… | |
… | |
118 | =item auto_apply (0|1) |
118 | =item auto_apply (0|1) |
119 | |
119 | |
120 | Sets the flag FLAG_AUTO_APPLY. |
120 | Sets the flag FLAG_AUTO_APPLY. |
121 | See Flags section below. |
121 | See Flags section below. |
122 | |
122 | |
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123 | =item no_steal (0|1) |
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124 | |
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125 | Sets the flag FLAG_NO_STEAL. |
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126 | See Flags section below. |
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127 | |
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128 | =item no_skill_ident (0|1) |
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129 | |
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130 | Sets the flag FLAG_NO_SKILL_IDENT. |
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131 | See Flags section below. |
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132 | |
123 | =item activate_on_push (0|1) (default: 1) |
133 | =item activate_on_push (0|1) (default: 1) |
124 | |
134 | |
125 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
135 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
126 | See Flags section below. |
136 | See Flags section below. |
127 | |
137 | |
… | |
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192 | This flag has only meaning for objects that can be linked together |
202 | This flag has only meaning for objects that can be linked together |
193 | with the 'connected' field and controls wether the object should |
203 | with the 'connected' field and controls wether the object should |
194 | be activated when the connection is 'pushed' or it is 'released'. |
204 | be activated when the connection is 'pushed' or it is 'released'. |
195 | |
205 | |
196 | This flag is by default on. |
206 | This flag is by default on. |
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207 | |
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208 | =item FLAG_NO_STEAL |
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209 | |
|
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210 | When this flag is set this object can't be stolen. The flag will be |
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211 | resetted once the object is placed on a map. |
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212 | |
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213 | When this flag is set on a monster it can defent attempts of stealing |
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214 | (but in this context the flag is only used internally). |
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215 | |
|
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216 | =item FLAG_NO_SKILL_IDENT |
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217 | |
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218 | This flag is mostly used internal and prevents unidentified objects |
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219 | (objects which don't have FLAG_IDENTIFIED set) being identified by |
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220 | skills. |
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221 | |
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222 | This flag is used to mark objects to never being identified by a skill |
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223 | once a player failed to identify an object. So that multiple tries |
|
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224 | of identifying aren't more effective than one. |
197 | |
225 | |
198 | =back |
226 | =back |
199 | |
227 | |
200 | =head2 Description of type specific attributes |
228 | =head2 Description of type specific attributes |
201 | |
229 | |
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371 | The main difference between FOOD, FLESH and DRINK is that they |
399 | The main difference between FOOD, FLESH and DRINK is that they |
372 | give different messages. |
400 | give different messages. |
373 | |
401 | |
374 | The specialty of FLESH is that it inherits the resistancies of the |
402 | The specialty of FLESH is that it inherits the resistancies of the |
375 | monsters it was generated in and will let dragons raise their resistancies |
403 | monsters it was generated in and will let dragons raise their resistancies |
376 | with that. |
404 | with that. If the monster has the POISON attacktype the FLESH |
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405 | will change into POISON. |
377 | |
406 | |
378 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
407 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
379 | and if he doesn't find any of that he will start eating FLESH. |
408 | and if he doesn't find any of that he will start eating FLESH. |
380 | |
409 | |
381 | =over 4 |
410 | =over 4 |
… | |
… | |
394 | This is the amount of food points the player gets when he eats this. |
423 | This is the amount of food points the player gets when he eats this. |
395 | |
424 | |
396 | =item on_use_yield <archetype> |
425 | =item on_use_yield <archetype> |
397 | |
426 | |
398 | When this object is applied an instance of <archetype> will be created. |
427 | When this object is applied an instance of <archetype> will be created. |
|
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428 | |
|
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429 | =back |
|
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430 | |
|
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431 | =head3 POISON - type 7 - Poisonous stuff |
|
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432 | |
|
|
433 | This type is for objects that can poison the player when drinking. |
|
|
434 | When applied it will hit the attacked with AT_POISON and will create |
|
|
435 | a POISONING object in the one who was hit. |
|
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436 | |
|
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437 | =over 4 |
|
|
438 | |
|
|
439 | =item level <number> |
|
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440 | |
|
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441 | This field affects the propability of poisoning. The higher the level difference |
|
|
442 | between the one who is hit and the poision the mose propable it is the attacked |
|
|
443 | one will be poisoned. |
|
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444 | |
|
|
445 | =item slaying <race> |
|
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446 | |
|
|
447 | On poison this field has the usual meaning of 'slaying', when the |
|
|
448 | ones race matches the slaying field the damage done by the poison |
|
|
449 | is multiplied by 3. |
|
|
450 | |
|
|
451 | =item hp <number> |
|
|
452 | |
|
|
453 | This is the amount of damage the player will receive from applying this. The |
|
|
454 | attacktype AT_POISON will be used to hit the player and the damage will |
|
|
455 | determine the strenght, duration and depletion of stats of the poisoning. The |
|
|
456 | created POISONING object which is being placed in the one who was attacked will |
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|
457 | get the damage from this field (which is maybe adjusted by slaying or the |
|
|
458 | resistancies). |
|
|
459 | |
|
|
460 | =item food <number> |
|
|
461 | |
|
|
462 | 1/4 of <number> will be drained from the players food. |
|
|
463 | |
|
|
464 | =item on_use_yield <archetype> |
|
|
465 | |
|
|
466 | When this object is applied an instance of <archetype> will be created. |
|
|
467 | |
|
|
468 | =back |
|
|
469 | |
|
|
470 | =head3 BOOK - type 8 - Readable books |
|
|
471 | |
|
|
472 | This type is basically for representing text books in the game. |
|
|
473 | |
|
|
474 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
|
|
475 | |
|
|
476 | =over 4 |
|
|
477 | |
|
|
478 | =item msg <text> |
|
|
479 | |
|
|
480 | This is the contents of the book. When this field is unset |
|
|
481 | at treasure generation a random text will be inserted. |
|
|
482 | |
|
|
483 | =item skill <skill name> |
|
|
484 | |
|
|
485 | The skill required to read this book. (The most resonable |
|
|
486 | skill would be literacy). |
|
|
487 | |
|
|
488 | =item exp <number> |
|
|
489 | |
|
|
490 | The experience points the player get for reading this book. |
|
|
491 | |
|
|
492 | =item subtype <readable subtype> |
|
|
493 | |
|
|
494 | This field determines the type of the readable. |
|
|
495 | Please see common/readable.C in the readable_message_types table. |
399 | |
496 | |
400 | =back |
497 | =back |
401 | |
498 | |
402 | =head3 WEAPON - type 15 - Weapons |
499 | =head3 WEAPON - type 15 - Weapons |
403 | |
500 | |
… | |
… | |
652 | |
749 | |
653 | The destination x coordinates on the same map. |
750 | The destination x coordinates on the same map. |
654 | |
751 | |
655 | =back |
752 | =back |
656 | |
753 | |
|
|
754 | =head3 POISONING - type 105 - The poisoning of players and monsters |
|
|
755 | |
|
|
756 | This type is doing the actual damage to the ones who were attacked |
|
|
757 | via AT_POISON (or drank POISON). |
|
|
758 | |
|
|
759 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
|
|
760 | there for details). |
|
|
761 | |
|
|
762 | =over 4 |
|
|
763 | |
|
|
764 | =item dam <number> |
|
|
765 | |
|
|
766 | Each time the poisoning is processed (which is determined by the speed and speed_left |
|
|
767 | fields, see the general object attributes above) it hits the player with |
|
|
768 | <number> damage and the AT_INTERNAL attacktype (means: it will simply |
|
|
769 | hit the player with no strings attached). |
|
|
770 | |
|
|
771 | =item food <number> |
|
|
772 | |
|
|
773 | Just a note: The posion is removed when food == 1 and not when |
|
|
774 | the whole duration is up, because the POISONING code has to remove |
|
|
775 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
|
|
776 | deletes the POISONING object. |
|
|
777 | |
|
|
778 | =back |
|
|
779 | |
657 | =head3 FORCE - type 114 - Forces |
780 | =head3 FORCE - type 114 - Forces |
658 | |
781 | |
659 | Forces are a very 'thin' type. They don't have much behaviour other than |
782 | Forces are a very 'thin' type. They don't have much behaviour other than |
660 | disappearing after a time and/or affecting the player if they are in his |
783 | disappearing after a time and/or affecting the player if they are in his |
661 | inventory. |
784 | inventory. |