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Revision 1.9 by elmex, Tue Dec 19 23:41:56 2006 UTC vs.
Revision 1.21 by root, Mon May 7 06:14:03 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> - type 3 - 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.
255 381
256=item maxhp <number> 382=item I<maxhp> <number>
257 383
258The maximum amount of spellpoints this rod has. 384The maximum amount of spellpoints this rod has.
259 385
260=item skill <skill name> 386=item I<skill> <skill name>
261 387
262This field determines which skill you need to apply this object. 388This field determines which skill you need to apply this object.
263 389
264=back 390=back
265 391
266=head3 TREASURE - type 4 - Treasures 392=head3 B<TREASURE> - type 4 - Treasures
267 393
268This type of objects are for random treasure generation in maps. 394This 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 395If this object is applied by a player it will replace itself with it's
270inventory. If it is automatically applied 396inventory. If it is automatically applied
271generate a treasure and replace itself with the generated treasure. 397generate a treasure and replace itself with the generated treasure.
273Chests are also of this type, their treasures are generated by 399Chests are also of this type, their treasures are generated by
274the auto apply code on map instantiation. 400the auto apply code on map instantiation.
275 401
276=over 4 402=over 4
277 403
278=item hp <number> 404=item I<hp> <number>
279 405
280The number of treasures to generate. 406The number of treasures to generate.
281 407
282=item exp <level> 408=item I<exp> <level>
283 409
284If FLAG_AUTO_APPLY is not set the exp field has no further meaning 410If 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, 411and the difficulty for the treasurecode only depends on the maps difficulty,
286otherwise the exp field has the following meaning: 412otherwise the exp field has the following meaning:
287 413
290worth a treasure is or what bonuses it is given by the treasure code. 416worth a treasure is or what bonuses it is given by the treasure code.
291 417
292If this field is not set or 0 the difficulty of the map is passed to the treasure 418If this field is not set or 0 the difficulty of the map is passed to the treasure
293generation code. 419generation code.
294 420
295=item randomitems <treasurelist> 421=item I<randomitems> <treasurelist>
296 422
297The treasurelist to use to generate the treasure which is put in the 423The treasurelist to use to generate the treasure which is put in the
298treasure objects inventory. 424treasure objects inventory.
299 425
300=back 426=back
301 427
302=head3 POTION - type 5 - Potions for drinking and other nastynesses 428=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
303 429
304These objects contain a spell and will emit it on apply, which most 430These objects contain a spell and will emit it on apply, which most
305of the time has the meaning of 'drinking'. 431of the time has the meaning of 'drinking'.
306 432
307If no resistancy field, stat field or attacktype is set and no spell 433If 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 438If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
313will yield an explosion and hurt the player. 439will yield an explosion and hurt the player.
314 440
315=over 4 441=over 4
316 442
317=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 443=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
318 444
319These stat fields determine how many stat points the player gets 445These stat fields determine how many stat points the player gets
320when he applies this potion. 446when he applies this potion.
321 447
322If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 448If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
323 449
324=item sp <number> 450=item I<sp> <number>
325 451
326If this field is set and the randomitems field is not set 452If this field is set and the randomitems field is not set
327the field is interpreted as spell number, please look the right 453the field is interpreted as spell number, please look the right
328number up in common/loader.C. 454number up in common/loader.C.
329 455
330If this field is set the randomitems field will be unset by the 456If this field is set the randomitems field will be unset by the
331map loading code. 457map loading code.
332 458
333=item attacktype <attacktype> 459=item I<attacktype> <attacktype>
334 460
335This field has some special meaning in potions, currently the 461This field has some special meaning in potions, currently the
336bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 462bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
337restoration potion or improvement potion. 463restoration potion or improvement potion.
338See include/attackinc.h for the bits of these types. 464See include/attackinc.h for the bits of these types.
343into him. 469into him.
344 470
345If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 471If 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. 472When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
347 473
348=item resist_<resistancy> <number> 474=item I<resist_RESISTANCY> <number>
349 475
350If this stat is set and no spell is in the potion the potion 476If this stat is set and no spell is in the potion the potion
351will create a force that give the player this specific resistancy. 477will create a force that give the player this specific resistancy.
352The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 478The 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 479and the potion will last 10 times longer than the default force archetype
354FORCE_NAME (at the moment of this writing spell/force.arc). 480FORCE_NAME (at the moment of this writing spell/force.arc).
355 481
356=item randomitems <treasurelist> 482=item I<randomitems> <treasurelist>
357 483
358The inventory/spell of the potion will be created by calling the treasure code 484The 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 485with the treasurelist specified here. (I guess it's highly undefined what
360happens if there is not a spell in the potions inventory). 486happens if there is not a spell in the potions inventory).
361 487
362=item on_use_yield <archetype> 488=item I<on_use_yield> <archetype>
363 489
364When this object is applied an instance of <archetype> will be created. 490When this object is applied an instance of <archetype> will be created.
365 491
366=item subtypes <potion subtype> 492=item I<subtypes> <potion subtype>
367 493
368see include/spells.h for possible potion subtypes, there are currently 4: 494see include/spells.h for possible potion subtypes, there are currently 4:
369 495
370=over 4 496=over 4
371 497
374Unused, default behaiour of a potion. 500Unused, default behaiour of a potion.
375 501
376=item POT_DUST 502=item POT_DUST
377 503
378This potion can be thrown to cast the spell that it has in it's inventory, 504This 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 505the behaviour is not defined if there is not a B<SPELL> in the inventory and the
380server will log an error. 506server will log an error.
381 507
382=item POT_FIGURINE 508=item POT_FIGURINE
383 509
384Unused, default behaiour of a potion. 510Unused, default behaiour of a potion.
389 515
390=back 516=back
391 517
392=back 518=back
393 519
394=head3 FOOD - type 6 - Eatable stuff 520=head3 B<FOOD> - type 6 - Eatable stuff
395 521
396This is for objects that are representing general eatables like 522This is for objects that are representing general eatables like
397beef or bread. 523beef or bread.
398 524
399The main difference between FOOD, FLESH and DRINK is that they 525The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
400give different messages. 526give different messages.
401 527
402The specialty of FLESH is that it inherits the resistancies of the 528The specialty of B<FLESH> is that it inherits the resistancies of the
403monsters it was generated in and will let dragons raise their resistancies 529monsters it was generated in and will let dragons raise their resistancies
404with that. If the monster has the POISON attacktype the FLESH 530with that. If the monster has the B<POISON> attacktype the B<FLESH>
405will change into POISON. 531will change into B<POISON>.
406 532
407If a player runs low on food he will grab for FOOD, DRINK and POISON 533If 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. 534and if he doesn't find any of that he will start eating B<FLESH>.
409 535
410=over 4 536=over 4
411 537
412=item title <string> 538=item I<title> <string>
413 539
414If the food has a title or is cursed it is considered 'special', which means that the 540If 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 541means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
416are interpreted and have further effects on the player. 542I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
543on the player.
417 544
418The higher the food field is the longer the improvement of the player lasts 545The higher the I<food> field is the longer the improvement of the player lasts
419(except for hp and sp). 546(except for I<hp> and I<sp>).
420 547
421=item food <number> 548=item I<food> <number>
422 549
423This is the amount of food points the player gets when he eats this. 550This is the amount of food points the player gets when he eats this.
424 551
425=item on_use_yield <archetype> 552=item I<on_use_yield> <archetype>
426 553
427When this object is applied an instance of <archetype> will be created. 554When this object is applied an instance of <archetype> will be created.
428 555
429=back 556=back
430 557
431=head3 POISON - type 7 - Poisonous stuff 558=head3 B<POISON> - type 7 - Poisonous stuff
432 559
433This type is for objects that can poison the player when drinking. 560This 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 561When applied it will hit the attacked with AT_POISON and will create
435a POISONING object in the one who was hit. 562a B<POISONING> object in the one who was hit.
436 563
437=over 4 564=over 4
438 565
439=item level <number> 566=item I<level> <number>
440 567
441This field affects the propability of poisoning. The higher the level difference 568This 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 569between the one who is hit and the poision the more propable it is the attacked
443one will be poisoned. 570one will be poisoned.
444 571
445=item slaying <race> 572=item I<slaying> <race>
446 573
447On poison this field has the usual meaning of 'slaying', when the 574This field has the usual meaning of 'slaying', when the
448ones race matches the slaying field the damage done by the poison 575poisoned's race matches the I<slaying> field the damage done by the poison
449is multiplied by 3. 576is multiplied by 3.
450 577
451=item hp <number> 578=item I<hp> <number>
452 579
453This is the amount of damage the player will receive from applying this. The 580This 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 581attacktype 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 582determine 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 583created 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 584get the damage from this field (which is maybe adjusted by slaying or the
458resistancies). 585resistancies).
459 586
460=item food <number> 587=item I<food> <number>
461 588
4621/4 of <number> will be drained from the players food. 5891/4 of <number> will be drained from the players I<food>.
463 590
464=item on_use_yield <archetype> 591=item I<on_use_yield> <archetype>
465 592
466When this object is applied an instance of <archetype> will be created. 593When this object is applied an instance of <archetype> will be created.
467 594
468=back 595=back
469 596
470=head3 BOOK - type 8 - Readable books 597=head3 B<BOOK> - type 8 - Readable books
471 598
472This type is basically for representing text books in the game. 599This type is basically for representing text books in the game.
473 600
474Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 601Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
475 602
476=over 4 603=over 4
477 604
478=item msg <text> 605=item I<msg> <text>
479 606
480This is the contents of the book. When this field is unset 607This is the contents of the book. When this field is unset
481at treasure generation a random text will be inserted. 608at treasure generation a random text will be inserted.
482 609
483=item skill <skill name> 610=item I<skill> <skill name>
484 611
485The skill required to read this book. (The most resonable 612The skill required to read this book. (The most resonable
486skill would be literacy). 613skill would be literacy).
487 614
488=item exp <number> 615=item I<exp> <number>
489 616
490The experience points the player get for reading this book. 617The experience points the player get for reading this book.
491 618
492=item subtype <readable subtype> 619=item I<subtype> <readable subtype>
493 620
494This field determines the type of the readable. 621This field determines the type of the readable.
495Please see common/readable.C in the readable_message_types table. 622Please see common/readable.C in the readable_message_types table.
496 623
497=back 624=back
498 625
626=head3 B<CLOCK> - type 9 - Clocks
627
628This type of objects just display the time when being applied.
629
630=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
631
632This is a spell effect of a moving bolt. It moves straigt forward
633through the map until something blocks it.
634If FLAG_REFLECTING is set it even reflects on walls.
635
636FLAG_IS_TURNABLE should be set on these objects.
637
638=over 4
639
640=item I<move_type> <movetype>
641
642This field affects the move type with which the lightning moves through
643the map and which map cells will reflect or block it.
644
645=item I<attacktype> <attacktype>
646
647The attacktype with which it hits the objects on the map.
648
649=item I<dam> <number>
650
651The damage this bolt inflicts when it hits objects on the map.
652
653=item I<Dex> <number>
654
655This is the fork percentage, it is reduced by 10 per fork.
656And the I<dam> field is halved on each fork.
657
658=item I<Con> (internal)
659
660This value is a percentage of which the forking lightning
661is deflected to the left. This value should be mostly used internally.
662
663=item I<duration> <number>
664
665The duration the bolt stays on a map cell. This field is decreased each time
666the object is processed (see the meaning of I<speed> and I<speed_left> fields in
667the generic object field description).
668
669=item I<range> <number>
670
671This is the range of the bolt, each space it advances this field is decreased.
672
673=back
674
675=head3 B<ARROW> - type 13 - Arrows
676
677This is the type for objects that represent projectiles like arrows.
678The movement of B<THROWN_OBJ>s behave similar to this type.
679
680Flying arrows are stopped either when they hit something blocking
681(I<move_block>) or something which is alive.
682If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
683set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
684damage with a small chance which is affected by the I<level> field of the arrow.
685
686If FLAG_REFLECTING is set on the arrow it will bounce off everything
687that is not alive and blocks it's movement.
688
689When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
690fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
691the object, to restore them once the arrow has been stopped.
692
693=over 4
694
695=item I<dam> <number>
696
697The amount of damage that is being done to the victim that gets hit.
698This field is recomputed when the arrow is fired and will consist
699of the sum of a damage bonus (see description of the B<BOW> type),
700the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
701and the arrows I<magic> field.
702
703=item I<wc> <number>
704
705The weapon class of the arrow, which has effect on the propability of hitting.
706
707It is recomputed when the arrow is being fired by this formula:
708
709 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
710 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
711
712When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
713level is not added.
714
715wc_mod is dependend on the fire mode of the bow. For a more detailed
716explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
717
718=item I<magic> <number>
719
720This field is added to the damage of the arrow when it is shot and
721will also improve it's I<speed> by 1/5 of it's value.
722
723=item I<attacktype> <attacktype>
724
725Bitfield which decides the attacktype of the damage, see include/attackinc.h
726On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
727
728=item I<level> <number> (interally used)
729
730The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
731see above in the B<ARROW> description.
732
733The I<level> is set when the arrow is fired to either the skill level or the
734shooters level.
735
736=item I<speed> <number> (internal)
737
738This field shouldn't be set directly in the archetype, the arrow will get it's
739I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
740arrow will be stopped immediatly.
741
742On fireing the I<speed> of the arrow is computed of 1/5 of the
743sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
744of the bows I<dam> field is added to the I<speed> of the arrow.
745
746The minimum I<speed> of an arrow is 1.0.
747
748While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
749
750If the I<speed> is above 10.0 it goes straight through the creature it hits and
751it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
752stopped and either sticked into the victim (see I<weight> field description) or
753put on it's map square (if it didn't break, see description of the I<food> field).
754
755=item I<weight> <number>
756
757This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
758the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
759
760=item I<food> <number>
761
762The breaking percentage. 100 (%) means: breaks on usage for sure.
763
764=item I<inventory> (internal)
765
766If the flying/moving object has something in it's inventory and it stops, it
767will be replaced with it's inventory. Otherwise it will be handled as usual,
768which means: it will be calculated whether the arrow breaks and it will be
769reset for reuse.
770
771=item I<slaying> <string>
772
773When the bow that fires this arrow has it's I<slaying> field set it is copied
774to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
775
776=item I<move_type> <movetype> (internally used)
777
778This field is set when the arrow is shot to MOVE_FLY_LOW.
779
780=item I<move_on> <movetype> (internally used)
781
782This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
783
784=item I<race> <string>
785
786The I<race> field is a unique key that assigns arrows, bows and quivers. When
787shooting an arrow the bows I<race> is used to search for arrows (which have the
788same I<race> as the bow) in the players inventory and will recursively search in
789the containers (which are applied and have the same I<race> as the bow and the arrow).
790
791=back
792
793=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
794
795TODO, but take into account B<ARROW> description above!
796
499=head3 WEAPON - type 15 - Weapons 797=head3 B<WEAPON> - type 15 - Weapons
500 798
501This type is for general hack and slash weapons like swords, maces 799This type is for general hack and slash weapons like swords, maces
502and daggers and and .... 800and daggers and and ....
503 801
504=over 4 802=over 4
505 803
506=item weapontype <type id> 804=item I<weapontype> <type id>
507 805
508decides what attackmessages are generated, see include/define.h 806decides what attackmessages are generated, see include/define.h
509 807
510=item attacktype <bitmask> 808=item I<attacktype> <bitmask>
511 809
512bitfield which decides the attacktype of the damage, see include/attackinc.h 810bitfield which decides the attacktype of the damage, see include/attackinc.h
513 811
514=item dam <number> 812=item I<dam> <number>
515 813
516amount of damage being done with the attacktype 814amount of damage being done with the attacktype
517 815
518=item item_power <level> 816=item I<item_power> <level>
519 817
520the itempower of this weapon. 818the itempower of this weapon.
521 819
522=item name 820=item I<name>
523 821
524the name of the weapon. 822the name of the weapon.
525 823
526=item level (internal) 824=item I<level> (internal)
527 825
528The improvement state of the weapon. 826The improvement state of the weapon.
529If this field is greater than 0 the 'name' field starts with the 827If this field is greater than 0 the I<name> field starts with the
530characters name who improved this weapon. 828characters name who improved this weapon.
531 829
532=item last_eat (internal) 830=item I<last_eat> (internal)
533 831
534seems to be the amount of improvements of a weapon, 832This 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): 833the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
536 834
537 ((who->level / 5) + 5) >= op->last_eat 835 ((who->level / 5) + 5) >= op->last_eat
538 836
539=item last_sp 837=item I<last_sp>
540 838
541the weapon speed (see magic description) 839the weapon speed (see magic description)
542 840
543=item food <number> 841=item I<food> <number>
544 842
545addition to food regeneration of the player 843addition to food regeneration of the player
546 844
547=item hp <number> 845=item I<hp> <number>
548 846
549addition to health regeneration 847addition to health regeneration
550 848
551=item sp <number> 849=item I<sp> <number>
552 850
553addition to mana regeneration 851addition to mana regeneration
554 852
555=item grace <number> 853=item I<grace> <number>
556 854
557addititon to grace regeneration 855addititon to grace regeneration
558 856
559=item gen_sp_armour <number> 857=item I<gen_sp_armour> <number>
560 858
561the players gen_sp_armour field (which is per default 10) is added the <number> amount. 859the 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() 860<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
563is multiplied: gen_sp *= 10/<number> 861do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
564meaning: values > 10 of gen_sp_armour limits the amout of regenerated 862I<gen_sp_armour> limits the amout of regenerated spellpoints.
565spellpoints.
566 863
567generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 864Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
568sp regeneration. 865I<sp> regeneration.
569 866
570=item body_<body slot/part> 867=item I<body_BODYSLOT>
571 868
572the part of the body you need to use this weapon, possible values should be 869The part/slot of the body you need to use this weapon, possible values for
573looked up in common/item.C at body_locations. 870C<BODYSLOT> should be looked up in common/item.C at body_locations.
574 871
575=item resist_<resistnacy> <number> 872The value (in the range C<-7..7>) gives the number of those body slots used
873up by the item, or C<-1> for one handed weapons, C<-2> for two handed
874weapons, or C<-1> for other very special things.
875
876=item I<resist_RESISTANCY> <number>
576 877
577this is the factor with which the difference of the players resistancy and 100% 878this is the factor with which the difference of the players resistancy and 100%
578is multiplied, something like this: 879is multiplied, something like this:
579 880
580 additional_resistancy = (100 - current_resistanct) * (<number>/100) 881 additional_resistancy = (100 - current_resistancy) * (<number>/100)
581 882
582if <number> is negative it is added to the total vulnerabilities, 883if <number> is negative it is added to the total vulnerabilities,
583and later the total resistance is decided by: 884and later the total resistance is decided by:
584 885
585 'total resistance = total protections - total vulnerabilities' 886 'total resistance = total protections - total vulnerabilities'
586 887
587see also common/living.C:fix_player 888see also common/living.C:fix_player.
588 889
589=item patch_(attuned|repelled|denied) 890=item I<path_(attuned|repelled|denied)>
590 891
591this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 892this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
592for the pathes. 893for the pathes.
593 894
594=item luck <number> 895=item I<luck> <number>
595 896
596this luck is added to the players luck 897this luck is added to the players I<luck>
597 898
598=item move_type 899=item I<move_type>
599 900
600if the weapon has a move_type set the player inherits it's move_type 901if the weapon has a I<move_type> set the player inherits it's I<move_type>
601 902
602=item exp <number> 903=item I<exp> <number>
603 904
604the added_speed and bonus_speed of the player is raised by <number>/3. 905the added_speed and bonus_speed of the player is raised by <number>/3.
605if <number> < 0 then the added_speed is decreased by <number> 906if <number> < 0 then the added_speed is decreased by <number>
606 907
607=item weight 908=item I<weight>
608 909
609the weight of the weapon 910the weight of the weapon
610 911
611=item magic 912=item I<magic>
612 913
613the magic field affects the amounts of the following fields: 914the I<magic> field affects the amounts of the following fields:
614 915
615 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 916 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
616 917
617 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 918 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
618 919
619 - dam: the players dam is adjusted by: player->dam += (dam + magic) 920 - dam: the players dam is adjusted by: player->dam += (dam + magic)
620 921
621 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 922 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
622 (minium is 0) 923 (minium is 0)
623 924
624=item ac <number> 925=item I<ac> <number>
625 926
626the amount of ac points the player's ac is decreased 927the amount of ac points the player's I<ac> is decreased when applying this object.
627 928
628=item wc <number> 929=item I<wc> <number>
629 930
630the amount of wc points the player's wc is decreased 931the amount of wc points the player's I<wc> is decreased when applying this object.
631 932
632=back 933=back
633 934
634=head4 Player inherits following flags from weapons: 935=head4 Player inherits following flags from weapons:
635 936
640 FLAG_XRAYS 941 FLAG_XRAYS
641 FLAG_BLIND 942 FLAG_BLIND
642 FLAG_SEE_IN_DARK 943 FLAG_SEE_IN_DARK
643 FLAG_UNDEAD 944 FLAG_UNDEAD
644 945
946=head3 B<GRIMREAPER> - type 28 - Grimreapers
947
948These type are mostly used for monsters, they give the
949monster the ability to dissapear after 10 hits with AT_DRAIN.
950
951=over 4
952
953=item I<value> <number>
954
955This field stores the hits the monster did yet.
956
957=back
958
959=head3 B<CREATOR> - type 42 - Object creators
960
961Once a creator is activated by a connection it creates a number of objects
962(cloned from it's inventory or a new object derived from the archetype
963named in the other_arch slot).
964
965If FLAG_LIVESAFE is set the number of uses is unlimited.
966
967=over 4
968
969=item I<hp> <number>
970
971If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
972be used.
973
974=item I<speed> <number>
975
976If I<speed> is set the creator will create an object periodically,
977see I<speed> and I<speed_left> fields in the general object field description
978for more details.
979
980=item I<slaying> <string>
981
982If set the generated object's name and title will be set to this.
983
984=item I<other_arch> <string>
985
986If the inventory of the creator is empty new objects will be derived from the
987archetype named by <string>.
988
989=item I<connected> <number>
990
991See generic object field description.
992
993=back
994
645=head3 DRINK - type 54 - Drinkable stuff 995=head3 B<DRINK> - type 54 - Drinkable stuff
646 996
647See FOOD description. 997See B<FOOD> description.
648 998
649=head3 CHECK_INV - type 64 - Inventory checkers 999=head3 B<CHECK_INV> - type 64 - Inventory checkers
650 1000
651This object checks whether the player has a specific item in his 1001This object checks whether the player has a specific item in his
652inventory when he moves above the inventory checker. If the player has 1002inventory 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. 1003the item (or not, which can be controlled with a flag) a connection will be triggered.
654 1004
655If you set move_block you can deny players and monsters to reach the space where 1005If 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. 1006the inventory checker is on, see I<move_block> description below.
657 1007
658The conditions specified by hp, slaying and race are concationated with OR. 1008The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
659So matching one of those conditions is enough. 1009So matching one of those conditions is enough.
660 1010
661=over 4 1011=over 4
662 1012
663=item move_block <move type bitmask> 1013=item I<move_block> <move type bitmask>
664 1014
665If you set this field to block a movetype the move code will block any moves 1015If 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 1016onto 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. 1017(or has - if I<last_sp> = 0) the item that the checker is searching for.
668 1018
669=item last_sp (0|1) 1019=item I<last_sp> (0|1)
670 1020
671If last_sp is 1 'having' the item that is being checked for will 1021If 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. 1022activate the connection or make the space with the checker non-blocking.
673If last_sp is 0 'not having' the item will activate the connection 1023If I<last_sp> is 0 'not having' the item will activate the connection
674or make the space with the checker non-blocking. 1024or make the space with the checker non-blocking.
675 1025
676=item last_heal (0|1) 1026=item I<last_heal> (0|1)
677 1027
678If last_heal is 1 the matching item will be removed if the inventory checker 1028If 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. 1029activates a connection and finds the item in the inventory.
680 1030
681(A inventory checker that blocks a space won't remove anything from inventories) 1031(A inventory checker that blocks a space won't remove anything from inventories)
682 1032
683=item hp <number> 1033=item I<hp> <number>
684 1034
685If this field is not 0 the inventory checker will search for an object 1035If this field is not 0 the inventory checker will search for an object
686with the type id <number>. 1036with the type id <number>.
687 1037
688=item slaying <string> 1038=item I<slaying> <string>
689 1039
690If this field is set the inventory checker will search for an object that 1040If 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). 1041has the same string in the I<slaying> field (for example a key string of a key).
692 1042
693=item race <string> 1043=item I<race> <string>
694 1044
695If this field is set the inventory checker will search for an object which 1045If this field is set the inventory checker will search for an object which
696has the archetype name that matches <string>. 1046has the archetype name that matches <string>.
697 1047
698=item connected <connection id> 1048=item I<connected> <connection id>
699 1049
700This is the connection that will be activated. 1050This is the connection that will be activated. The connection is
1051'pushed' when someone enters the space with the inventory checker,
1052and it is 'released' when he leaves it.
701 1053
702=back 1054See also the description of the I<connected> field in the generic object field
1055section.
703 1056
1057=back
1058
704=head3 FLESH - type 72 - Organs and body parts 1059=head3 B<FLESH> - type 72 - Organs and body parts
705 1060
706See FOOD description. 1061See B<FOOD> description.
707 1062
1063=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1064
1065A type for any object that has no special behaviour.
1066
1067=head3 B<LAMP> - type 82 - A lamp
1068
1069This object represents a lamp, that can be carried and switched
1070on and off and has a certain amount of fuel in it.
1071
1072A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1073Each of them should point at the other one with it's I<other_arch> field.
1074
1075See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1076
1077If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1078with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1079
1080=over 4
1081
1082=item I<glow_radius> <number>
1083
1084The radius of the light that the lamp emits, see also I<glow_radius> in the
1085generic object flags description.
1086
1087=item I<speed> <number>
1088
1089If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1090lamp burns it's fuel (I<food>).
1091
1092Setting FLAG_CHANGING makes only sense on the archetype which represents
1093the 'on' state of the lamp.
1094
1095See also the description of FLAG_CHANGING.
1096
1097Lamps which have no FLAG_CHANGING set would also make sense and represent
1098lamps that never burn up.
1099
1100=item I<other_arch> <number>
1101
1102This is the field that points to the 'other' archetype which represents the
1103opposite state of the lamp. The newly from I<other_arch> derived object will
1104replace the current object and will get the value of I<food> of the replaced object.
1105
1106Rationale:
1107
1108When the lamp (on) is applied a new object is derived from the archetype
1109in I<other_arch> and the I<food> value is copied to it ('the fuel is
1110transferred'). The new lamp (off) object has to have a I<other_arch> field
1111which points to the archetype from which a lamp (on) can be derived.
1112
1113=item I<food> <number>
1114
1115This fields stands for the fuel of the lamp.
1116
1117=back
1118
1119=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1120
1121This type of objects multiplies objects that are above it when it is activated.
1122You can even multiply by 0, which will destroy the object.
1123
1124=over 4
1125
1126=item I<level> <number>
1127
1128The multiplicator, if set to 0 or lower it will destroy the objects above it.
1129
1130=item I<other_arch> <string>
1131
1132The archetype name of the objects that should be multiplied.
1133
1134=item I<connected> <number>
1135
1136See generic object field description.
1137
1138=back
1139
708=head3 HOLE - type 94 - Holes 1140=head3 B<HOLE> - type 94 - Holes
709 1141
710Holes are holes in the ground where objects can fall through. When the hole 1142B<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 1143opens and/or is completly open all objects above it fall through (more
712precisely: if their head is above the hole). 1144precisely: if their head is above the hole).
713 1145
1146When the B<HOLE> is activated it's speed is set to 0.5.
1147
714Trapdoors can only transfer the one who falls through to other coordinates 1148These holes can only transfer the one who falls through to other coordinates
715on the B<same> map. 1149on the same map.
716 1150
717=over 4 1151=over 4
718 1152
719=item maxsp (0|1) 1153=item I<maxsp> (0|1)
720 1154
721This field negates the state of the connection: When maxsp is 1 the pit will 1155This 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 1156open/close when the connection is deactivated. Otherwise it will open/close
723when the connection is activated. This field only has effect when the 1157when 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 1158connection 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 1159connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
726connection was triggered once. 1160connection was triggered once.
727 1161
728=item connected <connection id> 1162=item I<connected> <connection id>
729 1163
730This is the connection id, which lets the hole opening or closing when 1164This 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 1165activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
732at which connection state the object is activated. 1166at which connection state the object is activated.
733 1167
734For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1168For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
735the connection is released. 1169the connection is released.
736 1170
737=item wc <number> (internal) 1171=item I<wc> <number> (internal)
738 1172
739This is an internal flag. If it is greater than 0 it means that the hole is not 1173This 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 1174yet 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 1175set 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. 1176the 'open' animation step (I<wc> = 0), the hole is open.
743 1177
744=item sp <number> 1178=item I<sp> <number>
745 1179
746The destination y coordinates on the same map. 1180The destination y coordinates on the same map.
747 1181
748=item hp <number> 1182=item I<hp> <number>
749 1183
750The destination x coordinates on the same map. 1184The destination x coordinates on the same map.
751 1185
752=back 1186=back
753 1187
754=head3 POISONING - type 105 - The poisoning of players and monsters 1188=head3 B<POISONING> - type 105 - The poisoning of players and monsters
755 1189
756This type is doing the actual damage to the ones who were attacked 1190This type is doing the actual damage to the ones who were attacked
757via AT_POISON (or drank POISON). 1191via AT_POISON (or drank B<POISON>).
758 1192
759The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1193The duration is handled via the FLAG_IS_USED_UP mechanism (please look
760there for details). 1194there for details).
761 1195
762=over 4 1196=over 4
763 1197
764=item dam <number> 1198=item I<dam> <number>
765 1199
766Each time the poisoning is processed (which is determined by the speed and speed_left 1200Each 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 1201I<speed_left> fields, see the general object fields description above) it hits
768<number> damage and the AT_INTERNAL attacktype (means: it will simply 1202the player with <number> damage and the AT_INTERNAL attacktype (means: it will
769hit the player with no strings attached). 1203simply hit the player with no strings attached).
770 1204
771=item food <number> 1205=item I<food> <number>
772 1206
773Just a note: The posion is removed when food == 1 and not when 1207Just 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 1208the 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 1209the poison-effects from the player before the FLAG_IS_USED_UP mechanism
776deletes the POISONING object. 1210deletes the B<POISONING> object.
777 1211
778=back 1212=back
779 1213
780=head3 FORCE - type 114 - Forces 1214=head3 B<FORCE> - type 114 - Forces
781 1215
782Forces are a very 'thin' type. They don't have much behaviour other than 1216Forces 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 1217disappearing after a time and/or affecting the player if they are in his
784inventory. 1218inventory.
785 1219
786Forces only take effect on the player if they have set FLAG_APPLIED. 1220Forces only take effect on the player if they have FLAG_APPLIED set.
787 1221
788Whether the duration field is processed or not a tick is controlled via the 1222Whether 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 1223I<speed> and I<speed_left> fields. Look above in the generic object field description.
790fields.
791 1224
792NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1225NOTE: 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 1226interpreter 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'. 1227BUT: 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. 1228will 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. 1229removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1230have good semantics on forces, try to avoid it.
797 1231
798=over 4 1232=over 4
799 1233
800=item duration 1234=item I<duration>
801 1235
802While this field is greater than 0 the force/object is not destroyed. It is 1236While this field is greater than 0 the force/object is not destroyed. It is
803decreased each tick by 1. 1237decreased each tick by 1.
804 1238
805If it reaches 0 the force/object is destroyed. 1239If it reaches 0 the force/object is destroyed.
808FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1242FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
809what happens then. 1243what happens then.
810 1244
811=back 1245=back
812 1246
813=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1247=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
814 1248
815This object is generated by the POTION code when the potion is a resistance 1249This 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. 1250giving potion. It has mainly the same behaviour as a B<FORCE>.
817 1251
818The specialty of the potion effect is that the resistancy it gives is absolute, 1252The 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 1253so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
820fire. 1254fire.
821 1255
822Multiple potion effects only give you the maximum of their resistancy. 1256Multiple potion effects only give you the maximum of their resistancy.

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