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Revision 1.9 by elmex, Tue Dec 19 23:41:56 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
128=item no_skill_ident (0|1) 191=item I<no_skill_ident> (0|1)
129 192
130Sets the flag FLAG_NO_SKILL_IDENT. 193Sets the flag FLAG_NO_SKILL_IDENT.
131See Flags section below. 194See Flags section below.
132 195
133=item activate_on_push (0|1) (default: 1) 196=item I<activate_on_push> (0|1) (default: 1)
134 197
135Sets the flag FLAG_ACTIVATE_ON_PUSH. 198Sets the flag FLAG_ACTIVATE_ON_PUSH.
136See Flags section below. 199See Flags section below.
137 200
138=item activate_on_release (0|1) (default: 1) 201=item I<activate_on_release> (0|1) (default: 1)
139 202
140Sets the flag FLAG_ACTIVATE_ON_RELEASE. 203Sets the flag FLAG_ACTIVATE_ON_RELEASE.
141See Flags section below. 204See Flags section below.
142 205
206=item I<is_lightable> (0|1)
207
208Sets the flag FLAG_IS_LIGHTABLE.
209See Flags section below.
210
143=item editable (more than deprecated) 211=item I<editable> (more than deprecated)
144 212
145This field had a special meaning for crossedit, which used parts 213This field had a special meaning for crossedit, which used parts
146of the server code for editing. Wherever you see this attribute being 214of the server code for editing. Wherever you see this field being
147set 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
148field anymore. 216field anymore.
149 217
150=back 218=back
151 219
163 231
164This 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.
165For 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
166it mostly means 'this object is active'. 234it mostly means 'this object is active'.
167 235
168For 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
169of flags from objects in his inventory is toggled by this flag. 237of flags from objects in his inventory is toggled by this flag.
170 238
171=item FLAG_IS_USED_UP 239=item FLAG_IS_USED_UP
172 240
173This 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>
174of 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.
175it is removed.
176 243
177If 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
178this 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
179of the duration field in this context. 246of the duration field in this context.
180 247
181If FLAG_APPLIED is not set the object is destroyed. 248If FLAG_APPLIED is not set the object is destroyed.
182 249
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
183=item FLAG_IS_A_TEMPLATE (internal use) 271=item FLAG_IS_A_TEMPLATE (internal use)
184 272
185This 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,
186or 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.
187 275
188=item FLAG_AUTO_APPLY 276=item FLAG_AUTO_APPLY
189 277
190This flag has currently only meaning for the TREASURE type, see below. 278This flag has currently only meaning for the B<TREASURE> type, see below.
191 279
192=item FLAG_ACTIVATE_ON_PUSH 280=item FLAG_ACTIVATE_ON_PUSH
193 281
194This flag has only meaning for objects that can be linked together 282This flag has only meaning for objects that can be linked together
195with the 'connected' field and controls wether the object should 283by the I<connected> field and controls wether the object should
196be activated when the connection is 'pushed' or it is 'released'. 284be activated when the connection is 'pushed' or it is 'released'.
197 285
286What 'pushed' and 'released' means depends on the object that
287activates the connection.
288
198This flag is by default on. 289This flag is by default on.
199 290
200=item FLAG_ACTIVATE_ON_RELEASE 291=item FLAG_ACTIVATE_ON_RELEASE
201 292
202This flag has only meaning for objects that can be linked together 293This flag has only meaning for objects that can be linked together
203with the 'connected' field and controls wether the object should 294by the I<connected> field and controls wether the object should
204be 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.
205 299
206This flag is by default on. 300This flag is by default on.
207 301
208=item FLAG_NO_STEAL 302=item FLAG_NO_STEAL
209 303
214(but in this context the flag is only used internally). 308(but in this context the flag is only used internally).
215 309
216=item FLAG_NO_SKILL_IDENT 310=item FLAG_NO_SKILL_IDENT
217 311
218This flag is mostly used internal and prevents unidentified objects 312This flag is mostly used internal and prevents unidentified objects
219(objects which don't have FLAG_IDENTIFIED set) being identified by 313(objects which don't have FLAG_IDENTIFIED set) being identified
220skills. 314multiple times by skills.
221 315
222This flag is used to mark objects to never being identified by a skill 316This flag is used to mark objects which were unsuccessfully identified by a
223once a player failed to identify an object. So that multiple tries 317players skill. So that multiple tries of identifying aren't more effective than
224of identifying aren't more effective than one. 318one.
225 319
226=back 320=item FLAG_REFLECTING
227 321
228=head2 Description of type specific attributes 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
229 339
230The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
231are 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.
232 342
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
233=head3 TRANSPORT - type 2 - Player transports 359=head3 B<TRANSPORT> - type 2 - Player transports
234 360
235This 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
236attributes that affect it. 362fields that affect it.
237 363
238=head3 ROD - type 3 - Rods that fire spells 364=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
239 365
240Rods contain spells and can be fired by a player. 366Rods contain spells and can be fired by a player.
241 367
242=over 4 368=over 4
243 369
244=item level <number> 370=item I<level> <number>
245 371
246This 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
247with 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.
248The level of the spell that is being fired depends mostly on 374The level of the spell that is being fired depends mostly on
249the '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
250rod is added as bonus. 376rod is added as bonus.
251 377
252=item hp <number> 378=item I<hp> <number>
253 379
254The 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.
255 382
256=item maxhp <number> 383=item I<maxhp> <number>
257 384
258The maximum amount of spellpoints this rod has. 385The maximum amount of spellpoints this rod has.
259 386
260=item skill <skill name> 387=item I<skill> <skill name>
261 388
262This field determines which skill you need to apply this object. 389This field determines which skill you need to apply this object.
263 390
264=back 391=back
265 392
266=head3 TREASURE - type 4 - Treasures 393=head3 B<TREASURE> - type 4 - Treasures
267 394
268This type of objects are for random treasure generation in maps. 395This type of objects are for random treasure generation in maps.
269If 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
270inventory. If it is automatically applied 397inventory. If it is automatically applied
271generate a treasure and replace itself with the generated treasure. 398generate a treasure and replace itself with the generated treasure.
273Chests are also of this type, their treasures are generated by 400Chests are also of this type, their treasures are generated by
274the auto apply code on map instantiation. 401the auto apply code on map instantiation.
275 402
276=over 4 403=over 4
277 404
278=item hp <number> 405=item I<hp> <number>
279 406
280The number of treasures to generate. 407The number of treasures to generate.
281 408
282=item exp <level> 409=item I<exp> <level>
283 410
284If 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
285and the difficulty for the treasurecode only depends on the maps difficulty, 412and the difficulty for the treasurecode only depends on the maps difficulty,
286otherwise the exp field has the following meaning: 413otherwise the exp field has the following meaning:
287 414
290worth 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.
291 418
292If 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
293generation code. 420generation code.
294 421
295=item randomitems <treasurelist> 422=item I<randomitems> <treasurelist>
296 423
297The 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
298treasure objects inventory. 425treasure objects inventory.
299 426
300=back 427=back
301 428
302=head3 POTION - type 5 - Potions for drinking and other nastynesses 429=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
303 430
304These 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
305of the time has the meaning of 'drinking'. 432of the time has the meaning of 'drinking'.
306 433
307If 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
312If 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
313will yield an explosion and hurt the player. 440will yield an explosion and hurt the player.
314 441
315=over 4 442=over 4
316 443
317=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>
318 445
319These stat fields determine how many stat points the player gets 446These stat fields determine how many stat points the player gets
320when he applies this potion. 447when he applies this potion.
321 448
322If 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.
323 450
324=item sp <number> 451=item I<sp> <number>
325 452
326If this field is set and the randomitems field is not set 453If this field is set and the randomitems field is not set
327the field is interpreted as spell number, please look the right 454the field is interpreted as spell number, please look the right
328number up in common/loader.C. 455number up in common/loader.C.
329 456
330If 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
331map loading code. 458map loading code.
332 459
333=item attacktype <attacktype> 460=item I<attacktype> <attacktype>
334 461
335This field has some special meaning in potions, currently the 462This field has some special meaning in potions, currently the
336bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 463bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
337restoration potion or improvement potion. 464restoration potion or improvement potion.
338See include/attackinc.h for the bits of these types. 465See include/attackinc.h for the bits of these types.
343into him. 470into him.
344 471
345If 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.
346When 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.
347 474
348=item resist_<resistancy> <number> 475=item I<resist_RESISTANCY> <number>
349 476
350If 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
351will create a force that give the player this specific resistancy. 478will create a force that give the player this specific resistancy.
352The 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)
353and 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
354FORCE_NAME (at the moment of this writing spell/force.arc). 481FORCE_NAME (at the moment of this writing spell/force.arc).
355 482
356=item randomitems <treasurelist> 483=item I<randomitems> <treasurelist>
357 484
358The 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
359with the treasurelist specified here. (I guess it's highly undefined what 486with the treasurelist specified here. (I guess it's highly undefined what
360happens if there is not a spell in the potions inventory). 487happens if there is not a spell in the potions inventory).
361 488
362=item on_use_yield <archetype> 489=item I<on_use_yield> <archetype>
363 490
364When this object is applied an instance of <archetype> will be created. 491When this object is applied an instance of <archetype> will be created.
365 492
366=item subtypes <potion subtype> 493=item I<subtypes> <potion subtype>
367 494
368see include/spells.h for possible potion subtypes, there are currently 4: 495see include/spells.h for possible potion subtypes, there are currently 4:
369 496
370=over 4 497=over 4
371 498
374Unused, default behaiour of a potion. 501Unused, default behaiour of a potion.
375 502
376=item POT_DUST 503=item POT_DUST
377 504
378This 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,
379the 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
380server will log an error. 507server will log an error.
381 508
382=item POT_FIGURINE 509=item POT_FIGURINE
383 510
384Unused, default behaiour of a potion. 511Unused, default behaiour of a potion.
389 516
390=back 517=back
391 518
392=back 519=back
393 520
394=head3 FOOD - type 6 - Eatable stuff 521=head3 B<FOOD> - type 6 - Eatable stuff
395 522
396This is for objects that are representing general eatables like 523This is for objects that are representing general eatables like
397beef or bread. 524beef or bread.
398 525
399The main difference between FOOD, FLESH and DRINK is that they 526The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
400give different messages. 527give different messages.
401 528
402The specialty of FLESH is that it inherits the resistancies of the 529The specialty of B<FLESH> is that it inherits the resistancies of the
403monsters it was generated in and will let dragons raise their resistancies 530monsters it was generated in and will let dragons raise their resistancies
404with that. If the monster has the POISON attacktype the FLESH 531with that. If the monster has the B<POISON> attacktype the B<FLESH>
405will change into POISON. 532will change into B<POISON>.
406 533
407If 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>
408and 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>.
409 536
410=over 4 537=over 4
411 538
412=item title <string> 539=item I<title> <string>
413 540
414If 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
415fields 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>,
416are 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.
417 545
418The 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
419(except for hp and sp). 547(except for I<hp> and I<sp>).
420 548
421=item food <number> 549=item I<food> <number>
422 550
423This 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.
424 552
425=item on_use_yield <archetype> 553=item I<on_use_yield> <archetype>
426 554
427When this object is applied an instance of <archetype> will be created. 555When this object is applied an instance of <archetype> will be created.
428 556
429=back 557=back
430 558
431=head3 POISON - type 7 - Poisonous stuff 559=head3 B<POISON> - type 7 - Poisonous stuff
432 560
433This 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.
434When 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
435a POISONING object in the one who was hit. 563a B<POISONING> object in the one who was hit.
436 564
437=over 4 565=over 4
438 566
439=item level <number> 567=item I<level> <number>
440 568
441This field affects the propability of poisoning. The higher the level difference 569This field affects the propability of poisoning. The higher the level difference
442between 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
443one will be poisoned. 571one will be poisoned.
444 572
445=item slaying <race> 573=item I<slaying> <race>
446 574
447On poison this field has the usual meaning of 'slaying', when the 575This field has the usual meaning of 'slaying', when the
448ones 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
449is multiplied by 3. 577is multiplied by 3.
450 578
451=item hp <number> 579=item I<hp> <number>
452 580
453This 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
454attacktype 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
455determine the strenght, duration and depletion of stats of the poisoning. The 583determine the strenght, duration and depletion of stats of the poisoning. The
456created 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
457get 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
458resistancies). 586resistancies).
459 587
460=item food <number> 588=item I<food> <number>
461 589
4621/4 of <number> will be drained from the players food. 5901/4 of <number> will be drained from the players I<food>.
463 591
464=item on_use_yield <archetype> 592=item I<on_use_yield> <archetype>
465 593
466When this object is applied an instance of <archetype> will be created. 594When this object is applied an instance of <archetype> will be created.
467 595
468=back 596=back
469 597
470=head3 BOOK - type 8 - Readable books 598=head3 B<BOOK> - type 8 - Readable books
471 599
472This type is basically for representing text books in the game. 600This type is basically for representing text books in the game.
473 601
474Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 602Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
475 603
476=over 4 604=over 4
477 605
478=item msg <text> 606=item I<msg> <text>
479 607
480This is the contents of the book. When this field is unset 608This is the contents of the book. When this field is unset
481at treasure generation a random text will be inserted. 609at treasure generation a random text will be inserted.
482 610
483=item skill <skill name> 611=item I<skill> <skill name>
484 612
485The skill required to read this book. (The most resonable 613The skill required to read this book. (The most resonable
486skill would be literacy). 614skill would be literacy).
487 615
488=item exp <number> 616=item I<exp> <number>
489 617
490The experience points the player get for reading this book. 618The experience points the player get for reading this book.
491 619
492=item subtype <readable subtype> 620=item I<subtype> <readable subtype>
493 621
494This field determines the type of the readable. 622This field determines the type of the readable.
495Please see common/readable.C in the readable_message_types table. 623Please see common/readable.C in the readable_message_types table.
496 624
497=back 625=back
498 626
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
499=head3 WEAPON - type 15 - Weapons 798=head3 B<WEAPON> - type 15 - Weapons
500 799
501This type is for general hack and slash weapons like swords, maces 800This type is for general hack and slash weapons like swords, maces
502and daggers and and .... 801and daggers and and ....
503 802
504=over 4 803=over 4
505 804
506=item weapontype <type id> 805=item I<weapontype> <type id>
507 806
508decides what attackmessages are generated, see include/define.h 807decides what attackmessages are generated, see include/define.h
509 808
510=item attacktype <bitmask> 809=item I<attacktype> <bitmask>
511 810
512bitfield which decides the attacktype of the damage, see include/attackinc.h 811bitfield which decides the attacktype of the damage, see include/attackinc.h
513 812
514=item dam <number> 813=item I<dam> <number>
515 814
516amount of damage being done with the attacktype 815amount of damage being done with the attacktype
517 816
518=item item_power <level> 817=item I<item_power> <level>
519 818
520the itempower of this weapon. 819the itempower of this weapon.
521 820
522=item name 821=item I<name>
523 822
524the name of the weapon. 823the name of the weapon.
525 824
526=item level (internal) 825=item I<level> (internal)
527 826
528The improvement state of the weapon. 827The improvement state of the weapon.
529If 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
530characters name who improved this weapon. 829characters name who improved this weapon.
531 830
532=item last_eat (internal) 831=item I<last_eat> (internal)
533 832
534seems to be the amount of improvements of a weapon, 833This seems to be the amount of improvements of a weapon,
535the 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):
536 835
537 ((who->level / 5) + 5) >= op->last_eat 836 ((who->level / 5) + 5) >= op->last_eat
538 837
539=item last_sp 838=item I<last_sp>
540 839
541the weapon speed (see magic description) 840the weapon speed (see magic description)
542 841
543=item food <number> 842=item I<food> <number>
544 843
545addition to food regeneration of the player 844addition to food regeneration of the player
546 845
547=item hp <number> 846=item I<hp> <number>
548 847
549addition to health regeneration 848addition to health regeneration
550 849
551=item sp <number> 850=item I<sp> <number>
552 851
553addition to mana regeneration 852addition to mana regeneration
554 853
555=item grace <number> 854=item I<grace> <number>
556 855
557addititon to grace regeneration 856addititon to grace regeneration
558 857
559=item gen_sp_armour <number> 858=item I<gen_sp_armour> <number>
560 859
561the 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
562gen_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
563is multiplied: gen_sp *= 10/<number> 862do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
564meaning: values > 10 of gen_sp_armour limits the amout of regenerated 863I<gen_sp_armour> limits the amout of regenerated spellpoints.
565spellpoints.
566 864
567generally 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
568sp regeneration. 866I<sp> regeneration.
569 867
570=item body_<body slot/part> 868=item I<body_BODYSLOT>
571 869
572the 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
573looked up in common/item.C at body_locations. 871C<BODYSLOT> should be looked up in common/item.C at body_locations.
574 872
575=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>
576 879
577this 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%
578is multiplied, something like this: 881is multiplied, something like this:
579 882
580 additional_resistancy = (100 - current_resistanct) * (<number>/100) 883 additional_resistancy = (100 - current_resistancy) * (<number>/100)
581 884
582if <number> is negative it is added to the total vulnerabilities, 885if <number> is negative it is added to the total vulnerabilities,
583and later the total resistance is decided by: 886and later the total resistance is decided by:
584 887
585 'total resistance = total protections - total vulnerabilities' 888 'total resistance = total protections - total vulnerabilities'
586 889
587see also common/living.C:fix_player 890see also common/living.C:fix_player.
588 891
589=item patch_(attuned|repelled|denied) 892=item I<path_(attuned|repelled|denied)>
590 893
591this 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_*
592for the pathes. 895for the pathes.
593 896
594=item luck <number> 897=item I<luck> <number>
595 898
596this luck is added to the players luck 899this luck is added to the players I<luck>
597 900
598=item move_type 901=item I<move_type>
599 902
600if 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>
601 904
602=item exp <number> 905=item I<exp> <number>
603 906
604the 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.
605if <number> < 0 then the added_speed is decreased by <number> 908if <number> < 0 then the added_speed is decreased by <number>
606 909
607=item weight 910=item I<weight>
608 911
609the weight of the weapon 912the weight of the weapon
610 913
611=item magic 914=item I<magic>
612 915
613the magic field affects the amounts of the following fields: 916the I<magic> field affects the amounts of the following fields:
614 917
615 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 918 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
616 919
617 - 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
618 921
619 - dam: the players dam is adjusted by: player->dam += (dam + magic) 922 - dam: the players dam is adjusted by: player->dam += (dam + magic)
620 923
621 - 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
622 (minium is 0) 925 (minium is 0)
623 926
624=item ac <number> 927=item I<ac> <number>
625 928
626the 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.
627 930
628=item wc <number> 931=item I<wc> <number>
629 932
630the 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.
631 934
632=back 935=back
633 936
634=head4 Player inherits following flags from weapons: 937=head4 Player inherits following flags from weapons:
635 938
640 FLAG_XRAYS 943 FLAG_XRAYS
641 FLAG_BLIND 944 FLAG_BLIND
642 FLAG_SEE_IN_DARK 945 FLAG_SEE_IN_DARK
643 FLAG_UNDEAD 946 FLAG_UNDEAD
644 947
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
645=head3 DRINK - type 54 - Drinkable stuff 997=head3 B<DRINK> - type 54 - Drinkable stuff
646 998
647See FOOD description. 999See B<FOOD> description.
648 1000
649=head3 CHECK_INV - type 64 - Inventory checkers 1001=head3 B<CHECK_INV> - type 64 - Inventory checkers
650 1002
651This object checks whether the player has a specific item in his 1003This object checks whether the player has a specific item in his
652inventory when he moves above the inventory checker. If the player has 1004inventory when he moves above the inventory checker. If the player has
653the 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.
654 1006
655If 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
656the inventory checker is on, see 'move_block' description below. 1008the inventory checker is on, see I<move_block> description below.
657 1009
658The 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.
659So matching one of those conditions is enough. 1011So matching one of those conditions is enough.
660 1012
661=over 4 1013=over 4
662 1014
663=item move_block <move type bitmask> 1015=item I<move_block> <move type bitmask>
664 1016
665If 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
666onto 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
667(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.
668 1020
669=item last_sp (0|1) 1021=item I<last_sp> (0|1)
670 1022
671If 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
672activate the connection or make the space with the checker non-blocking. 1024activate the connection or make the space with the checker non-blocking.
673If 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
674or make the space with the checker non-blocking. 1026or make the space with the checker non-blocking.
675 1027
676=item last_heal (0|1) 1028=item I<last_heal> (0|1)
677 1029
678If 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
679activates a connection and finds the item in the inventory. 1031activates a connection and finds the item in the inventory.
680 1032
681(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)
682 1034
683=item hp <number> 1035=item I<hp> <number>
684 1036
685If 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
686with the type id <number>. 1038with the type id <number>.
687 1039
688=item slaying <string> 1040=item I<slaying> <string>
689 1041
690If 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
691has 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).
692 1044
693=item race <string> 1045=item I<race> <string>
694 1046
695If 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
696has the archetype name that matches <string>. 1048has the archetype name that matches <string>.
697 1049
698=item connected <connection id> 1050=item I<connected> <connection id>
699 1051
700This 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.
701 1055
702=back 1056See also the description of the I<connected> field in the generic object field
1057section.
703 1058
1059=back
1060
704=head3 FLESH - type 72 - Organs and body parts 1061=head3 B<FLESH> - type 72 - Organs and body parts
705 1062
706See FOOD description. 1063See B<FOOD> description.
707 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
708=head3 HOLE - type 94 - Holes 1142=head3 B<HOLE> - type 94 - Holes
709 1143
710Holes 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
711opens 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
712precisely: if their head is above the hole). 1146precisely: if their head is above the hole).
713 1147
1148When the B<HOLE> is activated it's speed is set to 0.5.
1149
714Trapdoors can only transfer the one who falls through to other coordinates 1150These holes can only transfer the one who falls through to other coordinates
715on the B<same> map. 1151on the same map.
716 1152
717=over 4 1153=over 4
718 1154
719=item maxsp (0|1) 1155=item I<maxsp> (0|1)
720 1156
721This 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
722open/close when the connection is deactivated. Otherwise it will open/close 1158open/close when the connection is deactivated. Otherwise it will open/close
723when the connection is activated. This field only has effect when the 1159when the connection is activated. This field only has effect when the
724connection 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
725connection 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
726connection was triggered once. 1162connection was triggered once.
727 1163
728=item connected <connection id> 1164=item I<connected> <connection id>
729 1165
730This 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
731activated. 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
732at which connection state the object is activated. 1168at which connection state the object is activated.
733 1169
734For 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
735the connection is released. 1171the connection is released.
736 1172
737=item wc <number> (internal) 1173=item I<wc> <number> (internal)
738 1174
739This 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
740yet 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
741set 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
742the 'open' animation step (wc = 0), the hole is open. 1178the 'open' animation step (I<wc> = 0), the hole is open.
743 1179
744=item sp <number> 1180=item I<sp> <number>
745 1181
746The destination y coordinates on the same map. 1182The destination y coordinates on the same map.
747 1183
748=item hp <number> 1184=item I<hp> <number>
749 1185
750The destination x coordinates on the same map. 1186The destination x coordinates on the same map.
751 1187
752=back 1188=back
753 1189
754=head3 POISONING - type 105 - The poisoning of players and monsters 1190=head3 B<POISONING> - type 105 - The poisoning of players and monsters
755 1191
756This 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
757via AT_POISON (or drank POISON). 1193via AT_POISON (or drank B<POISON>).
758 1194
759The 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
760there for details). 1196there for details).
761 1197
762=over 4 1198=over 4
763 1199
764=item dam <number> 1200=item I<dam> <number>
765 1201
766Each 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
767fields, see the general object attributes above) it hits the player with 1203I<speed_left> fields, see the general object fields description above) it hits
768<number> damage and the AT_INTERNAL attacktype (means: it will simply 1204the player with <number> damage and the AT_INTERNAL attacktype (means: it will
769hit the player with no strings attached). 1205simply hit the player with no strings attached).
770 1206
771=item food <number> 1207=item I<food> <number>
772 1208
773Just 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
774the 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
775the 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
776deletes the POISONING object. 1212deletes the B<POISONING> object.
777 1213
778=back 1214=back
779 1215
780=head3 FORCE - type 114 - Forces 1216=head3 B<FORCE> - type 114 - Forces
781 1217
782Forces 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
783disappearing 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
784inventory. 1220inventory.
785 1221
786Forces 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.
787 1223
788Whether 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
789speed 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.
790fields.
791 1226
792NOTE: 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
793like 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.
7940 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
795If 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
796Generally 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.
797 1233
798=over 4 1234=over 4
799 1235
800=item duration 1236=item I<duration>
801 1237
802While 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
803decreased each tick by 1. 1239decreased each tick by 1.
804 1240
805If it reaches 0 the force/object is destroyed. 1241If it reaches 0 the force/object is destroyed.
808FLAG_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
809what happens then. 1245what happens then.
810 1246
811=back 1247=back
812 1248
813=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1249=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
814 1250
815This 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
816giving potion. It has mainly the same behaviour as a FORCE. 1252giving potion. It has mainly the same behaviour as a B<FORCE>.
817 1253
818The 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,
819so 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
820fire. 1256fire.
821 1257
822Multiple 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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