… | |
… | |
118 | =item auto_apply (0|1) |
118 | =item auto_apply (0|1) |
119 | |
119 | |
120 | Sets the flag FLAG_AUTO_APPLY. |
120 | Sets the flag FLAG_AUTO_APPLY. |
121 | See Flags section below. |
121 | See Flags section below. |
122 | |
122 | |
|
|
123 | =item no_steal (0|1) |
|
|
124 | |
|
|
125 | Sets the flag FLAG_NO_STEAL. |
|
|
126 | See Flags section below. |
|
|
127 | |
|
|
128 | =item reflecting (0|1) |
|
|
129 | |
|
|
130 | Sets the flag FLAG_REFLECTING. |
|
|
131 | See Flags section below. |
|
|
132 | |
|
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133 | =item reflect_spell (0|1) |
|
|
134 | |
|
|
135 | Sets the flag FLAG_REFL_SPELL. |
|
|
136 | See Flags section below. |
|
|
137 | |
|
|
138 | =item no_skill_ident (0|1) |
|
|
139 | |
|
|
140 | Sets the flag FLAG_NO_SKILL_IDENT. |
|
|
141 | See Flags section below. |
|
|
142 | |
123 | =item activate_on_push (0|1) (default: 1) |
143 | =item activate_on_push (0|1) (default: 1) |
124 | |
144 | |
125 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
145 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
126 | See Flags section below. |
146 | See Flags section below. |
127 | |
147 | |
… | |
… | |
192 | This flag has only meaning for objects that can be linked together |
212 | This flag has only meaning for objects that can be linked together |
193 | with the 'connected' field and controls wether the object should |
213 | with the 'connected' field and controls wether the object should |
194 | be activated when the connection is 'pushed' or it is 'released'. |
214 | be activated when the connection is 'pushed' or it is 'released'. |
195 | |
215 | |
196 | This flag is by default on. |
216 | This flag is by default on. |
|
|
217 | |
|
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218 | =item FLAG_NO_STEAL |
|
|
219 | |
|
|
220 | When this flag is set this object can't be stolen. The flag will be |
|
|
221 | resetted once the object is placed on a map. |
|
|
222 | |
|
|
223 | When this flag is set on a monster it can defent attempts of stealing |
|
|
224 | (but in this context the flag is only used internally). |
|
|
225 | |
|
|
226 | =item FLAG_NO_SKILL_IDENT |
|
|
227 | |
|
|
228 | This flag is mostly used internal and prevents unidentified objects |
|
|
229 | (objects which don't have FLAG_IDENTIFIED set) being identified by |
|
|
230 | skills. |
|
|
231 | |
|
|
232 | This flag is used to mark objects to never being identified by a skill |
|
|
233 | once a player failed to identify an object. So that multiple tries |
|
|
234 | of identifying aren't more effective than one. |
|
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235 | |
|
|
236 | =item FLAG_REFLECTING |
|
|
237 | |
|
|
238 | This flag is used by spell effects, LIGHTNING, THROWN_OBJ and ARROW |
|
|
239 | to indicate whether this object reflects off walls. |
|
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240 | |
|
|
241 | =item FLAG_REFL_SPELL |
|
|
242 | |
|
|
243 | This flag indicates whether something reflects spells, like spell reflecting |
|
|
244 | amuletts. |
197 | |
245 | |
198 | =back |
246 | =back |
199 | |
247 | |
200 | =head2 Description of type specific attributes |
248 | =head2 Description of type specific attributes |
201 | |
249 | |
… | |
… | |
371 | The main difference between FOOD, FLESH and DRINK is that they |
419 | The main difference between FOOD, FLESH and DRINK is that they |
372 | give different messages. |
420 | give different messages. |
373 | |
421 | |
374 | The specialty of FLESH is that it inherits the resistancies of the |
422 | The specialty of FLESH is that it inherits the resistancies of the |
375 | monsters it was generated in and will let dragons raise their resistancies |
423 | monsters it was generated in and will let dragons raise their resistancies |
376 | with that. |
424 | with that. If the monster has the POISON attacktype the FLESH |
|
|
425 | will change into POISON. |
377 | |
426 | |
378 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
427 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
379 | and if he doesn't find any of that he will start eating FLESH. |
428 | and if he doesn't find any of that he will start eating FLESH. |
380 | |
429 | |
381 | =over 4 |
430 | =over 4 |
… | |
… | |
396 | =item on_use_yield <archetype> |
445 | =item on_use_yield <archetype> |
397 | |
446 | |
398 | When this object is applied an instance of <archetype> will be created. |
447 | When this object is applied an instance of <archetype> will be created. |
399 | |
448 | |
400 | =back |
449 | =back |
|
|
450 | |
|
|
451 | =head3 POISON - type 7 - Poisonous stuff |
|
|
452 | |
|
|
453 | This type is for objects that can poison the player when drinking. |
|
|
454 | When applied it will hit the attacked with AT_POISON and will create |
|
|
455 | a POISONING object in the one who was hit. |
|
|
456 | |
|
|
457 | =over 4 |
|
|
458 | |
|
|
459 | =item level <number> |
|
|
460 | |
|
|
461 | This field affects the propability of poisoning. The higher the level difference |
|
|
462 | between the one who is hit and the poision the mose propable it is the attacked |
|
|
463 | one will be poisoned. |
|
|
464 | |
|
|
465 | =item slaying <race> |
|
|
466 | |
|
|
467 | On poison this field has the usual meaning of 'slaying', when the |
|
|
468 | ones race matches the slaying field the damage done by the poison |
|
|
469 | is multiplied by 3. |
|
|
470 | |
|
|
471 | =item hp <number> |
|
|
472 | |
|
|
473 | This is the amount of damage the player will receive from applying this. The |
|
|
474 | attacktype AT_POISON will be used to hit the player and the damage will |
|
|
475 | determine the strenght, duration and depletion of stats of the poisoning. The |
|
|
476 | created POISONING object which is being placed in the one who was attacked will |
|
|
477 | get the damage from this field (which is maybe adjusted by slaying or the |
|
|
478 | resistancies). |
|
|
479 | |
|
|
480 | =item food <number> |
|
|
481 | |
|
|
482 | 1/4 of <number> will be drained from the players food. |
|
|
483 | |
|
|
484 | =item on_use_yield <archetype> |
|
|
485 | |
|
|
486 | When this object is applied an instance of <archetype> will be created. |
|
|
487 | |
|
|
488 | =back |
|
|
489 | |
|
|
490 | =head3 BOOK - type 8 - Readable books |
|
|
491 | |
|
|
492 | This type is basically for representing text books in the game. |
|
|
493 | |
|
|
494 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
|
|
495 | |
|
|
496 | =over 4 |
|
|
497 | |
|
|
498 | =item msg <text> |
|
|
499 | |
|
|
500 | This is the contents of the book. When this field is unset |
|
|
501 | at treasure generation a random text will be inserted. |
|
|
502 | |
|
|
503 | =item skill <skill name> |
|
|
504 | |
|
|
505 | The skill required to read this book. (The most resonable |
|
|
506 | skill would be literacy). |
|
|
507 | |
|
|
508 | =item exp <number> |
|
|
509 | |
|
|
510 | The experience points the player get for reading this book. |
|
|
511 | |
|
|
512 | =item subtype <readable subtype> |
|
|
513 | |
|
|
514 | This field determines the type of the readable. |
|
|
515 | Please see common/readable.C in the readable_message_types table. |
|
|
516 | |
|
|
517 | =back |
|
|
518 | |
|
|
519 | =head3 CLOCK - type 9 - Clocks |
|
|
520 | |
|
|
521 | This type of objects just display the time when being applied. |
|
|
522 | |
|
|
523 | =head3 LIGHTNING - type 12 - Lightnings |
|
|
524 | |
|
|
525 | This is a spell effect of a moving bolt. It moves straigt forward |
|
|
526 | through the map until something blocks it. |
|
|
527 | If FLAG_REFLECTING is set it even reflects on walls. |
|
|
528 | |
|
|
529 | FLAG_IS_TURNABLE should be set on these objects. |
|
|
530 | |
|
|
531 | =over 4 |
|
|
532 | |
|
|
533 | =item attacktype <attacktype> |
|
|
534 | |
|
|
535 | The attacktype with which it hits the objects on the map. |
|
|
536 | |
|
|
537 | =item dam <number> |
|
|
538 | |
|
|
539 | The damage this bolt inflicts when it hits objects on the map. |
|
|
540 | |
|
|
541 | =item Dex <number> |
|
|
542 | |
|
|
543 | This is the fork percentage, it is reduced by 10 per fork. |
|
|
544 | And the damage is halved on each fork. |
|
|
545 | |
|
|
546 | =item Con <number> |
|
|
547 | |
|
|
548 | This value is a percentage of which the forking lightning |
|
|
549 | is deflected to the left. This value should be mostly used internally. |
|
|
550 | |
|
|
551 | =item duration <number> |
|
|
552 | |
|
|
553 | The duration the bolt stays on a map cell. This field is decreased each time |
|
|
554 | the object is processed (see the meaning of speed and speed_left fields in |
|
|
555 | the object general description). |
|
|
556 | |
|
|
557 | =item range <number> |
|
|
558 | |
|
|
559 | This is the range of the bolt, each space it advances this field is decreased. |
|
|
560 | |
|
|
561 | =back |
|
|
562 | |
401 | |
563 | |
402 | =head3 WEAPON - type 15 - Weapons |
564 | =head3 WEAPON - type 15 - Weapons |
403 | |
565 | |
404 | This type is for general hack and slash weapons like swords, maces |
566 | This type is for general hack and slash weapons like swords, maces |
405 | and daggers and and .... |
567 | and daggers and and .... |
… | |
… | |
652 | |
814 | |
653 | The destination x coordinates on the same map. |
815 | The destination x coordinates on the same map. |
654 | |
816 | |
655 | =back |
817 | =back |
656 | |
818 | |
|
|
819 | =head3 POISONING - type 105 - The poisoning of players and monsters |
|
|
820 | |
|
|
821 | This type is doing the actual damage to the ones who were attacked |
|
|
822 | via AT_POISON (or drank POISON). |
|
|
823 | |
|
|
824 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
|
|
825 | there for details). |
|
|
826 | |
|
|
827 | =over 4 |
|
|
828 | |
|
|
829 | =item dam <number> |
|
|
830 | |
|
|
831 | Each time the poisoning is processed (which is determined by the speed and speed_left |
|
|
832 | fields, see the general object attributes above) it hits the player with |
|
|
833 | <number> damage and the AT_INTERNAL attacktype (means: it will simply |
|
|
834 | hit the player with no strings attached). |
|
|
835 | |
|
|
836 | =item food <number> |
|
|
837 | |
|
|
838 | Just a note: The posion is removed when food == 1 and not when |
|
|
839 | the whole duration is up, because the POISONING code has to remove |
|
|
840 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
|
|
841 | deletes the POISONING object. |
|
|
842 | |
|
|
843 | =back |
|
|
844 | |
657 | =head3 FORCE - type 114 - Forces |
845 | =head3 FORCE - type 114 - Forces |
658 | |
846 | |
659 | Forces are a very 'thin' type. They don't have much behaviour other than |
847 | Forces are a very 'thin' type. They don't have much behaviour other than |
660 | disappearing after a time and/or affecting the player if they are in his |
848 | disappearing after a time and/or affecting the player if they are in his |
661 | inventory. |
849 | inventory. |