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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 | |
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123 | =item no_steal (0|1) |
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124 | |
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125 | Sets the flag FLAG_NO_STEAL. |
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126 | See Flags section below. |
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127 | |
123 | =item activate_on_push (0|1) (default: 1) |
128 | =item activate_on_push (0|1) (default: 1) |
124 | |
129 | |
125 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
130 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
126 | See Flags section below. |
131 | See Flags section below. |
127 | |
132 | |
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192 | This flag has only meaning for objects that can be linked together |
197 | This flag has only meaning for objects that can be linked together |
193 | with the 'connected' field and controls wether the object should |
198 | with the 'connected' field and controls wether the object should |
194 | be activated when the connection is 'pushed' or it is 'released'. |
199 | be activated when the connection is 'pushed' or it is 'released'. |
195 | |
200 | |
196 | This flag is by default on. |
201 | This flag is by default on. |
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202 | |
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203 | =item FLAG_NO_STEAL |
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204 | |
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205 | When this flag is set this object can't be stolen. The flag will be |
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206 | resetted once the object is placed on a map. |
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207 | |
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208 | When this flag is set on a monster it can defent attempts of stealing |
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209 | (but in this context the flag is only used internally). |
197 | |
210 | |
198 | =back |
211 | =back |
199 | |
212 | |
200 | =head2 Description of type specific attributes |
213 | =head2 Description of type specific attributes |
201 | |
214 | |
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371 | The main difference between FOOD, FLESH and DRINK is that they |
384 | The main difference between FOOD, FLESH and DRINK is that they |
372 | give different messages. |
385 | give different messages. |
373 | |
386 | |
374 | The specialty of FLESH is that it inherits the resistancies of the |
387 | 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 |
388 | monsters it was generated in and will let dragons raise their resistancies |
376 | with that. |
389 | with that. If the monster has the POISON attacktype the FLESH |
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390 | will change into POISON. |
377 | |
391 | |
378 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
392 | 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. |
393 | and if he doesn't find any of that he will start eating FLESH. |
380 | |
394 | |
381 | =over 4 |
395 | =over 4 |
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390 | (except for hp and sp). |
404 | (except for hp and sp). |
391 | |
405 | |
392 | =item food <number> |
406 | =item food <number> |
393 | |
407 | |
394 | This is the amount of food points the player gets when he eats this. |
408 | This is the amount of food points the player gets when he eats this. |
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409 | |
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410 | =item on_use_yield <archetype> |
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411 | |
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412 | When this object is applied an instance of <archetype> will be created. |
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413 | |
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414 | =back |
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415 | |
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416 | =head3 POISON - type 7 - Poisonous stuff |
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417 | |
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418 | This type is for objects that can poison the player when drinking. |
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419 | When applied it will hit the attacked with AT_POISON and will create |
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420 | a POISONING object in the one who was hit. |
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421 | |
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422 | =over 4 |
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423 | |
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424 | =item level <number> |
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425 | |
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426 | This field affects the propability of poisoning. The higher the level difference |
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427 | between the one who is hit and the poision the mose propable it is the attacked |
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428 | one will be poisoned. |
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429 | |
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430 | =item slaying <race> |
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431 | |
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432 | On poison this field has the usual meaning of 'slaying', when the |
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433 | ones race matches the slaying field the damage done by the poison |
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434 | is multiplied by 3. |
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435 | |
|
|
436 | =item hp <number> |
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|
437 | |
|
|
438 | This is the amount of damage the player will receive from applying this. The |
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|
439 | attacktype AT_POISON will be used to hit the player and the damage will |
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|
440 | determine the strenght, duration and depletion of stats of the poisoning. The |
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441 | created POISONING object which is being placed in the one who was attacked will |
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442 | get the damage from this field (which is maybe adjusted by slaying or the |
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443 | resistancies). |
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444 | |
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445 | =item food <number> |
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446 | |
|
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447 | 1/4 of <number> will be drained from the players food. |
395 | |
448 | |
396 | =item on_use_yield <archetype> |
449 | =item on_use_yield <archetype> |
397 | |
450 | |
398 | When this object is applied an instance of <archetype> will be created. |
451 | When this object is applied an instance of <archetype> will be created. |
399 | |
452 | |
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652 | |
705 | |
653 | The destination x coordinates on the same map. |
706 | The destination x coordinates on the same map. |
654 | |
707 | |
655 | =back |
708 | =back |
656 | |
709 | |
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710 | =head3 POISONING - type 105 - The poisoning of players and monsters |
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711 | |
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712 | This type is doing the actual damage to the ones who were attacked |
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713 | via AT_POISON (or drank POISON). |
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714 | |
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715 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
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716 | there for details). |
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717 | |
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718 | =over 4 |
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719 | |
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720 | =item dam <number> |
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721 | |
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722 | Each time the poisoning is processed (which is determined by the speed and speed_left |
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723 | fields, see the general object attributes above) it hits the player with |
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|
724 | <number> damage and the AT_INTERNAL attacktype (means: it will simply |
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725 | hit the player with no strings attached). |
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726 | |
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727 | =item food <number> |
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728 | |
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729 | Just a note: The posion is removed when food == 1 and not when |
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730 | the whole duration is up, because the POISONING code has to remove |
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|
731 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
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|
732 | deletes the POISONING object. |
|
|
733 | |
|
|
734 | =back |
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735 | |
657 | =head3 FORCE - type 114 - Forces |
736 | =head3 FORCE - type 114 - Forces |
658 | |
737 | |
659 | Forces are a very 'thin' type. They don't have much behaviour other than |
738 | 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 |
739 | disappearing after a time and/or affecting the player if they are in his |
661 | inventory. |
740 | inventory. |