… | |
… | |
7 | |
7 | |
8 | This documentation is in a sketchy state. It's mostly |
8 | This documentation is in a sketchy state. It's mostly |
9 | used to collect notes about the internal behaviour of the |
9 | used to collect notes about the internal behaviour of the |
10 | objects. |
10 | objects. |
11 | |
11 | |
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12 | =head2 About the notation and terms |
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13 | |
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14 | The term 'archetype' stands for a collection of fields. |
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15 | The term 'object' stands for an archetype instance. |
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16 | The term 'field' is used for an object fields and archetype fields. |
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17 | |
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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 |
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23 | |
12 | =head2 About archetypes and objects |
24 | =head2 About archetypes and objects |
13 | |
25 | |
14 | Field denotes an attribute of an archetype. |
26 | Archetypes are 'templates' of objects. If an object is derived |
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27 | from an archetype the object fields will be set to the corresponding |
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28 | fields in the archetype. |
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29 | |
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30 | When a map is instanciated (loaded), the 'object' description on the |
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31 | map are considered patches of the archetype. |
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32 | |
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33 | This document does explain the behaviour of the objects and the meaning of |
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34 | their fields in the server engine, which are derived from archetypes. |
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35 | |
15 | This is an example of an archetype: |
36 | This is an example of an archetype: |
16 | |
37 | |
17 | Object button_trigger |
38 | Object button_trigger |
18 | name button |
39 | name button |
19 | type 30 |
40 | type 30 |
… | |
… | |
30 | editable 48 |
51 | editable 48 |
31 | visibility 50 |
52 | visibility 50 |
32 | weight 1 |
53 | weight 1 |
33 | end |
54 | end |
34 | |
55 | |
35 | This archetype has the name 'button_trigger' and the objects that |
56 | The first B<field> is I<name>: 'button_trigger', which basically means that |
36 | inherit from this archetype have the name 'button'. |
57 | instances (objects) that are created/derived from this archetype have the |
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58 | name 'button' (which means that the field I<name> of the object will be set |
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59 | to the same value as the archetypes field I<name>). |
37 | |
60 | |
38 | The next field 'type' decides the main behaviour of this archetype. |
61 | The next field I<type> decides the behaviour of objects derived from this archetype. |
39 | For a comprehensive list of types see include/define.h. For this case |
62 | For a comprehensive list of types see include/define.h. For this case |
40 | you might find a line like: |
63 | you might find a line like: |
41 | |
64 | |
42 | #define TRIGGER_BUTTON 30 |
65 | #define TRIGGER_BUTTON 30 |
43 | |
66 | |
44 | The server internally works with objects that 'inherit' attributes from |
67 | The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED. |
45 | an archetype. They have a similar set of attributes. |
68 | For more information on this look in the Flags subsection in the next section |
46 | |
69 | |
47 | The following documentation will also document the meaning of code internal |
70 | The following documentation will also document the meaning of internal used |
48 | attributes of objects. These attributes are marked as '(internal)' and can't |
71 | fields of objects. These fields are marked as (internal) and can't |
49 | or shouldn't be set by an archetype. If the internal names differs the |
72 | or shouldn't be set by an archetype. |
50 | external name (for the archetypes) for the attribute is written behind it. |
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51 | |
73 | |
52 | =head2 Description of generic archetype and object attributes |
74 | =head2 Description of (mostly) generic object fields |
53 | |
75 | |
54 | 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 |
55 | default behaviour. |
77 | default behaviour. |
56 | |
78 | |
57 | =over 4 |
79 | =over 4 |
58 | |
80 | |
59 | =item name <string> |
81 | =item I<name> <string> |
60 | |
82 | |
61 | The name of the object. |
83 | The name of the object. |
62 | |
84 | |
63 | =item name_pl <string> |
85 | =item I<name_pl> <string> |
64 | |
86 | |
65 | 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). |
66 | |
88 | |
67 | =item face <facename> |
89 | =item I<face> <facename> |
68 | |
90 | |
69 | The graphical appearance of this object. |
91 | The graphical appearance of this object. |
70 | |
92 | |
71 | =item x <number> |
93 | =item I<x> <number> |
72 | |
94 | |
73 | 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. |
74 | |
96 | |
75 | =item y <number> |
97 | =item I<y> <number> |
76 | |
98 | |
77 | 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. |
78 | |
100 | |
79 | =item map (internal) |
101 | =item I<map> (internal) |
80 | |
102 | |
81 | The map the object is on. |
103 | The map the object is on. |
82 | |
104 | |
83 | =item invisible <number> |
105 | =item I<invisible> <number> |
84 | |
106 | |
85 | If the <number> is greater than 0 the object is invisible. |
107 | If the <number> is greater than 0 the object is invisible. |
86 | For players this field reflects the duration of the invisibility |
108 | For players this field reflects the duration of the invisibility |
87 | and is decreased every tick by 1. |
109 | and is decreased every tick by 1. |
88 | |
110 | |
89 | 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. |
90 | |
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 | |
91 | =item speed <number> |
118 | =item I<speed> <number> |
92 | |
119 | |
93 | 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 |
94 | 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!). |
95 | |
122 | |
96 | 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 |
97 | 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. |
98 | |
125 | |
99 | =item speed_left <number> |
126 | =item I<speed_left> <number> |
100 | |
127 | |
101 | 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 |
102 | 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): |
103 | |
130 | |
104 | - speed_left is decreased by 1 |
131 | - speed_left is decreased by 1 |
105 | - and this object is processed and experiences a server tick. |
132 | - and this object is processed and experiences a server tick. |
106 | |
133 | |
107 | 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 |
108 | 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> |
109 | on the end of the tick. |
136 | on the end of the tick. |
110 | |
137 | |
111 | 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) |
112 | 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 |
113 | the more often the object is processed. |
140 | the more often the object is processed. |
114 | |
141 | |
115 | =item connected <number> |
142 | =item I<connected> <number> |
116 | |
143 | |
117 | 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 |
118 | 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 |
119 | type of the object. |
146 | type of the object. |
120 | |
147 | |
121 | 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 |
122 | 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. |
123 | |
150 | |
124 | =item no_drop (0|1) |
151 | =item I<no_drop> (0|1) |
125 | |
152 | |
126 | Sets the flag FLAG_NO_DROP. |
153 | Sets the flag FLAG_NO_DROP. |
127 | See Flags section below. |
154 | See Flags section below. |
128 | |
155 | |
129 | =item applied (0|1) |
156 | =item I<applied> (0|1) |
130 | |
157 | |
131 | Sets the flag FLAG_APPLIED. |
158 | Sets the flag FLAG_APPLIED. |
132 | See Flags section below. |
159 | See Flags section below. |
133 | |
160 | |
134 | =item is_used_up (0|1) |
161 | =item I<is_used_up> (0|1) |
135 | |
162 | |
136 | Sets the flag FLAG_IS_USED_UP. |
163 | Sets the flag FLAG_IS_USED_UP. |
137 | See Flags section below. |
164 | See Flags section below. |
138 | |
165 | |
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166 | =item I<changing> (0|1) |
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167 | |
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168 | Sets the flag FLAG_CHANGING. |
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169 | See Flags section below. |
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170 | |
139 | =item auto_apply (0|1) |
171 | =item I<auto_apply> (0|1) |
140 | |
172 | |
141 | Sets the flag FLAG_AUTO_APPLY. |
173 | Sets the flag FLAG_AUTO_APPLY. |
142 | See Flags section below. |
174 | See Flags section below. |
143 | |
175 | |
144 | =item no_steal (0|1) |
176 | =item I<no_steal> (0|1) |
145 | |
177 | |
146 | Sets the flag FLAG_NO_STEAL. |
178 | Sets the flag FLAG_NO_STEAL. |
147 | See Flags section below. |
179 | See Flags section below. |
148 | |
180 | |
149 | =item reflecting (0|1) |
181 | =item I<reflecting> (0|1) |
150 | |
182 | |
151 | Sets the flag FLAG_REFLECTING. |
183 | Sets the flag FLAG_REFLECTING. |
152 | See Flags section below. |
184 | See Flags section below. |
153 | |
185 | |
154 | =item reflect_spell (0|1) |
186 | =item I<reflect_spell> (0|1) |
155 | |
187 | |
156 | Sets the flag FLAG_REFL_SPELL. |
188 | Sets the flag FLAG_REFL_SPELL. |
157 | See Flags section below. |
189 | See Flags section below. |
158 | |
190 | |
159 | =item no_skill_ident (0|1) |
191 | =item I<no_skill_ident> (0|1) |
160 | |
192 | |
161 | Sets the flag FLAG_NO_SKILL_IDENT. |
193 | Sets the flag FLAG_NO_SKILL_IDENT. |
162 | See Flags section below. |
194 | See Flags section below. |
163 | |
195 | |
164 | =item activate_on_push (0|1) (default: 1) |
196 | =item I<activate_on_push> (0|1) (default: 1) |
165 | |
197 | |
166 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
198 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
167 | See Flags section below. |
199 | See Flags section below. |
168 | |
200 | |
169 | =item activate_on_release (0|1) (default: 1) |
201 | =item I<activate_on_release> (0|1) (default: 1) |
170 | |
202 | |
171 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
203 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
172 | See Flags section below. |
204 | See Flags section below. |
173 | |
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 | |
174 | =item editable (more than deprecated) |
211 | =item I<editable> (more than deprecated) |
175 | |
212 | |
176 | This field had a special meaning for crossedit, which used parts |
213 | This field had a special meaning for crossedit, which used parts |
177 | of the server code for editing. Wherever you see this attribute being |
214 | of the server code for editing. Wherever you see this field being |
178 | 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 |
179 | field anymore. |
216 | field anymore. |
180 | |
217 | |
181 | =back |
218 | =back |
182 | |
219 | |
… | |
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194 | |
231 | |
195 | 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. |
196 | 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 |
197 | it mostly means 'this object is active'. |
234 | it mostly means 'this object is active'. |
198 | |
235 | |
199 | 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 |
200 | 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. |
201 | |
238 | |
202 | =item FLAG_IS_USED_UP |
239 | =item FLAG_IS_USED_UP |
203 | |
240 | |
204 | 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> |
205 | 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. |
206 | it is removed. |
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207 | |
243 | |
208 | 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 |
209 | 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 |
210 | of the duration field in this context. |
246 | of the duration field in this context. |
211 | |
247 | |
212 | If FLAG_APPLIED is not set the object is destroyed. |
248 | If FLAG_APPLIED is not set the object is destroyed. |
213 | |
249 | |
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250 | =item FLAG_CHANGING |
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251 | |
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252 | If the I<state> field of the object is 0 the object will be processed periodically |
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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. |
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270 | |
214 | =item FLAG_IS_A_TEMPLATE (internal use) |
271 | =item FLAG_IS_A_TEMPLATE (internal use) |
215 | |
272 | |
216 | 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, |
217 | 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. |
218 | |
275 | |
219 | =item FLAG_AUTO_APPLY |
276 | =item FLAG_AUTO_APPLY |
220 | |
277 | |
221 | 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. |
222 | |
279 | |
223 | =item FLAG_ACTIVATE_ON_PUSH |
280 | =item FLAG_ACTIVATE_ON_PUSH |
224 | |
281 | |
225 | 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 |
226 | with the 'connected' field and controls wether the object should |
283 | by the I<connected> field and controls wether the object should |
227 | be activated when the connection is 'pushed' or it is 'released'. |
284 | be activated when the connection is 'pushed' or it is 'released'. |
228 | |
285 | |
229 | What 'pushed' and 'released' means depends on the object that |
286 | What 'pushed' and 'released' means depends on the object that |
230 | activates the connection. |
287 | activates the connection. |
231 | |
288 | |
232 | This flag is by default on. |
289 | This flag is by default on. |
233 | |
290 | |
234 | =item FLAG_ACTIVATE_ON_RELEASE |
291 | =item FLAG_ACTIVATE_ON_RELEASE |
235 | |
292 | |
236 | 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 |
237 | with the 'connected' field and controls wether the object should |
294 | by the I<connected> field and controls wether the object should |
238 | be activated when the connection is 'pushed' or it is 'released'. |
295 | be activated when the connection is 'pushed' or it is 'released'. |
239 | |
296 | |
240 | What 'pushed' and 'released' means depends on the object that |
297 | What 'pushed' and 'released' means depends on the object that |
241 | activates the connection. |
298 | activates the connection. |
242 | |
299 | |
… | |
… | |
251 | (but in this context the flag is only used internally). |
308 | (but in this context the flag is only used internally). |
252 | |
309 | |
253 | =item FLAG_NO_SKILL_IDENT |
310 | =item FLAG_NO_SKILL_IDENT |
254 | |
311 | |
255 | This flag is mostly used internal and prevents unidentified objects |
312 | This flag is mostly used internal and prevents unidentified objects |
256 | (objects which don't have FLAG_IDENTIFIED set) being identified by |
313 | (objects which don't have FLAG_IDENTIFIED set) being identified |
257 | skills. |
314 | multiple times by skills. |
258 | |
315 | |
259 | 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 |
260 | 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 |
261 | of identifying aren't more effective than one. |
318 | one. |
262 | |
319 | |
263 | =item FLAG_REFLECTING |
320 | =item FLAG_REFLECTING |
264 | |
321 | |
265 | 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> |
266 | to indicate whether this object reflects off walls. |
323 | to indicate whether this object reflects off walls. |
267 | |
324 | |
268 | =item FLAG_REFL_SPELL |
325 | =item FLAG_REFL_SPELL |
269 | |
326 | |
270 | This flag indicates whether something reflects spells, like spell reflecting |
327 | This flag indicates whether something reflects spells, like spell reflecting |
271 | amuletts. |
328 | amuletts. |
272 | |
329 | |
273 | =back |
330 | =item FLAG_IS_LIGHTABLE |
274 | |
331 | |
275 | =head2 Description of type specific attributes |
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 | |
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336 | =back |
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337 | |
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338 | =head2 Description of type specific fields and behaviour |
276 | |
339 | |
277 | The beginning of the headers of the following subsection |
340 | The beginning of the headers of the following subsection |
278 | 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. |
279 | |
342 | |
280 | =head3 TRANSPORT - type 2 - Player transports |
343 | =head3 B<TRANSPORT> - type 2 - Player transports |
281 | |
344 | |
282 | 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 |
283 | attributes that affect it. |
346 | fields that affect it. |
284 | |
347 | |
285 | =head3 ROD - type 3 - Rods that fire spells |
348 | =head3 B<ROD> - type 3 - Rods that fire spells |
286 | |
349 | |
287 | Rods contain spells and can be fired by a player. |
350 | Rods contain spells and can be fired by a player. |
288 | |
351 | |
289 | =over 4 |
352 | =over 4 |
290 | |
353 | |
291 | =item level <number> |
354 | =item I<level> <number> |
292 | |
355 | |
293 | This attribute 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 |
294 | 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. |
295 | 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 |
296 | 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 |
297 | rod is added as bonus. |
360 | rod is added as bonus. |
298 | |
361 | |
299 | =item hp <number> |
362 | =item I<hp> <number> |
300 | |
363 | |
301 | The amount of spellpoints this rod has left. |
364 | The amount of spellpoints this rod has left. |
302 | |
365 | |
303 | =item maxhp <number> |
366 | =item I<maxhp> <number> |
304 | |
367 | |
305 | The maximum amount of spellpoints this rod has. |
368 | The maximum amount of spellpoints this rod has. |
306 | |
369 | |
307 | =item skill <skill name> |
370 | =item I<skill> <skill name> |
308 | |
371 | |
309 | This field determines which skill you need to apply this object. |
372 | This field determines which skill you need to apply this object. |
310 | |
373 | |
311 | =back |
374 | =back |
312 | |
375 | |
313 | =head3 TREASURE - type 4 - Treasures |
376 | =head3 B<TREASURE> - type 4 - Treasures |
314 | |
377 | |
315 | This type of objects are for random treasure generation in maps. |
378 | This type of objects are for random treasure generation in maps. |
316 | If this object is applied by a player it will replace itself with it's |
379 | If this object is applied by a player it will replace itself with it's |
317 | inventory. If it is automatically applied |
380 | inventory. If it is automatically applied |
318 | generate a treasure and replace itself with the generated treasure. |
381 | generate a treasure and replace itself with the generated treasure. |
… | |
… | |
320 | Chests are also of this type, their treasures are generated by |
383 | Chests are also of this type, their treasures are generated by |
321 | the auto apply code on map instantiation. |
384 | the auto apply code on map instantiation. |
322 | |
385 | |
323 | =over 4 |
386 | =over 4 |
324 | |
387 | |
325 | =item hp <number> |
388 | =item I<hp> <number> |
326 | |
389 | |
327 | The number of treasures to generate. |
390 | The number of treasures to generate. |
328 | |
391 | |
329 | =item exp <level> |
392 | =item I<exp> <level> |
330 | |
393 | |
331 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
394 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
332 | and the difficulty for the treasurecode only depends on the maps difficulty, |
395 | and the difficulty for the treasurecode only depends on the maps difficulty, |
333 | otherwise the exp field has the following meaning: |
396 | otherwise the exp field has the following meaning: |
334 | |
397 | |
… | |
… | |
337 | worth a treasure is or what bonuses it is given by the treasure code. |
400 | worth a treasure is or what bonuses it is given by the treasure code. |
338 | |
401 | |
339 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
402 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
340 | generation code. |
403 | generation code. |
341 | |
404 | |
342 | =item randomitems <treasurelist> |
405 | =item I<randomitems> <treasurelist> |
343 | |
406 | |
344 | The treasurelist to use to generate the treasure which is put in the |
407 | The treasurelist to use to generate the treasure which is put in the |
345 | treasure objects inventory. |
408 | treasure objects inventory. |
346 | |
409 | |
347 | =back |
410 | =back |
348 | |
411 | |
349 | =head3 POTION - type 5 - Potions for drinking and other nastynesses |
412 | =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses |
350 | |
413 | |
351 | These objects contain a spell and will emit it on apply, which most |
414 | These objects contain a spell and will emit it on apply, which most |
352 | of the time has the meaning of 'drinking'. |
415 | of the time has the meaning of 'drinking'. |
353 | |
416 | |
354 | If no resistancy field, stat field or attacktype is set and no spell |
417 | If no resistancy field, stat field or attacktype is set and no spell |
… | |
… | |
359 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
422 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
360 | will yield an explosion and hurt the player. |
423 | will yield an explosion and hurt the player. |
361 | |
424 | |
362 | =over 4 |
425 | =over 4 |
363 | |
426 | |
364 | =item Str, Dex, Con, Int, Wis, Cha, Pow <number> |
427 | =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number> |
365 | |
428 | |
366 | These stat fields determine how many stat points the player gets |
429 | These stat fields determine how many stat points the player gets |
367 | when he applies this potion. |
430 | when he applies this potion. |
368 | |
431 | |
369 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
432 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
370 | |
433 | |
371 | =item sp <number> |
434 | =item I<sp> <number> |
372 | |
435 | |
373 | If this field is set and the randomitems field is not set |
436 | If this field is set and the randomitems field is not set |
374 | the field is interpreted as spell number, please look the right |
437 | the field is interpreted as spell number, please look the right |
375 | number up in common/loader.C. |
438 | number up in common/loader.C. |
376 | |
439 | |
377 | If this field is set the randomitems field will be unset by the |
440 | If this field is set the randomitems field will be unset by the |
378 | map loading code. |
441 | map loading code. |
379 | |
442 | |
380 | =item attacktype <attacktype> |
443 | =item I<attacktype> <attacktype> |
381 | |
444 | |
382 | This field has some special meaning in potions, currently the |
445 | This field has some special meaning in potions, currently the |
383 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
446 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
384 | restoration potion or improvement potion. |
447 | restoration potion or improvement potion. |
385 | See include/attackinc.h for the bits of these types. |
448 | See include/attackinc.h for the bits of these types. |
… | |
… | |
390 | into him. |
453 | into him. |
391 | |
454 | |
392 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
455 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
393 | When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
456 | When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
394 | |
457 | |
395 | =item resist_<resistancy> <number> |
458 | =item I<resist_RESISTANCY> <number> |
396 | |
459 | |
397 | If this stat is set and no spell is in the potion the potion |
460 | If this stat is set and no spell is in the potion the potion |
398 | will create a force that give the player this specific resistancy. |
461 | will create a force that give the player this specific resistancy. |
399 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
462 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
400 | and the potion will last 10 times longer than the default force archetype |
463 | and the potion will last 10 times longer than the default force archetype |
401 | FORCE_NAME (at the moment of this writing spell/force.arc). |
464 | FORCE_NAME (at the moment of this writing spell/force.arc). |
402 | |
465 | |
403 | =item randomitems <treasurelist> |
466 | =item I<randomitems> <treasurelist> |
404 | |
467 | |
405 | The inventory/spell of the potion will be created by calling the treasure code |
468 | The inventory/spell of the potion will be created by calling the treasure code |
406 | with the treasurelist specified here. (I guess it's highly undefined what |
469 | with the treasurelist specified here. (I guess it's highly undefined what |
407 | happens if there is not a spell in the potions inventory). |
470 | happens if there is not a spell in the potions inventory). |
408 | |
471 | |
409 | =item on_use_yield <archetype> |
472 | =item I<on_use_yield> <archetype> |
410 | |
473 | |
411 | When this object is applied an instance of <archetype> will be created. |
474 | When this object is applied an instance of <archetype> will be created. |
412 | |
475 | |
413 | =item subtypes <potion subtype> |
476 | =item I<subtypes> <potion subtype> |
414 | |
477 | |
415 | see include/spells.h for possible potion subtypes, there are currently 4: |
478 | see include/spells.h for possible potion subtypes, there are currently 4: |
416 | |
479 | |
417 | =over 4 |
480 | =over 4 |
418 | |
481 | |
… | |
… | |
421 | Unused, default behaiour of a potion. |
484 | Unused, default behaiour of a potion. |
422 | |
485 | |
423 | =item POT_DUST |
486 | =item POT_DUST |
424 | |
487 | |
425 | This potion can be thrown to cast the spell that it has in it's inventory, |
488 | This potion can be thrown to cast the spell that it has in it's inventory, |
426 | the behaviour is not defined if there is not a spell in the inventory and the |
489 | the behaviour is not defined if there is not a B<SPELL> in the inventory and the |
427 | server will log an error. |
490 | server will log an error. |
428 | |
491 | |
429 | =item POT_FIGURINE |
492 | =item POT_FIGURINE |
430 | |
493 | |
431 | Unused, default behaiour of a potion. |
494 | Unused, default behaiour of a potion. |
… | |
… | |
436 | |
499 | |
437 | =back |
500 | =back |
438 | |
501 | |
439 | =back |
502 | =back |
440 | |
503 | |
441 | =head3 FOOD - type 6 - Eatable stuff |
504 | =head3 B<FOOD> - type 6 - Eatable stuff |
442 | |
505 | |
443 | This is for objects that are representing general eatables like |
506 | This is for objects that are representing general eatables like |
444 | beef or bread. |
507 | beef or bread. |
445 | |
508 | |
446 | The main difference between FOOD, FLESH and DRINK is that they |
509 | The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they |
447 | give different messages. |
510 | give different messages. |
448 | |
511 | |
449 | The specialty of FLESH is that it inherits the resistancies of the |
512 | The specialty of B<FLESH> is that it inherits the resistancies of the |
450 | monsters it was generated in and will let dragons raise their resistancies |
513 | monsters it was generated in and will let dragons raise their resistancies |
451 | with that. If the monster has the POISON attacktype the FLESH |
514 | with that. If the monster has the B<POISON> attacktype the B<FLESH> |
452 | will change into POISON. |
515 | will change into B<POISON>. |
453 | |
516 | |
454 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
517 | If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON> |
455 | and if he doesn't find any of that he will start eating FLESH. |
518 | and if he doesn't find any of that he will start eating B<FLESH>. |
456 | |
519 | |
457 | =over 4 |
520 | =over 4 |
458 | |
521 | |
459 | =item title <string> |
522 | =item I<title> <string> |
460 | |
523 | |
461 | If the food has a title or is cursed it is considered 'special', which means that the |
524 | If the food has B<title> set or is cursed it is considered 'special', which |
462 | fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
525 | means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>, |
463 | are interpreted and have further effects on the player. |
526 | I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects |
|
|
527 | on the player. |
464 | |
528 | |
465 | The higher the food field is the longer the improvement of the player lasts |
529 | The higher the I<food> field is the longer the improvement of the player lasts |
466 | (except for hp and sp). |
530 | (except for I<hp> and I<sp>). |
467 | |
531 | |
468 | =item food <number> |
532 | =item I<food> <number> |
469 | |
533 | |
470 | This is the amount of food points the player gets when he eats this. |
534 | This is the amount of food points the player gets when he eats this. |
471 | |
535 | |
472 | =item on_use_yield <archetype> |
536 | =item I<on_use_yield> <archetype> |
473 | |
537 | |
474 | When this object is applied an instance of <archetype> will be created. |
538 | When this object is applied an instance of <archetype> will be created. |
475 | |
539 | |
476 | =back |
540 | =back |
477 | |
541 | |
478 | =head3 POISON - type 7 - Poisonous stuff |
542 | =head3 B<POISON> - type 7 - Poisonous stuff |
479 | |
543 | |
480 | This type is for objects that can poison the player when drinking. |
544 | This type is for objects that can poison the player when he drinks/applies it. |
481 | When applied it will hit the attacked with AT_POISON and will create |
545 | When applied it will hit the attacked with AT_POISON and will create |
482 | a POISONING object in the one who was hit. |
546 | a B<POISONING> object in the one who was hit. |
483 | |
547 | |
484 | =over 4 |
548 | =over 4 |
485 | |
549 | |
486 | =item level <number> |
550 | =item I<level> <number> |
487 | |
551 | |
488 | This field affects the propability of poisoning. The higher the level difference |
552 | This field affects the propability of poisoning. The higher the level difference |
489 | between the one who is hit and the poision the mose propable it is the attacked |
553 | between the one who is hit and the poision the more propable it is the attacked |
490 | one will be poisoned. |
554 | one will be poisoned. |
491 | |
555 | |
492 | =item slaying <race> |
556 | =item I<slaying> <race> |
493 | |
557 | |
494 | On poison this field has the usual meaning of 'slaying', when the |
558 | This field has the usual meaning of 'slaying', when the |
495 | ones race matches the slaying field the damage done by the poison |
559 | poisoned's race matches the I<slaying> field the damage done by the poison |
496 | is multiplied by 3. |
560 | is multiplied by 3. |
497 | |
561 | |
498 | =item hp <number> |
562 | =item I<hp> <number> |
499 | |
563 | |
500 | This is the amount of damage the player will receive from applying this. The |
564 | This is the amount of damage the player will receive from applying this. The |
501 | attacktype AT_POISON will be used to hit the player and the damage will |
565 | attacktype AT_POISON will be used to hit the player and the damage will |
502 | determine the strenght, duration and depletion of stats of the poisoning. The |
566 | determine the strenght, duration and depletion of stats of the poisoning. The |
503 | created POISONING object which is being placed in the one who was attacked will |
567 | created B<POISONING> object which is being placed in the one who was attacked will |
504 | get the damage from this field (which is maybe adjusted by slaying or the |
568 | get the damage from this field (which is maybe adjusted by slaying or the |
505 | resistancies). |
569 | resistancies). |
506 | |
570 | |
507 | =item food <number> |
571 | =item I<food> <number> |
508 | |
572 | |
509 | 1/4 of <number> will be drained from the players food. |
573 | 1/4 of <number> will be drained from the players I<food>. |
510 | |
574 | |
511 | =item on_use_yield <archetype> |
575 | =item I<on_use_yield> <archetype> |
512 | |
576 | |
513 | When this object is applied an instance of <archetype> will be created. |
577 | When this object is applied an instance of <archetype> will be created. |
514 | |
578 | |
515 | =back |
579 | =back |
516 | |
580 | |
517 | =head3 BOOK - type 8 - Readable books |
581 | =head3 B<BOOK> - type 8 - Readable books |
518 | |
582 | |
519 | This type is basically for representing text books in the game. |
583 | This type is basically for representing text books in the game. |
520 | |
584 | |
521 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
585 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
522 | |
586 | |
523 | =over 4 |
587 | =over 4 |
524 | |
588 | |
525 | =item msg <text> |
589 | =item I<msg> <text> |
526 | |
590 | |
527 | This is the contents of the book. When this field is unset |
591 | This is the contents of the book. When this field is unset |
528 | at treasure generation a random text will be inserted. |
592 | at treasure generation a random text will be inserted. |
529 | |
593 | |
530 | =item skill <skill name> |
594 | =item I<skill> <skill name> |
531 | |
595 | |
532 | The skill required to read this book. (The most resonable |
596 | The skill required to read this book. (The most resonable |
533 | skill would be literacy). |
597 | skill would be literacy). |
534 | |
598 | |
535 | =item exp <number> |
599 | =item I<exp> <number> |
536 | |
600 | |
537 | The experience points the player get for reading this book. |
601 | The experience points the player get for reading this book. |
538 | |
602 | |
539 | =item subtype <readable subtype> |
603 | =item I<subtype> <readable subtype> |
540 | |
604 | |
541 | This field determines the type of the readable. |
605 | This field determines the type of the readable. |
542 | Please see common/readable.C in the readable_message_types table. |
606 | Please see common/readable.C in the readable_message_types table. |
543 | |
607 | |
544 | =back |
608 | =back |
545 | |
609 | |
546 | =head3 CLOCK - type 9 - Clocks |
610 | =head3 B<CLOCK> - type 9 - Clocks |
547 | |
611 | |
548 | This type of objects just display the time when being applied. |
612 | This type of objects just display the time when being applied. |
549 | |
613 | |
550 | =head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) |
614 | =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT) |
551 | |
615 | |
552 | This is a spell effect of a moving bolt. It moves straigt forward |
616 | This is a spell effect of a moving bolt. It moves straigt forward |
553 | through the map until something blocks it. |
617 | through the map until something blocks it. |
554 | If FLAG_REFLECTING is set it even reflects on walls. |
618 | If FLAG_REFLECTING is set it even reflects on walls. |
555 | |
619 | |
556 | FLAG_IS_TURNABLE should be set on these objects. |
620 | FLAG_IS_TURNABLE should be set on these objects. |
557 | |
621 | |
558 | =over 4 |
622 | =over 4 |
559 | |
623 | |
560 | =item move_type <movetype> |
624 | =item I<move_type> <movetype> |
561 | |
625 | |
562 | This field affects the move type with which the lightning moves through |
626 | This field affects the move type with which the lightning moves through |
563 | the map and which map cells will reflect or block it. |
627 | the map and which map cells will reflect or block it. |
564 | |
628 | |
565 | =item attacktype <attacktype> |
629 | =item I<attacktype> <attacktype> |
566 | |
630 | |
567 | The attacktype with which it hits the objects on the map. |
631 | The attacktype with which it hits the objects on the map. |
568 | |
632 | |
569 | =item dam <number> |
633 | =item I<dam> <number> |
570 | |
634 | |
571 | The damage this bolt inflicts when it hits objects on the map. |
635 | The damage this bolt inflicts when it hits objects on the map. |
572 | |
636 | |
573 | =item Dex <number> |
637 | =item I<Dex> <number> |
574 | |
638 | |
575 | This is the fork percentage, it is reduced by 10 per fork. |
639 | This is the fork percentage, it is reduced by 10 per fork. |
576 | And the damage is halved on each fork. |
640 | And the I<dam> field is halved on each fork. |
577 | |
641 | |
578 | =item Con <number> |
642 | =item I<Con> (internal) |
579 | |
643 | |
580 | This value is a percentage of which the forking lightning |
644 | This value is a percentage of which the forking lightning |
581 | is deflected to the left. This value should be mostly used internally. |
645 | is deflected to the left. This value should be mostly used internally. |
582 | |
646 | |
583 | =item duration <number> |
647 | =item I<duration> <number> |
584 | |
648 | |
585 | The duration the bolt stays on a map cell. This field is decreased each time |
649 | The duration the bolt stays on a map cell. This field is decreased each time |
586 | the object is processed (see the meaning of speed and speed_left fields in |
650 | the object is processed (see the meaning of I<speed> and I<speed_left> fields in |
587 | the object general description). |
651 | the generic object field description). |
588 | |
652 | |
589 | =item range <number> |
653 | =item I<range> <number> |
590 | |
654 | |
591 | This is the range of the bolt, each space it advances this field is decreased. |
655 | This is the range of the bolt, each space it advances this field is decreased. |
592 | |
656 | |
593 | =back |
657 | =back |
594 | |
658 | |
595 | =head3 ARROW - type 13 - Arrows |
659 | =head3 B<ARROW> - type 13 - Arrows |
596 | |
660 | |
597 | This is the type for objects that represent projectiles like arrows. |
661 | This is the type for objects that represent projectiles like arrows. |
598 | The movement of THROWN_OBJs behave similar to this type. |
662 | The movement of B<THROWN_OBJ>s behave similar to this type. |
599 | |
663 | |
600 | Flying arrows are stopped either when they hit something blocking |
664 | Flying arrows are stopped either when they hit something blocking |
601 | (move_block) or something which is alive. |
665 | (I<move_block>) or something which is alive. |
602 | If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE |
666 | If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE |
603 | set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict |
667 | set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict |
604 | damage with a small chance which is affected by the 'level' field of the arrow. |
668 | damage with a small chance which is affected by the I<level> field of the arrow. |
605 | |
669 | |
606 | If FLAG_REFLECTING is set on the arrow it will bounce off everything |
670 | If FLAG_REFLECTING is set on the arrow it will bounce off everything |
607 | that is not alive and blocks it's movement. |
671 | that is not alive and blocks it's movement. |
608 | |
672 | |
609 | When an arrow is being shot it's dam, wc, attacktype, slaying fields will |
673 | When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying> |
610 | be saved in the sp, hp, grace and spellarg fields of the object, to restore them |
674 | fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of |
611 | once the arrow has been stopped. |
675 | the object, to restore them once the arrow has been stopped. |
612 | |
676 | |
613 | =over 4 |
677 | =over 4 |
614 | |
678 | |
615 | =item dam <number> |
679 | =item I<dam> <number> |
616 | |
680 | |
617 | The amount of damage that is being done to the victim that gets hit. |
681 | The amount of damage that is being done to the victim that gets hit. |
618 | This field is recomputed when the arrow is fired and will consist |
682 | This field is recomputed when the arrow is fired and will consist |
619 | of the sum of a damage bonus (see description of the BOW type), |
683 | of the sum of a damage bonus (see description of the B<BOW> type), |
620 | the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field |
684 | the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field |
621 | and the arrows magic field. |
685 | and the arrows I<magic> field. |
622 | |
686 | |
623 | =item wc <number> |
687 | =item I<wc> <number> |
624 | |
688 | |
625 | The weaponclass of the arrow, which has effect on the propability of hitting. |
689 | The weapon class of the arrow, which has effect on the propability of hitting. |
626 | |
690 | |
627 | It is recomputed when the arrow is being fired by this formula: |
691 | It is recomputed when the arrow is being fired by this formula: |
628 | |
692 | |
629 | wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
693 | wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
630 | - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
694 | - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
631 | |
695 | |
632 | When the arrow is not being shot by an player dex_bonus and thaco_bonus and the |
696 | When the arrow is not being shot by an player dex_bonus and thaco_bonus and the |
633 | level is not added. |
697 | level is not added. |
634 | |
698 | |
635 | The wc_mod is dependend on the fire mode of the bow. For a more detailed |
699 | wc_mod is dependend on the fire mode of the bow. For a more detailed |
636 | explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. |
700 | explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. |
637 | |
701 | |
638 | =item magic <number> |
702 | =item I<magic> <number> |
639 | |
703 | |
640 | This field is added to the damage of the arrow when it is shot and |
704 | This field is added to the damage of the arrow when it is shot and |
641 | will also improve it's speed by 1/5 of it's value. |
705 | will also improve it's I<speed> by 1/5 of it's value. |
642 | |
706 | |
643 | =item attacktype <attacktype> |
707 | =item I<attacktype> <attacktype> |
644 | |
708 | |
645 | Bitfield which decides the attacktype of the damage, see include/attackinc.h |
709 | Bitfield which decides the attacktype of the damage, see include/attackinc.h |
646 | On fireing the attacktype of the bow is added to the arrows attacktype. |
710 | On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. |
647 | |
711 | |
648 | =item level <number> (interally used) |
712 | =item I<level> <number> (interally used) |
649 | |
713 | |
650 | The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, |
714 | The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, |
651 | see above in the ARROW description. |
715 | see above in the B<ARROW> description. |
652 | |
716 | |
653 | The level is set when the arrow is fired to either the skill level or the |
717 | The I<level> is set when the arrow is fired to either the skill level or the |
654 | shooters level. |
718 | shooters level. |
655 | |
719 | |
656 | =item speed <number> (internal) |
720 | =item I<speed> <number> (internal) |
657 | |
721 | |
658 | This field shouldn't be set directly in the archetype, the arrow will get it's |
722 | This field shouldn't be set directly in the archetype, the arrow will get it's |
659 | speed from the bow. This fields value has to be atleast 0.5 or otherwise the |
723 | I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the |
660 | arrow will be stopped immediatly. |
724 | arrow will be stopped immediatly. |
661 | |
725 | |
662 | On fireing the speed of the arrow is computed of 1/5 of the |
726 | On fireing the I<speed> of the arrow is computed of 1/5 of the |
663 | sum of the damage bonus (see BOW), bow magic and arrow magic. After that 1/7 |
727 | sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7 |
664 | of the bows 'dam' field is added to the speed of the arrow. |
728 | of the bows I<dam> field is added to the I<speed> of the arrow. |
665 | |
729 | |
666 | The minimum speed of an arrow is 1.0. |
730 | The minimum I<speed> of an arrow is 1.0. |
667 | |
731 | |
668 | While flying the arrows speed is decreased by 0.05 each time it's moved. |
732 | While flying the arrows I<speed> is decreased by 0.05 each time it's moved. |
669 | |
733 | |
670 | If the speed is above 10.0 it goes straight through the creature it hits and |
734 | If the I<speed> is above 10.0 it goes straight through the creature it hits and |
671 | it's speed is reduced by 1. If the speed is lower or equal 10.0 the arrow is |
735 | it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is |
672 | stopped and either sticked into the victim (see weight field description) or |
736 | stopped and either sticked into the victim (see I<weight> field description) or |
673 | put on it's map square (if it didn't break, see description of the food field). |
737 | put on it's map square (if it didn't break, see description of the I<food> field). |
674 | |
738 | |
675 | =item weight <number> |
739 | =item I<weight> <number> |
676 | |
740 | |
677 | This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg) |
741 | This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) |
678 | the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
742 | the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
679 | |
743 | |
680 | =item food <number> |
744 | =item I<food> <number> |
681 | |
745 | |
682 | The breaking percentage. 100% means: breaks on usage for sure. |
746 | The breaking percentage. 100 (%) means: breaks on usage for sure. |
683 | |
747 | |
684 | =item inventory (internal) |
748 | =item I<inventory> (internal) |
685 | |
749 | |
686 | If the flying/moving object has something in it's inventory and it stops, it |
750 | If the flying/moving object has something in it's inventory and it stops, it |
687 | will be replaced with it's inventory. Otherwise it will be handled as usual, |
751 | will be replaced with it's inventory. Otherwise it will be handled as usual, |
688 | which means: it will be calculated whether the arrow breaks and it will be |
752 | which means: it will be calculated whether the arrow breaks and it will be |
689 | reset for reuse. |
753 | reset for reuse. |
690 | |
754 | |
691 | =item slaying <string> |
755 | =item I<slaying> <string> |
692 | |
756 | |
693 | When the bow that fires this arrow has it's slaying field set it is copied |
757 | When the bow that fires this arrow has it's I<slaying> field set it is copied |
694 | to the arrows slaying field. Otherwise the arrows slaying field remains. |
758 | to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains. |
695 | |
759 | |
696 | =item move_type <movetype> (internally used) |
760 | =item I<move_type> <movetype> (internally used) |
697 | |
761 | |
698 | This field is set when the arrow is shot to MOVE_FLY_LOW. |
762 | This field is set when the arrow is shot to MOVE_FLY_LOW. |
699 | |
763 | |
700 | =item move_on <movetype> (internally used) |
764 | =item I<move_on> <movetype> (internally used) |
701 | |
765 | |
702 | This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. |
766 | This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. |
703 | |
767 | |
704 | =item race <string> |
768 | =item I<race> <string> |
705 | |
769 | |
706 | The race field is a unique key that assigns arrows, bows and quivers. When |
770 | The I<race> field is a unique key that assigns arrows, bows and quivers. When |
707 | shooting an arrow the bows race is used to search for arrows (which have the |
771 | shooting an arrow the bows I<race> is used to search for arrows (which have the |
708 | same race as the bow) in the players inventory and will recursively search in |
772 | same I<race> as the bow) in the players inventory and will recursively search in |
709 | the containers (which are applied and have the same race as the bow and the arrow). |
773 | the containers (which are applied and have the same I<race> as the bow and the arrow). |
710 | |
774 | |
711 | =back |
775 | =back |
712 | |
776 | |
713 | =head3 BOW - type 14 - Bows, those that fire ARROWs |
777 | =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s |
714 | |
778 | |
715 | TODO, but take into account ARROW description above |
779 | TODO, but take into account B<ARROW> description above! |
716 | |
780 | |
717 | =head3 WEAPON - type 15 - Weapons |
781 | =head3 B<WEAPON> - type 15 - Weapons |
718 | |
782 | |
719 | This type is for general hack and slash weapons like swords, maces |
783 | This type is for general hack and slash weapons like swords, maces |
720 | and daggers and and .... |
784 | and daggers and and .... |
721 | |
785 | |
722 | =over 4 |
786 | =over 4 |
723 | |
787 | |
724 | =item weapontype <type id> |
788 | =item I<weapontype> <type id> |
725 | |
789 | |
726 | decides what attackmessages are generated, see include/define.h |
790 | decides what attackmessages are generated, see include/define.h |
727 | |
791 | |
728 | =item attacktype <bitmask> |
792 | =item I<attacktype> <bitmask> |
729 | |
793 | |
730 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
794 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
731 | |
795 | |
732 | =item dam <number> |
796 | =item I<dam> <number> |
733 | |
797 | |
734 | amount of damage being done with the attacktype |
798 | amount of damage being done with the attacktype |
735 | |
799 | |
736 | =item item_power <level> |
800 | =item I<item_power> <level> |
737 | |
801 | |
738 | the itempower of this weapon. |
802 | the itempower of this weapon. |
739 | |
803 | |
740 | =item name |
804 | =item I<name> |
741 | |
805 | |
742 | the name of the weapon. |
806 | the name of the weapon. |
743 | |
807 | |
744 | =item level (internal) |
808 | =item I<level> (internal) |
745 | |
809 | |
746 | The improvement state of the weapon. |
810 | The improvement state of the weapon. |
747 | If this field is greater than 0 the 'name' field starts with the |
811 | If this field is greater than 0 the I<name> field starts with the |
748 | characters name who improved this weapon. |
812 | characters name who improved this weapon. |
749 | |
813 | |
750 | =item last_eat (internal) |
814 | =item I<last_eat> (internal) |
751 | |
815 | |
752 | seems to be the amount of improvements of a weapon, |
816 | This seems to be the amount of improvements of a weapon, |
753 | the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
817 | the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
754 | |
818 | |
755 | ((who->level / 5) + 5) >= op->last_eat |
819 | ((who->level / 5) + 5) >= op->last_eat |
756 | |
820 | |
757 | =item last_sp |
821 | =item I<last_sp> |
758 | |
822 | |
759 | the weapon speed (see magic description) |
823 | the weapon speed (see magic description) |
760 | |
824 | |
761 | =item food <number> |
825 | =item I<food> <number> |
762 | |
826 | |
763 | addition to food regeneration of the player |
827 | addition to food regeneration of the player |
764 | |
828 | |
765 | =item hp <number> |
829 | =item I<hp> <number> |
766 | |
830 | |
767 | addition to health regeneration |
831 | addition to health regeneration |
768 | |
832 | |
769 | =item sp <number> |
833 | =item I<sp> <number> |
770 | |
834 | |
771 | addition to mana regeneration |
835 | addition to mana regeneration |
772 | |
836 | |
773 | =item grace <number> |
837 | =item I<grace> <number> |
774 | |
838 | |
775 | addititon to grace regeneration |
839 | addititon to grace regeneration |
776 | |
840 | |
777 | =item gen_sp_armour <number> |
841 | =item I<gen_sp_armour> <number> |
778 | |
842 | |
779 | the players gen_sp_armour field (which is per default 10) is added the <number> amount. |
843 | the players I<gen_sp_armour> field (which is per default 10) is being added the |
780 | gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
844 | <number> amount. gen_sp_armour seems to be a factor with which gen_sp in |
781 | is multiplied: gen_sp *= 10/<number> |
845 | do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of |
782 | meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
846 | I<gen_sp_armour> limits the amout of regenerated spellpoints. |
783 | spellpoints. |
|
|
784 | |
847 | |
785 | generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
848 | Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
786 | sp regeneration. |
849 | I<sp> regeneration. |
787 | |
850 | |
788 | =item body_<body slot/part> |
851 | =item I<body_BODYSLOT> |
789 | |
852 | |
790 | the part of the body you need to use this weapon, possible values should be |
853 | The part of the body you need to use this weapon, possible values should be |
791 | looked up in common/item.C at body_locations. |
854 | looked up in common/item.C at body_locations. |
792 | |
855 | |
793 | =item resist_<resistnacy> <number> |
856 | =item I<resist_RESISTNACY> <number> |
794 | |
857 | |
795 | this is the factor with which the difference of the players resistancy and 100% |
858 | this is the factor with which the difference of the players resistancy and 100% |
796 | is multiplied, something like this: |
859 | is multiplied, something like this: |
797 | |
860 | |
798 | additional_resistancy = (100 - current_resistanct) * (<number>/100) |
861 | additional_resistancy = (100 - current_resistanct) * (<number>/100) |
… | |
… | |
802 | |
865 | |
803 | 'total resistance = total protections - total vulnerabilities' |
866 | 'total resistance = total protections - total vulnerabilities' |
804 | |
867 | |
805 | see also common/living.C:fix_player |
868 | see also common/living.C:fix_player |
806 | |
869 | |
807 | =item patch_(attuned|repelled|denied) |
870 | =item I<path_(attuned|repelled|denied)> |
808 | |
871 | |
809 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
872 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
810 | for the pathes. |
873 | for the pathes. |
811 | |
874 | |
812 | =item luck <number> |
875 | =item I<luck> <number> |
813 | |
876 | |
814 | this luck is added to the players luck |
877 | this luck is added to the players I<luck> |
815 | |
878 | |
816 | =item move_type |
879 | =item I<move_type> |
817 | |
880 | |
818 | if the weapon has a move_type set the player inherits it's move_type |
881 | if the weapon has a I<move_type> set the player inherits it's I<move_type> |
819 | |
882 | |
820 | =item exp <number> |
883 | =item I<exp> <number> |
821 | |
884 | |
822 | the added_speed and bonus_speed of the player is raised by <number>/3. |
885 | the added_speed and bonus_speed of the player is raised by <number>/3. |
823 | if <number> < 0 then the added_speed is decreased by <number> |
886 | if <number> < 0 then the added_speed is decreased by <number> |
824 | |
887 | |
825 | =item weight |
888 | =item I<weight> |
826 | |
889 | |
827 | the weight of the weapon |
890 | the weight of the weapon |
828 | |
891 | |
829 | =item magic |
892 | =item I<magic> |
830 | |
893 | |
831 | the magic field affects the amounts of the following fields: |
894 | the I<magic> field affects the amounts of the following fields: |
832 | |
895 | |
833 | - wc : the players wc is adjusted by: player->wc -= (wc + magic) |
896 | - wc : the players wc is adjusted by: player->wc -= (wc + magic) |
834 | |
897 | |
835 | - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
898 | - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
836 | |
899 | |
837 | - dam: the players dam is adjusted by: player->dam += (dam + magic) |
900 | - dam: the players dam is adjusted by: player->dam += (dam + magic) |
838 | |
901 | |
839 | - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
902 | - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
840 | (minium is 0) |
903 | (minium is 0) |
841 | |
904 | |
842 | =item ac <number> |
905 | =item I<ac> <number> |
843 | |
906 | |
844 | the amount of ac points the player's ac is decreased when applying this object. |
907 | the amount of ac points the player's I<ac> is decreased when applying this object. |
845 | |
908 | |
846 | =item wc <number> |
909 | =item I<wc> <number> |
847 | |
910 | |
848 | the amount of wc points the player's wc is decreased when applying this object. |
911 | the amount of wc points the player's I<wc> is decreased when applying this object. |
849 | |
912 | |
850 | =back |
913 | =back |
851 | |
914 | |
852 | =head4 Player inherits following flags from weapons: |
915 | =head4 Player inherits following flags from weapons: |
853 | |
916 | |
… | |
… | |
858 | FLAG_XRAYS |
921 | FLAG_XRAYS |
859 | FLAG_BLIND |
922 | FLAG_BLIND |
860 | FLAG_SEE_IN_DARK |
923 | FLAG_SEE_IN_DARK |
861 | FLAG_UNDEAD |
924 | FLAG_UNDEAD |
862 | |
925 | |
863 | =head3 GRIMREAPER - type 28 - Grimreapers |
926 | =head3 B<GRIMREAPER> - type 28 - Grimreapers |
864 | |
927 | |
865 | These type are mostly used for monsters, they give the |
928 | These type are mostly used for monsters, they give the |
866 | monster the ability to dissapear after 10 hits with AT_DRAIN. |
929 | monster the ability to dissapear after 10 hits with AT_DRAIN. |
867 | |
930 | |
868 | =over 4 |
931 | =over 4 |
869 | |
932 | |
870 | =item value <number> |
933 | =item I<value> <number> |
871 | |
934 | |
872 | This field stores the hits the monster did yet. |
935 | This field stores the hits the monster did yet. |
873 | |
936 | |
874 | =back |
937 | =back |
875 | |
938 | |
876 | =head3 CREATOR - type 42 - Object creators |
939 | =head3 B<CREATOR> - type 42 - Object creators |
877 | |
940 | |
878 | Once a creator is activated by a connection it creates a number of objects |
941 | Once a creator is activated by a connection it creates a number of objects |
879 | (cloned from it's inventory or a new archetype from the other_arch slot). |
942 | (cloned from it's inventory or a new object derived from the archetype |
|
|
943 | named in the other_arch slot). |
880 | |
944 | |
881 | If FLAG_LIVESAFE is set the number of uses is unlimited. |
945 | If FLAG_LIVESAFE is set the number of uses is unlimited. |
882 | |
946 | |
883 | =over 4 |
947 | =over 4 |
884 | |
948 | |
885 | =item hp <number> |
949 | =item I<hp> <number> |
886 | |
950 | |
887 | If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
951 | If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
888 | be used. |
952 | be used. |
889 | |
953 | |
890 | =item speed <number> |
954 | =item I<speed> <number> |
891 | |
955 | |
892 | If speed is set the creator will create an object periodically, |
956 | If I<speed> is set the creator will create an object periodically, |
893 | see speed and speed_left fields in general object attribute description |
957 | see I<speed> and I<speed_left> fields in the general object field description |
894 | for more details on how this period works. |
958 | for more details. |
895 | |
959 | |
896 | =item slaying <string> |
960 | =item I<slaying> <string> |
897 | |
961 | |
898 | If set the generated object's name and |
962 | If set the generated object's name and title will be set to this. |
899 | title will be set to this. |
|
|
900 | |
963 | |
901 | =item other_arch <string> |
964 | =item I<other_arch> <string> |
902 | |
965 | |
903 | If the inventory of the creator is empty objects of the |
966 | If the inventory of the creator is empty new objects will be derived from the |
904 | archetype <string> will be generated. |
967 | archetype named by <string>. |
905 | |
968 | |
906 | =item connected <number> |
969 | =item I<connected> <number> |
907 | |
970 | |
908 | See generic object attribute section. |
971 | See generic object field description. |
909 | |
972 | |
910 | =back |
973 | =back |
911 | |
974 | |
912 | =head3 DRINK - type 54 - Drinkable stuff |
975 | =head3 B<DRINK> - type 54 - Drinkable stuff |
913 | |
976 | |
914 | See FOOD description. |
977 | See B<FOOD> description. |
915 | |
978 | |
916 | =head3 CHECK_INV - type 64 - Inventory checkers |
979 | =head3 B<CHECK_INV> - type 64 - Inventory checkers |
917 | |
980 | |
918 | This object checks whether the player has a specific item in his |
981 | This object checks whether the player has a specific item in his |
919 | inventory when he moves above the inventory checker. If the player has |
982 | inventory when he moves above the inventory checker. If the player has |
920 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
983 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
921 | |
984 | |
922 | If you set move_block you can deny players and monsters to reach the space where |
985 | If you set I<move_block> you can deny players and monsters to reach the space where |
923 | the inventory checker is on, see 'move_block' description below. |
986 | the inventory checker is on, see I<move_block> description below. |
924 | |
987 | |
925 | The conditions specified by hp, slaying and race are concationated with OR. |
988 | The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated. |
926 | So matching one of those conditions is enough. |
989 | So matching one of those conditions is enough. |
927 | |
990 | |
928 | =over 4 |
991 | =over 4 |
929 | |
992 | |
930 | =item move_block <move type bitmask> |
993 | =item I<move_block> <move type bitmask> |
931 | |
994 | |
932 | If you set this field to block a movetype the move code will block any moves |
995 | If you set this field to block a movetype the move code will block any moves |
933 | onto the space with the inventory checker, IF the moving object doesn't have |
996 | onto the space with the inventory checker, IF the moving object doesn't have |
934 | (or has - if last_sp = 0) the item that the checker is searching for. |
997 | (or has - if I<last_sp> = 0) the item that the checker is searching for. |
935 | |
998 | |
936 | =item last_sp (0|1) |
999 | =item I<last_sp> (0|1) |
937 | |
1000 | |
938 | If last_sp is 1 'having' the item that is being checked for will |
1001 | If I<last_sp> is 1 'having' the item that is being checked for will |
939 | activate the connection or make the space with the checker non-blocking. |
1002 | activate the connection or make the space with the checker non-blocking. |
940 | If last_sp is 0 'not having' the item will activate the connection |
1003 | If I<last_sp> is 0 'not having' the item will activate the connection |
941 | or make the space with the checker non-blocking. |
1004 | or make the space with the checker non-blocking. |
942 | |
1005 | |
943 | =item last_heal (0|1) |
1006 | =item I<last_heal> (0|1) |
944 | |
1007 | |
945 | If last_heal is 1 the matching item will be removed if the inventory checker |
1008 | If I<last_heal> is 1 the matching item will be removed if the inventory checker |
946 | activates a connection and finds the item in the inventory. |
1009 | activates a connection and finds the item in the inventory. |
947 | |
1010 | |
948 | (A inventory checker that blocks a space won't remove anything from inventories) |
1011 | (A inventory checker that blocks a space won't remove anything from inventories) |
949 | |
1012 | |
950 | =item hp <number> |
1013 | =item I<hp> <number> |
951 | |
1014 | |
952 | If this field is not 0 the inventory checker will search for an object |
1015 | If this field is not 0 the inventory checker will search for an object |
953 | with the type id <number>. |
1016 | with the type id <number>. |
954 | |
1017 | |
955 | =item slaying <string> |
1018 | =item I<slaying> <string> |
956 | |
1019 | |
957 | If this field is set the inventory checker will search for an object that |
1020 | If this field is set the inventory checker will search for an object that |
958 | has the same string in the slaying field (for example a key string of a key). |
1021 | has the same string in the I<slaying> field (for example a key string of a key). |
959 | |
1022 | |
960 | =item race <string> |
1023 | =item I<race> <string> |
961 | |
1024 | |
962 | If this field is set the inventory checker will search for an object which |
1025 | If this field is set the inventory checker will search for an object which |
963 | has the archetype name that matches <string>. |
1026 | has the archetype name that matches <string>. |
964 | |
1027 | |
965 | =item connected <connection id> |
1028 | =item I<connected> <connection id> |
966 | |
1029 | |
967 | This is the connection that will be activated. The connection is |
1030 | This is the connection that will be activated. The connection is |
968 | 'pushed' when someone enters the space with the inventory checker, |
1031 | 'pushed' when someone enters the space with the inventory checker, |
969 | and it is 'released' when he leaves it. |
1032 | and it is 'released' when he leaves it. |
970 | |
1033 | |
971 | See also the description of the connected field in the generic object attribute |
1034 | See also the description of the I<connected> field in the generic object field |
972 | section. |
1035 | section. |
973 | |
1036 | |
974 | =back |
1037 | =back |
975 | |
1038 | |
976 | =head3 FLESH - type 72 - Organs and body parts |
1039 | =head3 B<FLESH> - type 72 - Organs and body parts |
977 | |
1040 | |
978 | See FOOD description. |
1041 | See B<FOOD> description. |
979 | |
1042 | |
980 | =head3 MISC_OBJECT - type 79 - Misc. objects |
1043 | =head3 B<MISC_OBJECT> - type 79 - Misc. objects |
981 | |
1044 | |
982 | A type for any object that has no special behaviour. |
1045 | A type for any object that has no special behaviour. |
983 | |
1046 | |
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1047 | =head3 B<LAMP> - type 82 - A lamp |
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1048 | |
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|
1049 | This object represents a lamp, that can be carried and switched |
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|
1050 | on and off and has a certain amount of fuel in it. |
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1051 | |
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|
1052 | A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype. |
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|
1053 | Each of them should point at the other one with it's I<other_arch> field. |
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1054 | |
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1055 | See the I<other_arch> field for the behaviour of a lamp object when it is applied. |
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1056 | |
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|
1057 | If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off |
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|
1058 | with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE. |
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1059 | |
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1060 | =over 4 |
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1061 | |
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1062 | =item I<glow_radius> <number> |
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1063 | |
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|
1064 | The radius of the light that the lamp emits, see also I<glow_radius> in the |
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|
1065 | generic object flags description. |
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1066 | |
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1067 | =item I<speed> <number> |
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1068 | |
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|
1069 | If FLAG_CHANGING is set the I<speed> field will indicate how fast the |
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|
1070 | lamp burns it's fuel (I<food>). |
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1071 | |
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|
1072 | Setting FLAG_CHANGING makes only sense on the archetype which represents |
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|
1073 | the 'on' state of the lamp. |
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1074 | |
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|
1075 | See also the description of FLAG_CHANGING. |
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1076 | |
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|
1077 | Lamps which have no FLAG_CHANGING set would also make sense and represent |
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|
1078 | lamps that never burn up. |
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1079 | |
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|
1080 | =item I<other_arch> <number> |
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1081 | |
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|
1082 | This is the field that points to the 'other' archetype which represents the |
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|
1083 | opposite state of the lamp. The newly from I<other_arch> derived object will |
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|
1084 | replace the current object and will get the value of I<food> of the replaced object. |
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1085 | |
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|
1086 | Rationale: |
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1087 | |
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|
1088 | When the lamp (on) is applied a new object is derived from the archetype |
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|
1089 | in I<other_arch> and the I<food> value is copied to it ('the fuel is |
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|
1090 | transferred'). The new lamp (off) object has to have a I<other_arch> field |
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|
1091 | which points to the archetype from which a lamp (on) can be derived. |
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1092 | |
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1093 | =item I<food> <number> |
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1094 | |
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|
1095 | This fields stands for the fuel of the lamp. |
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1096 | |
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|
1097 | =back |
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1098 | |
984 | =head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators |
1099 | =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators |
985 | |
1100 | |
986 | This type of objects multiplies objects that are above it when it is activated. |
1101 | This type of objects multiplies objects that are above it when it is activated. |
987 | You can even multiply by 0, which will destroy the object. |
1102 | You can even multiply by 0, which will destroy the object. |
988 | |
1103 | |
989 | =over 4 |
1104 | =over 4 |
990 | |
1105 | |
991 | =item level <number> |
1106 | =item I<level> <number> |
992 | |
1107 | |
993 | The multiplicator, if set to 0 or lower it will destroy the objects above it. |
1108 | The multiplicator, if set to 0 or lower it will destroy the objects above it. |
994 | |
1109 | |
995 | =item other_arch <string> |
1110 | =item I<other_arch> <string> |
996 | |
1111 | |
997 | The archetype name of the objects which will be multiplied. |
1112 | The archetype name of the objects that should be multiplied. |
998 | |
1113 | |
999 | =item connected <number> |
1114 | =item I<connected> <number> |
1000 | |
1115 | |
1001 | See generic object attribute section. |
1116 | See generic object field description. |
1002 | |
1117 | |
1003 | =back |
1118 | =back |
1004 | |
1119 | |
1005 | =head3 HOLE - type 94 - Holes |
1120 | =head3 B<HOLE> - type 94 - Holes |
1006 | |
1121 | |
1007 | Holes are holes in the ground where objects can fall through. When the hole |
1122 | B<HOLE>s are holes in the ground where objects can fall through. When the hole |
1008 | opens and/or is completly open all objects above it fall through (more |
1123 | opens and/or is completly open all objects above it fall through (more |
1009 | precisely: if their head is above the hole). |
1124 | precisely: if their head is above the hole). |
1010 | |
1125 | |
1011 | When the HOLE is activated it's speed is set to 0.5. |
1126 | When the B<HOLE> is activated it's speed is set to 0.5. |
1012 | |
1127 | |
1013 | Trapdoors can only transfer the one who falls through to other coordinates |
1128 | These holes can only transfer the one who falls through to other coordinates |
1014 | on the B<same> map. |
1129 | on the same map. |
1015 | |
1130 | |
1016 | =over 4 |
1131 | =over 4 |
1017 | |
1132 | |
1018 | =item maxsp (0|1) |
1133 | =item I<maxsp> (0|1) |
1019 | |
1134 | |
1020 | This field negates the state of the connection: When maxsp is 1 the pit will |
1135 | This field negates the state of the connection: When maxsp is 1 the pit will |
1021 | open/close when the connection is deactivated. Otherwise it will open/close |
1136 | open/close when the connection is deactivated. Otherwise it will open/close |
1022 | when the connection is activated. This field only has effect when the |
1137 | when the connection is activated. This field only has effect when the |
1023 | connection is triggered. So if you put a closed hole on a map, and the |
1138 | connection is triggered. So if you put a closed hole on a map, and the |
1024 | connection is deactivated, and maxsp is 1 the hole will remain closed until the |
1139 | connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the |
1025 | connection was triggered once. |
1140 | connection was triggered once. |
1026 | |
1141 | |
1027 | =item connected <connection id> |
1142 | =item I<connected> <connection id> |
1028 | |
1143 | |
1029 | This is the connection id, which lets the hole opening or closing when |
1144 | This is the connection id, which lets the hole opening or closing when |
1030 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
1145 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
1031 | at which connection state the object is activated. |
1146 | at which connection state the object is activated. |
1032 | |
1147 | |
1033 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
1148 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
1034 | the connection is released. |
1149 | the connection is released. |
1035 | |
1150 | |
1036 | =item wc <number> (internal) |
1151 | =item I<wc> <number> (internal) |
1037 | |
1152 | |
1038 | This is an internal flag. If it is greater than 0 it means that the hole is not |
1153 | This is an internal field. If it is greater than 0 it means that the hole is not |
1039 | yet fully open. More preciesly: this field is the animation-step and if it is |
1154 | yet fully open. More preciesly: this field is the animation-step and if it is |
1040 | set to the 'closed' step of the animation the hole is closed and if it is on |
1155 | set to the 'closed' step of the animation the hole is closed and if it is on |
1041 | the 'open' animation step (wc = 0), the hole is open. |
1156 | the 'open' animation step (I<wc> = 0), the hole is open. |
1042 | |
1157 | |
1043 | =item sp <number> |
1158 | =item I<sp> <number> |
1044 | |
1159 | |
1045 | The destination y coordinates on the same map. |
1160 | The destination y coordinates on the same map. |
1046 | |
1161 | |
1047 | =item hp <number> |
1162 | =item I<hp> <number> |
1048 | |
1163 | |
1049 | The destination x coordinates on the same map. |
1164 | The destination x coordinates on the same map. |
1050 | |
1165 | |
1051 | =back |
1166 | =back |
1052 | |
1167 | |
1053 | =head3 POISONING - type 105 - The poisoning of players and monsters |
1168 | =head3 B<POISONING> - type 105 - The poisoning of players and monsters |
1054 | |
1169 | |
1055 | This type is doing the actual damage to the ones who were attacked |
1170 | This type is doing the actual damage to the ones who were attacked |
1056 | via AT_POISON (or drank POISON). |
1171 | via AT_POISON (or drank B<POISON>). |
1057 | |
1172 | |
1058 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
1173 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
1059 | there for details). |
1174 | there for details). |
1060 | |
1175 | |
1061 | =over 4 |
1176 | =over 4 |
1062 | |
1177 | |
1063 | =item dam <number> |
1178 | =item I<dam> <number> |
1064 | |
1179 | |
1065 | Each time the poisoning is processed (which is determined by the speed and speed_left |
1180 | Each time the poisoning is proccessed (which is determined by the I<speed> and |
1066 | fields, see the general object attributes above) it hits the player with |
1181 | I<speed_left> fields, see the general object fields description above) it hits |
1067 | <number> damage and the AT_INTERNAL attacktype (means: it will simply |
1182 | the player with <number> damage and the AT_INTERNAL attacktype (means: it will |
1068 | hit the player with no strings attached). |
1183 | simply hit the player with no strings attached). |
1069 | |
1184 | |
1070 | =item food <number> |
1185 | =item I<food> <number> |
1071 | |
1186 | |
1072 | Just a note: The posion is removed when food == 1 and not when |
1187 | Just a note: The posioning is removed if I<food> == 1 and not if |
1073 | the whole duration is up, because the POISONING code has to remove |
1188 | the whole I<duration> is up, because the B<POISONING> code has to remove |
1074 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
1189 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
1075 | deletes the POISONING object. |
1190 | deletes the B<POISONING> object. |
1076 | |
1191 | |
1077 | =back |
1192 | =back |
1078 | |
1193 | |
1079 | =head3 FORCE - type 114 - Forces |
1194 | =head3 B<FORCE> - type 114 - Forces |
1080 | |
1195 | |
1081 | Forces are a very 'thin' type. They don't have much behaviour other than |
1196 | Forces are a very 'thin' type. They don't have much behaviour other than |
1082 | disappearing after a time and/or affecting the player if they are in his |
1197 | disappearing after a time and/or affecting the player if they are in his |
1083 | inventory. |
1198 | inventory. |
1084 | |
1199 | |
1085 | Forces only take effect on the player if they have set FLAG_APPLIED. |
1200 | Forces only take effect on the player if they have FLAG_APPLIED set. |
1086 | |
1201 | |
1087 | Whether the duration field is processed or not a tick is controlled via the |
1202 | Whether the I<duration> field is processed or not per tick is controlled by the |
1088 | speed and speed_left field. Look above at the generic description of these |
1203 | I<speed> and I<speed_left> fields. Look above in the generic object field description. |
1089 | fields. |
|
|
1090 | |
1204 | |
1091 | NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
1205 | NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also |
1092 | like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
1206 | interpreter like described in the description of the FLAG_IS_USED_UP flag. |
1093 | 0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
1207 | BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force |
1094 | If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
1208 | will still last for I<duration>. If the FLAG_APPLIED is not set the force is |
1095 | Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
1209 | removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't |
|
|
1210 | have good semantics on forces, try to avoid it. |
1096 | |
1211 | |
1097 | =over 4 |
1212 | =over 4 |
1098 | |
1213 | |
1099 | =item duration |
1214 | =item I<duration> |
1100 | |
1215 | |
1101 | While this field is greater than 0 the force/object is not destroyed. It is |
1216 | While this field is greater than 0 the force/object is not destroyed. It is |
1102 | decreased each tick by 1. |
1217 | decreased each tick by 1. |
1103 | |
1218 | |
1104 | If it reaches 0 the force/object is destroyed. |
1219 | If it reaches 0 the force/object is destroyed. |
… | |
… | |
1107 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
1222 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
1108 | what happens then. |
1223 | what happens then. |
1109 | |
1224 | |
1110 | =back |
1225 | =back |
1111 | |
1226 | |
1112 | =head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
1227 | =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies) |
1113 | |
1228 | |
1114 | This object is generated by the POTION code when the potion is a resistance |
1229 | This object is generated by the B<POTION> code when the potion is a resistance |
1115 | giving potion. It has mainly the same behaviour as a FORCE. |
1230 | giving potion. It has mainly the same behaviour as a B<FORCE>. |
1116 | |
1231 | |
1117 | The specialty of the potion effect is that the resistancy it gives is absolute, |
1232 | The specialty of the potion effect is that the resistancy it gives is absolute, |
1118 | so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
1233 | so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to |
1119 | fire. |
1234 | fire. |
1120 | |
1235 | |
1121 | Multiple potion effects only give you the maximum of their resistancy. |
1236 | Multiple potion effects only give you the maximum of their resistancy. |