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343 | =head3 B<TRANSPORT> - type 2 - Player transports |
343 | =head3 B<TRANSPORT> - type 2 - Player transports |
344 | |
344 | |
345 | 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 |
346 | fields that affect it. |
346 | fields that affect it. |
347 | |
347 | |
348 | =head3 B<ROD> - type 3 - Rods that fire spells |
348 | =head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells |
349 | |
349 | |
350 | Rods contain spells and can be fired by a player. |
350 | Rods contain spells and can be fired by a player. |
351 | |
351 | |
352 | =over 4 |
352 | =over 4 |
353 | |
353 | |
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359 | 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 |
360 | rod is added as bonus. |
360 | rod is added as bonus. |
361 | |
361 | |
362 | =item I<hp> <number> |
362 | =item I<hp> <number> |
363 | |
363 | |
364 | The amount of spellpoints this rod has left. |
364 | The amount of spellpoints this rod has left. Recharges at a rate of C<1 + |
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365 | maxhp/10> per tick. |
365 | |
366 | |
366 | =item I<maxhp> <number> |
367 | =item I<maxhp> <number> |
367 | |
368 | |
368 | The maximum amount of spellpoints this rod has. |
369 | The maximum amount of spellpoints this rod has. |
369 | |
370 | |
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547 | |
548 | |
548 | =over 4 |
549 | =over 4 |
549 | |
550 | |
550 | =item I<level> <number> |
551 | =item I<level> <number> |
551 | |
552 | |
552 | This field affects the propability of poisoning. The higher the level difference |
553 | This field affects the probability of poisoning. The higher the level difference |
553 | between the one who is hit and the poision the more propable it is the attacked |
554 | between the one who is hit and the poision the more probable it is the attacked |
554 | one will be poisoned. |
555 | one will be poisoned. |
555 | |
556 | |
556 | =item I<slaying> <race> |
557 | =item I<slaying> <race> |
557 | |
558 | |
558 | This field has the usual meaning of 'slaying', when the |
559 | This field has the usual meaning of 'slaying', when the |
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684 | the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field |
685 | the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field |
685 | and the arrows I<magic> field. |
686 | and the arrows I<magic> field. |
686 | |
687 | |
687 | =item I<wc> <number> |
688 | =item I<wc> <number> |
688 | |
689 | |
689 | The weapon class of the arrow, which has effect on the propability of hitting. |
690 | The weapon class of the arrow, which has effect on the probability of hitting. |
690 | |
691 | |
691 | It is recomputed when the arrow is being fired by this formula: |
692 | It is recomputed when the arrow is being fired by this formula: |
692 | |
693 | |
693 | wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
694 | wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
694 | - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
695 | - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
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709 | Bitfield which decides the attacktype of the damage, see include/attackinc.h |
710 | Bitfield which decides the attacktype of the damage, see include/attackinc.h |
710 | On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. |
711 | On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. |
711 | |
712 | |
712 | =item I<level> <number> (interally used) |
713 | =item I<level> <number> (interally used) |
713 | |
714 | |
714 | The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, |
715 | The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE, |
715 | see above in the B<ARROW> description. |
716 | see above in the B<ARROW> description. |
716 | |
717 | |
717 | The I<level> is set when the arrow is fired to either the skill level or the |
718 | The I<level> is set when the arrow is fired to either the skill level or the |
718 | shooters level. |
719 | shooters level. |
719 | |
720 | |
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848 | Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
849 | Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
849 | I<sp> regeneration. |
850 | I<sp> regeneration. |
850 | |
851 | |
851 | =item I<body_BODYSLOT> |
852 | =item I<body_BODYSLOT> |
852 | |
853 | |
853 | The part of the body you need to use this weapon, possible values should be |
854 | The part/slot of the body you need to use this weapon, possible values for |
854 | looked up in common/item.C at body_locations. |
855 | C<BODYSLOT> should be looked up in common/item.C at body_locations. |
855 | |
856 | |
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857 | The value (in the range C<-7..7>) gives the number of those body slots |
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858 | used up by the item (if negative) or the number of body slots this object |
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859 | has (if positive, e.g. for monsters or players). The special value C<0> |
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860 | indicates that this object cannot equip items requiring these body slots. |
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861 | |
856 | =item I<resist_RESISTNACY> <number> |
862 | =item I<resist_RESISTANCY> <number> |
857 | |
863 | |
858 | this is the factor with which the difference of the players resistancy and 100% |
864 | this is the factor with which the difference of the players resistancy and 100% |
859 | is multiplied, something like this: |
865 | is multiplied, something like this: |
860 | |
866 | |
861 | additional_resistancy = (100 - current_resistanct) * (<number>/100) |
867 | additional_resistancy = (100 - current_resistancy) * (<number>/100) |
862 | |
868 | |
863 | if <number> is negative it is added to the total vulnerabilities, |
869 | if <number> is negative it is added to the total vulnerabilities, |
864 | and later the total resistance is decided by: |
870 | and later the total resistance is decided by: |
865 | |
871 | |
866 | 'total resistance = total protections - total vulnerabilities' |
872 | 'total resistance = total protections - total vulnerabilities' |
867 | |
873 | |
868 | see also common/living.C:fix_player |
874 | see also common/living.C:fix_player. |
869 | |
875 | |
870 | =item I<path_(attuned|repelled|denied)> |
876 | =item I<path_(attuned|repelled|denied)> |
871 | |
877 | |
872 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
878 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
873 | for the pathes. |
879 | for the pathes. |
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1034 | See also the description of the I<connected> field in the generic object field |
1040 | See also the description of the I<connected> field in the generic object field |
1035 | section. |
1041 | section. |
1036 | |
1042 | |
1037 | =back |
1043 | =back |
1038 | |
1044 | |
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1045 | =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters |
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1046 | |
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1047 | speed == 0 for triggered mood changes, speed != 0 for non-triggered mood |
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1048 | changes. |
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1049 | |
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1050 | (based on value that last_sp takes): |
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1051 | 0: 'furious' Makes all monsters aggressive |
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1052 | 1: 'angry' As above but pets are unaffected |
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1053 | 2: 'calm' Makes all monsters unaggressive |
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1054 | 3: 'sleep' Puts all monsters to sleep |
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1055 | 4: 'charm' Makes monster into a pet of person |
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1056 | who triggers the square. This setting |
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1057 | is not enabled for continous operation |
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1058 | 5: 'destroy mons' destroy any monsters on this space |
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1059 | 6: 'destroy pets' destroy friendly monsters on this space |
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1060 | |
1039 | =head3 B<FLESH> - type 72 - Organs and body parts |
1061 | =head3 B<FLESH> - type 72 - Organs and body parts |
1040 | |
1062 | |
1041 | See B<FOOD> description. |
1063 | See B<FOOD> description. |
1042 | |
1064 | |
1043 | =head3 B<MISC_OBJECT> - type 79 - Misc. objects |
1065 | =head3 B<MISC_OBJECT> - type 79 - Misc. objects |