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 |
28 |
walk_on 1 |
29 |
walk_off 1 |
30 |
editable 48 |
31 |
visibility 50 |
32 |
weight 1 |
33 |
end |
34 |
|
35 |
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 |
50 |
external name (for the archetypes) for the attribute is written behind it. |
51 |
|
52 |
=head2 Description of generic archetype and object attributes |
53 |
|
54 |
These are the fields that most of the objects have and/or their |
55 |
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 |
82 |
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 |
|
92 |
- 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 |
96 |
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 activate_on_push (0|1) (default: 1) |
124 |
|
125 |
Sets the flag FLAG_ACTIVATE_ON_PUSH. |
126 |
See Flags section below. |
127 |
|
128 |
=item activate_on_release (0|1) (default: 1) |
129 |
|
130 |
Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
131 |
See Flags section below. |
132 |
|
133 |
=item editable (more than deprecated) |
134 |
|
135 |
This field had a special meaning for crossedit, which used parts |
136 |
of the server code for editing. Wherever you see this attribute being |
137 |
set in an archetype ignore it and/or remove it. No code interprets this |
138 |
field anymore. |
139 |
|
140 |
=back |
141 |
|
142 |
=head3 Flags |
143 |
|
144 |
Here are the effects of the flags described. |
145 |
|
146 |
=over 4 |
147 |
|
148 |
=item FLAG_NO_DROP |
149 |
|
150 |
An object can't be picked up and dropped. |
151 |
|
152 |
=item FLAG_APPLIED |
153 |
|
154 |
This flag mostly states whether this object has been 'applied' by the player. |
155 |
For objects that are applied by the code or have this flag set in the archetype |
156 |
it mostly means 'this object is active'. |
157 |
|
158 |
For example the player adjustments of the hp/sp/grace fields and inheritance |
159 |
of flags from objects in his inventory is toggled by this flag. |
160 |
|
161 |
=item FLAG_IS_USED_UP |
162 |
|
163 |
This flag controls whether an object is 'used up'. If it is set the 'food' field |
164 |
of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha |
165 |
it is removed. |
166 |
|
167 |
If also the flag FLAG_APPLIED is set, the 'duration' field controls whether |
168 |
this object is removed or not, see the Force type below for the meaning |
169 |
of the duration field in this context. |
170 |
|
171 |
If FLAG_APPLIED is not set the object is destroyed. |
172 |
|
173 |
=item FLAG_IS_A_TEMPLATE (internal use) |
174 |
|
175 |
This flag is set on the inventory of generators like CREATORs and CONVERTERs, |
176 |
or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
177 |
|
178 |
=item FLAG_AUTO_APPLY |
179 |
|
180 |
This flag has currently only meaning for the TREASURE type, see below. |
181 |
|
182 |
=item FLAG_ACTIVATE_ON_PUSH |
183 |
|
184 |
This flag has only meaning for objects that can be linked together |
185 |
with the 'connected' field and controls wether the object should |
186 |
be activated when the connection is 'pushed' or it is 'released'. |
187 |
|
188 |
This flag is by default on. |
189 |
|
190 |
=item FLAG_ACTIVATE_ON_RELEASE |
191 |
|
192 |
This flag has only meaning for objects that can be linked together |
193 |
with the 'connected' field and controls wether the object should |
194 |
be activated when the connection is 'pushed' or it is 'released'. |
195 |
|
196 |
This flag is by default on. |
197 |
|
198 |
=back |
199 |
|
200 |
=head2 Description of type specific attributes |
201 |
|
202 |
The beginning of the headers of the following subsection |
203 |
are the server internal names for the objects types, see include/define.h. |
204 |
|
205 |
=head3 TRANSPORT - type 2 - Player transports |
206 |
|
207 |
This type is implemented by the transport extension and has currently no special |
208 |
attributes that affect it. |
209 |
|
210 |
=head3 ROD - type 3 - Rods that fire spells |
211 |
|
212 |
Rods contain spells and can be fired by a player. |
213 |
|
214 |
=over 4 |
215 |
|
216 |
=item level <number> |
217 |
|
218 |
This attribute is used for calculating the spell level that can be fired |
219 |
with this rod, it's also the maximum level of the spell that can be fired. |
220 |
The level of the spell that is being fired depends mostly on |
221 |
the 'use magic item' skill level of the player and 1/10 of the level of the |
222 |
rod is added as bonus. |
223 |
|
224 |
=item hp <number> |
225 |
|
226 |
The amount of spellpoints this rod has left. |
227 |
|
228 |
=item maxhp <number> |
229 |
|
230 |
The maximum amount of spellpoints this rod has. |
231 |
|
232 |
=item skill <skill name> |
233 |
|
234 |
This field determines which skill you need to apply this object. |
235 |
|
236 |
=back |
237 |
|
238 |
=head3 TREASURE - type 4 - Treasures |
239 |
|
240 |
This type of objects are for random treasure generation in maps. |
241 |
If this object is applied by a player it will replace itself with it's |
242 |
inventory. If it is automatically applied |
243 |
generate a treasure and replace itself with the generated treasure. |
244 |
|
245 |
Chests are also of this type, their treasures are generated by |
246 |
the auto apply code on map instantiation. |
247 |
|
248 |
=over 4 |
249 |
|
250 |
=item hp <number> |
251 |
|
252 |
The number of treasures to generate. |
253 |
|
254 |
=item exp <level> |
255 |
|
256 |
If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
257 |
and the difficulty for the treasurecode only depends on the maps difficulty, |
258 |
otherwise the exp field has the following meaning: |
259 |
|
260 |
If this field is not 0 it is passed as the difficulty |
261 |
to the treasure generation code to determine how good, how much |
262 |
worth a treasure is or what bonuses it is given by the treasure code. |
263 |
|
264 |
If this field is not set or 0 the difficulty of the map is passed to the treasure |
265 |
generation code. |
266 |
|
267 |
=item randomitems <treasurelist> |
268 |
|
269 |
The treasurelist to use to generate the treasure which is put in the |
270 |
treasure objects inventory. |
271 |
|
272 |
=back |
273 |
|
274 |
=head3 POTION - type 5 - Potions for drinking and other nastynesses |
275 |
|
276 |
These objects contain a spell and will emit it on apply, which most |
277 |
of the time has the meaning of 'drinking'. |
278 |
|
279 |
If no resistancy field, stat field or attacktype is set and no spell |
280 |
is put in the potion by the sp field or the randomitems the |
281 |
potion will become an artifact and the artifact code decides which kind |
282 |
of potion will be generated. |
283 |
|
284 |
If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
285 |
will yield an explosion and hurt the player. |
286 |
|
287 |
=over 4 |
288 |
|
289 |
=item Str, Dex, Con, Int, Wis, Cha, Pow <number> |
290 |
|
291 |
These stat fields determine how many stat points the player gets |
292 |
when he applies this potion. |
293 |
|
294 |
If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
295 |
|
296 |
=item sp <number> |
297 |
|
298 |
If this field is set and the randomitems field is not set |
299 |
the field is interpreted as spell number, please look the right |
300 |
number up in common/loader.C. |
301 |
|
302 |
If this field is set the randomitems field will be unset by the |
303 |
map loading code. |
304 |
|
305 |
=item attacktype <attacktype> |
306 |
|
307 |
This field has some special meaning in potions, currently the |
308 |
bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
309 |
restoration potion or improvement potion. |
310 |
See include/attackinc.h for the bits of these types. |
311 |
|
312 |
If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
313 |
will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
314 |
set the player will be drained a random stat by inserting an ARCH_DEPLETION |
315 |
into him. |
316 |
|
317 |
If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
318 |
When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
319 |
|
320 |
=item resist_<resistancy> <number> |
321 |
|
322 |
If this stat is set and no spell is in the potion the potion |
323 |
will create a force that give the player this specific resistancy. |
324 |
The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
325 |
and the potion will last 10 times longer than the default force archetype |
326 |
FORCE_NAME (at the moment of this writing spell/force.arc). |
327 |
|
328 |
=item randomitems <treasurelist> |
329 |
|
330 |
The inventory/spell of the potion will be created by calling the treasure code |
331 |
with the treasurelist specified here. (I guess it's highly undefined what |
332 |
happens if there is not a spell in the potions inventory). |
333 |
|
334 |
=item on_use_yield <archetype> |
335 |
|
336 |
When this object is applied an instance of <archetype> will be created. |
337 |
|
338 |
=item subtypes <potion subtype> |
339 |
|
340 |
see include/spells.h for possible potion subtypes, there are currently 4: |
341 |
|
342 |
=over 4 |
343 |
|
344 |
=item POT_SPELL |
345 |
|
346 |
Unused, default behaiour of a potion. |
347 |
|
348 |
=item POT_DUST |
349 |
|
350 |
This potion can be thrown to cast the spell that it has in it's inventory, |
351 |
the behaviour is not defined if there is not a spell in the inventory and the |
352 |
server will log an error. |
353 |
|
354 |
=item POT_FIGURINE |
355 |
|
356 |
Unused, default behaiour of a potion. |
357 |
|
358 |
=item POT_BALM |
359 |
|
360 |
Unused, default behaiour of a potion. |
361 |
|
362 |
=back |
363 |
|
364 |
=back |
365 |
|
366 |
=head3 FOOD - type 6 - Eatable stuff |
367 |
|
368 |
This is for objects that are representing general eatables like |
369 |
beef or bread. |
370 |
|
371 |
The main difference between FOOD, FLESH and DRINK is that they |
372 |
give different messages. |
373 |
|
374 |
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 |
376 |
with that. |
377 |
|
378 |
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. |
380 |
|
381 |
=over 4 |
382 |
|
383 |
=item title <string> |
384 |
|
385 |
If the food has a title or is cursed it is considered 'special', which means that the |
386 |
fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
387 |
are interpreted and have further effects on the player. |
388 |
|
389 |
The higher the food field is the longer the improvement of the player lasts |
390 |
(except for hp and sp). |
391 |
|
392 |
=item food <number> |
393 |
|
394 |
This is the amount of food points the player gets when he eats this. |
395 |
|
396 |
=item on_use_yield <archetype> |
397 |
|
398 |
When this object is applied an instance of <archetype> will be created. |
399 |
|
400 |
=back |
401 |
|
402 |
=head3 WEAPON - type 15 - Weapons |
403 |
|
404 |
This type is for general hack and slash weapons like swords, maces |
405 |
and daggers and and .... |
406 |
|
407 |
=over 4 |
408 |
|
409 |
=item weapontype <type id> |
410 |
|
411 |
decides what attackmessages are generated, see include/define.h |
412 |
|
413 |
=item attacktype <bitmask> |
414 |
|
415 |
bitfield which decides the attacktype of the damage, see include/attackinc.h |
416 |
|
417 |
=item dam <number> |
418 |
|
419 |
amount of damage being done with the attacktype |
420 |
|
421 |
=item item_power <level> |
422 |
|
423 |
the itempower of this weapon. |
424 |
|
425 |
=item name |
426 |
|
427 |
the name of the weapon. |
428 |
|
429 |
=item level (internal) |
430 |
|
431 |
The improvement state of the weapon. |
432 |
If this field is greater than 0 the 'name' field starts with the |
433 |
characters name who improved this weapon. |
434 |
|
435 |
=item last_eat (internal) |
436 |
|
437 |
seems to be the amount of improvements of a weapon, |
438 |
the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
439 |
|
440 |
((who->level / 5) + 5) >= op->last_eat |
441 |
|
442 |
=item last_sp |
443 |
|
444 |
the weapon speed (see magic description) |
445 |
|
446 |
=item food <number> |
447 |
|
448 |
addition to food regeneration of the player |
449 |
|
450 |
=item hp <number> |
451 |
|
452 |
addition to health regeneration |
453 |
|
454 |
=item sp <number> |
455 |
|
456 |
addition to mana regeneration |
457 |
|
458 |
=item grace <number> |
459 |
|
460 |
addititon to grace regeneration |
461 |
|
462 |
=item gen_sp_armour <number> |
463 |
|
464 |
the players gen_sp_armour field (which is per default 10) is added the <number> amount. |
465 |
gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
466 |
is multiplied: gen_sp *= 10/<number> |
467 |
meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
468 |
spellpoints. |
469 |
|
470 |
generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
471 |
sp regeneration. |
472 |
|
473 |
=item body_<body slot/part> |
474 |
|
475 |
the part of the body you need to use this weapon, possible values should be |
476 |
looked up in common/item.C at body_locations. |
477 |
|
478 |
=item resist_<resistnacy> <number> |
479 |
|
480 |
this is the factor with which the difference of the players resistancy and 100% |
481 |
is multiplied, something like this: |
482 |
|
483 |
additional_resistancy = (100 - current_resistanct) * (<number>/100) |
484 |
|
485 |
if <number> is negative it is added to the total vulnerabilities, |
486 |
and later the total resistance is decided by: |
487 |
|
488 |
'total resistance = total protections - total vulnerabilities' |
489 |
|
490 |
see also common/living.C:fix_player |
491 |
|
492 |
=item patch_(attuned|repelled|denied) |
493 |
|
494 |
this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
495 |
for the pathes. |
496 |
|
497 |
=item luck <number> |
498 |
|
499 |
this luck is added to the players luck |
500 |
|
501 |
=item move_type |
502 |
|
503 |
if the weapon has a move_type set the player inherits it's move_type |
504 |
|
505 |
=item exp <number> |
506 |
|
507 |
the added_speed and bonus_speed of the player is raised by <number>/3. |
508 |
if <number> < 0 then the added_speed is decreased by <number> |
509 |
|
510 |
=item weight |
511 |
|
512 |
the weight of the weapon |
513 |
|
514 |
=item magic |
515 |
|
516 |
the magic field affects the amounts of the following fields: |
517 |
|
518 |
- wc : the players wc is adjusted by: player->wc -= (wc + magic) |
519 |
|
520 |
- ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
521 |
|
522 |
- dam: the players dam is adjusted by: player->dam += (dam + magic) |
523 |
|
524 |
- weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
525 |
(minium is 0) |
526 |
|
527 |
=item ac <number> |
528 |
|
529 |
the amount of ac points the player's ac is decreased |
530 |
|
531 |
=item wc <number> |
532 |
|
533 |
the amount of wc points the player's wc is decreased |
534 |
|
535 |
=back |
536 |
|
537 |
=head4 Player inherits following flags from weapons: |
538 |
|
539 |
FLAG_LIFESAVE |
540 |
FLAG_REFL_SPELL |
541 |
FLAG_REFL_MISSILE |
542 |
FLAG_STEALTH |
543 |
FLAG_XRAYS |
544 |
FLAG_BLIND |
545 |
FLAG_SEE_IN_DARK |
546 |
FLAG_UNDEAD |
547 |
|
548 |
=head3 DRINK - type 54 - Drinkable stuff |
549 |
|
550 |
See FOOD description. |
551 |
|
552 |
=head3 CHECK_INV - type 64 - Inventory checkers |
553 |
|
554 |
This object checks whether the player has a specific item in his |
555 |
inventory when he moves above the inventory checker. If the player has |
556 |
the item (or not, which can be controlled with a flag) a connection will be triggered. |
557 |
|
558 |
If you set move_block you can deny players and monsters to reach the space where |
559 |
the inventory checker is on, see 'move_block' description below. |
560 |
|
561 |
The conditions specified by hp, slaying and race are concationated with OR. |
562 |
So matching one of those conditions is enough. |
563 |
|
564 |
=over 4 |
565 |
|
566 |
=item move_block <move type bitmask> |
567 |
|
568 |
If you set this field to block a movetype the move code will block any moves |
569 |
onto 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. |
571 |
|
572 |
=item last_sp (0|1) |
573 |
|
574 |
If last_sp is 1 'having' the item that is being checked for will |
575 |
activate the connection or make the space with the checker non-blocking. |
576 |
If last_sp is 0 'not having' the item will activate the connection |
577 |
or make the space with the checker non-blocking. |
578 |
|
579 |
=item last_heal (0|1) |
580 |
|
581 |
If last_heal is 1 the matching item will be removed if the inventory checker |
582 |
activates a connection and finds the item in the inventory. |
583 |
|
584 |
(A inventory checker that blocks a space won't remove anything from inventories) |
585 |
|
586 |
=item hp <number> |
587 |
|
588 |
If this field is not 0 the inventory checker will search for an object |
589 |
with the type id <number>. |
590 |
|
591 |
=item slaying <string> |
592 |
|
593 |
If this field is set the inventory checker will search for an object that |
594 |
has the same string in the slaying field (for example a key string of a key). |
595 |
|
596 |
=item race <string> |
597 |
|
598 |
If this field is set the inventory checker will search for an object which |
599 |
has the archetype name that matches <string>. |
600 |
|
601 |
=item connected <connection id> |
602 |
|
603 |
This is the connection that will be activated. |
604 |
|
605 |
=back |
606 |
|
607 |
=head3 FLESH - type 72 - Organs and body parts |
608 |
|
609 |
See FOOD description. |
610 |
|
611 |
=head3 HOLE - type 94 - Holes |
612 |
|
613 |
Holes are holes in the ground where objects can fall through. When the hole |
614 |
opens and/or is completly open all objects above it fall through (more |
615 |
precisely: if their head is above the hole). |
616 |
|
617 |
Trapdoors can only transfer the one who falls through to other coordinates |
618 |
on the B<same> map. |
619 |
|
620 |
=over 4 |
621 |
|
622 |
=item maxsp (0|1) |
623 |
|
624 |
This field negates the state of the connection: When maxsp is 1 the pit will |
625 |
open/close when the connection is deactivated. Otherwise it will open/close |
626 |
when the connection is activated. This field only has effect when the |
627 |
connection is triggered. So if you put a closed hole on a map, and the |
628 |
connection is deactivated, and maxsp is 1 the hole will remain closed until the |
629 |
connection was triggered once. |
630 |
|
631 |
=item connected <connection id> |
632 |
|
633 |
This is the connection id, which lets the hole opening or closing when |
634 |
activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
635 |
at which connection state the object is activated. |
636 |
|
637 |
For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
638 |
the connection is released. |
639 |
|
640 |
=item wc <number> (internal) |
641 |
|
642 |
This is an internal flag. If it is greater than 0 it means that the hole is not |
643 |
yet fully open. More preciesly: this field is the animation-step and if it is |
644 |
set to the 'closed' step of the animation the hole is closed and if it is on |
645 |
the 'open' animation step (wc = 0), the hole is open. |
646 |
|
647 |
=item sp <number> |
648 |
|
649 |
The destination y coordinates on the same map. |
650 |
|
651 |
=item hp <number> |
652 |
|
653 |
The destination x coordinates on the same map. |
654 |
|
655 |
=back |
656 |
|
657 |
=head3 FORCE - type 114 - Forces |
658 |
|
659 |
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 |
661 |
inventory. |
662 |
|
663 |
Forces only take effect on the player if they have set FLAG_APPLIED. |
664 |
|
665 |
Whether the duration field is processed or not a tick is controlled via the |
666 |
speed and speed_left field. Look above at the generic description of these |
667 |
fields. |
668 |
|
669 |
NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
670 |
like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
671 |
0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
672 |
If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
673 |
Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
674 |
|
675 |
=over 4 |
676 |
|
677 |
=item duration |
678 |
|
679 |
While this field is greater than 0 the force/object is not destroyed. It is |
680 |
decreased each tick by 1. |
681 |
|
682 |
If it reaches 0 the force/object is destroyed. |
683 |
|
684 |
This field can have this meaning for B<any> object if that object has |
685 |
FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
686 |
what happens then. |
687 |
|
688 |
=back |
689 |
|
690 |
=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
691 |
|
692 |
This object is generated by the POTION code when the potion is a resistance |
693 |
giving potion. It has mainly the same behaviour as a FORCE. |
694 |
|
695 |
The specialty of the potion effect is that the resistancy it gives is absolute, |
696 |
so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
697 |
fire. |
698 |
|
699 |
Multiple potion effects only give you the maximum of their resistancy. |