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Revision 1.8 by elmex, Tue Dec 19 22:21:15 2006 UTC vs.
Revision 1.23 by root, Tue May 15 16:45:23 2007 UTC

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
123=item no_steal (0|1) 176=item I<no_steal> (0|1)
124 177
125Sets the flag FLAG_NO_STEAL. 178Sets the flag FLAG_NO_STEAL.
126See Flags section below. 179See Flags section below.
127 180
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
128=item activate_on_push (0|1) (default: 1) 196=item I<activate_on_push> (0|1) (default: 1)
129 197
130Sets the flag FLAG_ACTIVATE_ON_PUSH. 198Sets the flag FLAG_ACTIVATE_ON_PUSH.
131See Flags section below. 199See Flags section below.
132 200
133=item activate_on_release (0|1) (default: 1) 201=item I<activate_on_release> (0|1) (default: 1)
134 202
135Sets the flag FLAG_ACTIVATE_ON_RELEASE. 203Sets the flag FLAG_ACTIVATE_ON_RELEASE.
136See Flags section below. 204See Flags section below.
137 205
206=item I<is_lightable> (0|1)
207
208Sets the flag FLAG_IS_LIGHTABLE.
209See Flags section below.
210
138=item editable (more than deprecated) 211=item I<editable> (more than deprecated)
139 212
140This field had a special meaning for crossedit, which used parts 213This field had a special meaning for crossedit, which used parts
141of the server code for editing. Wherever you see this attribute being 214of the server code for editing. Wherever you see this field being
142set 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
143field anymore. 216field anymore.
144 217
145=back 218=back
146 219
158 231
159This 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.
160For 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
161it mostly means 'this object is active'. 234it mostly means 'this object is active'.
162 235
163For 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
164of flags from objects in his inventory is toggled by this flag. 237of flags from objects in his inventory is toggled by this flag.
165 238
166=item FLAG_IS_USED_UP 239=item FLAG_IS_USED_UP
167 240
168This 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>
169of 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.
170it is removed.
171 243
172If 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
173this 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
174of the duration field in this context. 246of the duration field in this context.
175 247
176If FLAG_APPLIED is not set the object is destroyed. 248If FLAG_APPLIED is not set the object is destroyed.
177 249
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
178=item FLAG_IS_A_TEMPLATE (internal use) 271=item FLAG_IS_A_TEMPLATE (internal use)
179 272
180This 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,
181or 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.
182 275
183=item FLAG_AUTO_APPLY 276=item FLAG_AUTO_APPLY
184 277
185This flag has currently only meaning for the TREASURE type, see below. 278This flag has currently only meaning for the B<TREASURE> type, see below.
186 279
187=item FLAG_ACTIVATE_ON_PUSH 280=item FLAG_ACTIVATE_ON_PUSH
188 281
189This flag has only meaning for objects that can be linked together 282This flag has only meaning for objects that can be linked together
190with the 'connected' field and controls wether the object should 283by the I<connected> field and controls wether the object should
191be activated when the connection is 'pushed' or it is 'released'. 284be activated when the connection is 'pushed' or it is 'released'.
192 285
286What 'pushed' and 'released' means depends on the object that
287activates the connection.
288
193This flag is by default on. 289This flag is by default on.
194 290
195=item FLAG_ACTIVATE_ON_RELEASE 291=item FLAG_ACTIVATE_ON_RELEASE
196 292
197This flag has only meaning for objects that can be linked together 293This flag has only meaning for objects that can be linked together
198with the 'connected' field and controls wether the object should 294by the I<connected> field and controls wether the object should
199be activated when the connection is 'pushed' or it is 'released'. 295be activated when the connection is 'pushed' or it is 'released'.
296
297What 'pushed' and 'released' means depends on the object that
298activates the connection.
200 299
201This flag is by default on. 300This flag is by default on.
202 301
203=item FLAG_NO_STEAL 302=item FLAG_NO_STEAL
204 303
206resetted once the object is placed on a map. 305resetted once the object is placed on a map.
207 306
208When this flag is set on a monster it can defent attempts of stealing 307When this flag is set on a monster it can defent attempts of stealing
209(but in this context the flag is only used internally). 308(but in this context the flag is only used internally).
210 309
211=back 310=item FLAG_NO_SKILL_IDENT
212 311
213=head2 Description of type specific attributes 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
214 339
215The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
216are 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.
217 342
343=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
344
345speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
346changes.
347
348 (based on value that last_sp takes):
349 0: 'furious' Makes all monsters aggressive
350 1: 'angry' As above but pets are unaffected
351 2: 'calm' Makes all monsters unaggressive
352 3: 'sleep' Puts all monsters to sleep
353 4: 'charm' Makes monster into a pet of person
354 who triggers the square. This setting
355 is not enabled for continous operation
356 5: 'destroy mons' destroy any monsters on this space
357 6: 'destroy pets' destroy friendly monsters on this space
358
218=head3 TRANSPORT - type 2 - Player transports 359=head3 B<TRANSPORT> - type 2 - Player transports
219 360
220This type is implemented by the transport extension and has currently no special 361This type is implemented by the transport extension and has currently no special
221attributes that affect it. 362fields that affect it.
222 363
223=head3 ROD - type 3 - Rods that fire spells 364=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
224 365
225Rods contain spells and can be fired by a player. 366Rods contain spells and can be fired by a player.
226 367
227=over 4 368=over 4
228 369
229=item level <number> 370=item I<level> <number>
230 371
231This attribute is used for calculating the spell level that can be fired 372This field is used for calculating the spell level that can be fired
232with this rod, it's also the maximum level of the spell that can be fired. 373with this rod, it's also the maximum level of the spell that can be fired.
233The level of the spell that is being fired depends mostly on 374The level of the spell that is being fired depends mostly on
234the 'use magic item' skill level of the player and 1/10 of the level of the 375the 'use magic item' skill level of the player and 1/10 of the level of the
235rod is added as bonus. 376rod is added as bonus.
236 377
237=item hp <number> 378=item I<hp> <number>
238 379
239The amount of spellpoints this rod has left. 380The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
381maxhp/10> per tick.
240 382
241=item maxhp <number> 383=item I<maxhp> <number>
242 384
243The maximum amount of spellpoints this rod has. 385The maximum amount of spellpoints this rod has.
244 386
245=item skill <skill name> 387=item I<skill> <skill name>
246 388
247This field determines which skill you need to apply this object. 389This field determines which skill you need to apply this object.
248 390
249=back 391=back
250 392
251=head3 TREASURE - type 4 - Treasures 393=head3 B<TREASURE> - type 4 - Treasures
252 394
253This type of objects are for random treasure generation in maps. 395This type of objects are for random treasure generation in maps.
254If this object is applied by a player it will replace itself with it's 396If this object is applied by a player it will replace itself with it's
255inventory. If it is automatically applied 397inventory. If it is automatically applied
256generate a treasure and replace itself with the generated treasure. 398generate a treasure and replace itself with the generated treasure.
258Chests are also of this type, their treasures are generated by 400Chests are also of this type, their treasures are generated by
259the auto apply code on map instantiation. 401the auto apply code on map instantiation.
260 402
261=over 4 403=over 4
262 404
263=item hp <number> 405=item I<hp> <number>
264 406
265The number of treasures to generate. 407The number of treasures to generate.
266 408
267=item exp <level> 409=item I<exp> <level>
268 410
269If FLAG_AUTO_APPLY is not set the exp field has no further meaning 411If FLAG_AUTO_APPLY is not set the exp field has no further meaning
270and the difficulty for the treasurecode only depends on the maps difficulty, 412and the difficulty for the treasurecode only depends on the maps difficulty,
271otherwise the exp field has the following meaning: 413otherwise the exp field has the following meaning:
272 414
275worth a treasure is or what bonuses it is given by the treasure code. 417worth a treasure is or what bonuses it is given by the treasure code.
276 418
277If this field is not set or 0 the difficulty of the map is passed to the treasure 419If this field is not set or 0 the difficulty of the map is passed to the treasure
278generation code. 420generation code.
279 421
280=item randomitems <treasurelist> 422=item I<randomitems> <treasurelist>
281 423
282The treasurelist to use to generate the treasure which is put in the 424The treasurelist to use to generate the treasure which is put in the
283treasure objects inventory. 425treasure objects inventory.
284 426
285=back 427=back
286 428
287=head3 POTION - type 5 - Potions for drinking and other nastynesses 429=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
288 430
289These objects contain a spell and will emit it on apply, which most 431These objects contain a spell and will emit it on apply, which most
290of the time has the meaning of 'drinking'. 432of the time has the meaning of 'drinking'.
291 433
292If no resistancy field, stat field or attacktype is set and no spell 434If no resistancy field, stat field or attacktype is set and no spell
297If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 439If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
298will yield an explosion and hurt the player. 440will yield an explosion and hurt the player.
299 441
300=over 4 442=over 4
301 443
302=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 444=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
303 445
304These stat fields determine how many stat points the player gets 446These stat fields determine how many stat points the player gets
305when he applies this potion. 447when he applies this potion.
306 448
307If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 449If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
308 450
309=item sp <number> 451=item I<sp> <number>
310 452
311If this field is set and the randomitems field is not set 453If this field is set and the randomitems field is not set
312the field is interpreted as spell number, please look the right 454the field is interpreted as spell number, please look the right
313number up in common/loader.C. 455number up in common/loader.C.
314 456
315If this field is set the randomitems field will be unset by the 457If this field is set the randomitems field will be unset by the
316map loading code. 458map loading code.
317 459
318=item attacktype <attacktype> 460=item I<attacktype> <attacktype>
319 461
320This field has some special meaning in potions, currently the 462This field has some special meaning in potions, currently the
321bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 463bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
322restoration potion or improvement potion. 464restoration potion or improvement potion.
323See include/attackinc.h for the bits of these types. 465See include/attackinc.h for the bits of these types.
328into him. 470into him.
329 471
330If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 472If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
331When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 473When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
332 474
333=item resist_<resistancy> <number> 475=item I<resist_RESISTANCY> <number>
334 476
335If this stat is set and no spell is in the potion the potion 477If this stat is set and no spell is in the potion the potion
336will create a force that give the player this specific resistancy. 478will create a force that give the player this specific resistancy.
337The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 479The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
338and the potion will last 10 times longer than the default force archetype 480and the potion will last 10 times longer than the default force archetype
339FORCE_NAME (at the moment of this writing spell/force.arc). 481FORCE_NAME (at the moment of this writing spell/force.arc).
340 482
341=item randomitems <treasurelist> 483=item I<randomitems> <treasurelist>
342 484
343The inventory/spell of the potion will be created by calling the treasure code 485The inventory/spell of the potion will be created by calling the treasure code
344with the treasurelist specified here. (I guess it's highly undefined what 486with the treasurelist specified here. (I guess it's highly undefined what
345happens if there is not a spell in the potions inventory). 487happens if there is not a spell in the potions inventory).
346 488
347=item on_use_yield <archetype> 489=item I<on_use_yield> <archetype>
348 490
349When this object is applied an instance of <archetype> will be created. 491When this object is applied an instance of <archetype> will be created.
350 492
351=item subtypes <potion subtype> 493=item I<subtypes> <potion subtype>
352 494
353see include/spells.h for possible potion subtypes, there are currently 4: 495see include/spells.h for possible potion subtypes, there are currently 4:
354 496
355=over 4 497=over 4
356 498
359Unused, default behaiour of a potion. 501Unused, default behaiour of a potion.
360 502
361=item POT_DUST 503=item POT_DUST
362 504
363This potion can be thrown to cast the spell that it has in it's inventory, 505This potion can be thrown to cast the spell that it has in it's inventory,
364the behaviour is not defined if there is not a spell in the inventory and the 506the behaviour is not defined if there is not a B<SPELL> in the inventory and the
365server will log an error. 507server will log an error.
366 508
367=item POT_FIGURINE 509=item POT_FIGURINE
368 510
369Unused, default behaiour of a potion. 511Unused, default behaiour of a potion.
374 516
375=back 517=back
376 518
377=back 519=back
378 520
379=head3 FOOD - type 6 - Eatable stuff 521=head3 B<FOOD> - type 6 - Eatable stuff
380 522
381This is for objects that are representing general eatables like 523This is for objects that are representing general eatables like
382beef or bread. 524beef or bread.
383 525
384The main difference between FOOD, FLESH and DRINK is that they 526The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
385give different messages. 527give different messages.
386 528
387The specialty of FLESH is that it inherits the resistancies of the 529The specialty of B<FLESH> is that it inherits the resistancies of the
388monsters it was generated in and will let dragons raise their resistancies 530monsters it was generated in and will let dragons raise their resistancies
389with that. If the monster has the POISON attacktype the FLESH 531with that. If the monster has the B<POISON> attacktype the B<FLESH>
390will change into POISON. 532will change into B<POISON>.
391 533
392If a player runs low on food he will grab for FOOD, DRINK and POISON 534If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
393and if he doesn't find any of that he will start eating FLESH. 535and if he doesn't find any of that he will start eating B<FLESH>.
394 536
395=over 4 537=over 4
396 538
397=item title <string> 539=item I<title> <string>
398 540
399If the food has a title or is cursed it is considered 'special', which means that the 541If the food has B<title> set or is cursed it is considered 'special', which
400fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 542means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
401are interpreted and have further effects on the player. 543I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
544on the player.
402 545
403The higher the food field is the longer the improvement of the player lasts 546The higher the I<food> field is the longer the improvement of the player lasts
404(except for hp and sp). 547(except for I<hp> and I<sp>).
405 548
406=item food <number> 549=item I<food> <number>
407 550
408This is the amount of food points the player gets when he eats this. 551This is the amount of food points the player gets when he eats this.
409 552
410=item on_use_yield <archetype> 553=item I<on_use_yield> <archetype>
411 554
412When this object is applied an instance of <archetype> will be created. 555When this object is applied an instance of <archetype> will be created.
413 556
414=back 557=back
415 558
416=head3 POISON - type 7 - Poisonous stuff 559=head3 B<POISON> - type 7 - Poisonous stuff
417 560
418This type is for objects that can poison the player when drinking. 561This type is for objects that can poison the player when he drinks/applies it.
419When applied it will hit the attacked with AT_POISON and will create 562When applied it will hit the attacked with AT_POISON and will create
420a POISONING object in the one who was hit. 563a B<POISONING> object in the one who was hit.
421 564
422=over 4 565=over 4
423 566
424=item level <number> 567=item I<level> <number>
425 568
426This field affects the propability of poisoning. The higher the level difference 569This field affects the propability of poisoning. The higher the level difference
427between the one who is hit and the poision the mose propable it is the attacked 570between the one who is hit and the poision the more propable it is the attacked
428one will be poisoned. 571one will be poisoned.
429 572
430=item slaying <race> 573=item I<slaying> <race>
431 574
432On poison this field has the usual meaning of 'slaying', when the 575This field has the usual meaning of 'slaying', when the
433ones race matches the slaying field the damage done by the poison 576poisoned's race matches the I<slaying> field the damage done by the poison
434is multiplied by 3. 577is multiplied by 3.
435 578
436=item hp <number> 579=item I<hp> <number>
437 580
438This is the amount of damage the player will receive from applying this. The 581This is the amount of damage the player will receive from applying this. The
439attacktype AT_POISON will be used to hit the player and the damage will 582attacktype AT_POISON will be used to hit the player and the damage will
440determine the strenght, duration and depletion of stats of the poisoning. The 583determine the strenght, duration and depletion of stats of the poisoning. The
441created POISONING object which is being placed in the one who was attacked will 584created B<POISONING> object which is being placed in the one who was attacked will
442get the damage from this field (which is maybe adjusted by slaying or the 585get the damage from this field (which is maybe adjusted by slaying or the
443resistancies). 586resistancies).
444 587
445=item food <number> 588=item I<food> <number>
446 589
4471/4 of <number> will be drained from the players food. 5901/4 of <number> will be drained from the players I<food>.
448 591
449=item on_use_yield <archetype> 592=item I<on_use_yield> <archetype>
450 593
451When this object is applied an instance of <archetype> will be created. 594When this object is applied an instance of <archetype> will be created.
452 595
453=back 596=back
454 597
598=head3 B<BOOK> - type 8 - Readable books
599
600This type is basically for representing text books in the game.
601
602Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
603
604=over 4
605
606=item I<msg> <text>
607
608This is the contents of the book. When this field is unset
609at treasure generation a random text will be inserted.
610
611=item I<skill> <skill name>
612
613The skill required to read this book. (The most resonable
614skill would be literacy).
615
616=item I<exp> <number>
617
618The experience points the player get for reading this book.
619
620=item I<subtype> <readable subtype>
621
622This field determines the type of the readable.
623Please see common/readable.C in the readable_message_types table.
624
625=back
626
627=head3 B<CLOCK> - type 9 - Clocks
628
629This type of objects just display the time when being applied.
630
631=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
632
633This is a spell effect of a moving bolt. It moves straigt forward
634through the map until something blocks it.
635If FLAG_REFLECTING is set it even reflects on walls.
636
637FLAG_IS_TURNABLE should be set on these objects.
638
639=over 4
640
641=item I<move_type> <movetype>
642
643This field affects the move type with which the lightning moves through
644the map and which map cells will reflect or block it.
645
646=item I<attacktype> <attacktype>
647
648The attacktype with which it hits the objects on the map.
649
650=item I<dam> <number>
651
652The damage this bolt inflicts when it hits objects on the map.
653
654=item I<Dex> <number>
655
656This is the fork percentage, it is reduced by 10 per fork.
657And the I<dam> field is halved on each fork.
658
659=item I<Con> (internal)
660
661This value is a percentage of which the forking lightning
662is deflected to the left. This value should be mostly used internally.
663
664=item I<duration> <number>
665
666The duration the bolt stays on a map cell. This field is decreased each time
667the object is processed (see the meaning of I<speed> and I<speed_left> fields in
668the generic object field description).
669
670=item I<range> <number>
671
672This is the range of the bolt, each space it advances this field is decreased.
673
674=back
675
676=head3 B<ARROW> - type 13 - Arrows
677
678This is the type for objects that represent projectiles like arrows.
679The movement of B<THROWN_OBJ>s behave similar to this type.
680
681Flying arrows are stopped either when they hit something blocking
682(I<move_block>) or something which is alive.
683If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
684set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
685damage with a small chance which is affected by the I<level> field of the arrow.
686
687If FLAG_REFLECTING is set on the arrow it will bounce off everything
688that is not alive and blocks it's movement.
689
690When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
691fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
692the object, to restore them once the arrow has been stopped.
693
694=over 4
695
696=item I<dam> <number>
697
698The amount of damage that is being done to the victim that gets hit.
699This field is recomputed when the arrow is fired and will consist
700of the sum of a damage bonus (see description of the B<BOW> type),
701the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
702and the arrows I<magic> field.
703
704=item I<wc> <number>
705
706The weapon class of the arrow, which has effect on the propability of hitting.
707
708It is recomputed when the arrow is being fired by this formula:
709
710 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
711 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
712
713When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
714level is not added.
715
716wc_mod is dependend on the fire mode of the bow. For a more detailed
717explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
718
719=item I<magic> <number>
720
721This field is added to the damage of the arrow when it is shot and
722will also improve it's I<speed> by 1/5 of it's value.
723
724=item I<attacktype> <attacktype>
725
726Bitfield which decides the attacktype of the damage, see include/attackinc.h
727On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
728
729=item I<level> <number> (interally used)
730
731The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
732see above in the B<ARROW> description.
733
734The I<level> is set when the arrow is fired to either the skill level or the
735shooters level.
736
737=item I<speed> <number> (internal)
738
739This field shouldn't be set directly in the archetype, the arrow will get it's
740I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
741arrow will be stopped immediatly.
742
743On fireing the I<speed> of the arrow is computed of 1/5 of the
744sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
745of the bows I<dam> field is added to the I<speed> of the arrow.
746
747The minimum I<speed> of an arrow is 1.0.
748
749While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
750
751If the I<speed> is above 10.0 it goes straight through the creature it hits and
752it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
753stopped and either sticked into the victim (see I<weight> field description) or
754put on it's map square (if it didn't break, see description of the I<food> field).
755
756=item I<weight> <number>
757
758This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
759the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
760
761=item I<food> <number>
762
763The breaking percentage. 100 (%) means: breaks on usage for sure.
764
765=item I<inventory> (internal)
766
767If the flying/moving object has something in it's inventory and it stops, it
768will be replaced with it's inventory. Otherwise it will be handled as usual,
769which means: it will be calculated whether the arrow breaks and it will be
770reset for reuse.
771
772=item I<slaying> <string>
773
774When the bow that fires this arrow has it's I<slaying> field set it is copied
775to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
776
777=item I<move_type> <movetype> (internally used)
778
779This field is set when the arrow is shot to MOVE_FLY_LOW.
780
781=item I<move_on> <movetype> (internally used)
782
783This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
784
785=item I<race> <string>
786
787The I<race> field is a unique key that assigns arrows, bows and quivers. When
788shooting an arrow the bows I<race> is used to search for arrows (which have the
789same I<race> as the bow) in the players inventory and will recursively search in
790the containers (which are applied and have the same I<race> as the bow and the arrow).
791
792=back
793
794=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
795
796TODO, but take into account B<ARROW> description above!
797
455=head3 WEAPON - type 15 - Weapons 798=head3 B<WEAPON> - type 15 - Weapons
456 799
457This type is for general hack and slash weapons like swords, maces 800This type is for general hack and slash weapons like swords, maces
458and daggers and and .... 801and daggers and and ....
459 802
460=over 4 803=over 4
461 804
462=item weapontype <type id> 805=item I<weapontype> <type id>
463 806
464decides what attackmessages are generated, see include/define.h 807decides what attackmessages are generated, see include/define.h
465 808
466=item attacktype <bitmask> 809=item I<attacktype> <bitmask>
467 810
468bitfield which decides the attacktype of the damage, see include/attackinc.h 811bitfield which decides the attacktype of the damage, see include/attackinc.h
469 812
470=item dam <number> 813=item I<dam> <number>
471 814
472amount of damage being done with the attacktype 815amount of damage being done with the attacktype
473 816
474=item item_power <level> 817=item I<item_power> <level>
475 818
476the itempower of this weapon. 819the itempower of this weapon.
477 820
478=item name 821=item I<name>
479 822
480the name of the weapon. 823the name of the weapon.
481 824
482=item level (internal) 825=item I<level> (internal)
483 826
484The improvement state of the weapon. 827The improvement state of the weapon.
485If this field is greater than 0 the 'name' field starts with the 828If this field is greater than 0 the I<name> field starts with the
486characters name who improved this weapon. 829characters name who improved this weapon.
487 830
488=item last_eat (internal) 831=item I<last_eat> (internal)
489 832
490seems to be the amount of improvements of a weapon, 833This seems to be the amount of improvements of a weapon,
491the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 834the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
492 835
493 ((who->level / 5) + 5) >= op->last_eat 836 ((who->level / 5) + 5) >= op->last_eat
494 837
495=item last_sp 838=item I<last_sp>
496 839
497the weapon speed (see magic description) 840the weapon speed (see magic description)
498 841
499=item food <number> 842=item I<food> <number>
500 843
501addition to food regeneration of the player 844addition to food regeneration of the player
502 845
503=item hp <number> 846=item I<hp> <number>
504 847
505addition to health regeneration 848addition to health regeneration
506 849
507=item sp <number> 850=item I<sp> <number>
508 851
509addition to mana regeneration 852addition to mana regeneration
510 853
511=item grace <number> 854=item I<grace> <number>
512 855
513addititon to grace regeneration 856addititon to grace regeneration
514 857
515=item gen_sp_armour <number> 858=item I<gen_sp_armour> <number>
516 859
517the players gen_sp_armour field (which is per default 10) is added the <number> amount. 860the players I<gen_sp_armour> field (which is per default 10) is being added the
518gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 861<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
519is multiplied: gen_sp *= 10/<number> 862do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
520meaning: values > 10 of gen_sp_armour limits the amout of regenerated 863I<gen_sp_armour> limits the amout of regenerated spellpoints.
521spellpoints.
522 864
523generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 865Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
524sp regeneration. 866I<sp> regeneration.
525 867
526=item body_<body slot/part> 868=item I<body_BODYSLOT>
527 869
528the part of the body you need to use this weapon, possible values should be 870The part/slot of the body you need to use this weapon, possible values for
529looked up in common/item.C at body_locations. 871C<BODYSLOT> should be looked up in common/item.C at body_locations.
530 872
531=item resist_<resistnacy> <number> 873The value (in the range C<-7..7>) gives the number of those body slots
874used up by the item (if negative) or the number of body slots this object
875has (if positive, e.g. for monsters or players). The special value C<0>
876indicates that this object cannot equip items requiring these body slots.
877
878=item I<resist_RESISTANCY> <number>
532 879
533this is the factor with which the difference of the players resistancy and 100% 880this is the factor with which the difference of the players resistancy and 100%
534is multiplied, something like this: 881is multiplied, something like this:
535 882
536 additional_resistancy = (100 - current_resistanct) * (<number>/100) 883 additional_resistancy = (100 - current_resistancy) * (<number>/100)
537 884
538if <number> is negative it is added to the total vulnerabilities, 885if <number> is negative it is added to the total vulnerabilities,
539and later the total resistance is decided by: 886and later the total resistance is decided by:
540 887
541 'total resistance = total protections - total vulnerabilities' 888 'total resistance = total protections - total vulnerabilities'
542 889
543see also common/living.C:fix_player 890see also common/living.C:fix_player.
544 891
545=item patch_(attuned|repelled|denied) 892=item I<path_(attuned|repelled|denied)>
546 893
547this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 894this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
548for the pathes. 895for the pathes.
549 896
550=item luck <number> 897=item I<luck> <number>
551 898
552this luck is added to the players luck 899this luck is added to the players I<luck>
553 900
554=item move_type 901=item I<move_type>
555 902
556if the weapon has a move_type set the player inherits it's move_type 903if the weapon has a I<move_type> set the player inherits it's I<move_type>
557 904
558=item exp <number> 905=item I<exp> <number>
559 906
560the added_speed and bonus_speed of the player is raised by <number>/3. 907the added_speed and bonus_speed of the player is raised by <number>/3.
561if <number> < 0 then the added_speed is decreased by <number> 908if <number> < 0 then the added_speed is decreased by <number>
562 909
563=item weight 910=item I<weight>
564 911
565the weight of the weapon 912the weight of the weapon
566 913
567=item magic 914=item I<magic>
568 915
569the magic field affects the amounts of the following fields: 916the I<magic> field affects the amounts of the following fields:
570 917
571 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 918 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
572 919
573 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 920 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
574 921
575 - dam: the players dam is adjusted by: player->dam += (dam + magic) 922 - dam: the players dam is adjusted by: player->dam += (dam + magic)
576 923
577 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 924 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
578 (minium is 0) 925 (minium is 0)
579 926
580=item ac <number> 927=item I<ac> <number>
581 928
582the amount of ac points the player's ac is decreased 929the amount of ac points the player's I<ac> is decreased when applying this object.
583 930
584=item wc <number> 931=item I<wc> <number>
585 932
586the amount of wc points the player's wc is decreased 933the amount of wc points the player's I<wc> is decreased when applying this object.
587 934
588=back 935=back
589 936
590=head4 Player inherits following flags from weapons: 937=head4 Player inherits following flags from weapons:
591 938
596 FLAG_XRAYS 943 FLAG_XRAYS
597 FLAG_BLIND 944 FLAG_BLIND
598 FLAG_SEE_IN_DARK 945 FLAG_SEE_IN_DARK
599 FLAG_UNDEAD 946 FLAG_UNDEAD
600 947
948=head3 B<GRIMREAPER> - type 28 - Grimreapers
949
950These type are mostly used for monsters, they give the
951monster the ability to dissapear after 10 hits with AT_DRAIN.
952
953=over 4
954
955=item I<value> <number>
956
957This field stores the hits the monster did yet.
958
959=back
960
961=head3 B<CREATOR> - type 42 - Object creators
962
963Once a creator is activated by a connection it creates a number of objects
964(cloned from it's inventory or a new object derived from the archetype
965named in the other_arch slot).
966
967If FLAG_LIVESAFE is set the number of uses is unlimited.
968
969=over 4
970
971=item I<hp> <number>
972
973If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
974be used.
975
976=item I<speed> <number>
977
978If I<speed> is set the creator will create an object periodically,
979see I<speed> and I<speed_left> fields in the general object field description
980for more details.
981
982=item I<slaying> <string>
983
984If set the generated object's name and title will be set to this.
985
986=item I<other_arch> <string>
987
988If the inventory of the creator is empty new objects will be derived from the
989archetype named by <string>.
990
991=item I<connected> <number>
992
993See generic object field description.
994
995=back
996
601=head3 DRINK - type 54 - Drinkable stuff 997=head3 B<DRINK> - type 54 - Drinkable stuff
602 998
603See FOOD description. 999See B<FOOD> description.
604 1000
605=head3 CHECK_INV - type 64 - Inventory checkers 1001=head3 B<CHECK_INV> - type 64 - Inventory checkers
606 1002
607This object checks whether the player has a specific item in his 1003This object checks whether the player has a specific item in his
608inventory when he moves above the inventory checker. If the player has 1004inventory when he moves above the inventory checker. If the player has
609the item (or not, which can be controlled with a flag) a connection will be triggered. 1005the item (or not, which can be controlled with a flag) a connection will be triggered.
610 1006
611If you set move_block you can deny players and monsters to reach the space where 1007If you set I<move_block> you can deny players and monsters to reach the space where
612the inventory checker is on, see 'move_block' description below. 1008the inventory checker is on, see I<move_block> description below.
613 1009
614The conditions specified by hp, slaying and race are concationated with OR. 1010The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
615So matching one of those conditions is enough. 1011So matching one of those conditions is enough.
616 1012
617=over 4 1013=over 4
618 1014
619=item move_block <move type bitmask> 1015=item I<move_block> <move type bitmask>
620 1016
621If you set this field to block a movetype the move code will block any moves 1017If you set this field to block a movetype the move code will block any moves
622onto the space with the inventory checker, IF the moving object doesn't have 1018onto the space with the inventory checker, IF the moving object doesn't have
623(or has - if last_sp = 0) the item that the checker is searching for. 1019(or has - if I<last_sp> = 0) the item that the checker is searching for.
624 1020
625=item last_sp (0|1) 1021=item I<last_sp> (0|1)
626 1022
627If last_sp is 1 'having' the item that is being checked for will 1023If I<last_sp> is 1 'having' the item that is being checked for will
628activate the connection or make the space with the checker non-blocking. 1024activate the connection or make the space with the checker non-blocking.
629If last_sp is 0 'not having' the item will activate the connection 1025If I<last_sp> is 0 'not having' the item will activate the connection
630or make the space with the checker non-blocking. 1026or make the space with the checker non-blocking.
631 1027
632=item last_heal (0|1) 1028=item I<last_heal> (0|1)
633 1029
634If last_heal is 1 the matching item will be removed if the inventory checker 1030If I<last_heal> is 1 the matching item will be removed if the inventory checker
635activates a connection and finds the item in the inventory. 1031activates a connection and finds the item in the inventory.
636 1032
637(A inventory checker that blocks a space won't remove anything from inventories) 1033(A inventory checker that blocks a space won't remove anything from inventories)
638 1034
639=item hp <number> 1035=item I<hp> <number>
640 1036
641If this field is not 0 the inventory checker will search for an object 1037If this field is not 0 the inventory checker will search for an object
642with the type id <number>. 1038with the type id <number>.
643 1039
644=item slaying <string> 1040=item I<slaying> <string>
645 1041
646If this field is set the inventory checker will search for an object that 1042If this field is set the inventory checker will search for an object that
647has the same string in the slaying field (for example a key string of a key). 1043has the same string in the I<slaying> field (for example a key string of a key).
648 1044
649=item race <string> 1045=item I<race> <string>
650 1046
651If this field is set the inventory checker will search for an object which 1047If this field is set the inventory checker will search for an object which
652has the archetype name that matches <string>. 1048has the archetype name that matches <string>.
653 1049
654=item connected <connection id> 1050=item I<connected> <connection id>
655 1051
656This is the connection that will be activated. 1052This is the connection that will be activated. The connection is
1053'pushed' when someone enters the space with the inventory checker,
1054and it is 'released' when he leaves it.
657 1055
658=back 1056See also the description of the I<connected> field in the generic object field
1057section.
659 1058
1059=back
1060
660=head3 FLESH - type 72 - Organs and body parts 1061=head3 B<FLESH> - type 72 - Organs and body parts
661 1062
662See FOOD description. 1063See B<FOOD> description.
663 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
664=head3 HOLE - type 94 - Holes 1142=head3 B<HOLE> - type 94 - Holes
665 1143
666Holes 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
667opens 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
668precisely: if their head is above the hole). 1146precisely: if their head is above the hole).
669 1147
1148When the B<HOLE> is activated it's speed is set to 0.5.
1149
670Trapdoors can only transfer the one who falls through to other coordinates 1150These holes can only transfer the one who falls through to other coordinates
671on the B<same> map. 1151on the same map.
672 1152
673=over 4 1153=over 4
674 1154
675=item maxsp (0|1) 1155=item I<maxsp> (0|1)
676 1156
677This 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
678open/close when the connection is deactivated. Otherwise it will open/close 1158open/close when the connection is deactivated. Otherwise it will open/close
679when the connection is activated. This field only has effect when the 1159when the connection is activated. This field only has effect when the
680connection 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
681connection 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
682connection was triggered once. 1162connection was triggered once.
683 1163
684=item connected <connection id> 1164=item I<connected> <connection id>
685 1165
686This 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
687activated. 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
688at which connection state the object is activated. 1168at which connection state the object is activated.
689 1169
690For 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
691the connection is released. 1171the connection is released.
692 1172
693=item wc <number> (internal) 1173=item I<wc> <number> (internal)
694 1174
695This 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
696yet 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
697set 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
698the 'open' animation step (wc = 0), the hole is open. 1178the 'open' animation step (I<wc> = 0), the hole is open.
699 1179
700=item sp <number> 1180=item I<sp> <number>
701 1181
702The destination y coordinates on the same map. 1182The destination y coordinates on the same map.
703 1183
704=item hp <number> 1184=item I<hp> <number>
705 1185
706The destination x coordinates on the same map. 1186The destination x coordinates on the same map.
707 1187
708=back 1188=back
709 1189
710=head3 POISONING - type 105 - The poisoning of players and monsters 1190=head3 B<POISONING> - type 105 - The poisoning of players and monsters
711 1191
712This type is doing the actual damage to the ones who were attacked 1192This type is doing the actual damage to the ones who were attacked
713via AT_POISON (or drank POISON). 1193via AT_POISON (or drank B<POISON>).
714 1194
715The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1195The duration is handled via the FLAG_IS_USED_UP mechanism (please look
716there for details). 1196there for details).
717 1197
718=over 4 1198=over 4
719 1199
720=item dam <number> 1200=item I<dam> <number>
721 1201
722Each time the poisoning is processed (which is determined by the speed and speed_left 1202Each time the poisoning is proccessed (which is determined by the I<speed> and
723fields, see the general object attributes above) it hits the player with 1203I<speed_left> fields, see the general object fields description above) it hits
724<number> damage and the AT_INTERNAL attacktype (means: it will simply 1204the player with <number> damage and the AT_INTERNAL attacktype (means: it will
725hit the player with no strings attached). 1205simply hit the player with no strings attached).
726 1206
727=item food <number> 1207=item I<food> <number>
728 1208
729Just a note: The posion is removed when food == 1 and not when 1209Just a note: The posioning is removed if I<food> == 1 and not if
730the whole duration is up, because the POISONING code has to remove 1210the whole I<duration> is up, because the B<POISONING> code has to remove
731the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1211the poison-effects from the player before the FLAG_IS_USED_UP mechanism
732deletes the POISONING object. 1212deletes the B<POISONING> object.
733 1213
734=back 1214=back
735 1215
736=head3 FORCE - type 114 - Forces 1216=head3 B<FORCE> - type 114 - Forces
737 1217
738Forces 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
739disappearing 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
740inventory. 1220inventory.
741 1221
742Forces 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.
743 1223
744Whether 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
745speed 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.
746fields.
747 1226
748NOTE: 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
749like 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.
7500 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
751If 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
752Generally 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.
753 1233
754=over 4 1234=over 4
755 1235
756=item duration 1236=item I<duration>
757 1237
758While 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
759decreased each tick by 1. 1239decreased each tick by 1.
760 1240
761If it reaches 0 the force/object is destroyed. 1241If it reaches 0 the force/object is destroyed.
764FLAG_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
765what happens then. 1245what happens then.
766 1246
767=back 1247=back
768 1248
769=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1249=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
770 1250
771This 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
772giving potion. It has mainly the same behaviour as a FORCE. 1252giving potion. It has mainly the same behaviour as a B<FORCE>.
773 1253
774The 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,
775so 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
776fire. 1256fire.
777 1257
778Multiple 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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