… | |
… | |
94 | |
94 | |
95 | If the object is on the active list and speed_left is lower or |
95 | If the object is on the active list and speed_left is lower or |
96 | equal to 0 the absolute value of the speed field is added to speed_left |
96 | equal to 0 the absolute value of the speed field is added to speed_left |
97 | on the end of the tick. |
97 | on the end of the tick. |
98 | |
98 | |
|
|
99 | This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
|
|
100 | the more seldom the object is processed. And the higher the speed field is |
|
|
101 | the more often the object is processed. |
|
|
102 | |
99 | =item no_drop (0|1) |
103 | =item no_drop (0|1) |
100 | |
104 | |
101 | Sets the flag FLAG_NO_DROP. |
105 | Sets the flag FLAG_NO_DROP. |
102 | See Flags section below. |
106 | See Flags section below. |
103 | |
107 | |
… | |
… | |
112 | See Flags section below. |
116 | See Flags section below. |
113 | |
117 | |
114 | =item auto_apply (0|1) |
118 | =item auto_apply (0|1) |
115 | |
119 | |
116 | Sets the flag FLAG_AUTO_APPLY. |
120 | Sets the flag FLAG_AUTO_APPLY. |
|
|
121 | See Flags section below. |
|
|
122 | |
|
|
123 | =item no_steal (0|1) |
|
|
124 | |
|
|
125 | Sets the flag FLAG_NO_STEAL. |
|
|
126 | See Flags section below. |
|
|
127 | |
|
|
128 | =item no_skill_ident (0|1) |
|
|
129 | |
|
|
130 | Sets the flag FLAG_NO_SKILL_IDENT. |
|
|
131 | See Flags section below. |
|
|
132 | |
|
|
133 | =item activate_on_push (0|1) (default: 1) |
|
|
134 | |
|
|
135 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
|
|
136 | See Flags section below. |
|
|
137 | |
|
|
138 | =item activate_on_release (0|1) (default: 1) |
|
|
139 | |
|
|
140 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
117 | See Flags section below. |
141 | See Flags section below. |
118 | |
142 | |
119 | =item editable (more than deprecated) |
143 | =item editable (more than deprecated) |
120 | |
144 | |
121 | This field had a special meaning for crossedit, which used parts |
145 | This field had a special meaning for crossedit, which used parts |
… | |
… | |
162 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
186 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
163 | |
187 | |
164 | =item FLAG_AUTO_APPLY |
188 | =item FLAG_AUTO_APPLY |
165 | |
189 | |
166 | This flag has currently only meaning for the TREASURE type, see below. |
190 | This flag has currently only meaning for the TREASURE type, see below. |
|
|
191 | |
|
|
192 | =item FLAG_ACTIVATE_ON_PUSH |
|
|
193 | |
|
|
194 | This flag has only meaning for objects that can be linked together |
|
|
195 | with the 'connected' field and controls wether the object should |
|
|
196 | be activated when the connection is 'pushed' or it is 'released'. |
|
|
197 | |
|
|
198 | This flag is by default on. |
|
|
199 | |
|
|
200 | =item FLAG_ACTIVATE_ON_RELEASE |
|
|
201 | |
|
|
202 | This flag has only meaning for objects that can be linked together |
|
|
203 | with the 'connected' field and controls wether the object should |
|
|
204 | be activated when the connection is 'pushed' or it is 'released'. |
|
|
205 | |
|
|
206 | This flag is by default on. |
|
|
207 | |
|
|
208 | =item FLAG_NO_STEAL |
|
|
209 | |
|
|
210 | When this flag is set this object can't be stolen. The flag will be |
|
|
211 | resetted once the object is placed on a map. |
|
|
212 | |
|
|
213 | When this flag is set on a monster it can defent attempts of stealing |
|
|
214 | (but in this context the flag is only used internally). |
|
|
215 | |
|
|
216 | =item FLAG_NO_SKILL_IDENT |
|
|
217 | |
|
|
218 | This flag is mostly used internal and prevents unidentified objects |
|
|
219 | (objects which don't have FLAG_IDENTIFIED set) being identified by |
|
|
220 | skills. |
|
|
221 | |
|
|
222 | This flag is used to mark objects to never being identified by a skill |
|
|
223 | once a player failed to identify an object. So that multiple tries |
|
|
224 | of identifying aren't more effective than one. |
167 | |
225 | |
168 | =back |
226 | =back |
169 | |
227 | |
170 | =head2 Description of type specific attributes |
228 | =head2 Description of type specific attributes |
171 | |
229 | |
… | |
… | |
301 | with the treasurelist specified here. (I guess it's highly undefined what |
359 | with the treasurelist specified here. (I guess it's highly undefined what |
302 | happens if there is not a spell in the potions inventory). |
360 | happens if there is not a spell in the potions inventory). |
303 | |
361 | |
304 | =item on_use_yield <archetype> |
362 | =item on_use_yield <archetype> |
305 | |
363 | |
306 | When this object is applied this object will be created. |
364 | When this object is applied an instance of <archetype> will be created. |
307 | This field is also used by FOOD and POISON. |
|
|
308 | |
365 | |
309 | =item subtypes <potion subtype> |
366 | =item subtypes <potion subtype> |
310 | |
367 | |
311 | see include/spells.h for possible potion subtypes, there are currently 4: |
368 | see include/spells.h for possible potion subtypes, there are currently 4: |
312 | |
369 | |
… | |
… | |
329 | =item POT_BALM |
386 | =item POT_BALM |
330 | |
387 | |
331 | Unused, default behaiour of a potion. |
388 | Unused, default behaiour of a potion. |
332 | |
389 | |
333 | =back |
390 | =back |
|
|
391 | |
|
|
392 | =back |
|
|
393 | |
|
|
394 | =head3 FOOD - type 6 - Eatable stuff |
|
|
395 | |
|
|
396 | This is for objects that are representing general eatables like |
|
|
397 | beef or bread. |
|
|
398 | |
|
|
399 | The main difference between FOOD, FLESH and DRINK is that they |
|
|
400 | give different messages. |
|
|
401 | |
|
|
402 | The specialty of FLESH is that it inherits the resistancies of the |
|
|
403 | monsters it was generated in and will let dragons raise their resistancies |
|
|
404 | with that. If the monster has the POISON attacktype the FLESH |
|
|
405 | will change into POISON. |
|
|
406 | |
|
|
407 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
|
|
408 | and if he doesn't find any of that he will start eating FLESH. |
|
|
409 | |
|
|
410 | =over 4 |
|
|
411 | |
|
|
412 | =item title <string> |
|
|
413 | |
|
|
414 | If the food has a title or is cursed it is considered 'special', which means that the |
|
|
415 | fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
|
|
416 | are interpreted and have further effects on the player. |
|
|
417 | |
|
|
418 | The higher the food field is the longer the improvement of the player lasts |
|
|
419 | (except for hp and sp). |
|
|
420 | |
|
|
421 | =item food <number> |
|
|
422 | |
|
|
423 | This is the amount of food points the player gets when he eats this. |
|
|
424 | |
|
|
425 | =item on_use_yield <archetype> |
|
|
426 | |
|
|
427 | When this object is applied an instance of <archetype> will be created. |
|
|
428 | |
|
|
429 | =back |
|
|
430 | |
|
|
431 | =head3 POISON - type 7 - Poisonous stuff |
|
|
432 | |
|
|
433 | This type is for objects that can poison the player when drinking. |
|
|
434 | When applied it will hit the attacked with AT_POISON and will create |
|
|
435 | a POISONING object in the one who was hit. |
|
|
436 | |
|
|
437 | =over 4 |
|
|
438 | |
|
|
439 | =item level <number> |
|
|
440 | |
|
|
441 | This field affects the propability of poisoning. The higher the level difference |
|
|
442 | between the one who is hit and the poision the mose propable it is the attacked |
|
|
443 | one will be poisoned. |
|
|
444 | |
|
|
445 | =item slaying <race> |
|
|
446 | |
|
|
447 | On poison this field has the usual meaning of 'slaying', when the |
|
|
448 | ones race matches the slaying field the damage done by the poison |
|
|
449 | is multiplied by 3. |
|
|
450 | |
|
|
451 | =item hp <number> |
|
|
452 | |
|
|
453 | This is the amount of damage the player will receive from applying this. The |
|
|
454 | attacktype AT_POISON will be used to hit the player and the damage will |
|
|
455 | determine the strenght, duration and depletion of stats of the poisoning. The |
|
|
456 | created POISONING object which is being placed in the one who was attacked will |
|
|
457 | get the damage from this field (which is maybe adjusted by slaying or the |
|
|
458 | resistancies). |
|
|
459 | |
|
|
460 | =item food <number> |
|
|
461 | |
|
|
462 | 1/4 of <number> will be drained from the players food. |
|
|
463 | |
|
|
464 | =item on_use_yield <archetype> |
|
|
465 | |
|
|
466 | When this object is applied an instance of <archetype> will be created. |
|
|
467 | |
|
|
468 | =back |
|
|
469 | |
|
|
470 | =head3 BOOK - type 8 - Readable books |
|
|
471 | |
|
|
472 | This type is basically for representing text books in the game. |
|
|
473 | |
|
|
474 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
|
|
475 | |
|
|
476 | =over 4 |
|
|
477 | |
|
|
478 | =item msg <text> |
|
|
479 | |
|
|
480 | This is the contents of the book. When this field is unset |
|
|
481 | at treasure generation a random text will be inserted. |
|
|
482 | |
|
|
483 | =item skill <skill name> |
|
|
484 | |
|
|
485 | The skill required to read this book. (The most resonable |
|
|
486 | skill would be literacy). |
|
|
487 | |
|
|
488 | =item exp <number> |
|
|
489 | |
|
|
490 | The experience points the player get for reading this book. |
|
|
491 | |
|
|
492 | =item subtype <readable subtype> |
|
|
493 | |
|
|
494 | This field determines the type of the readable. |
|
|
495 | Please see common/readable.C in the readable_message_types table. |
334 | |
496 | |
335 | =back |
497 | =back |
336 | |
498 | |
337 | =head3 WEAPON - type 15 - Weapons |
499 | =head3 WEAPON - type 15 - Weapons |
338 | |
500 | |
… | |
… | |
478 | FLAG_XRAYS |
640 | FLAG_XRAYS |
479 | FLAG_BLIND |
641 | FLAG_BLIND |
480 | FLAG_SEE_IN_DARK |
642 | FLAG_SEE_IN_DARK |
481 | FLAG_UNDEAD |
643 | FLAG_UNDEAD |
482 | |
644 | |
|
|
645 | =head3 DRINK - type 54 - Drinkable stuff |
|
|
646 | |
|
|
647 | See FOOD description. |
|
|
648 | |
|
|
649 | =head3 CHECK_INV - type 64 - Inventory checkers |
|
|
650 | |
|
|
651 | This object checks whether the player has a specific item in his |
|
|
652 | inventory when he moves above the inventory checker. If the player has |
|
|
653 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
|
|
654 | |
|
|
655 | If you set move_block you can deny players and monsters to reach the space where |
|
|
656 | the inventory checker is on, see 'move_block' description below. |
|
|
657 | |
|
|
658 | The conditions specified by hp, slaying and race are concationated with OR. |
|
|
659 | So matching one of those conditions is enough. |
|
|
660 | |
|
|
661 | =over 4 |
|
|
662 | |
|
|
663 | =item move_block <move type bitmask> |
|
|
664 | |
|
|
665 | If you set this field to block a movetype the move code will block any moves |
|
|
666 | onto the space with the inventory checker, IF the moving object doesn't have |
|
|
667 | (or has - if last_sp = 0) the item that the checker is searching for. |
|
|
668 | |
|
|
669 | =item last_sp (0|1) |
|
|
670 | |
|
|
671 | If last_sp is 1 'having' the item that is being checked for will |
|
|
672 | activate the connection or make the space with the checker non-blocking. |
|
|
673 | If last_sp is 0 'not having' the item will activate the connection |
|
|
674 | or make the space with the checker non-blocking. |
|
|
675 | |
|
|
676 | =item last_heal (0|1) |
|
|
677 | |
|
|
678 | If last_heal is 1 the matching item will be removed if the inventory checker |
|
|
679 | activates a connection and finds the item in the inventory. |
|
|
680 | |
|
|
681 | (A inventory checker that blocks a space won't remove anything from inventories) |
|
|
682 | |
|
|
683 | =item hp <number> |
|
|
684 | |
|
|
685 | If this field is not 0 the inventory checker will search for an object |
|
|
686 | with the type id <number>. |
|
|
687 | |
|
|
688 | =item slaying <string> |
|
|
689 | |
|
|
690 | If this field is set the inventory checker will search for an object that |
|
|
691 | has the same string in the slaying field (for example a key string of a key). |
|
|
692 | |
|
|
693 | =item race <string> |
|
|
694 | |
|
|
695 | If this field is set the inventory checker will search for an object which |
|
|
696 | has the archetype name that matches <string>. |
|
|
697 | |
|
|
698 | =item connected <connection id> |
|
|
699 | |
|
|
700 | This is the connection that will be activated. |
|
|
701 | |
|
|
702 | =back |
|
|
703 | |
|
|
704 | =head3 FLESH - type 72 - Organs and body parts |
|
|
705 | |
|
|
706 | See FOOD description. |
|
|
707 | |
|
|
708 | =head3 HOLE - type 94 - Holes |
|
|
709 | |
|
|
710 | Holes are holes in the ground where objects can fall through. When the hole |
|
|
711 | opens and/or is completly open all objects above it fall through (more |
|
|
712 | precisely: if their head is above the hole). |
|
|
713 | |
|
|
714 | Trapdoors can only transfer the one who falls through to other coordinates |
|
|
715 | on the B<same> map. |
|
|
716 | |
|
|
717 | =over 4 |
|
|
718 | |
|
|
719 | =item maxsp (0|1) |
|
|
720 | |
|
|
721 | This field negates the state of the connection: When maxsp is 1 the pit will |
|
|
722 | open/close when the connection is deactivated. Otherwise it will open/close |
|
|
723 | when the connection is activated. This field only has effect when the |
|
|
724 | connection is triggered. So if you put a closed hole on a map, and the |
|
|
725 | connection is deactivated, and maxsp is 1 the hole will remain closed until the |
|
|
726 | connection was triggered once. |
|
|
727 | |
|
|
728 | =item connected <connection id> |
|
|
729 | |
|
|
730 | This is the connection id, which lets the hole opening or closing when |
|
|
731 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
|
|
732 | at which connection state the object is activated. |
|
|
733 | |
|
|
734 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
|
|
735 | the connection is released. |
|
|
736 | |
|
|
737 | =item wc <number> (internal) |
|
|
738 | |
|
|
739 | This is an internal flag. If it is greater than 0 it means that the hole is not |
|
|
740 | yet fully open. More preciesly: this field is the animation-step and if it is |
|
|
741 | set to the 'closed' step of the animation the hole is closed and if it is on |
|
|
742 | the 'open' animation step (wc = 0), the hole is open. |
|
|
743 | |
|
|
744 | =item sp <number> |
|
|
745 | |
|
|
746 | The destination y coordinates on the same map. |
|
|
747 | |
|
|
748 | =item hp <number> |
|
|
749 | |
|
|
750 | The destination x coordinates on the same map. |
|
|
751 | |
|
|
752 | =back |
|
|
753 | |
|
|
754 | =head3 POISONING - type 105 - The poisoning of players and monsters |
|
|
755 | |
|
|
756 | This type is doing the actual damage to the ones who were attacked |
|
|
757 | via AT_POISON (or drank POISON). |
|
|
758 | |
|
|
759 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
|
|
760 | there for details). |
|
|
761 | |
|
|
762 | =over 4 |
|
|
763 | |
|
|
764 | =item dam <number> |
|
|
765 | |
|
|
766 | Each time the poisoning is processed (which is determined by the speed and speed_left |
|
|
767 | fields, see the general object attributes above) it hits the player with |
|
|
768 | <number> damage and the AT_INTERNAL attacktype (means: it will simply |
|
|
769 | hit the player with no strings attached). |
|
|
770 | |
|
|
771 | =item food <number> |
|
|
772 | |
|
|
773 | Just a note: The posion is removed when food == 1 and not when |
|
|
774 | the whole duration is up, because the POISONING code has to remove |
|
|
775 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
|
|
776 | deletes the POISONING object. |
|
|
777 | |
|
|
778 | =back |
|
|
779 | |
483 | =head3 FORCE - type 114 - Forces |
780 | =head3 FORCE - type 114 - Forces |
484 | |
781 | |
485 | Forces are a very 'thin' type. They don't have much behaviour other than |
782 | Forces are a very 'thin' type. They don't have much behaviour other than |
486 | disappearing after a time and/or affecting the player if they are in his inventory. |
783 | disappearing after a time and/or affecting the player if they are in his |
|
|
784 | inventory. |
487 | |
785 | |
488 | Forces only take effect on the player if they have set FLAG_APPLIED. |
786 | Forces only take effect on the player if they have set FLAG_APPLIED. |
489 | |
787 | |
490 | Whether the duration field is processed or not a tick is controlled via the |
788 | Whether the duration field is processed or not a tick is controlled via the |
491 | speed and speed_left field. Look above at the generic description of these |
789 | speed and speed_left field. Look above at the generic description of these |
492 | fields. |
790 | fields. |
493 | |
791 | |
|
|
792 | NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
|
|
793 | like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
|
|
794 | 0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
|
|
795 | If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
|
|
796 | Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
|
|
797 | |
494 | =over 4 |
798 | =over 4 |
495 | |
799 | |
496 | =item duration |
800 | =item duration |
497 | |
801 | |
498 | While this field is greater than 0 the force/object is not destroyed. |
802 | While this field is greater than 0 the force/object is not destroyed. It is |
499 | It is decreased each tick by 1. |
803 | decreased each tick by 1. |
500 | |
804 | |
501 | If it reaches 0 the force/object is destroyed. |
805 | If it reaches 0 the force/object is destroyed. |
502 | |
806 | |
503 | This field can have this meaning for B<any> object if that object has |
807 | This field can have this meaning for B<any> object if that object has |
504 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
808 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
… | |
… | |
506 | |
810 | |
507 | =back |
811 | =back |
508 | |
812 | |
509 | =head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
813 | =head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
510 | |
814 | |
511 | This object is generated by the POTION code when the potion is a |
815 | This object is generated by the POTION code when the potion is a resistance |
512 | resistance giving potion. It has mainly the same behaviour as a FORCE. |
816 | giving potion. It has mainly the same behaviour as a FORCE. |
513 | |
817 | |
514 | The specialty of the potion effect is that the resistancy it gives is absolute, |
818 | The specialty of the potion effect is that the resistancy it gives is absolute, |
515 | so if you drin a resistancy potion of fire+60 you will get 60% resistancy to fire. |
819 | so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
|
|
820 | fire. |
516 | |
821 | |
517 | Multiple potion effects only give you the maximum of their resistancy. |
822 | Multiple potion effects only give you the maximum of their resistancy. |