1 |
=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION |
2 |
|
3 |
Here is all information about the object types Crossfire+ |
4 |
supports at the moment. This is not a complete documentation (yet) |
5 |
and browsing the source is still recommended to learn about |
6 |
the objects that aren't documented here. |
7 |
|
8 |
This documentation is in a sketchy state. It's mostly |
9 |
used to collect notes about the internal behaviour of the |
10 |
objects. |
11 |
|
12 |
=head2 About archetypes and objects |
13 |
|
14 |
Field denotes an attribute of an archetype. |
15 |
This is an example of an archetype: |
16 |
|
17 |
Object button_trigger |
18 |
name button |
19 |
type 30 |
20 |
face button_sma.111 |
21 |
anim |
22 |
button_sma.111 |
23 |
button_sma.112 |
24 |
mina |
25 |
is_animated 0 |
26 |
exp 30 |
27 |
no_pick 1 |
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walk_on 1 |
29 |
walk_off 1 |
30 |
editable 48 |
31 |
visibility 50 |
32 |
weight 1 |
33 |
end |
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|
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This archetype has the name 'button_trigger' and the objects that |
36 |
inherit from this archetype have the name 'button'. |
37 |
|
38 |
The next field 'type' decides the main behaviour of this archetype. |
39 |
For a comprehensive list of types see include/define.h. For this case |
40 |
you might find a line like: |
41 |
|
42 |
#define TRIGGER_BUTTON 30 |
43 |
|
44 |
The server internally works with objects that 'inherit' attributes from |
45 |
an archetype. They have a similar set of attributes. |
46 |
|
47 |
The following documentation will also document the meaning of code internal |
48 |
attributes of objects. These attributes are marked as '(internal)' and can't |
49 |
or shouldn't be set by an archetype. If the internal names differs the |
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external name (for the archetypes) for the attribute is written behind it. |
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|
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=head2 Description of generic archetype and object attributes |
53 |
|
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These are the fields that most of the objects have and/or their |
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default behaviour. |
56 |
|
57 |
=over 4 |
58 |
|
59 |
=item name <string> |
60 |
|
61 |
The name of the object. |
62 |
|
63 |
=item name_pl <string> |
64 |
|
65 |
The name of a collection of these objects (the plural of the name). |
66 |
|
67 |
=item face <facename> |
68 |
|
69 |
The graphical appearance of this object. |
70 |
|
71 |
=item invisible <number> |
72 |
|
73 |
If the <number> is greater than 0 the object is invisible. |
74 |
For players this field reflects the duration of the invisibility |
75 |
and is decreased every tick by 1. |
76 |
|
77 |
For non-player objects this field is not changed by server ticks. |
78 |
|
79 |
=item speed <number> |
80 |
|
81 |
If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
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on the active object list and will be processed each tick (see also speed_left!). |
83 |
|
84 |
If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
85 |
from the active object list and it won't experience any processing per tick. |
86 |
|
87 |
=item speed_left <number> |
88 |
|
89 |
If this field is greater than 0 and the object is on the |
90 |
active list (mostly means it's speed is also greater than 0): |
91 |
|
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- speed_left is decreased by 1 |
93 |
- and this object is processed and experiences a server tick. |
94 |
|
95 |
If the object is on the active list and speed_left is lower or |
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equal to 0 the absolute value of the speed field is added to speed_left |
97 |
on the end of the tick. |
98 |
|
99 |
This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
100 |
the more seldom the object is processed. And the higher the speed field is |
101 |
the more often the object is processed. |
102 |
|
103 |
=item no_drop (0|1) |
104 |
|
105 |
Sets the flag FLAG_NO_DROP. |
106 |
See Flags section below. |
107 |
|
108 |
=item applied (0|1) |
109 |
|
110 |
Sets the flag FLAG_APPLIED. |
111 |
See Flags section below. |
112 |
|
113 |
=item is_used_up (0|1) |
114 |
|
115 |
Sets the flag FLAG_IS_USED_UP. |
116 |
See Flags section below. |
117 |
|
118 |
=item auto_apply (0|1) |
119 |
|
120 |
Sets the flag FLAG_AUTO_APPLY. |
121 |
See Flags section below. |
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 |
|
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 |
|
143 |
=item activate_on_push (0|1) (default: 1) |
144 |
|
145 |
Sets the flag FLAG_ACTIVATE_ON_PUSH. |
146 |
See Flags section below. |
147 |
|
148 |
=item activate_on_release (0|1) (default: 1) |
149 |
|
150 |
Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
151 |
See Flags section below. |
152 |
|
153 |
=item editable (more than deprecated) |
154 |
|
155 |
This field had a special meaning for crossedit, which used parts |
156 |
of the server code for editing. Wherever you see this attribute being |
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set in an archetype ignore it and/or remove it. No code interprets this |
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field anymore. |
159 |
|
160 |
=back |
161 |
|
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=head3 Flags |
163 |
|
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Here are the effects of the flags described. |
165 |
|
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=over 4 |
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|
168 |
=item FLAG_NO_DROP |
169 |
|
170 |
An object can't be picked up and dropped. |
171 |
|
172 |
=item FLAG_APPLIED |
173 |
|
174 |
This flag mostly states whether this object has been 'applied' by the player. |
175 |
For objects that are applied by the code or have this flag set in the archetype |
176 |
it mostly means 'this object is active'. |
177 |
|
178 |
For example the player adjustments of the hp/sp/grace fields and inheritance |
179 |
of flags from objects in his inventory is toggled by this flag. |
180 |
|
181 |
=item FLAG_IS_USED_UP |
182 |
|
183 |
This flag controls whether an object is 'used up'. If it is set the 'food' field |
184 |
of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha |
185 |
it is removed. |
186 |
|
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If also the flag FLAG_APPLIED is set, the 'duration' field controls whether |
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this object is removed or not, see the Force type below for the meaning |
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of the duration field in this context. |
190 |
|
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If FLAG_APPLIED is not set the object is destroyed. |
192 |
|
193 |
=item FLAG_IS_A_TEMPLATE (internal use) |
194 |
|
195 |
This flag is set on the inventory of generators like CREATORs and CONVERTERs, |
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or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
197 |
|
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=item FLAG_AUTO_APPLY |
199 |
|
200 |
This flag has currently only meaning for the TREASURE type, see below. |
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|
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=item FLAG_ACTIVATE_ON_PUSH |
203 |
|
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This flag has only meaning for objects that can be linked together |
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with the 'connected' field and controls wether the object should |
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be activated when the connection is 'pushed' or it is 'released'. |
207 |
|
208 |
This flag is by default on. |
209 |
|
210 |
=item FLAG_ACTIVATE_ON_RELEASE |
211 |
|
212 |
This flag has only meaning for objects that can be linked together |
213 |
with the 'connected' field and controls wether the object should |
214 |
be activated when the connection is 'pushed' or it is 'released'. |
215 |
|
216 |
This flag is by default on. |
217 |
|
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. |
235 |
|
236 |
=item FLAG_REFLECTING |
237 |
|
238 |
This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW |
239 |
to indicate whether this object reflects off walls. |
240 |
|
241 |
=item FLAG_REFL_SPELL |
242 |
|
243 |
This flag indicates whether something reflects spells, like spell reflecting |
244 |
amuletts. |
245 |
|
246 |
=back |
247 |
|
248 |
=head2 Description of type specific attributes |
249 |
|
250 |
The beginning of the headers of the following subsection |
251 |
are the server internal names for the objects types, see include/define.h. |
252 |
|
253 |
=head3 TRANSPORT - type 2 - Player transports |
254 |
|
255 |
This type is implemented by the transport extension and has currently no special |
256 |
attributes that affect it. |
257 |
|
258 |
=head3 ROD - type 3 - Rods that fire spells |
259 |
|
260 |
Rods contain spells and can be fired by a player. |
261 |
|
262 |
=over 4 |
263 |
|
264 |
=item level <number> |
265 |
|
266 |
This attribute is used for calculating the spell level that can be fired |
267 |
with this rod, it's also the maximum level of the spell that can be fired. |
268 |
The level of the spell that is being fired depends mostly on |
269 |
the 'use magic item' skill level of the player and 1/10 of the level of the |
270 |
rod is added as bonus. |
271 |
|
272 |
=item hp <number> |
273 |
|
274 |
The amount of spellpoints this rod has left. |
275 |
|
276 |
=item maxhp <number> |
277 |
|
278 |
The maximum amount of spellpoints this rod has. |
279 |
|
280 |
=item skill <skill name> |
281 |
|
282 |
This field determines which skill you need to apply this object. |
283 |
|
284 |
=back |
285 |
|
286 |
=head3 TREASURE - type 4 - Treasures |
287 |
|
288 |
This type of objects are for random treasure generation in maps. |
289 |
If this object is applied by a player it will replace itself with it's |
290 |
inventory. If it is automatically applied |
291 |
generate a treasure and replace itself with the generated treasure. |
292 |
|
293 |
Chests are also of this type, their treasures are generated by |
294 |
the auto apply code on map instantiation. |
295 |
|
296 |
=over 4 |
297 |
|
298 |
=item hp <number> |
299 |
|
300 |
The number of treasures to generate. |
301 |
|
302 |
=item exp <level> |
303 |
|
304 |
If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
305 |
and the difficulty for the treasurecode only depends on the maps difficulty, |
306 |
otherwise the exp field has the following meaning: |
307 |
|
308 |
If this field is not 0 it is passed as the difficulty |
309 |
to the treasure generation code to determine how good, how much |
310 |
worth a treasure is or what bonuses it is given by the treasure code. |
311 |
|
312 |
If this field is not set or 0 the difficulty of the map is passed to the treasure |
313 |
generation code. |
314 |
|
315 |
=item randomitems <treasurelist> |
316 |
|
317 |
The treasurelist to use to generate the treasure which is put in the |
318 |
treasure objects inventory. |
319 |
|
320 |
=back |
321 |
|
322 |
=head3 POTION - type 5 - Potions for drinking and other nastynesses |
323 |
|
324 |
These objects contain a spell and will emit it on apply, which most |
325 |
of the time has the meaning of 'drinking'. |
326 |
|
327 |
If no resistancy field, stat field or attacktype is set and no spell |
328 |
is put in the potion by the sp field or the randomitems the |
329 |
potion will become an artifact and the artifact code decides which kind |
330 |
of potion will be generated. |
331 |
|
332 |
If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
333 |
will yield an explosion and hurt the player. |
334 |
|
335 |
=over 4 |
336 |
|
337 |
=item Str, Dex, Con, Int, Wis, Cha, Pow <number> |
338 |
|
339 |
These stat fields determine how many stat points the player gets |
340 |
when he applies this potion. |
341 |
|
342 |
If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
343 |
|
344 |
=item sp <number> |
345 |
|
346 |
If this field is set and the randomitems field is not set |
347 |
the field is interpreted as spell number, please look the right |
348 |
number up in common/loader.C. |
349 |
|
350 |
If this field is set the randomitems field will be unset by the |
351 |
map loading code. |
352 |
|
353 |
=item attacktype <attacktype> |
354 |
|
355 |
This field has some special meaning in potions, currently the |
356 |
bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
357 |
restoration potion or improvement potion. |
358 |
See include/attackinc.h for the bits of these types. |
359 |
|
360 |
If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
361 |
will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
362 |
set the player will be drained a random stat by inserting an ARCH_DEPLETION |
363 |
into him. |
364 |
|
365 |
If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
366 |
When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
367 |
|
368 |
=item resist_<resistancy> <number> |
369 |
|
370 |
If this stat is set and no spell is in the potion the potion |
371 |
will create a force that give the player this specific resistancy. |
372 |
The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
373 |
and the potion will last 10 times longer than the default force archetype |
374 |
FORCE_NAME (at the moment of this writing spell/force.arc). |
375 |
|
376 |
=item randomitems <treasurelist> |
377 |
|
378 |
The inventory/spell of the potion will be created by calling the treasure code |
379 |
with the treasurelist specified here. (I guess it's highly undefined what |
380 |
happens if there is not a spell in the potions inventory). |
381 |
|
382 |
=item on_use_yield <archetype> |
383 |
|
384 |
When this object is applied an instance of <archetype> will be created. |
385 |
|
386 |
=item subtypes <potion subtype> |
387 |
|
388 |
see include/spells.h for possible potion subtypes, there are currently 4: |
389 |
|
390 |
=over 4 |
391 |
|
392 |
=item POT_SPELL |
393 |
|
394 |
Unused, default behaiour of a potion. |
395 |
|
396 |
=item POT_DUST |
397 |
|
398 |
This potion can be thrown to cast the spell that it has in it's inventory, |
399 |
the behaviour is not defined if there is not a spell in the inventory and the |
400 |
server will log an error. |
401 |
|
402 |
=item POT_FIGURINE |
403 |
|
404 |
Unused, default behaiour of a potion. |
405 |
|
406 |
=item POT_BALM |
407 |
|
408 |
Unused, default behaiour of a potion. |
409 |
|
410 |
=back |
411 |
|
412 |
=back |
413 |
|
414 |
=head3 FOOD - type 6 - Eatable stuff |
415 |
|
416 |
This is for objects that are representing general eatables like |
417 |
beef or bread. |
418 |
|
419 |
The main difference between FOOD, FLESH and DRINK is that they |
420 |
give different messages. |
421 |
|
422 |
The specialty of FLESH is that it inherits the resistancies of the |
423 |
monsters it was generated in and will let dragons raise their resistancies |
424 |
with that. If the monster has the POISON attacktype the FLESH |
425 |
will change into POISON. |
426 |
|
427 |
If a player runs low on food he will grab for FOOD, DRINK and POISON |
428 |
and if he doesn't find any of that he will start eating FLESH. |
429 |
|
430 |
=over 4 |
431 |
|
432 |
=item title <string> |
433 |
|
434 |
If the food has a title or is cursed it is considered 'special', which means that the |
435 |
fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
436 |
are interpreted and have further effects on the player. |
437 |
|
438 |
The higher the food field is the longer the improvement of the player lasts |
439 |
(except for hp and sp). |
440 |
|
441 |
=item food <number> |
442 |
|
443 |
This is the amount of food points the player gets when he eats this. |
444 |
|
445 |
=item on_use_yield <archetype> |
446 |
|
447 |
When this object is applied an instance of <archetype> will be created. |
448 |
|
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 (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) |
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 move_type <movetype> |
534 |
|
535 |
This field affects the move type with which the lightning moves through |
536 |
the map and which map cells will reflect or block it. |
537 |
|
538 |
=item attacktype <attacktype> |
539 |
|
540 |
The attacktype with which it hits the objects on the map. |
541 |
|
542 |
=item dam <number> |
543 |
|
544 |
The damage this bolt inflicts when it hits objects on the map. |
545 |
|
546 |
=item Dex <number> |
547 |
|
548 |
This is the fork percentage, it is reduced by 10 per fork. |
549 |
And the damage is halved on each fork. |
550 |
|
551 |
=item Con <number> |
552 |
|
553 |
This value is a percentage of which the forking lightning |
554 |
is deflected to the left. This value should be mostly used internally. |
555 |
|
556 |
=item duration <number> |
557 |
|
558 |
The duration the bolt stays on a map cell. This field is decreased each time |
559 |
the object is processed (see the meaning of speed and speed_left fields in |
560 |
the object general description). |
561 |
|
562 |
=item range <number> |
563 |
|
564 |
This is the range of the bolt, each space it advances this field is decreased. |
565 |
|
566 |
=back |
567 |
|
568 |
|
569 |
=head3 WEAPON - type 15 - Weapons |
570 |
|
571 |
This type is for general hack and slash weapons like swords, maces |
572 |
and daggers and and .... |
573 |
|
574 |
=over 4 |
575 |
|
576 |
=item weapontype <type id> |
577 |
|
578 |
decides what attackmessages are generated, see include/define.h |
579 |
|
580 |
=item attacktype <bitmask> |
581 |
|
582 |
bitfield which decides the attacktype of the damage, see include/attackinc.h |
583 |
|
584 |
=item dam <number> |
585 |
|
586 |
amount of damage being done with the attacktype |
587 |
|
588 |
=item item_power <level> |
589 |
|
590 |
the itempower of this weapon. |
591 |
|
592 |
=item name |
593 |
|
594 |
the name of the weapon. |
595 |
|
596 |
=item level (internal) |
597 |
|
598 |
The improvement state of the weapon. |
599 |
If this field is greater than 0 the 'name' field starts with the |
600 |
characters name who improved this weapon. |
601 |
|
602 |
=item last_eat (internal) |
603 |
|
604 |
seems to be the amount of improvements of a weapon, |
605 |
the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
606 |
|
607 |
((who->level / 5) + 5) >= op->last_eat |
608 |
|
609 |
=item last_sp |
610 |
|
611 |
the weapon speed (see magic description) |
612 |
|
613 |
=item food <number> |
614 |
|
615 |
addition to food regeneration of the player |
616 |
|
617 |
=item hp <number> |
618 |
|
619 |
addition to health regeneration |
620 |
|
621 |
=item sp <number> |
622 |
|
623 |
addition to mana regeneration |
624 |
|
625 |
=item grace <number> |
626 |
|
627 |
addititon to grace regeneration |
628 |
|
629 |
=item gen_sp_armour <number> |
630 |
|
631 |
the players gen_sp_armour field (which is per default 10) is added the <number> amount. |
632 |
gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
633 |
is multiplied: gen_sp *= 10/<number> |
634 |
meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
635 |
spellpoints. |
636 |
|
637 |
generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
638 |
sp regeneration. |
639 |
|
640 |
=item body_<body slot/part> |
641 |
|
642 |
the part of the body you need to use this weapon, possible values should be |
643 |
looked up in common/item.C at body_locations. |
644 |
|
645 |
=item resist_<resistnacy> <number> |
646 |
|
647 |
this is the factor with which the difference of the players resistancy and 100% |
648 |
is multiplied, something like this: |
649 |
|
650 |
additional_resistancy = (100 - current_resistanct) * (<number>/100) |
651 |
|
652 |
if <number> is negative it is added to the total vulnerabilities, |
653 |
and later the total resistance is decided by: |
654 |
|
655 |
'total resistance = total protections - total vulnerabilities' |
656 |
|
657 |
see also common/living.C:fix_player |
658 |
|
659 |
=item patch_(attuned|repelled|denied) |
660 |
|
661 |
this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
662 |
for the pathes. |
663 |
|
664 |
=item luck <number> |
665 |
|
666 |
this luck is added to the players luck |
667 |
|
668 |
=item move_type |
669 |
|
670 |
if the weapon has a move_type set the player inherits it's move_type |
671 |
|
672 |
=item exp <number> |
673 |
|
674 |
the added_speed and bonus_speed of the player is raised by <number>/3. |
675 |
if <number> < 0 then the added_speed is decreased by <number> |
676 |
|
677 |
=item weight |
678 |
|
679 |
the weight of the weapon |
680 |
|
681 |
=item magic |
682 |
|
683 |
the magic field affects the amounts of the following fields: |
684 |
|
685 |
- wc : the players wc is adjusted by: player->wc -= (wc + magic) |
686 |
|
687 |
- ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
688 |
|
689 |
- dam: the players dam is adjusted by: player->dam += (dam + magic) |
690 |
|
691 |
- weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
692 |
(minium is 0) |
693 |
|
694 |
=item ac <number> |
695 |
|
696 |
the amount of ac points the player's ac is decreased |
697 |
|
698 |
=item wc <number> |
699 |
|
700 |
the amount of wc points the player's wc is decreased |
701 |
|
702 |
=back |
703 |
|
704 |
=head4 Player inherits following flags from weapons: |
705 |
|
706 |
FLAG_LIFESAVE |
707 |
FLAG_REFL_SPELL |
708 |
FLAG_REFL_MISSILE |
709 |
FLAG_STEALTH |
710 |
FLAG_XRAYS |
711 |
FLAG_BLIND |
712 |
FLAG_SEE_IN_DARK |
713 |
FLAG_UNDEAD |
714 |
|
715 |
=head3 GRIMREAPER - type 28 - Grimreapers |
716 |
|
717 |
These type are mostly used for monsters, they give the |
718 |
monster the ability to dissapear after 10 hits with AT_DRAIN. |
719 |
|
720 |
=over 4 |
721 |
|
722 |
=item value <number> |
723 |
|
724 |
This field stores the hits the monster did yet. |
725 |
|
726 |
=back |
727 |
|
728 |
=head3 DRINK - type 54 - Drinkable stuff |
729 |
|
730 |
See FOOD description. |
731 |
|
732 |
=head3 CHECK_INV - type 64 - Inventory checkers |
733 |
|
734 |
This object checks whether the player has a specific item in his |
735 |
inventory when he moves above the inventory checker. If the player has |
736 |
the item (or not, which can be controlled with a flag) a connection will be triggered. |
737 |
|
738 |
If you set move_block you can deny players and monsters to reach the space where |
739 |
the inventory checker is on, see 'move_block' description below. |
740 |
|
741 |
The conditions specified by hp, slaying and race are concationated with OR. |
742 |
So matching one of those conditions is enough. |
743 |
|
744 |
=over 4 |
745 |
|
746 |
=item move_block <move type bitmask> |
747 |
|
748 |
If you set this field to block a movetype the move code will block any moves |
749 |
onto the space with the inventory checker, IF the moving object doesn't have |
750 |
(or has - if last_sp = 0) the item that the checker is searching for. |
751 |
|
752 |
=item last_sp (0|1) |
753 |
|
754 |
If last_sp is 1 'having' the item that is being checked for will |
755 |
activate the connection or make the space with the checker non-blocking. |
756 |
If last_sp is 0 'not having' the item will activate the connection |
757 |
or make the space with the checker non-blocking. |
758 |
|
759 |
=item last_heal (0|1) |
760 |
|
761 |
If last_heal is 1 the matching item will be removed if the inventory checker |
762 |
activates a connection and finds the item in the inventory. |
763 |
|
764 |
(A inventory checker that blocks a space won't remove anything from inventories) |
765 |
|
766 |
=item hp <number> |
767 |
|
768 |
If this field is not 0 the inventory checker will search for an object |
769 |
with the type id <number>. |
770 |
|
771 |
=item slaying <string> |
772 |
|
773 |
If this field is set the inventory checker will search for an object that |
774 |
has the same string in the slaying field (for example a key string of a key). |
775 |
|
776 |
=item race <string> |
777 |
|
778 |
If this field is set the inventory checker will search for an object which |
779 |
has the archetype name that matches <string>. |
780 |
|
781 |
=item connected <connection id> |
782 |
|
783 |
This is the connection that will be activated. |
784 |
|
785 |
=back |
786 |
|
787 |
=head3 FLESH - type 72 - Organs and body parts |
788 |
|
789 |
See FOOD description. |
790 |
|
791 |
=head3 MISC_OBJECT - type 79 - Misc. objects |
792 |
|
793 |
A type for any object that has no special behaviour. |
794 |
|
795 |
=head3 HOLE - type 94 - Holes |
796 |
|
797 |
Holes are holes in the ground where objects can fall through. When the hole |
798 |
opens and/or is completly open all objects above it fall through (more |
799 |
precisely: if their head is above the hole). |
800 |
|
801 |
Trapdoors can only transfer the one who falls through to other coordinates |
802 |
on the B<same> map. |
803 |
|
804 |
=over 4 |
805 |
|
806 |
=item maxsp (0|1) |
807 |
|
808 |
This field negates the state of the connection: When maxsp is 1 the pit will |
809 |
open/close when the connection is deactivated. Otherwise it will open/close |
810 |
when the connection is activated. This field only has effect when the |
811 |
connection is triggered. So if you put a closed hole on a map, and the |
812 |
connection is deactivated, and maxsp is 1 the hole will remain closed until the |
813 |
connection was triggered once. |
814 |
|
815 |
=item connected <connection id> |
816 |
|
817 |
This is the connection id, which lets the hole opening or closing when |
818 |
activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
819 |
at which connection state the object is activated. |
820 |
|
821 |
For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
822 |
the connection is released. |
823 |
|
824 |
=item wc <number> (internal) |
825 |
|
826 |
This is an internal flag. If it is greater than 0 it means that the hole is not |
827 |
yet fully open. More preciesly: this field is the animation-step and if it is |
828 |
set to the 'closed' step of the animation the hole is closed and if it is on |
829 |
the 'open' animation step (wc = 0), the hole is open. |
830 |
|
831 |
=item sp <number> |
832 |
|
833 |
The destination y coordinates on the same map. |
834 |
|
835 |
=item hp <number> |
836 |
|
837 |
The destination x coordinates on the same map. |
838 |
|
839 |
=back |
840 |
|
841 |
=head3 POISONING - type 105 - The poisoning of players and monsters |
842 |
|
843 |
This type is doing the actual damage to the ones who were attacked |
844 |
via AT_POISON (or drank POISON). |
845 |
|
846 |
The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
847 |
there for details). |
848 |
|
849 |
=over 4 |
850 |
|
851 |
=item dam <number> |
852 |
|
853 |
Each time the poisoning is processed (which is determined by the speed and speed_left |
854 |
fields, see the general object attributes above) it hits the player with |
855 |
<number> damage and the AT_INTERNAL attacktype (means: it will simply |
856 |
hit the player with no strings attached). |
857 |
|
858 |
=item food <number> |
859 |
|
860 |
Just a note: The posion is removed when food == 1 and not when |
861 |
the whole duration is up, because the POISONING code has to remove |
862 |
the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
863 |
deletes the POISONING object. |
864 |
|
865 |
=back |
866 |
|
867 |
=head3 FORCE - type 114 - Forces |
868 |
|
869 |
Forces are a very 'thin' type. They don't have much behaviour other than |
870 |
disappearing after a time and/or affecting the player if they are in his |
871 |
inventory. |
872 |
|
873 |
Forces only take effect on the player if they have set FLAG_APPLIED. |
874 |
|
875 |
Whether the duration field is processed or not a tick is controlled via the |
876 |
speed and speed_left field. Look above at the generic description of these |
877 |
fields. |
878 |
|
879 |
NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
880 |
like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
881 |
0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
882 |
If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
883 |
Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
884 |
|
885 |
=over 4 |
886 |
|
887 |
=item duration |
888 |
|
889 |
While this field is greater than 0 the force/object is not destroyed. It is |
890 |
decreased each tick by 1. |
891 |
|
892 |
If it reaches 0 the force/object is destroyed. |
893 |
|
894 |
This field can have this meaning for B<any> object if that object has |
895 |
FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
896 |
what happens then. |
897 |
|
898 |
=back |
899 |
|
900 |
=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
901 |
|
902 |
This object is generated by the POTION code when the potion is a resistance |
903 |
giving potion. It has mainly the same behaviour as a FORCE. |
904 |
|
905 |
The specialty of the potion effect is that the resistancy it gives is absolute, |
906 |
so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
907 |
fire. |
908 |
|
909 |
Multiple potion effects only give you the maximum of their resistancy. |