ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/pod/objects.pod
(Generate patch)

Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.11 by elmex, Wed Dec 20 03:57:26 2006 UTC vs.
Revision 1.29 by root, Thu Dec 4 03:48:19 2008 UTC

1=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION 1=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION
2 2
3Here is all information about the object types Crossfire+ 3Here is all information about the object types Deliantra
4supports at the moment. This is not a complete documentation (yet) 4supports at the moment. This is not a complete documentation (yet)
5and browsing the source is still recommended to learn about 5and browsing the source is still recommended to learn about
6the objects that aren't documented here. 6the objects that aren't documented here.
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). Negative glow radii darken areas - currently, negative
117glow radii are stronger than positive ones.
118
79=item speed <number> 119=item I<speed> <number>
80 120
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 121If 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!). 122on the active object list and will be processed each tick (see also speed_left!).
83 123
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 124If 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. 125from the active object list and it won't experience any processing per tick.
86 126
87=item speed_left <number> 127=item I<speed_left> <number>
88 128
89If this field is greater than 0 and the object is on the 129If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 130active list (mostly means it's speed is also greater than 0):
91 131
92 - speed_left is decreased by 1 132 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 133 - and this object is processed and experiences a server tick.
94 134
95If the object is on the active list and speed_left is lower or 135If 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 136equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 137on the end of the tick.
98 138
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 139This 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 140the more seldom the object is processed. And the higher I<speed> is
101the more often the object is processed. 141the more often the object is processed.
102 142
143=item I<connected> <number>
144
145When this field is set the object will be linked to a connection with the
146id <number>. What happens when the connection is 'activated' depends on the
147type of the object.
148
149FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
150when to activate the object, see description of these below for further details.
151
103=item no_drop (0|1) 152=item I<no_drop> (0|1)
104 153
105Sets the flag FLAG_NO_DROP. 154Sets the flag FLAG_NO_DROP.
106See Flags section below. 155See Flags section below.
107 156
108=item applied (0|1) 157=item I<applied> (0|1)
109 158
110Sets the flag FLAG_APPLIED. 159Sets the flag FLAG_APPLIED.
111See Flags section below. 160See Flags section below.
112 161
113=item is_used_up (0|1) 162=item I<is_used_up> (0|1)
114 163
115Sets the flag FLAG_IS_USED_UP. 164Sets the flag FLAG_IS_USED_UP.
116See Flags section below. 165See Flags section below.
117 166
167=item I<changing> (0|1)
168
169Sets the flag FLAG_CHANGING.
170See Flags section below.
171
118=item auto_apply (0|1) 172=item I<auto_apply> (0|1)
119 173
120Sets the flag FLAG_AUTO_APPLY. 174Sets the flag FLAG_AUTO_APPLY.
121See Flags section below. 175See Flags section below.
122 176
123=item no_steal (0|1) 177=item I<no_steal> (0|1)
124 178
125Sets the flag FLAG_NO_STEAL. 179Sets the flag FLAG_NO_STEAL.
126See Flags section below. 180See Flags section below.
127 181
128=item reflecting (0|1) 182=item I<reflecting> (0|1)
129 183
130Sets the flag FLAG_REFLECTING. 184Sets the flag FLAG_REFLECTING.
131See Flags section below. 185See Flags section below.
132 186
133=item reflect_spell (0|1) 187=item I<reflect_spell> (0|1)
134 188
135Sets the flag FLAG_REFL_SPELL. 189Sets the flag FLAG_REFL_SPELL.
136See Flags section below. 190See Flags section below.
137 191
138=item no_skill_ident (0|1) 192=item I<no_skill_ident> (0|1)
139 193
140Sets the flag FLAG_NO_SKILL_IDENT. 194Sets the flag FLAG_NO_SKILL_IDENT.
141See Flags section below. 195See Flags section below.
142 196
143=item activate_on_push (0|1) (default: 1) 197=item I<activate_on_push> (0|1) (default: 1)
144 198
145Sets the flag FLAG_ACTIVATE_ON_PUSH. 199Sets the flag FLAG_ACTIVATE_ON_PUSH.
146See Flags section below. 200See Flags section below.
147 201
148=item activate_on_release (0|1) (default: 1) 202=item I<activate_on_release> (0|1) (default: 1)
149 203
150Sets the flag FLAG_ACTIVATE_ON_RELEASE. 204Sets the flag FLAG_ACTIVATE_ON_RELEASE.
151See Flags section below. 205See Flags section below.
152 206
207=item I<is_lightable> (0|1)
208
209Sets the flag FLAG_IS_LIGHTABLE.
210See Flags section below.
211
153=item editable (more than deprecated) 212=item I<editable> (more than deprecated)
154 213
155This field had a special meaning for crossedit, which used parts 214This field had a special meaning for crossedit, which used parts
156of the server code for editing. Wherever you see this attribute being 215of the server code for editing. Wherever you see this field being
157set in an archetype ignore it and/or remove it. No code interprets this 216set in an archetype ignore it and/or remove it. No code interprets this
158field anymore. 217field anymore.
159 218
160=back 219=back
161 220
173 232
174This flag mostly states whether this object has been 'applied' by the player. 233This flag mostly states whether this object has been 'applied' by the player.
175For objects that are applied by the code or have this flag set in the archetype 234For objects that are applied by the code or have this flag set in the archetype
176it mostly means 'this object is active'. 235it mostly means 'this object is active'.
177 236
178For example the player adjustments of the hp/sp/grace fields and inheritance 237For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
179of flags from objects in his inventory is toggled by this flag. 238of flags from objects in his inventory is toggled by this flag.
180 239
181=item FLAG_IS_USED_UP 240=item FLAG_IS_USED_UP
182 241
183This flag controls whether an object is 'used up'. If it is set the 'food' field 242This flag controls whether an object is 'used up'. If it is set I<food>
184of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 243is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
185it is removed.
186 244
187If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 245If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
188this object is removed or not, see the Force type below for the meaning 246this object is removed or not, see the B<FORCE> type below for the meaning
189of the duration field in this context. 247of the duration field in this context.
190 248
191If FLAG_APPLIED is not set the object is destroyed. 249If FLAG_APPLIED is not set the object is destroyed.
192 250
251=item FLAG_CHANGING
252
253If the I<state> field of the object is 0 the object will be processed periodically
254(if I<speed> is set). If the I<state> field is 1 it won't be processed.
255
256This flag indicates that the object is changing into a different object.
257The object has to have the I<other_arch> field set. The object the changing object
258changes into is derived from the archetype in I<other_arch>.
259
260When the object does not have FLAG_ALIVE set the I<food> field will be decremented
261each time the object is processed, and if I<food> reaches 0 one new object will be generated.
262
263When the object has FLAG_ALIVE set the I<food> field is the number of objects that
264will be generated.
265
266After the new object is created the I<hp> field from the old object is copied into
267the new one.
268
269When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
270to the new object.
271
193=item FLAG_IS_A_TEMPLATE (internal use) 272=item FLAG_IS_A_TEMPLATE (internal use)
194 273
195This flag is set on the inventory of generators like CREATORs and CONVERTERs, 274This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
196or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 275or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
197 276
198=item FLAG_AUTO_APPLY 277=item FLAG_AUTO_APPLY
199 278
200This flag has currently only meaning for the TREASURE type, see below. 279This flag has currently only meaning for the B<TREASURE> type, see below.
201 280
202=item FLAG_ACTIVATE_ON_PUSH 281=item FLAG_ACTIVATE_ON_PUSH
203 282
204This flag has only meaning for objects that can be linked together 283This flag has only meaning for objects that can be linked together
205with the 'connected' field and controls wether the object should 284by the I<connected> field and controls wether the object should
206be activated when the connection is 'pushed' or it is 'released'. 285be activated when the connection is 'pushed' or it is 'released'.
207 286
287What 'pushed' and 'released' means depends on the object that
288activates the connection.
289
208This flag is by default on. 290This flag is by default on.
209 291
210=item FLAG_ACTIVATE_ON_RELEASE 292=item FLAG_ACTIVATE_ON_RELEASE
211 293
212This flag has only meaning for objects that can be linked together 294This flag has only meaning for objects that can be linked together
213with the 'connected' field and controls wether the object should 295by the I<connected> field and controls wether the object should
214be activated when the connection is 'pushed' or it is 'released'. 296be activated when the connection is 'pushed' or it is 'released'.
215 297
298What 'pushed' and 'released' means depends on the object that
299activates the connection.
300
216This flag is by default on. 301This flag is by default on.
217 302
218=item FLAG_NO_STEAL 303=item FLAG_NO_STEAL
219 304
220When this flag is set this object can't be stolen. The flag will be 305When this flag is set this object can't be stolen. The flag will be
221resetted once the object is placed on a map. 306reset once the object is placed on a map.
222 307
223When this flag is set on a monster it can defent attempts of stealing 308When this flag is set on a monster it can defend attempts at stealing
224(but in this context the flag is only used internally). 309(but in this context the flag is only used internally).
225 310
226=item FLAG_NO_SKILL_IDENT 311=item FLAG_NO_SKILL_IDENT
227 312
228This flag is mostly used internal and prevents unidentified objects 313This flag is mostly used internal and prevents unidentified objects
229(objects which don't have FLAG_IDENTIFIED set) being identified by 314(objects which don't have FLAG_IDENTIFIED set) being identified
230skills. 315multiple times by skills.
231 316
232This flag is used to mark objects to never being identified by a skill 317This flag is used to mark objects which were unsuccessfully identified by a
233once a player failed to identify an object. So that multiple tries 318players skill. So that multiple tries of identifying aren't more effective than
234of identifying aren't more effective than one. 319one.
235 320
236=item FLAG_REFLECTING 321=item FLAG_REFLECTING
237 322
238This flag is used by spell effects, LIGHTNING, THROWN_OBJ and ARROW 323This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
239to indicate whether this object reflects off walls. 324to indicate whether this object reflects off walls.
240 325
241=item FLAG_REFL_SPELL 326=item FLAG_REFL_SPELL
242 327
243This flag indicates whether something reflects spells, like spell reflecting 328This flag indicates whether something reflects spells, like spell reflecting
244amuletts. 329amuletts.
245 330
246=back 331=item FLAG_IS_LIGHTABLE
247 332
248=head2 Description of type specific attributes 333This flag indicates whether a B<LIGHTER> can light this object. See also the
334description of the B<LIGHTER> type. How easy you can light an item depends
335partially on the material of the object.
336
337=back
338
339=head2 Description of type specific fields and behaviour
249 340
250The beginning of the headers of the following subsection 341The beginning of the headers of the following subsection
251are the server internal names for the objects types, see include/define.h. 342are the server internal names for the objects types, see include/define.h.
252 343
253=head3 TRANSPORT - type 2 - Player transports 344=head3 B<TRANSPORT> - type 2 - Player transports
254 345
255This type is implemented by the transport extension and has currently no special 346This type is implemented by the transport extension and has currently no special
256attributes that affect it. 347fields that affect it.
257 348
258=head3 ROD - type 3 - Rods that fire spells 349=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
259 350
260Rods contain spells and can be fired by a player. 351Rods contain spells and can be fired by a player.
261 352
262=over 4 353=over 4
263 354
264=item level <number> 355=item I<level> <number>
265 356
266This attribute is used for calculating the spell level that can be fired 357This field is used for calculating the spell level that can be fired
267with this rod, it's also the maximum level of the spell that can be fired. 358with this rod, it's also the maximum level of the spell that can be fired.
268The level of the spell that is being fired depends mostly on 359The level of the spell that is being fired depends mostly on
269the 'use magic item' skill level of the player and 1/10 of the level of the 360the 'use magic item' skill level of the player and 1/10 of the level of the
270rod is added as bonus. 361rod is added as bonus.
271 362
272=item hp <number> 363=item I<hp> <number>
273 364
274The amount of spellpoints this rod has left. 365The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
366maxhp/10> per tick.
275 367
276=item maxhp <number> 368=item I<maxhp> <number>
277 369
278The maximum amount of spellpoints this rod has. 370The maximum amount of spellpoints this rod has.
279 371
280=item skill <skill name> 372=item I<skill> <skill name>
281 373
282This field determines which skill you need to apply this object. 374This field determines which skill you need to apply this object.
283 375
284=back 376=back
285 377
286=head3 TREASURE - type 4 - Treasures 378=head3 B<TREASURE> - type 4 - Treasures
287 379
288This type of objects are for random treasure generation in maps. 380This type of objects are for random treasure generation in maps.
289If this object is applied by a player it will replace itself with it's 381If this object is applied by a player it will replace itself with it's
290inventory. If it is automatically applied 382inventory. If it is automatically applied
291generate a treasure and replace itself with the generated treasure. 383generate a treasure and replace itself with the generated treasure.
293Chests are also of this type, their treasures are generated by 385Chests are also of this type, their treasures are generated by
294the auto apply code on map instantiation. 386the auto apply code on map instantiation.
295 387
296=over 4 388=over 4
297 389
298=item hp <number> 390=item I<hp> <number>
299 391
300The number of treasures to generate. 392The number of treasures to generate.
301 393
302=item exp <level> 394=item I<exp> <level>
303 395
304If FLAG_AUTO_APPLY is not set the exp field has no further meaning 396If FLAG_AUTO_APPLY is not set the exp field has no further meaning
305and the difficulty for the treasurecode only depends on the maps difficulty, 397and the difficulty for the treasurecode only depends on the maps difficulty,
306otherwise the exp field has the following meaning: 398otherwise the exp field has the following meaning:
307 399
310worth a treasure is or what bonuses it is given by the treasure code. 402worth a treasure is or what bonuses it is given by the treasure code.
311 403
312If this field is not set or 0 the difficulty of the map is passed to the treasure 404If this field is not set or 0 the difficulty of the map is passed to the treasure
313generation code. 405generation code.
314 406
315=item randomitems <treasurelist> 407=item I<randomitems> <treasurelist>
316 408
317The treasurelist to use to generate the treasure which is put in the 409The treasurelist to use to generate the treasure which is put in the
318treasure objects inventory. 410treasure objects inventory.
319 411
320=back 412=back
321 413
322=head3 POTION - type 5 - Potions for drinking and other nastynesses 414=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
323 415
324These objects contain a spell and will emit it on apply, which most 416These objects contain a spell and will emit it on apply, which most
325of the time has the meaning of 'drinking'. 417of the time has the meaning of 'drinking'.
326 418
327If no resistancy field, stat field or attacktype is set and no spell 419If no resistancy field, stat field or attacktype is set and no spell
332If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 424If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
333will yield an explosion and hurt the player. 425will yield an explosion and hurt the player.
334 426
335=over 4 427=over 4
336 428
337=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 429=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
338 430
339These stat fields determine how many stat points the player gets 431These stat fields determine how many stat points the player gets
340when he applies this potion. 432when he applies this potion.
341 433
342If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 434If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
343 435
344=item sp <number> 436=item I<sp> <number>
345 437
346If this field is set and the randomitems field is not set 438If this field is set and the randomitems field is not set
347the field is interpreted as spell number, please look the right 439the field is interpreted as spell number, please look the right
348number up in common/loader.C. 440number up in common/loader.C.
349 441
350If this field is set the randomitems field will be unset by the 442If this field is set the randomitems field will be unset by the
351map loading code. 443map loading code.
352 444
353=item attacktype <attacktype> 445=item I<attacktype> <attacktype>
354 446
355This field has some special meaning in potions, currently the 447This field has some special meaning in potions, currently the
356bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 448bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
357restoration potion or improvement potion. 449restoration potion or improvement potion.
358See include/attackinc.h for the bits of these types. 450See include/attackinc.h for the bits of these types.
363into him. 455into him.
364 456
365If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 457If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
366When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 458When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
367 459
368=item resist_<resistancy> <number> 460=item I<resist_RESISTANCY> <number>
369 461
370If this stat is set and no spell is in the potion the potion 462If this stat is set and no spell is in the potion the potion
371will create a force that give the player this specific resistancy. 463will create a force that give the player this specific resistancy.
372The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 464The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
373and the potion will last 10 times longer than the default force archetype 465and the potion will last 10 times longer than the default force archetype
374FORCE_NAME (at the moment of this writing spell/force.arc). 466FORCE_NAME (at the moment of this writing spell/force.arc).
375 467
376=item randomitems <treasurelist> 468=item I<randomitems> <treasurelist>
377 469
378The inventory/spell of the potion will be created by calling the treasure code 470The inventory/spell of the potion will be created by calling the treasure code
379with the treasurelist specified here. (I guess it's highly undefined what 471with the treasurelist specified here. (I guess it's highly undefined what
380happens if there is not a spell in the potions inventory). 472happens if there is not a spell in the potions inventory).
381 473
382=item on_use_yield <archetype> 474=item I<on_use_yield> <archetype>
383 475
384When this object is applied an instance of <archetype> will be created. 476When this object is applied an instance of <archetype> will be created.
385 477
386=item subtypes <potion subtype> 478=item I<subtypes> <potion subtype>
387 479
388see include/spells.h for possible potion subtypes, there are currently 4: 480see include/spells.h for possible potion subtypes, there are currently 4:
389 481
390=over 4 482=over 4
391 483
394Unused, default behaiour of a potion. 486Unused, default behaiour of a potion.
395 487
396=item POT_DUST 488=item POT_DUST
397 489
398This potion can be thrown to cast the spell that it has in it's inventory, 490This potion can be thrown to cast the spell that it has in it's inventory,
399the behaviour is not defined if there is not a spell in the inventory and the 491the behaviour is not defined if there is not a B<SPELL> in the inventory and the
400server will log an error. 492server will log an error.
401 493
402=item POT_FIGURINE 494=item POT_FIGURINE
403 495
404Unused, default behaiour of a potion. 496Unused, default behaiour of a potion.
409 501
410=back 502=back
411 503
412=back 504=back
413 505
414=head3 FOOD - type 6 - Eatable stuff 506=head3 B<FOOD> - type 6 - Eatable stuff
415 507
416This is for objects that are representing general eatables like 508This is for objects that are representing general eatables like
417beef or bread. 509beef or bread.
418 510
419The main difference between FOOD, FLESH and DRINK is that they 511The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
420give different messages. 512give different messages.
421 513
422The specialty of FLESH is that it inherits the resistancies of the 514The specialty of B<FLESH> is that it inherits the resistancies of the
423monsters it was generated in and will let dragons raise their resistancies 515monsters it was generated in and will let dragons raise their resistancies
424with that. If the monster has the POISON attacktype the FLESH 516with that. If the monster has the B<POISON> attacktype the B<FLESH>
425will change into POISON. 517will change into B<POISON>.
426 518
427If a player runs low on food he will grab for FOOD, DRINK and POISON 519If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
428and if he doesn't find any of that he will start eating FLESH. 520and if he doesn't find any of that he will start eating B<FLESH>.
429 521
430=over 4 522=over 4
431 523
432=item title <string> 524=item I<title> <string>
433 525
434If the food has a title or is cursed it is considered 'special', which means that the 526If the food has B<title> set or is cursed it is considered 'special', which
435fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 527means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
436are interpreted and have further effects on the player. 528I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
529on the player.
437 530
438The higher the food field is the longer the improvement of the player lasts 531The higher the I<food> field is the longer the improvement of the player lasts
439(except for hp and sp). 532(except for I<hp> and I<sp>).
440 533
441=item food <number> 534=item I<food> <number>
442 535
443This is the amount of food points the player gets when he eats this. 536This is the amount of food points the player gets when he eats this.
444 537
445=item on_use_yield <archetype> 538=item I<on_use_yield> <archetype>
446 539
447When this object is applied an instance of <archetype> will be created. 540When this object is applied an instance of <archetype> will be created.
448 541
449=back 542=back
450 543
451=head3 POISON - type 7 - Poisonous stuff 544=head3 B<POISON> - type 7 - Poisonous stuff
452 545
453This type is for objects that can poison the player when drinking. 546This type is for objects that can poison the player when he drinks/applies it.
454When applied it will hit the attacked with AT_POISON and will create 547When applied it will hit the attacked with AT_POISON and will create
455a POISONING object in the one who was hit. 548a B<POISONING> object in the one who was hit.
456 549
457=over 4 550=over 4
458 551
459=item level <number> 552=item I<level> <number>
460 553
461This field affects the propability of poisoning. The higher the level difference 554This field affects the probability of poisoning. The higher the level difference
462between the one who is hit and the poision the mose propable it is the attacked 555between the one who is hit and the poision the more probable it is the attacked
463one will be poisoned. 556one will be poisoned.
464 557
465=item slaying <race> 558=item I<slaying> <race>
466 559
467On poison this field has the usual meaning of 'slaying', when the 560This field has the usual meaning of 'slaying', when the
468ones race matches the slaying field the damage done by the poison 561poisoned's race matches the I<slaying> field the damage done by the poison
469is multiplied by 3. 562is multiplied by 3.
470 563
471=item hp <number> 564=item I<hp> <number>
472 565
473This is the amount of damage the player will receive from applying this. The 566This is the amount of damage the player will receive from applying this. The
474attacktype AT_POISON will be used to hit the player and the damage will 567attacktype AT_POISON will be used to hit the player and the damage will
475determine the strenght, duration and depletion of stats of the poisoning. The 568determine the strenght, duration and depletion of stats of the poisoning. The
476created POISONING object which is being placed in the one who was attacked will 569created B<POISONING> object which is being placed in the one who was attacked will
477get the damage from this field (which is maybe adjusted by slaying or the 570get the damage from this field (which is maybe adjusted by slaying or the
478resistancies). 571resistancies).
479 572
480=item food <number> 573=item I<food> <number>
481 574
4821/4 of <number> will be drained from the players food. 5751/4 of <number> will be drained from the players I<food>.
483 576
484=item on_use_yield <archetype> 577=item I<on_use_yield> <archetype>
485 578
486When this object is applied an instance of <archetype> will be created. 579When this object is applied an instance of <archetype> will be created.
487 580
488=back 581=back
489 582
490=head3 BOOK - type 8 - Readable books 583=head3 B<BOOK> - type 8 - Readable books
491 584
492This type is basically for representing text books in the game. 585This type is basically for representing text books in the game.
493 586
494Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 587Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
495 588
496=over 4 589=over 4
497 590
498=item msg <text> 591=item I<msg> <text>
499 592
500This is the contents of the book. When this field is unset 593This is the contents of the book. When this field is unset
501at treasure generation a random text will be inserted. 594at treasure generation a random text will be inserted.
502 595
503=item skill <skill name> 596=item I<skill> <skill name>
504 597
505The skill required to read this book. (The most resonable 598The skill required to read this book. (The most resonable
506skill would be literacy). 599skill would be literacy).
507 600
508=item exp <number> 601=item I<exp> <number>
509 602
510The experience points the player get for reading this book. 603The experience points the player get for reading this book.
511 604
512=item subtype <readable subtype> 605=item I<subtype> <readable subtype>
513 606
514This field determines the type of the readable. 607This field determines the type of the readable.
515Please see common/readable.C in the readable_message_types table. 608Please see common/readable.C in the readable_message_types table.
516 609
517=back 610=back
518 611
519=head3 CLOCK - type 9 - Clocks 612=head3 B<CLOCK> - type 9 - Clocks
520 613
521This type of objects just display the time when being applied. 614This type of objects just display the time when being applied.
522 615
523=head3 LIGHTNING - type 12 - Lightnings 616=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
524 617
525This is a spell effect of a moving bolt. It moves straigt forward 618This is a spell effect of a moving bolt. It moves straigt forward
526through the map until something blocks it. 619through the map until something blocks it.
527If FLAG_REFLECTING is set it even reflects on walls. 620If FLAG_REFLECTING is set it even reflects on walls.
528 621
529FLAG_IS_TURNABLE should be set on these objects. 622FLAG_IS_TURNABLE should be set on these objects.
530 623
531=over 4 624=over 4
532 625
533=item move_type <movetype> 626=item I<move_type> <movetype>
534 627
535This field affects the move type with which the lightning moves through 628This field affects the move type with which the lightning moves through
536the map and which map cells will reflect or block it. 629the map and which map cells will reflect or block it.
537 630
538=item attacktype <attacktype> 631=item I<attacktype> <attacktype>
539 632
540The attacktype with which it hits the objects on the map. 633The attacktype with which it hits the objects on the map.
541 634
542=item dam <number> 635=item I<dam> <number>
543 636
544The damage this bolt inflicts when it hits objects on the map. 637The damage this bolt inflicts when it hits objects on the map.
545 638
546=item Dex <number> 639=item I<Dex> <number>
547 640
548This is the fork percentage, it is reduced by 10 per fork. 641This is the fork percentage, it is reduced by 10 per fork.
549And the damage is halved on each fork. 642And the I<dam> field is halved on each fork.
550 643
551=item Con <number> 644=item I<Con> (internal)
552 645
553This value is a percentage of which the forking lightning 646This value is a percentage of which the forking lightning
554is deflected to the left. This value should be mostly used internally. 647is deflected to the left. This value should be mostly used internally.
555 648
556=item duration <number> 649=item I<duration> <number>
557 650
558The duration the bolt stays on a map cell. This field is decreased each time 651The duration the bolt stays on a map cell. This field is decreased each time
559the object is processed (see the meaning of speed and speed_left fields in 652the object is processed (see the meaning of I<speed> and I<speed_left> fields in
560the object general description). 653the generic object field description).
561 654
562=item range <number> 655=item I<range> <number>
563 656
564This is the range of the bolt, each space it advances this field is decreased. 657This is the range of the bolt, each space it advances this field is decreased.
565 658
566=back 659=back
567 660
661=head3 B<ARROW> - type 13 - Arrows
568 662
663This is the type for objects that represent projectiles like arrows.
664The movement of B<THROWN_OBJ>s behave similar to this type.
665
666Flying arrows are stopped either when they hit something blocking
667(I<move_block>) or something which is alive.
668If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
669set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
670damage with a small chance which is affected by the I<level> field of the arrow.
671
672If FLAG_REFLECTING is set on the arrow it will bounce off everything
673that is not alive and blocks it's movement.
674
675When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
676fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
677the object, to restore them once the arrow has been stopped.
678
679=over 4
680
681=item I<dam> <number>
682
683The amount of damage that is being done to the victim that gets hit.
684This field is recomputed when the arrow is fired and will consist
685of the sum of a damage bonus (see description of the B<BOW> type),
686the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
687and the arrows I<magic> field.
688
689=item I<wc> <number>
690
691The weapon class of the arrow, which has effect on the probability of hitting.
692
693It is recomputed when the arrow is being fired by this formula:
694
695 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
696 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
697
698When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
699level is not added.
700
701wc_mod is dependend on the fire mode of the bow. For a more detailed
702explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
703
704=item I<magic> <number>
705
706This field is added to the damage of the arrow when it is shot and
707will also improve it's I<speed> by 1/5 of it's value.
708
709=item I<attacktype> <attacktype>
710
711Bitfield which decides the attacktype of the damage, see include/attackinc.h
712On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
713
714=item I<level> <number> (interally used)
715
716The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
717see above in the B<ARROW> description.
718
719The I<level> is set when the arrow is fired to either the skill level or the
720shooters level.
721
722=item I<speed> <number> (internal)
723
724This field shouldn't be set directly in the archetype, the arrow will get it's
725I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
726arrow will be stopped immediatly.
727
728On fireing the I<speed> of the arrow is computed of 1/5 of the
729sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
730of the bows I<dam> field is added to the I<speed> of the arrow.
731
732The minimum I<speed> of an arrow is 1.0.
733
734While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
735
736If the I<speed> is above 10.0 it goes straight through the creature it hits and
737it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
738stopped and either sticked into the victim (see I<weight> field description) or
739put on it's map square (if it didn't break, see description of the I<food> field).
740
741=item I<weight> <number>
742
743This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
744the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
745
746=item I<food> <number>
747
748The breaking percentage. 100 (%) means: breaks on usage for sure.
749
750=item I<inventory> (internal)
751
752If the flying/moving object has something in it's inventory and it stops, it
753will be replaced with it's inventory. Otherwise it will be handled as usual,
754which means: it will be calculated whether the arrow breaks and it will be
755reset for reuse.
756
757=item I<slaying> <string>
758
759When the bow that fires this arrow has it's I<slaying> field set it is copied
760to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
761
762=item I<move_type> <movetype> (internally used)
763
764This field is set when the arrow is shot to MOVE_FLY_LOW.
765
766=item I<move_on> <movetype> (internally used)
767
768This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
769
770=item I<race> <string>
771
772The I<race> field is a unique key that assigns arrows, bows and quivers. When
773shooting an arrow the bows I<race> is used to search for arrows (which have the
774same I<race> as the bow) in the players inventory and will recursively search in
775the containers (which are applied and have the same I<race> as the bow and the arrow).
776
777=back
778
779=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
780
781TODO, but take into account B<ARROW> description above!
782
569=head3 WEAPON - type 15 - Weapons 783=head3 B<WEAPON> - type 15 - Weapons
570 784
571This type is for general hack and slash weapons like swords, maces 785This type is for general hack and slash weapons like swords, maces
572and daggers and and .... 786and daggers and and ....
573 787
574=over 4 788=over 4
575 789
576=item weapontype <type id> 790=item I<weapontype> <type id>
577 791
578decides what attackmessages are generated, see include/define.h 792decides what attackmessages are generated, see include/define.h
579 793
580=item attacktype <bitmask> 794=item I<attacktype> <bitmask>
581 795
582bitfield which decides the attacktype of the damage, see include/attackinc.h 796bitfield which decides the attacktype of the damage, see include/attackinc.h
583 797
584=item dam <number> 798=item I<dam> <number>
585 799
586amount of damage being done with the attacktype 800amount of damage being done with the attacktype
587 801
588=item item_power <level> 802=item I<item_power> <level>
589 803
590the itempower of this weapon. 804the itempower of this weapon.
591 805
592=item name 806=item I<name>
593 807
594the name of the weapon. 808the name of the weapon.
595 809
596=item level (internal) 810=item I<level> (internal)
597 811
598The improvement state of the weapon. 812The improvement state of the weapon.
599If this field is greater than 0 the 'name' field starts with the 813If this field is greater than 0 the I<name> field starts with the
600characters name who improved this weapon. 814characters name who improved this weapon.
601 815
602=item last_eat (internal) 816=item I<last_eat> (internal)
603 817
604seems to be the amount of improvements of a weapon, 818This seems to be the amount of improvements of a weapon,
605the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 819the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
606 820
607 ((who->level / 5) + 5) >= op->last_eat 821 ((who->level / 5) + 5) >= op->last_eat
608 822
609=item last_sp 823=item I<last_sp>
610 824
611the weapon speed (see magic description) 825the weapon speed (see magic description)
612 826
613=item food <number> 827=item I<food> <number>
614 828
615addition to food regeneration of the player 829addition to food regeneration of the player
616 830
617=item hp <number> 831=item I<hp> <number>
618 832
619addition to health regeneration 833addition to health regeneration
620 834
621=item sp <number> 835=item I<sp> <number>
622 836
623addition to mana regeneration 837addition to mana regeneration
624 838
625=item grace <number> 839=item I<grace> <number>
626 840
627addititon to grace regeneration 841addititon to grace regeneration
628 842
629=item gen_sp_armour <number> 843=item I<gen_sp_armour> <number>
630 844
631the players gen_sp_armour field (which is per default 10) is added the <number> amount. 845the players I<gen_sp_armour> field (which is per default 10) is being added the
632gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 846<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
633is multiplied: gen_sp *= 10/<number> 847do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
634meaning: values > 10 of gen_sp_armour limits the amout of regenerated 848I<gen_sp_armour> limits the amout of regenerated spellpoints.
635spellpoints.
636 849
637generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 850Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
638sp regeneration. 851I<sp> regeneration.
639 852
640=item body_<body slot/part> 853=item I<body_BODYSLOT>
641 854
642the part of the body you need to use this weapon, possible values should be 855The part/slot of the body you need to use this weapon, possible values for
643looked up in common/item.C at body_locations. 856C<BODYSLOT> should be looked up in common/item.C at body_locations.
644 857
645=item resist_<resistnacy> <number> 858The value (in the range C<-7..7>) gives the number of those body slots
859used up by the item (if negative) or the number of body slots this object
860has (if positive, e.g. for monsters or players). The special value C<0>
861indicates that this object cannot equip items requiring these body slots.
862
863=item I<resist_RESISTANCY> <number>
646 864
647this is the factor with which the difference of the players resistancy and 100% 865this is the factor with which the difference of the players resistancy and 100%
648is multiplied, something like this: 866is multiplied, something like this:
649 867
650 additional_resistancy = (100 - current_resistanct) * (<number>/100) 868 additional_resistancy = (100 - current_resistancy) * (<number>/100)
651 869
652if <number> is negative it is added to the total vulnerabilities, 870if <number> is negative it is added to the total vulnerabilities,
653and later the total resistance is decided by: 871and later the total resistance is decided by:
654 872
655 'total resistance = total protections - total vulnerabilities' 873 'total resistance = total protections - total vulnerabilities'
656 874
657see also common/living.C:fix_player 875see also common/living.C:fix_player.
658 876
659=item patch_(attuned|repelled|denied) 877=item I<path_(attuned|repelled|denied)>
660 878
661this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 879this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
662for the pathes. 880for the pathes.
663 881
664=item luck <number> 882=item I<luck> <number>
665 883
666this luck is added to the players luck 884this luck is added to the players I<luck>
667 885
668=item move_type 886=item I<move_type>
669 887
670if the weapon has a move_type set the player inherits it's move_type 888if the weapon has a I<move_type> set the player inherits it's I<move_type>
671 889
672=item exp <number> 890=item I<exp> <number>
673 891
674the added_speed and bonus_speed of the player is raised by <number>/3. 892the added_speed and bonus_speed of the player is raised by <number>/3.
675if <number> < 0 then the added_speed is decreased by <number> 893if <number> < 0 then the added_speed is decreased by <number>
676 894
677=item weight 895=item I<weight>
678 896
679the weight of the weapon 897the weight of the weapon
680 898
681=item magic 899=item I<magic>
682 900
683the magic field affects the amounts of the following fields: 901the I<magic> field affects the amounts of the following fields:
684 902
685 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 903 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
686 904
687 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 905 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
688 906
689 - dam: the players dam is adjusted by: player->dam += (dam + magic) 907 - dam: the players dam is adjusted by: player->dam += (dam + magic)
690 908
691 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 909 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
692 (minium is 0) 910 (minium is 0)
693 911
694=item ac <number> 912=item I<ac> <number>
695 913
696the amount of ac points the player's ac is decreased 914the amount of ac points the player's I<ac> is decreased when applying this object.
697 915
698=item wc <number> 916=item I<wc> <number>
699 917
700the amount of wc points the player's wc is decreased 918the amount of wc points the player's I<wc> is decreased when applying this object.
701 919
702=back 920=back
703 921
704=head4 Player inherits following flags from weapons: 922=head4 Player inherits following flags from weapons:
705 923
710 FLAG_XRAYS 928 FLAG_XRAYS
711 FLAG_BLIND 929 FLAG_BLIND
712 FLAG_SEE_IN_DARK 930 FLAG_SEE_IN_DARK
713 FLAG_UNDEAD 931 FLAG_UNDEAD
714 932
715=head3 GRIMREAPER - type 28 - Grimreapers 933=head3 B<GRIMREAPER> - type 28 - Grimreapers
716 934
717These type are mostly used for monsters, they give the 935These type are mostly used for monsters, they give the
718monster the ability to dissapear after 10 hits with AT_DRAIN. 936monster the ability to dissapear after 10 hits with AT_DRAIN.
719 937
720=over 4 938=over 4
721 939
722=item value <number> 940=item I<value> <number>
723 941
724This field stores the hits the monster did yet. 942This field stores the hits the monster did yet.
725 943
726=back 944=back
727 945
946=head3 B<CREATOR> - type 42 - Object creators
947
948Once a creator is activated by a connection it creates a number of objects
949(cloned from it's inventory or a new object derived from the archetype
950named in the other_arch slot).
951
952If FLAG_LIVESAFE is set the number of uses is unlimited.
953
954=over 4
955
956=item I<hp> <number>
957
958If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
959be used.
960
961=item I<speed> <number>
962
963If I<speed> is set the creator will create an object periodically,
964see I<speed> and I<speed_left> fields in the general object field description
965for more details.
966
967=item I<slaying> <string>
968
969If set the generated object's name and title will be set to this.
970
971=item I<other_arch> <string>
972
973If the inventory of the creator is empty new objects will be derived from the
974archetype named by <string>.
975
976=item I<connected> <number>
977
978See generic object field description.
979
980=back
981
728=head3 DRINK - type 54 - Drinkable stuff 982=head3 B<DRINK> - type 54 - Drinkable stuff
729 983
730See FOOD description. 984See B<FOOD> description.
731 985
732=head3 CHECK_INV - type 64 - Inventory checkers 986=head3 B<CHECK_INV> - type 64 - Inventory checkers
733 987
734This object checks whether the player has a specific item in his 988This object checks whether the player has a specific item in his
735inventory when he moves above the inventory checker. If the player has 989inventory when he moves above the inventory checker. If the player has
736the item (or not, which can be controlled with a flag) a connection will be triggered. 990the item (or not, which can be controlled with a flag) a connection will be triggered.
737 991
738If you set move_block you can deny players and monsters to reach the space where 992If you set I<move_block> you can deny players and monsters to reach the space where
739the inventory checker is on, see 'move_block' description below. 993the inventory checker is on, see I<move_block> description below.
740 994
741The conditions specified by hp, slaying and race are concationated with OR. 995The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
742So matching one of those conditions is enough. 996So matching one of those conditions is enough.
743 997
744=over 4 998=over 4
745 999
746=item move_block <move type bitmask> 1000=item I<move_block> <move type bitmask>
747 1001
748If you set this field to block a movetype the move code will block any moves 1002If you set this field to block a movetype the move code will block any moves
749onto the space with the inventory checker, IF the moving object doesn't have 1003onto the space with the inventory checker, IF the moving object doesn't have
750(or has - if last_sp = 0) the item that the checker is searching for. 1004(or has - if I<last_sp> = 0) the item that the checker is searching for.
751 1005
752=item last_sp (0|1) 1006=item I<last_sp> (0|1)
753 1007
754If last_sp is 1 'having' the item that is being checked for will 1008If I<last_sp> is 1 'having' the item that is being checked for will
755activate the connection or make the space with the checker non-blocking. 1009activate the connection or make the space with the checker non-blocking.
756If last_sp is 0 'not having' the item will activate the connection 1010If I<last_sp> is 0 'not having' the item will activate the connection
757or make the space with the checker non-blocking. 1011or make the space with the checker non-blocking.
758 1012
759=item last_heal (0|1) 1013=item I<last_heal> (0|1)
760 1014
761If last_heal is 1 the matching item will be removed if the inventory checker 1015If I<last_heal> is 1 the matching item will be removed if the inventory checker
762activates a connection and finds the item in the inventory. 1016activates a connection and finds the item in the inventory.
763 1017
764(A inventory checker that blocks a space won't remove anything from inventories) 1018(A inventory checker that blocks a space won't remove anything from inventories)
765 1019
766=item hp <number> 1020=item I<hp> <number>
767 1021
768If this field is not 0 the inventory checker will search for an object 1022If this field is not 0 the inventory checker will search for an object
769with the type id <number>. 1023with the type id <number>.
770 1024
771=item slaying <string> 1025=item I<slaying> <string>
772 1026
773If this field is set the inventory checker will search for an object that 1027If this field is set the inventory checker will search for an object that
774has the same string in the slaying field (for example a key string of a key). 1028has the same string in the I<slaying> field (for example a key string of a key).
775 1029
776=item race <string> 1030=item I<race> <string>
777 1031
778If this field is set the inventory checker will search for an object which 1032If this field is set the inventory checker will search for an object which
779has the archetype name that matches <string>. 1033has the archetype name that matches <string>.
780 1034
781=item connected <connection id> 1035=item I<connected> <connection id>
782 1036
783This is the connection that will be activated. 1037This is the connection that will be activated. The connection is
1038'pushed' when someone enters the space with the inventory checker,
1039and it is 'released' when he leaves it.
784 1040
785=back 1041See also the description of the I<connected> field in the generic object field
1042section.
786 1043
1044=back
1045
1046=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1047
1048speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1049changes.
1050
1051 (based on value that last_sp takes):
1052 0: 'furious' Makes all monsters aggressive
1053 1: 'angry' As above but pets are unaffected
1054 2: 'calm' Makes all monsters unaggressive
1055 3: 'sleep' Puts all monsters to sleep
1056 4: 'charm' Makes monster into a pet of person
1057 who triggers the square. This setting
1058 is not enabled for continous operation
1059 5: 'destroy mons' destroy any monsters on this space
1060 6: 'destroy pets' destroy friendly monsters on this space
1061
787=head3 FLESH - type 72 - Organs and body parts 1062=head3 B<FLESH> - type 72 - Organs and body parts
788 1063
789See FOOD description. 1064See B<FOOD> description.
790 1065
791=head3 MISC_OBJECT - type 79 - Misc. objects 1066=head3 B<MISC_OBJECT> - type 79 - Misc. objects
792 1067
793A type for any object that has no special behaviour. 1068A type for any object that has no special behaviour.
794 1069
795=head3 MONSTER - type 80 - Monsters 1070=head3 B<LAMP> - type 82 - A lamp
796 1071
797This is the main type for monsters. This type does almost 1072This object represents a lamp, that can be carried and switched
798nothing except taking care of animations a bit. 1073on and off and has a certain amount of fuel in it.
799 1074
800The special behaviour of a monster is given to an object by FLAG_MONSTER and 1075A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
801FLAG_ALIVE, please consult the section about flags above in the general object 1076Each of them should point at the other one with it's I<other_arch> field.
802section.
803 1077
1078See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1079
1080If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1081with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1082
1083=over 4
1084
1085=item I<glow_radius> <number>
1086
1087The radius of the light that the lamp emits, see also I<glow_radius> in the
1088generic object flags description.
1089
1090=item I<speed> <number>
1091
1092If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1093lamp burns it's fuel (I<food>).
1094
1095Setting FLAG_CHANGING makes only sense on the archetype which represents
1096the 'on' state of the lamp.
1097
1098See also the description of FLAG_CHANGING.
1099
1100Lamps which have no FLAG_CHANGING set would also make sense and represent
1101lamps that never burn up.
1102
1103=item I<other_arch> <number>
1104
1105This is the field that points to the 'other' archetype which represents the
1106opposite state of the lamp. The newly from I<other_arch> derived object will
1107replace the current object and will get the value of I<food> of the replaced object.
1108
1109Rationale:
1110
1111When the lamp (on) is applied a new object is derived from the archetype
1112in I<other_arch> and the I<food> value is copied to it ('the fuel is
1113transferred'). The new lamp (off) object has to have a I<other_arch> field
1114which points to the archetype from which a lamp (on) can be derived.
1115
1116=item I<food> <number>
1117
1118This fields stands for the fuel of the lamp.
1119
1120=back
1121
1122=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1123
1124This type of objects multiplies objects that are above it when it is activated.
1125You can even multiply by 0, which will destroy the object.
1126
1127=over 4
1128
1129=item I<level> <number>
1130
1131The multiplicator, if set to 0 or lower it will destroy the objects above it.
1132
1133=item I<other_arch> <string>
1134
1135The archetype name of the objects that should be multiplied.
1136
1137=item I<connected> <number>
1138
1139See generic object field description.
1140
1141=back
1142
804=head3 HOLE - type 94 - Holes 1143=head3 B<HOLE> - type 94 - Holes
805 1144
806Holes are holes in the ground where objects can fall through. When the hole 1145B<HOLE>s are holes in the ground where objects can fall through. When the hole
807opens and/or is completly open all objects above it fall through (more 1146opens and/or is completly open all objects above it fall through (more
808precisely: if their head is above the hole). 1147precisely: if their head is above the hole).
809 1148
1149When the B<HOLE> is activated it's speed is set to 0.5.
1150
810Trapdoors can only transfer the one who falls through to other coordinates 1151These holes can only transfer the one who falls through to other coordinates
811on the B<same> map. 1152on the same map.
812 1153
813=over 4 1154=over 4
814 1155
815=item maxsp (0|1) 1156=item I<maxsp> (0|1)
816 1157
817This field negates the state of the connection: When maxsp is 1 the pit will 1158This field negates the state of the connection: When maxsp is 1 the pit will
818open/close when the connection is deactivated. Otherwise it will open/close 1159open/close when the connection is deactivated. Otherwise it will open/close
819when the connection is activated. This field only has effect when the 1160when the connection is activated. This field only has effect when the
820connection is triggered. So if you put a closed hole on a map, and the 1161connection is triggered. So if you put a closed hole on a map, and the
821connection is deactivated, and maxsp is 1 the hole will remain closed until the 1162connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
822connection was triggered once. 1163connection was triggered once.
823 1164
824=item connected <connection id> 1165=item I<connected> <connection id>
825 1166
826This is the connection id, which lets the hole opening or closing when 1167This is the connection id, which lets the hole opening or closing when
827activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1168activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
828at which connection state the object is activated. 1169at which connection state the object is activated.
829 1170
830For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1171For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
831the connection is released. 1172the connection is released.
832 1173
833=item wc <number> (internal) 1174=item I<wc> <number> (internal)
834 1175
835This is an internal flag. If it is greater than 0 it means that the hole is not 1176This is an internal field. If it is greater than 0 it means that the hole is not
836yet fully open. More preciesly: this field is the animation-step and if it is 1177yet fully open. More preciesly: this field is the animation-step and if it is
837set to the 'closed' step of the animation the hole is closed and if it is on 1178set to the 'closed' step of the animation the hole is closed and if it is on
838the 'open' animation step (wc = 0), the hole is open. 1179the 'open' animation step (I<wc> = 0), the hole is open.
839 1180
840=item sp <number> 1181=item I<sp> <number>
841 1182
842The destination y coordinates on the same map. 1183The destination y coordinates on the same map.
843 1184
844=item hp <number> 1185=item I<hp> <number>
845 1186
846The destination x coordinates on the same map. 1187The destination x coordinates on the same map.
847 1188
848=back 1189=back
849 1190
850=head3 POISONING - type 105 - The poisoning of players and monsters 1191=head3 B<POISONING> - type 105 - The poisoning of players and monsters
851 1192
852This type is doing the actual damage to the ones who were attacked 1193This type is doing the actual damage to the ones who were attacked
853via AT_POISON (or drank POISON). 1194via AT_POISON (or drank B<POISON>).
854 1195
855The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1196The duration is handled via the FLAG_IS_USED_UP mechanism (please look
856there for details). 1197there for details).
857 1198
858=over 4 1199=over 4
859 1200
860=item dam <number> 1201=item I<dam> <number>
861 1202
862Each time the poisoning is processed (which is determined by the speed and speed_left 1203Each time the poisoning is proccessed (which is determined by the I<speed> and
863fields, see the general object attributes above) it hits the player with 1204I<speed_left> fields, see the general object fields description above) it hits
864<number> damage and the AT_INTERNAL attacktype (means: it will simply 1205the player with <number> damage and the AT_INTERNAL attacktype (means: it will
865hit the player with no strings attached). 1206simply hit the player with no strings attached).
866 1207
867=item food <number> 1208=item I<food> <number>
868 1209
869Just a note: The posion is removed when food == 1 and not when 1210Just a note: The posioning is removed if I<food> == 1 and not if
870the whole duration is up, because the POISONING code has to remove 1211the whole I<duration> is up, because the B<POISONING> code has to remove
871the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1212the poison-effects from the player before the FLAG_IS_USED_UP mechanism
872deletes the POISONING object. 1213deletes the B<POISONING> object.
873 1214
874=back 1215=back
875 1216
876=head3 FORCE - type 114 - Forces 1217=head3 B<FORCE> - type 114 - Forces
877 1218
878Forces are a very 'thin' type. They don't have much behaviour other than 1219Forces are a very 'thin' type. They don't have much behaviour other than
879disappearing after a time and/or affecting the player if they are in his 1220disappearing after a time and/or affecting the player if they are in his
880inventory. 1221inventory.
881 1222
882Forces only take effect on the player if they have set FLAG_APPLIED. 1223Forces only take effect on the player if they have FLAG_APPLIED set.
883 1224
884Whether the duration field is processed or not a tick is controlled via the 1225Whether the I<duration> field is processed or not per tick is controlled by the
885speed and speed_left field. Look above at the generic description of these 1226I<speed> and I<speed_left> fields. Look above in the generic object field description.
886fields.
887 1227
888NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1228NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
889like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1229interpreter like described in the description of the FLAG_IS_USED_UP flag.
8900 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1230BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
891If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1231will still last for I<duration>. If the FLAG_APPLIED is not set the force is
892Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1232removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1233have good semantics on forces, try to avoid it.
893 1234
894=over 4 1235=over 4
895 1236
896=item duration 1237=item I<duration>
897 1238
898While this field is greater than 0 the force/object is not destroyed. It is 1239While this field is greater than 0 the force/object is not destroyed. It is
899decreased each tick by 1. 1240decreased each tick by 1.
900 1241
901If it reaches 0 the force/object is destroyed. 1242If it reaches 0 the force/object is destroyed.
904FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1245FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
905what happens then. 1246what happens then.
906 1247
907=back 1248=back
908 1249
909=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1250=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
910 1251
911This object is generated by the POTION code when the potion is a resistance 1252This object is generated by the B<POTION> code when the potion is a resistance
912giving potion. It has mainly the same behaviour as a FORCE. 1253giving potion. It has mainly the same behaviour as a B<FORCE>.
913 1254
914The specialty of the potion effect is that the resistancy it gives is absolute, 1255The specialty of the potion effect is that the resistancy it gives is absolute,
915so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1256so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
916fire. 1257fire.
917 1258
918Multiple potion effects only give you the maximum of their resistancy. 1259Multiple potion effects only give you the maximum of their resistancy.

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines