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1=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION 1=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION
2 2
3Here is all information about the object types Crossfire+ 3Here is all information about the object types Deliantra
4supports at the moment. This is not a complete documentation (yet) 4supports at the moment. This is not a complete documentation (yet)
5and browsing the source is still recommended to learn about 5and browsing the source is still recommended to learn about
6the objects that aren't documented here. 6the objects that aren't documented here.
7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 Object button_trigger
18 name button 39 name button
19 type 30 40 type 30
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
93=item I<x> <number>
94
95The x position of the object when it is on a map.
96
97=item I<y> <number>
98
99The y position of the object when it is on a map.
100
101=item I<map> (internal)
102
103The map the object is on.
104
71=item invisible <number> 105=item I<invisible> <number>
72 106
73If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 109and is decreased every tick by 1.
76 110
77For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
78 112
113=item I<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all).
117
79=item speed <number> 118=item I<speed> <number>
80 119
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 120If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!). 121on the active object list and will be processed each tick (see also speed_left!).
83 122
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 123If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick. 124from the active object list and it won't experience any processing per tick.
86 125
87=item speed_left <number> 126=item I<speed_left> <number>
88 127
89If this field is greater than 0 and the object is on the 128If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 129active list (mostly means it's speed is also greater than 0):
91 130
92 - speed_left is decreased by 1 131 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 132 - and this object is processed and experiences a server tick.
94 133
95If the object is on the active list and speed_left is lower or 134If the object is on the active list and I<speed_left> is lower or
96equal to 0 the absolute value of the speed field is added to speed_left 135equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 136on the end of the tick.
98 137
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 138This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
100the more seldom the object is processed. And the higher the speed field is 139the more seldom the object is processed. And the higher I<speed> is
101the more often the object is processed. 140the more often the object is processed.
102 141
142=item I<connected> <number>
143
144When this field is set the object will be linked to a connection with the
145id <number>. What happens when the connection is 'activated' depends on the
146type of the object.
147
148FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
149when to activate the object, see description of these below for further details.
150
103=item no_drop (0|1) 151=item I<no_drop> (0|1)
104 152
105Sets the flag FLAG_NO_DROP. 153Sets the flag FLAG_NO_DROP.
106See Flags section below. 154See Flags section below.
107 155
108=item applied (0|1) 156=item I<applied> (0|1)
109 157
110Sets the flag FLAG_APPLIED. 158Sets the flag FLAG_APPLIED.
111See Flags section below. 159See Flags section below.
112 160
113=item is_used_up (0|1) 161=item I<is_used_up> (0|1)
114 162
115Sets the flag FLAG_IS_USED_UP. 163Sets the flag FLAG_IS_USED_UP.
116See Flags section below. 164See Flags section below.
117 165
166=item I<changing> (0|1)
167
168Sets the flag FLAG_CHANGING.
169See Flags section below.
170
118=item auto_apply (0|1) 171=item I<auto_apply> (0|1)
119 172
120Sets the flag FLAG_AUTO_APPLY. 173Sets the flag FLAG_AUTO_APPLY.
121See Flags section below. 174See Flags section below.
122 175
176=item I<no_steal> (0|1)
177
178Sets the flag FLAG_NO_STEAL.
179See Flags section below.
180
181=item I<reflecting> (0|1)
182
183Sets the flag FLAG_REFLECTING.
184See Flags section below.
185
186=item I<reflect_spell> (0|1)
187
188Sets the flag FLAG_REFL_SPELL.
189See Flags section below.
190
191=item I<no_skill_ident> (0|1)
192
193Sets the flag FLAG_NO_SKILL_IDENT.
194See Flags section below.
195
123=item activate_on_push (0|1) (default: 1) 196=item I<activate_on_push> (0|1) (default: 1)
124 197
125Sets the flag FLAG_ACTIVATE_ON_PUSH. 198Sets the flag FLAG_ACTIVATE_ON_PUSH.
126See Flags section below. 199See Flags section below.
127 200
128=item activate_on_release (0|1) (default: 1) 201=item I<activate_on_release> (0|1) (default: 1)
129 202
130Sets the flag FLAG_ACTIVATE_ON_RELEASE. 203Sets the flag FLAG_ACTIVATE_ON_RELEASE.
131See Flags section below. 204See Flags section below.
132 205
206=item I<is_lightable> (0|1)
207
208Sets the flag FLAG_IS_LIGHTABLE.
209See Flags section below.
210
133=item editable (more than deprecated) 211=item I<editable> (more than deprecated)
134 212
135This field had a special meaning for crossedit, which used parts 213This field had a special meaning for crossedit, which used parts
136of the server code for editing. Wherever you see this attribute being 214of the server code for editing. Wherever you see this field being
137set in an archetype ignore it and/or remove it. No code interprets this 215set in an archetype ignore it and/or remove it. No code interprets this
138field anymore. 216field anymore.
139 217
140=back 218=back
141 219
153 231
154This flag mostly states whether this object has been 'applied' by the player. 232This flag mostly states whether this object has been 'applied' by the player.
155For objects that are applied by the code or have this flag set in the archetype 233For objects that are applied by the code or have this flag set in the archetype
156it mostly means 'this object is active'. 234it mostly means 'this object is active'.
157 235
158For example the player adjustments of the hp/sp/grace fields and inheritance 236For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
159of flags from objects in his inventory is toggled by this flag. 237of flags from objects in his inventory is toggled by this flag.
160 238
161=item FLAG_IS_USED_UP 239=item FLAG_IS_USED_UP
162 240
163This flag controls whether an object is 'used up'. If it is set the 'food' field 241This flag controls whether an object is 'used up'. If it is set I<food>
164of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 242is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
165it is removed.
166 243
167If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 244If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
168this object is removed or not, see the Force type below for the meaning 245this object is removed or not, see the B<FORCE> type below for the meaning
169of the duration field in this context. 246of the duration field in this context.
170 247
171If FLAG_APPLIED is not set the object is destroyed. 248If FLAG_APPLIED is not set the object is destroyed.
172 249
250=item FLAG_CHANGING
251
252If the I<state> field of the object is 0 the object will be processed periodically
253(if I<speed> is set). If the I<state> field is 1 it won't be processed.
254
255This flag indicates that the object is changing into a different object.
256The object has to have the I<other_arch> field set. The object the changing object
257changes into is derived from the archetype in I<other_arch>.
258
259When the object does not have FLAG_ALIVE set the I<food> field will be decremented
260each time the object is processed, and if I<food> reaches 0 one new object will be generated.
261
262When the object has FLAG_ALIVE set the I<food> field is the number of objects that
263will be generated.
264
265After the new object is created the I<hp> field from the old object is copied into
266the new one.
267
268When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
269to the new object.
270
173=item FLAG_IS_A_TEMPLATE (internal use) 271=item FLAG_IS_A_TEMPLATE (internal use)
174 272
175This flag is set on the inventory of generators like CREATORs and CONVERTERs, 273This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
176or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 274or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
177 275
178=item FLAG_AUTO_APPLY 276=item FLAG_AUTO_APPLY
179 277
180This flag has currently only meaning for the TREASURE type, see below. 278This flag has currently only meaning for the B<TREASURE> type, see below.
181 279
182=item FLAG_ACTIVATE_ON_PUSH 280=item FLAG_ACTIVATE_ON_PUSH
183 281
184This flag has only meaning for objects that can be linked together 282This flag has only meaning for objects that can be linked together
185with the 'connected' field and controls wether the object should 283by the I<connected> field and controls wether the object should
186be activated when the connection is 'pushed' or it is 'released'. 284be activated when the connection is 'pushed' or it is 'released'.
187 285
286What 'pushed' and 'released' means depends on the object that
287activates the connection.
288
188This flag is by default on. 289This flag is by default on.
189 290
190=item FLAG_ACTIVATE_ON_RELEASE 291=item FLAG_ACTIVATE_ON_RELEASE
191 292
192This flag has only meaning for objects that can be linked together 293This flag has only meaning for objects that can be linked together
193with the 'connected' field and controls wether the object should 294by the I<connected> field and controls wether the object should
194be activated when the connection is 'pushed' or it is 'released'. 295be activated when the connection is 'pushed' or it is 'released'.
195 296
297What 'pushed' and 'released' means depends on the object that
298activates the connection.
299
196This flag is by default on. 300This flag is by default on.
197 301
198=back 302=item FLAG_NO_STEAL
199 303
200=head2 Description of type specific attributes 304When this flag is set this object can't be stolen. The flag will be
305resetted once the object is placed on a map.
306
307When this flag is set on a monster it can defent attempts of stealing
308(but in this context the flag is only used internally).
309
310=item FLAG_NO_SKILL_IDENT
311
312This flag is mostly used internal and prevents unidentified objects
313(objects which don't have FLAG_IDENTIFIED set) being identified
314multiple times by skills.
315
316This flag is used to mark objects which were unsuccessfully identified by a
317players skill. So that multiple tries of identifying aren't more effective than
318one.
319
320=item FLAG_REFLECTING
321
322This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
323to indicate whether this object reflects off walls.
324
325=item FLAG_REFL_SPELL
326
327This flag indicates whether something reflects spells, like spell reflecting
328amuletts.
329
330=item FLAG_IS_LIGHTABLE
331
332This flag indicates whether a B<LIGHTER> can light this object. See also the
333description of the B<LIGHTER> type. How easy you can light an item depends
334partially on the material of the object.
335
336=back
337
338=head2 Description of type specific fields and behaviour
201 339
202The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
203are the server internal names for the objects types, see include/define.h. 341are the server internal names for the objects types, see include/define.h.
204 342
205=head3 TRANSPORT - type 2 - Player transports 343=head3 B<TRANSPORT> - type 2 - Player transports
206 344
207This type is implemented by the transport extension and has currently no special 345This type is implemented by the transport extension and has currently no special
208attributes that affect it. 346fields that affect it.
209 347
210=head3 ROD - type 3 - Rods that fire spells 348=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
211 349
212Rods contain spells and can be fired by a player. 350Rods contain spells and can be fired by a player.
213 351
214=over 4 352=over 4
215 353
216=item level <number> 354=item I<level> <number>
217 355
218This attribute is used for calculating the spell level that can be fired 356This field is used for calculating the spell level that can be fired
219with this rod, it's also the maximum level of the spell that can be fired. 357with this rod, it's also the maximum level of the spell that can be fired.
220The level of the spell that is being fired depends mostly on 358The level of the spell that is being fired depends mostly on
221the 'use magic item' skill level of the player and 1/10 of the level of the 359the 'use magic item' skill level of the player and 1/10 of the level of the
222rod is added as bonus. 360rod is added as bonus.
223 361
224=item hp <number> 362=item I<hp> <number>
225 363
226The amount of spellpoints this rod has left. 364The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
365maxhp/10> per tick.
227 366
228=item maxhp <number> 367=item I<maxhp> <number>
229 368
230The maximum amount of spellpoints this rod has. 369The maximum amount of spellpoints this rod has.
231 370
232=item skill <skill name> 371=item I<skill> <skill name>
233 372
234This field determines which skill you need to apply this object. 373This field determines which skill you need to apply this object.
235 374
236=back 375=back
237 376
238=head3 TREASURE - type 4 - Treasures 377=head3 B<TREASURE> - type 4 - Treasures
239 378
240This type of objects are for random treasure generation in maps. 379This type of objects are for random treasure generation in maps.
241If this object is applied by a player it will replace itself with it's 380If this object is applied by a player it will replace itself with it's
242inventory. If it is automatically applied 381inventory. If it is automatically applied
243generate a treasure and replace itself with the generated treasure. 382generate a treasure and replace itself with the generated treasure.
245Chests are also of this type, their treasures are generated by 384Chests are also of this type, their treasures are generated by
246the auto apply code on map instantiation. 385the auto apply code on map instantiation.
247 386
248=over 4 387=over 4
249 388
250=item hp <number> 389=item I<hp> <number>
251 390
252The number of treasures to generate. 391The number of treasures to generate.
253 392
254=item exp <level> 393=item I<exp> <level>
255 394
256If FLAG_AUTO_APPLY is not set the exp field has no further meaning 395If FLAG_AUTO_APPLY is not set the exp field has no further meaning
257and the difficulty for the treasurecode only depends on the maps difficulty, 396and the difficulty for the treasurecode only depends on the maps difficulty,
258otherwise the exp field has the following meaning: 397otherwise the exp field has the following meaning:
259 398
262worth a treasure is or what bonuses it is given by the treasure code. 401worth a treasure is or what bonuses it is given by the treasure code.
263 402
264If this field is not set or 0 the difficulty of the map is passed to the treasure 403If this field is not set or 0 the difficulty of the map is passed to the treasure
265generation code. 404generation code.
266 405
267=item randomitems <treasurelist> 406=item I<randomitems> <treasurelist>
268 407
269The treasurelist to use to generate the treasure which is put in the 408The treasurelist to use to generate the treasure which is put in the
270treasure objects inventory. 409treasure objects inventory.
271 410
272=back 411=back
273 412
274=head3 POTION - type 5 - Potions for drinking and other nastynesses 413=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
275 414
276These objects contain a spell and will emit it on apply, which most 415These objects contain a spell and will emit it on apply, which most
277of the time has the meaning of 'drinking'. 416of the time has the meaning of 'drinking'.
278 417
279If no resistancy field, stat field or attacktype is set and no spell 418If no resistancy field, stat field or attacktype is set and no spell
284If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 423If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
285will yield an explosion and hurt the player. 424will yield an explosion and hurt the player.
286 425
287=over 4 426=over 4
288 427
289=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 428=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
290 429
291These stat fields determine how many stat points the player gets 430These stat fields determine how many stat points the player gets
292when he applies this potion. 431when he applies this potion.
293 432
294If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 433If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
295 434
296=item sp <number> 435=item I<sp> <number>
297 436
298If this field is set and the randomitems field is not set 437If this field is set and the randomitems field is not set
299the field is interpreted as spell number, please look the right 438the field is interpreted as spell number, please look the right
300number up in common/loader.C. 439number up in common/loader.C.
301 440
302If this field is set the randomitems field will be unset by the 441If this field is set the randomitems field will be unset by the
303map loading code. 442map loading code.
304 443
305=item attacktype <attacktype> 444=item I<attacktype> <attacktype>
306 445
307This field has some special meaning in potions, currently the 446This field has some special meaning in potions, currently the
308bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 447bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
309restoration potion or improvement potion. 448restoration potion or improvement potion.
310See include/attackinc.h for the bits of these types. 449See include/attackinc.h for the bits of these types.
315into him. 454into him.
316 455
317If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 456If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
318When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 457When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
319 458
320=item resist_<resistancy> <number> 459=item I<resist_RESISTANCY> <number>
321 460
322If this stat is set and no spell is in the potion the potion 461If this stat is set and no spell is in the potion the potion
323will create a force that give the player this specific resistancy. 462will create a force that give the player this specific resistancy.
324The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 463The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
325and the potion will last 10 times longer than the default force archetype 464and the potion will last 10 times longer than the default force archetype
326FORCE_NAME (at the moment of this writing spell/force.arc). 465FORCE_NAME (at the moment of this writing spell/force.arc).
327 466
328=item randomitems <treasurelist> 467=item I<randomitems> <treasurelist>
329 468
330The inventory/spell of the potion will be created by calling the treasure code 469The inventory/spell of the potion will be created by calling the treasure code
331with the treasurelist specified here. (I guess it's highly undefined what 470with the treasurelist specified here. (I guess it's highly undefined what
332happens if there is not a spell in the potions inventory). 471happens if there is not a spell in the potions inventory).
333 472
334=item on_use_yield <archetype> 473=item I<on_use_yield> <archetype>
335 474
336When this object is applied an instance of <archetype> will be created. 475When this object is applied an instance of <archetype> will be created.
337 476
338=item subtypes <potion subtype> 477=item I<subtypes> <potion subtype>
339 478
340see include/spells.h for possible potion subtypes, there are currently 4: 479see include/spells.h for possible potion subtypes, there are currently 4:
341 480
342=over 4 481=over 4
343 482
346Unused, default behaiour of a potion. 485Unused, default behaiour of a potion.
347 486
348=item POT_DUST 487=item POT_DUST
349 488
350This potion can be thrown to cast the spell that it has in it's inventory, 489This potion can be thrown to cast the spell that it has in it's inventory,
351the behaviour is not defined if there is not a spell in the inventory and the 490the behaviour is not defined if there is not a B<SPELL> in the inventory and the
352server will log an error. 491server will log an error.
353 492
354=item POT_FIGURINE 493=item POT_FIGURINE
355 494
356Unused, default behaiour of a potion. 495Unused, default behaiour of a potion.
361 500
362=back 501=back
363 502
364=back 503=back
365 504
366=head3 FOOD - type 6 - Eatable stuff 505=head3 B<FOOD> - type 6 - Eatable stuff
367 506
368This is for objects that are representing general eatables like 507This is for objects that are representing general eatables like
369beef or bread. 508beef or bread.
370 509
371The main difference between FOOD, FLESH and DRINK is that they 510The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
372give different messages. 511give different messages.
373 512
374The specialty of FLESH is that it inherits the resistancies of the 513The specialty of B<FLESH> is that it inherits the resistancies of the
375monsters it was generated in and will let dragons raise their resistancies 514monsters it was generated in and will let dragons raise their resistancies
376with that. 515with that. If the monster has the B<POISON> attacktype the B<FLESH>
516will change into B<POISON>.
377 517
378If a player runs low on food he will grab for FOOD, DRINK and POISON 518If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
379and if he doesn't find any of that he will start eating FLESH. 519and if he doesn't find any of that he will start eating B<FLESH>.
380 520
381=over 4 521=over 4
382 522
383=item title <string> 523=item I<title> <string>
384 524
385If the food has a title or is cursed it is considered 'special', which means that the 525If the food has B<title> set or is cursed it is considered 'special', which
386fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 526means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
387are interpreted and have further effects on the player. 527I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
528on the player.
388 529
389The higher the food field is the longer the improvement of the player lasts 530The higher the I<food> field is the longer the improvement of the player lasts
390(except for hp and sp). 531(except for I<hp> and I<sp>).
391 532
392=item food <number> 533=item I<food> <number>
393 534
394This is the amount of food points the player gets when he eats this. 535This is the amount of food points the player gets when he eats this.
395 536
396=item on_use_yield <archetype> 537=item I<on_use_yield> <archetype>
397 538
398When this object is applied an instance of <archetype> will be created. 539When this object is applied an instance of <archetype> will be created.
399 540
400=back 541=back
401 542
543=head3 B<POISON> - type 7 - Poisonous stuff
544
545This type is for objects that can poison the player when he drinks/applies it.
546When applied it will hit the attacked with AT_POISON and will create
547a B<POISONING> object in the one who was hit.
548
549=over 4
550
551=item I<level> <number>
552
553This field affects the probability of poisoning. The higher the level difference
554between the one who is hit and the poision the more probable it is the attacked
555one will be poisoned.
556
557=item I<slaying> <race>
558
559This field has the usual meaning of 'slaying', when the
560poisoned's race matches the I<slaying> field the damage done by the poison
561is multiplied by 3.
562
563=item I<hp> <number>
564
565This is the amount of damage the player will receive from applying this. The
566attacktype AT_POISON will be used to hit the player and the damage will
567determine the strenght, duration and depletion of stats of the poisoning. The
568created B<POISONING> object which is being placed in the one who was attacked will
569get the damage from this field (which is maybe adjusted by slaying or the
570resistancies).
571
572=item I<food> <number>
573
5741/4 of <number> will be drained from the players I<food>.
575
576=item I<on_use_yield> <archetype>
577
578When this object is applied an instance of <archetype> will be created.
579
580=back
581
582=head3 B<BOOK> - type 8 - Readable books
583
584This type is basically for representing text books in the game.
585
586Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
587
588=over 4
589
590=item I<msg> <text>
591
592This is the contents of the book. When this field is unset
593at treasure generation a random text will be inserted.
594
595=item I<skill> <skill name>
596
597The skill required to read this book. (The most resonable
598skill would be literacy).
599
600=item I<exp> <number>
601
602The experience points the player get for reading this book.
603
604=item I<subtype> <readable subtype>
605
606This field determines the type of the readable.
607Please see common/readable.C in the readable_message_types table.
608
609=back
610
611=head3 B<CLOCK> - type 9 - Clocks
612
613This type of objects just display the time when being applied.
614
615=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
616
617This is a spell effect of a moving bolt. It moves straigt forward
618through the map until something blocks it.
619If FLAG_REFLECTING is set it even reflects on walls.
620
621FLAG_IS_TURNABLE should be set on these objects.
622
623=over 4
624
625=item I<move_type> <movetype>
626
627This field affects the move type with which the lightning moves through
628the map and which map cells will reflect or block it.
629
630=item I<attacktype> <attacktype>
631
632The attacktype with which it hits the objects on the map.
633
634=item I<dam> <number>
635
636The damage this bolt inflicts when it hits objects on the map.
637
638=item I<Dex> <number>
639
640This is the fork percentage, it is reduced by 10 per fork.
641And the I<dam> field is halved on each fork.
642
643=item I<Con> (internal)
644
645This value is a percentage of which the forking lightning
646is deflected to the left. This value should be mostly used internally.
647
648=item I<duration> <number>
649
650The duration the bolt stays on a map cell. This field is decreased each time
651the object is processed (see the meaning of I<speed> and I<speed_left> fields in
652the generic object field description).
653
654=item I<range> <number>
655
656This is the range of the bolt, each space it advances this field is decreased.
657
658=back
659
660=head3 B<ARROW> - type 13 - Arrows
661
662This is the type for objects that represent projectiles like arrows.
663The movement of B<THROWN_OBJ>s behave similar to this type.
664
665Flying arrows are stopped either when they hit something blocking
666(I<move_block>) or something which is alive.
667If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
668set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
669damage with a small chance which is affected by the I<level> field of the arrow.
670
671If FLAG_REFLECTING is set on the arrow it will bounce off everything
672that is not alive and blocks it's movement.
673
674When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
675fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
676the object, to restore them once the arrow has been stopped.
677
678=over 4
679
680=item I<dam> <number>
681
682The amount of damage that is being done to the victim that gets hit.
683This field is recomputed when the arrow is fired and will consist
684of the sum of a damage bonus (see description of the B<BOW> type),
685the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
686and the arrows I<magic> field.
687
688=item I<wc> <number>
689
690The weapon class of the arrow, which has effect on the probability of hitting.
691
692It is recomputed when the arrow is being fired by this formula:
693
694 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
695 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
696
697When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
698level is not added.
699
700wc_mod is dependend on the fire mode of the bow. For a more detailed
701explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
702
703=item I<magic> <number>
704
705This field is added to the damage of the arrow when it is shot and
706will also improve it's I<speed> by 1/5 of it's value.
707
708=item I<attacktype> <attacktype>
709
710Bitfield which decides the attacktype of the damage, see include/attackinc.h
711On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
712
713=item I<level> <number> (interally used)
714
715The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
716see above in the B<ARROW> description.
717
718The I<level> is set when the arrow is fired to either the skill level or the
719shooters level.
720
721=item I<speed> <number> (internal)
722
723This field shouldn't be set directly in the archetype, the arrow will get it's
724I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
725arrow will be stopped immediatly.
726
727On fireing the I<speed> of the arrow is computed of 1/5 of the
728sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
729of the bows I<dam> field is added to the I<speed> of the arrow.
730
731The minimum I<speed> of an arrow is 1.0.
732
733While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
734
735If the I<speed> is above 10.0 it goes straight through the creature it hits and
736it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
737stopped and either sticked into the victim (see I<weight> field description) or
738put on it's map square (if it didn't break, see description of the I<food> field).
739
740=item I<weight> <number>
741
742This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
743the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
744
745=item I<food> <number>
746
747The breaking percentage. 100 (%) means: breaks on usage for sure.
748
749=item I<inventory> (internal)
750
751If the flying/moving object has something in it's inventory and it stops, it
752will be replaced with it's inventory. Otherwise it will be handled as usual,
753which means: it will be calculated whether the arrow breaks and it will be
754reset for reuse.
755
756=item I<slaying> <string>
757
758When the bow that fires this arrow has it's I<slaying> field set it is copied
759to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
760
761=item I<move_type> <movetype> (internally used)
762
763This field is set when the arrow is shot to MOVE_FLY_LOW.
764
765=item I<move_on> <movetype> (internally used)
766
767This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
768
769=item I<race> <string>
770
771The I<race> field is a unique key that assigns arrows, bows and quivers. When
772shooting an arrow the bows I<race> is used to search for arrows (which have the
773same I<race> as the bow) in the players inventory and will recursively search in
774the containers (which are applied and have the same I<race> as the bow and the arrow).
775
776=back
777
778=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
779
780TODO, but take into account B<ARROW> description above!
781
402=head3 WEAPON - type 15 - Weapons 782=head3 B<WEAPON> - type 15 - Weapons
403 783
404This type is for general hack and slash weapons like swords, maces 784This type is for general hack and slash weapons like swords, maces
405and daggers and and .... 785and daggers and and ....
406 786
407=over 4 787=over 4
408 788
409=item weapontype <type id> 789=item I<weapontype> <type id>
410 790
411decides what attackmessages are generated, see include/define.h 791decides what attackmessages are generated, see include/define.h
412 792
413=item attacktype <bitmask> 793=item I<attacktype> <bitmask>
414 794
415bitfield which decides the attacktype of the damage, see include/attackinc.h 795bitfield which decides the attacktype of the damage, see include/attackinc.h
416 796
417=item dam <number> 797=item I<dam> <number>
418 798
419amount of damage being done with the attacktype 799amount of damage being done with the attacktype
420 800
421=item item_power <level> 801=item I<item_power> <level>
422 802
423the itempower of this weapon. 803the itempower of this weapon.
424 804
425=item name 805=item I<name>
426 806
427the name of the weapon. 807the name of the weapon.
428 808
429=item level (internal) 809=item I<level> (internal)
430 810
431The improvement state of the weapon. 811The improvement state of the weapon.
432If this field is greater than 0 the 'name' field starts with the 812If this field is greater than 0 the I<name> field starts with the
433characters name who improved this weapon. 813characters name who improved this weapon.
434 814
435=item last_eat (internal) 815=item I<last_eat> (internal)
436 816
437seems to be the amount of improvements of a weapon, 817This seems to be the amount of improvements of a weapon,
438the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 818the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
439 819
440 ((who->level / 5) + 5) >= op->last_eat 820 ((who->level / 5) + 5) >= op->last_eat
441 821
442=item last_sp 822=item I<last_sp>
443 823
444the weapon speed (see magic description) 824the weapon speed (see magic description)
445 825
446=item food <number> 826=item I<food> <number>
447 827
448addition to food regeneration of the player 828addition to food regeneration of the player
449 829
450=item hp <number> 830=item I<hp> <number>
451 831
452addition to health regeneration 832addition to health regeneration
453 833
454=item sp <number> 834=item I<sp> <number>
455 835
456addition to mana regeneration 836addition to mana regeneration
457 837
458=item grace <number> 838=item I<grace> <number>
459 839
460addititon to grace regeneration 840addititon to grace regeneration
461 841
462=item gen_sp_armour <number> 842=item I<gen_sp_armour> <number>
463 843
464the players gen_sp_armour field (which is per default 10) is added the <number> amount. 844the players I<gen_sp_armour> field (which is per default 10) is being added the
465gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 845<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
466is multiplied: gen_sp *= 10/<number> 846do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
467meaning: values > 10 of gen_sp_armour limits the amout of regenerated 847I<gen_sp_armour> limits the amout of regenerated spellpoints.
468spellpoints.
469 848
470generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 849Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
471sp regeneration. 850I<sp> regeneration.
472 851
473=item body_<body slot/part> 852=item I<body_BODYSLOT>
474 853
475the part of the body you need to use this weapon, possible values should be 854The part/slot of the body you need to use this weapon, possible values for
476looked up in common/item.C at body_locations. 855C<BODYSLOT> should be looked up in common/item.C at body_locations.
477 856
478=item resist_<resistnacy> <number> 857The value (in the range C<-7..7>) gives the number of those body slots
858used up by the item (if negative) or the number of body slots this object
859has (if positive, e.g. for monsters or players). The special value C<0>
860indicates that this object cannot equip items requiring these body slots.
861
862=item I<resist_RESISTANCY> <number>
479 863
480this is the factor with which the difference of the players resistancy and 100% 864this is the factor with which the difference of the players resistancy and 100%
481is multiplied, something like this: 865is multiplied, something like this:
482 866
483 additional_resistancy = (100 - current_resistanct) * (<number>/100) 867 additional_resistancy = (100 - current_resistancy) * (<number>/100)
484 868
485if <number> is negative it is added to the total vulnerabilities, 869if <number> is negative it is added to the total vulnerabilities,
486and later the total resistance is decided by: 870and later the total resistance is decided by:
487 871
488 'total resistance = total protections - total vulnerabilities' 872 'total resistance = total protections - total vulnerabilities'
489 873
490see also common/living.C:fix_player 874see also common/living.C:fix_player.
491 875
492=item patch_(attuned|repelled|denied) 876=item I<path_(attuned|repelled|denied)>
493 877
494this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 878this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
495for the pathes. 879for the pathes.
496 880
497=item luck <number> 881=item I<luck> <number>
498 882
499this luck is added to the players luck 883this luck is added to the players I<luck>
500 884
501=item move_type 885=item I<move_type>
502 886
503if the weapon has a move_type set the player inherits it's move_type 887if the weapon has a I<move_type> set the player inherits it's I<move_type>
504 888
505=item exp <number> 889=item I<exp> <number>
506 890
507the added_speed and bonus_speed of the player is raised by <number>/3. 891the added_speed and bonus_speed of the player is raised by <number>/3.
508if <number> < 0 then the added_speed is decreased by <number> 892if <number> < 0 then the added_speed is decreased by <number>
509 893
510=item weight 894=item I<weight>
511 895
512the weight of the weapon 896the weight of the weapon
513 897
514=item magic 898=item I<magic>
515 899
516the magic field affects the amounts of the following fields: 900the I<magic> field affects the amounts of the following fields:
517 901
518 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 902 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
519 903
520 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 904 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
521 905
522 - dam: the players dam is adjusted by: player->dam += (dam + magic) 906 - dam: the players dam is adjusted by: player->dam += (dam + magic)
523 907
524 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 908 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
525 (minium is 0) 909 (minium is 0)
526 910
527=item ac <number> 911=item I<ac> <number>
528 912
529the amount of ac points the player's ac is decreased 913the amount of ac points the player's I<ac> is decreased when applying this object.
530 914
531=item wc <number> 915=item I<wc> <number>
532 916
533the amount of wc points the player's wc is decreased 917the amount of wc points the player's I<wc> is decreased when applying this object.
534 918
535=back 919=back
536 920
537=head4 Player inherits following flags from weapons: 921=head4 Player inherits following flags from weapons:
538 922
543 FLAG_XRAYS 927 FLAG_XRAYS
544 FLAG_BLIND 928 FLAG_BLIND
545 FLAG_SEE_IN_DARK 929 FLAG_SEE_IN_DARK
546 FLAG_UNDEAD 930 FLAG_UNDEAD
547 931
932=head3 B<GRIMREAPER> - type 28 - Grimreapers
933
934These type are mostly used for monsters, they give the
935monster the ability to dissapear after 10 hits with AT_DRAIN.
936
937=over 4
938
939=item I<value> <number>
940
941This field stores the hits the monster did yet.
942
943=back
944
945=head3 B<CREATOR> - type 42 - Object creators
946
947Once a creator is activated by a connection it creates a number of objects
948(cloned from it's inventory or a new object derived from the archetype
949named in the other_arch slot).
950
951If FLAG_LIVESAFE is set the number of uses is unlimited.
952
953=over 4
954
955=item I<hp> <number>
956
957If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
958be used.
959
960=item I<speed> <number>
961
962If I<speed> is set the creator will create an object periodically,
963see I<speed> and I<speed_left> fields in the general object field description
964for more details.
965
966=item I<slaying> <string>
967
968If set the generated object's name and title will be set to this.
969
970=item I<other_arch> <string>
971
972If the inventory of the creator is empty new objects will be derived from the
973archetype named by <string>.
974
975=item I<connected> <number>
976
977See generic object field description.
978
979=back
980
548=head3 DRINK - type 54 - Drinkable stuff 981=head3 B<DRINK> - type 54 - Drinkable stuff
549 982
550See FOOD description. 983See B<FOOD> description.
551 984
552=head3 CHECK_INV - type 64 - Inventory checkers 985=head3 B<CHECK_INV> - type 64 - Inventory checkers
553 986
554This object checks whether the player has a specific item in his 987This object checks whether the player has a specific item in his
555inventory when he moves above the inventory checker. If the player has 988inventory when he moves above the inventory checker. If the player has
556the item (or not, which can be controlled with a flag) a connection will be triggered. 989the item (or not, which can be controlled with a flag) a connection will be triggered.
557 990
558If you set move_block you can deny players and monsters to reach the space where 991If you set I<move_block> you can deny players and monsters to reach the space where
559the inventory checker is on, see 'move_block' description below. 992the inventory checker is on, see I<move_block> description below.
560 993
561The conditions specified by hp, slaying and race are concationated with OR. 994The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
562So matching one of those conditions is enough. 995So matching one of those conditions is enough.
563 996
564=over 4 997=over 4
565 998
566=item move_block <move type bitmask> 999=item I<move_block> <move type bitmask>
567 1000
568If you set this field to block a movetype the move code will block any moves 1001If you set this field to block a movetype the move code will block any moves
569onto the space with the inventory checker, IF the moving object doesn't have 1002onto the space with the inventory checker, IF the moving object doesn't have
570(or has - if last_sp = 0) the item that the checker is searching for. 1003(or has - if I<last_sp> = 0) the item that the checker is searching for.
571 1004
572=item last_sp (0|1) 1005=item I<last_sp> (0|1)
573 1006
574If last_sp is 1 'having' the item that is being checked for will 1007If I<last_sp> is 1 'having' the item that is being checked for will
575activate the connection or make the space with the checker non-blocking. 1008activate the connection or make the space with the checker non-blocking.
576If last_sp is 0 'not having' the item will activate the connection 1009If I<last_sp> is 0 'not having' the item will activate the connection
577or make the space with the checker non-blocking. 1010or make the space with the checker non-blocking.
578 1011
579=item last_heal (0|1) 1012=item I<last_heal> (0|1)
580 1013
581If last_heal is 1 the matching item will be removed if the inventory checker 1014If I<last_heal> is 1 the matching item will be removed if the inventory checker
582activates a connection and finds the item in the inventory. 1015activates a connection and finds the item in the inventory.
583 1016
584(A inventory checker that blocks a space won't remove anything from inventories) 1017(A inventory checker that blocks a space won't remove anything from inventories)
585 1018
586=item hp <number> 1019=item I<hp> <number>
587 1020
588If this field is not 0 the inventory checker will search for an object 1021If this field is not 0 the inventory checker will search for an object
589with the type id <number>. 1022with the type id <number>.
590 1023
591=item slaying <string> 1024=item I<slaying> <string>
592 1025
593If this field is set the inventory checker will search for an object that 1026If this field is set the inventory checker will search for an object that
594has the same string in the slaying field (for example a key string of a key). 1027has the same string in the I<slaying> field (for example a key string of a key).
595 1028
596=item race <string> 1029=item I<race> <string>
597 1030
598If this field is set the inventory checker will search for an object which 1031If this field is set the inventory checker will search for an object which
599has the archetype name that matches <string>. 1032has the archetype name that matches <string>.
600 1033
601=item connected <connection id> 1034=item I<connected> <connection id>
602 1035
603This is the connection that will be activated. 1036This is the connection that will be activated. The connection is
1037'pushed' when someone enters the space with the inventory checker,
1038and it is 'released' when he leaves it.
604 1039
605=back 1040See also the description of the I<connected> field in the generic object field
1041section.
606 1042
1043=back
1044
1045=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1046
1047speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1048changes.
1049
1050 (based on value that last_sp takes):
1051 0: 'furious' Makes all monsters aggressive
1052 1: 'angry' As above but pets are unaffected
1053 2: 'calm' Makes all monsters unaggressive
1054 3: 'sleep' Puts all monsters to sleep
1055 4: 'charm' Makes monster into a pet of person
1056 who triggers the square. This setting
1057 is not enabled for continous operation
1058 5: 'destroy mons' destroy any monsters on this space
1059 6: 'destroy pets' destroy friendly monsters on this space
1060
607=head3 FLESH - type 72 - Organs and body parts 1061=head3 B<FLESH> - type 72 - Organs and body parts
608 1062
609See FOOD description. 1063See B<FOOD> description.
610 1064
1065=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1066
1067A type for any object that has no special behaviour.
1068
1069=head3 B<LAMP> - type 82 - A lamp
1070
1071This object represents a lamp, that can be carried and switched
1072on and off and has a certain amount of fuel in it.
1073
1074A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1075Each of them should point at the other one with it's I<other_arch> field.
1076
1077See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1078
1079If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1080with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1081
1082=over 4
1083
1084=item I<glow_radius> <number>
1085
1086The radius of the light that the lamp emits, see also I<glow_radius> in the
1087generic object flags description.
1088
1089=item I<speed> <number>
1090
1091If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1092lamp burns it's fuel (I<food>).
1093
1094Setting FLAG_CHANGING makes only sense on the archetype which represents
1095the 'on' state of the lamp.
1096
1097See also the description of FLAG_CHANGING.
1098
1099Lamps which have no FLAG_CHANGING set would also make sense and represent
1100lamps that never burn up.
1101
1102=item I<other_arch> <number>
1103
1104This is the field that points to the 'other' archetype which represents the
1105opposite state of the lamp. The newly from I<other_arch> derived object will
1106replace the current object and will get the value of I<food> of the replaced object.
1107
1108Rationale:
1109
1110When the lamp (on) is applied a new object is derived from the archetype
1111in I<other_arch> and the I<food> value is copied to it ('the fuel is
1112transferred'). The new lamp (off) object has to have a I<other_arch> field
1113which points to the archetype from which a lamp (on) can be derived.
1114
1115=item I<food> <number>
1116
1117This fields stands for the fuel of the lamp.
1118
1119=back
1120
1121=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1122
1123This type of objects multiplies objects that are above it when it is activated.
1124You can even multiply by 0, which will destroy the object.
1125
1126=over 4
1127
1128=item I<level> <number>
1129
1130The multiplicator, if set to 0 or lower it will destroy the objects above it.
1131
1132=item I<other_arch> <string>
1133
1134The archetype name of the objects that should be multiplied.
1135
1136=item I<connected> <number>
1137
1138See generic object field description.
1139
1140=back
1141
611=head3 HOLE - type 94 - Holes 1142=head3 B<HOLE> - type 94 - Holes
612 1143
613Holes are holes in the ground where objects can fall through. When the hole 1144B<HOLE>s are holes in the ground where objects can fall through. When the hole
614opens and/or is completly open all objects above it fall through (more 1145opens and/or is completly open all objects above it fall through (more
615precisely: if their head is above the hole). 1146precisely: if their head is above the hole).
616 1147
1148When the B<HOLE> is activated it's speed is set to 0.5.
1149
617Trapdoors can only transfer the one who falls through to other coordinates 1150These holes can only transfer the one who falls through to other coordinates
618on the B<same> map. 1151on the same map.
619 1152
620=over 4 1153=over 4
621 1154
622=item maxsp (0|1) 1155=item I<maxsp> (0|1)
623 1156
624This field negates the state of the connection: When maxsp is 1 the pit will 1157This field negates the state of the connection: When maxsp is 1 the pit will
625open/close when the connection is deactivated. Otherwise it will open/close 1158open/close when the connection is deactivated. Otherwise it will open/close
626when the connection is activated. This field only has effect when the 1159when the connection is activated. This field only has effect when the
627connection is triggered. So if you put a closed hole on a map, and the 1160connection is triggered. So if you put a closed hole on a map, and the
628connection is deactivated, and maxsp is 1 the hole will remain closed until the 1161connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
629connection was triggered once. 1162connection was triggered once.
630 1163
631=item connected <connection id> 1164=item I<connected> <connection id>
632 1165
633This is the connection id, which lets the hole opening or closing when 1166This is the connection id, which lets the hole opening or closing when
634activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1167activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
635at which connection state the object is activated. 1168at which connection state the object is activated.
636 1169
637For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1170For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
638the connection is released. 1171the connection is released.
639 1172
640=item wc <number> (internal) 1173=item I<wc> <number> (internal)
641 1174
642This is an internal flag. If it is greater than 0 it means that the hole is not 1175This is an internal field. If it is greater than 0 it means that the hole is not
643yet fully open. More preciesly: this field is the animation-step and if it is 1176yet fully open. More preciesly: this field is the animation-step and if it is
644set to the 'closed' step of the animation the hole is closed and if it is on 1177set to the 'closed' step of the animation the hole is closed and if it is on
645the 'open' animation step (wc = 0), the hole is open. 1178the 'open' animation step (I<wc> = 0), the hole is open.
646 1179
647=item sp <number> 1180=item I<sp> <number>
648 1181
649The destination y coordinates on the same map. 1182The destination y coordinates on the same map.
650 1183
651=item hp <number> 1184=item I<hp> <number>
652 1185
653The destination x coordinates on the same map. 1186The destination x coordinates on the same map.
654 1187
655=back 1188=back
656 1189
1190=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1191
1192This type is doing the actual damage to the ones who were attacked
1193via AT_POISON (or drank B<POISON>).
1194
1195The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1196there for details).
1197
1198=over 4
1199
1200=item I<dam> <number>
1201
1202Each time the poisoning is proccessed (which is determined by the I<speed> and
1203I<speed_left> fields, see the general object fields description above) it hits
1204the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1205simply hit the player with no strings attached).
1206
1207=item I<food> <number>
1208
1209Just a note: The posioning is removed if I<food> == 1 and not if
1210the whole I<duration> is up, because the B<POISONING> code has to remove
1211the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1212deletes the B<POISONING> object.
1213
1214=back
1215
657=head3 FORCE - type 114 - Forces 1216=head3 B<FORCE> - type 114 - Forces
658 1217
659Forces are a very 'thin' type. They don't have much behaviour other than 1218Forces are a very 'thin' type. They don't have much behaviour other than
660disappearing after a time and/or affecting the player if they are in his 1219disappearing after a time and/or affecting the player if they are in his
661inventory. 1220inventory.
662 1221
663Forces only take effect on the player if they have set FLAG_APPLIED. 1222Forces only take effect on the player if they have FLAG_APPLIED set.
664 1223
665Whether the duration field is processed or not a tick is controlled via the 1224Whether the I<duration> field is processed or not per tick is controlled by the
666speed and speed_left field. Look above at the generic description of these 1225I<speed> and I<speed_left> fields. Look above in the generic object field description.
667fields.
668 1226
669NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1227NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
670like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1228interpreter like described in the description of the FLAG_IS_USED_UP flag.
6710 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1229BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
672If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1230will still last for I<duration>. If the FLAG_APPLIED is not set the force is
673Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1231removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1232have good semantics on forces, try to avoid it.
674 1233
675=over 4 1234=over 4
676 1235
677=item duration 1236=item I<duration>
678 1237
679While this field is greater than 0 the force/object is not destroyed. It is 1238While this field is greater than 0 the force/object is not destroyed. It is
680decreased each tick by 1. 1239decreased each tick by 1.
681 1240
682If it reaches 0 the force/object is destroyed. 1241If it reaches 0 the force/object is destroyed.
685FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1244FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
686what happens then. 1245what happens then.
687 1246
688=back 1247=back
689 1248
690=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1249=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
691 1250
692This object is generated by the POTION code when the potion is a resistance 1251This object is generated by the B<POTION> code when the potion is a resistance
693giving potion. It has mainly the same behaviour as a FORCE. 1252giving potion. It has mainly the same behaviour as a B<FORCE>.
694 1253
695The specialty of the potion effect is that the resistancy it gives is absolute, 1254The specialty of the potion effect is that the resistancy it gives is absolute,
696so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1255so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
697fire. 1256fire.
698 1257
699Multiple potion effects only give you the maximum of their resistancy. 1258Multiple potion effects only give you the maximum of their resistancy.

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