 | =back |
1140 | =back |
1037 | |
1141 | |
1038 | =head3 HOLE - type 94 - Holes |
1142 | =head3 B<HOLE> - type 94 - Holes |
1039 | |
1143 | |
1040 | Holes are holes in the ground where objects can fall through. When the hole |
1144 | B<HOLE>s are holes in the ground where objects can fall through. When the hole |
1041 | opens and/or is completly open all objects above it fall through (more |
1145 | opens and/or is completly open all objects above it fall through (more |
1042 | precisely: if their head is above the hole). |
1146 | precisely: if their head is above the hole). |
1043 | |
1147 | |
1044 | When the HOLE is activated it's speed is set to 0.5. |
1148 | When the B<HOLE> is activated it's speed is set to 0.5. |
1045 | |
1149 | |
1046 | Trapdoors can only transfer the one who falls through to other coordinates |
1150 | These holes can only transfer the one who falls through to other coordinates |
1047 | on the B<same> map. |
1151 | on the same map. |
1048 | |
1152 | |
1049 | =over 4 |
1153 | =over 4 |
1050 | |
1154 | |
1051 | =item maxsp (0|1) |
1155 | =item I<maxsp> (0|1) |
1052 | |
1156 | |
1053 | This field negates the state of the connection: When maxsp is 1 the pit will |
1157 | This field negates the state of the connection: When maxsp is 1 the pit will |
1054 | open/close when the connection is deactivated. Otherwise it will open/close |
1158 | open/close when the connection is deactivated. Otherwise it will open/close |
1055 | when the connection is activated. This field only has effect when the |
1159 | when the connection is activated. This field only has effect when the |
1056 | connection is triggered. So if you put a closed hole on a map, and the |
1160 | connection is triggered. So if you put a closed hole on a map, and the |
1057 | connection is deactivated, and maxsp is 1 the hole will remain closed until the |
1161 | connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the |
1058 | connection was triggered once. |
1162 | connection was triggered once. |
1059 | |
1163 | |
1060 | =item connected <connection id> |
1164 | =item I<connected> <connection id> |
1061 | |
1165 | |
1062 | This is the connection id, which lets the hole opening or closing when |
1166 | This is the connection id, which lets the hole opening or closing when |
1063 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
1167 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
1064 | at which connection state the object is activated. |
1168 | at which connection state the object is activated. |
1065 | |
1169 | |
1066 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
1170 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
1067 | the connection is released. |
1171 | the connection is released. |
1068 | |
1172 | |
1069 | =item wc <number> (internal) |
1173 | =item I<wc> <number> (internal) |
1070 | |
1174 | |
1071 | This is an internal flag. If it is greater than 0 it means that the hole is not |
1175 | This is an internal field. If it is greater than 0 it means that the hole is not |
1072 | yet fully open. More preciesly: this field is the animation-step and if it is |
1176 | yet fully open. More preciesly: this field is the animation-step and if it is |
1073 | set to the 'closed' step of the animation the hole is closed and if it is on |
1177 | set to the 'closed' step of the animation the hole is closed and if it is on |
1074 | the 'open' animation step (wc = 0), the hole is open. |
1178 | the 'open' animation step (I<wc> = 0), the hole is open. |
1075 | |
1179 | |
1076 | =item sp <number> |
1180 | =item I<sp> <number> |
1077 | |
1181 | |
1078 | The destination y coordinates on the same map. |
1182 | The destination y coordinates on the same map. |
1079 | |
1183 | |
1080 | =item hp <number> |
1184 | =item I<hp> <number> |
1081 | |
1185 | |
1082 | The destination x coordinates on the same map. |
1186 | The destination x coordinates on the same map. |
1083 | |
1187 | |
1084 | =back |
1188 | =back |
1085 | |
1189 | |
1086 | =head3 POISONING - type 105 - The poisoning of players and monsters |
1190 | =head3 B<POISONING> - type 105 - The poisoning of players and monsters |
1087 | |
1191 | |
1088 | This type is doing the actual damage to the ones who were attacked |
1192 | This type is doing the actual damage to the ones who were attacked |
1089 | via AT_POISON (or drank POISON). |
1193 | via AT_POISON (or drank B<POISON>). |
1090 | |
1194 | |
1091 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
1195 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
1092 | there for details). |
1196 | there for details). |
1093 | |
1197 | |
1094 | =over 4 |
1198 | =over 4 |
1095 | |
1199 | |
1096 | =item dam <number> |
1200 | =item I<dam> <number> |
1097 | |
1201 | |
1098 | Each time the poisoning is processed (which is determined by the speed and speed_left |
1202 | Each time the poisoning is proccessed (which is determined by the I<speed> and |
1099 | fields, see the general object fields above) it hits the player with |
1203 | I<speed_left> fields, see the general object fields description above) it hits |
1100 | <number> damage and the AT_INTERNAL attacktype (means: it will simply |
1204 | the player with <number> damage and the AT_INTERNAL attacktype (means: it will |
1101 | hit the player with no strings attached). |
1205 | simply hit the player with no strings attached). |
1102 | |
1206 | |
1103 | =item food <number> |
1207 | =item I<food> <number> |
1104 | |
1208 | |
1105 | Just a note: The posion is removed when food == 1 and not when |
1209 | Just a note: The posioning is removed if I<food> == 1 and not if |
1106 | the whole duration is up, because the POISONING code has to remove |
1210 | the whole I<duration> is up, because the B<POISONING> code has to remove |
1107 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
1211 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
1108 | deletes the POISONING object. |
1212 | deletes the B<POISONING> object. |
1109 | |
1213 | |
1110 | =back |
1214 | =back |
1111 | |
1215 | |
1112 | =head3 FORCE - type 114 - Forces |
1216 | =head3 B<FORCE> - type 114 - Forces |
1113 | |
1217 | |
1114 | Forces are a very 'thin' type. They don't have much behaviour other than |
1218 | Forces are a very 'thin' type. They don't have much behaviour other than |
1115 | disappearing after a time and/or affecting the player if they are in his |
1219 | disappearing after a time and/or affecting the player if they are in his |
1116 | inventory. |
1220 | inventory. |
1117 | |
1221 | |
1118 | Forces only take effect on the player if they have set FLAG_APPLIED. |
1222 | Forces only take effect on the player if they have FLAG_APPLIED set. |
1119 | |
1223 | |
1120 | Whether the duration field is processed or not a tick is controlled via the |
1224 | Whether the I<duration> field is processed or not per tick is controlled by the |
1121 | speed and speed_left field. Look above in the generic object field description. |
1225 | I<speed> and I<speed_left> fields. Look above in the generic object field description. |
1122 | |
1226 | |
1123 | NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
1227 | NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also |
1124 | like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
1228 | interpreter like described in the description of the FLAG_IS_USED_UP flag. |
1125 | 0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
1229 | BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force |
1126 | If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
1230 | will still last for I<duration>. If the FLAG_APPLIED is not set the force is |
1127 | Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
1231 | removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't |
|
|
1232 | have good semantics on forces, try to avoid it. |
1128 | |
1233 | |
1129 | =over 4 |
1234 | =over 4 |
1130 | |
1235 | |
1131 | =item duration |
1236 | =item I<duration> |
1132 | |
1237 | |
1133 | While this field is greater than 0 the force/object is not destroyed. It is |
1238 | While this field is greater than 0 the force/object is not destroyed. It is |
1134 | decreased each tick by 1. |
1239 | decreased each tick by 1. |
1135 | |
1240 | |
1136 | If it reaches 0 the force/object is destroyed. |
1241 | If it reaches 0 the force/object is destroyed. |
… | |
… | |
1139 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
1244 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
1140 | what happens then. |
1245 | what happens then. |
1141 | |
1246 | |
1142 | =back |
1247 | =back |
1143 | |
1248 | |
1144 | =head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
1249 | =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies) |
1145 | |
1250 | |
1146 | This object is generated by the POTION code when the potion is a resistance |
1251 | This object is generated by the B<POTION> code when the potion is a resistance |
1147 | giving potion. It has mainly the same behaviour as a FORCE. |
1252 | giving potion. It has mainly the same behaviour as a B<FORCE>. |
1148 | |
1253 | |
1149 | The specialty of the potion effect is that the resistancy it gives is absolute, |
1254 | The specialty of the potion effect is that the resistancy it gives is absolute, |
1150 | so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
1255 | so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to |
1151 | fire. |
1256 | fire. |
1152 | |
1257 | |
1153 | Multiple potion effects only give you the maximum of their resistancy. |
1258 | Multiple potion effects only give you the maximum of their resistancy. |