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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
193=item FLAG_IS_A_TEMPLATE (internal use) 269=item FLAG_IS_A_TEMPLATE (internal use)
194 270
195This flag is set on the inventory of generators like CREATORs and CONVERTERs, 271This 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. 272or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
197 273
198=item FLAG_AUTO_APPLY 274=item FLAG_AUTO_APPLY
199 275
200This flag has currently only meaning for the TREASURE type, see below. 276This flag has currently only meaning for the B<TREASURE> type, see below.
201 277
202=item FLAG_ACTIVATE_ON_PUSH 278=item FLAG_ACTIVATE_ON_PUSH
203 279
204This flag has only meaning for objects that can be linked together 280This flag has only meaning for objects that can be linked together
205with the 'connected' field and controls wether the object should 281by the I<connected> field and controls wether the object should
206be activated when the connection is 'pushed' or it is 'released'. 282be activated when the connection is 'pushed' or it is 'released'.
207 283
284What 'pushed' and 'released' means depends on the object that
285activates the connection.
286
208This flag is by default on. 287This flag is by default on.
209 288
210=item FLAG_ACTIVATE_ON_RELEASE 289=item FLAG_ACTIVATE_ON_RELEASE
211 290
212This flag has only meaning for objects that can be linked together 291This flag has only meaning for objects that can be linked together
213with the 'connected' field and controls wether the object should 292by the I<connected> field and controls wether the object should
214be activated when the connection is 'pushed' or it is 'released'. 293be activated when the connection is 'pushed' or it is 'released'.
215 294
295What 'pushed' and 'released' means depends on the object that
296activates the connection.
297
216This flag is by default on. 298This flag is by default on.
217 299
218=item FLAG_NO_STEAL 300=item FLAG_NO_STEAL
219 301
220When this flag is set this object can't be stolen. The flag will be 302When this flag is set this object can't be stolen. The flag will be
221resetted once the object is placed on a map. 303reset once the object is placed on a map.
222 304
223When this flag is set on a monster it can defent attempts of stealing 305When this flag is set on a monster it can defend attempts at stealing
224(but in this context the flag is only used internally). 306(but in this context the flag is only used internally).
225 307
226=item FLAG_NO_SKILL_IDENT 308=item FLAG_NO_SKILL_IDENT
227 309
228This flag is mostly used internal and prevents unidentified objects 310This flag is mostly used internal and prevents unidentified objects
229(objects which don't have FLAG_IDENTIFIED set) being identified by 311(objects which don't have FLAG_IDENTIFIED set) being identified
230skills. 312multiple times by skills.
231 313
232This flag is used to mark objects to never being identified by a skill 314This flag is used to mark objects which were unsuccessfully identified by a
233once a player failed to identify an object. So that multiple tries 315players skill. So that multiple tries of identifying aren't more effective than
234of identifying aren't more effective than one. 316one.
235 317
236=item FLAG_REFLECTING 318=item FLAG_REFLECTING
237 319
238This flag is used by spell effects, LIGHTNING, THROWN_OBJ and ARROW 320This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
239to indicate whether this object reflects off walls. 321to indicate whether this object reflects off walls.
240 322
241=item FLAG_REFL_SPELL 323=item FLAG_REFL_SPELL
242 324
243This flag indicates whether something reflects spells, like spell reflecting 325This flag indicates whether something reflects spells, like spell reflecting
244amuletts. 326amuletts.
245 327
246=back 328=item FLAG_IS_LIGHTABLE
247 329
248=head2 Description of type specific attributes 330This flag indicates whether a B<LIGHTER> can light this object. See also the
331description of the B<LIGHTER> type. How easy you can light an item depends
332partially on the material of the object.
333
334=back
335
336=head2 Description of type specific fields and behaviour
249 337
250The beginning of the headers of the following subsection 338The beginning of the headers of the following subsection
251are the server internal names for the objects types, see include/define.h. 339are the server internal names for the objects types, see include/define.h.
252 340
253=head3 TRANSPORT - type 2 - Player transports 341=head3 B<TRANSPORT> - type 2 - Player transports
254 342
255This type is implemented by the transport extension and has currently no special 343This type is implemented by the transport extension and has currently no special
256attributes that affect it. 344fields that affect it.
257 345
258=head3 ROD - type 3 - Rods that fire spells 346=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
259 347
260Rods contain spells and can be fired by a player. 348Rods contain spells and can be fired by a player.
261 349
262=over 4 350=over 4
263 351
264=item level <number> 352=item I<level> <number>
265 353
266This attribute is used for calculating the spell level that can be fired 354This 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. 355with 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 356The 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 357the 'use magic item' skill level of the player and 1/10 of the level of the
270rod is added as bonus. 358rod is added as bonus.
271 359
272=item hp <number> 360=item I<hp> <number>
273 361
274The amount of spellpoints this rod has left. 362The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
363maxhp/10> per tick.
275 364
276=item maxhp <number> 365=item I<maxhp> <number>
277 366
278The maximum amount of spellpoints this rod has. 367The maximum amount of spellpoints this rod has.
279 368
280=item skill <skill name> 369=item I<skill> <skill name>
281 370
282This field determines which skill you need to apply this object. 371This field determines which skill you need to apply this object.
283 372
284=back 373=back
285 374
286=head3 TREASURE - type 4 - Treasures 375=head3 B<TREASURE> - type 4 - Treasures
287 376
288This type of objects are for random treasure generation in maps. 377This 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 378If this object is applied by a player it will replace itself with it's
290inventory. If it is automatically applied 379inventory. If it is automatically applied
291generate a treasure and replace itself with the generated treasure. 380generate a treasure and replace itself with the generated treasure.
293Chests are also of this type, their treasures are generated by 382Chests are also of this type, their treasures are generated by
294the auto apply code on map instantiation. 383the auto apply code on map instantiation.
295 384
296=over 4 385=over 4
297 386
298=item hp <number> 387=item I<hp> <number>
299 388
300The number of treasures to generate. 389The number of treasures to generate.
301 390
302=item exp <level> 391=item I<exp> <level>
303 392
304If FLAG_AUTO_APPLY is not set the exp field has no further meaning 393If 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, 394and the difficulty for the treasurecode only depends on the maps difficulty,
306otherwise the exp field has the following meaning: 395otherwise the exp field has the following meaning:
307 396
310worth a treasure is or what bonuses it is given by the treasure code. 399worth a treasure is or what bonuses it is given by the treasure code.
311 400
312If this field is not set or 0 the difficulty of the map is passed to the treasure 401If this field is not set or 0 the difficulty of the map is passed to the treasure
313generation code. 402generation code.
314 403
315=item randomitems <treasurelist> 404=item I<randomitems> <treasurelist>
316 405
317The treasurelist to use to generate the treasure which is put in the 406The treasurelist to use to generate the treasure which is put in the
318treasure objects inventory. 407treasure objects inventory.
319 408
320=back 409=back
321 410
322=head3 POTION - type 5 - Potions for drinking and other nastynesses 411=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
323 412
324These objects contain a spell and will emit it on apply, which most 413These objects contain a spell and will emit it on apply, which most
325of the time has the meaning of 'drinking'. 414of the time has the meaning of 'drinking'.
326 415
327If no resistancy field, stat field or attacktype is set and no spell 416If 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 421If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
333will yield an explosion and hurt the player. 422will yield an explosion and hurt the player.
334 423
335=over 4 424=over 4
336 425
337=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 426=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
338 427
339These stat fields determine how many stat points the player gets 428These stat fields determine how many stat points the player gets
340when he applies this potion. 429when he applies this potion.
341 430
342If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 431If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
343 432
344=item sp <number> 433=item I<sp> <number>
345 434
346If this field is set and the randomitems field is not set 435If this field is set and the randomitems field is not set
347the field is interpreted as spell number, please look the right 436the field is interpreted as spell number, please look the right
348number up in common/loader.C. 437number up in common/loader.C.
349 438
350If this field is set the randomitems field will be unset by the 439If this field is set the randomitems field will be unset by the
351map loading code. 440map loading code.
352 441
353=item attacktype <attacktype> 442=item I<attacktype> <attacktype>
354 443
355This field has some special meaning in potions, currently the 444This field has some special meaning in potions, currently the
356bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 445bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
357restoration potion or improvement potion. 446restoration potion or improvement potion.
358See include/attackinc.h for the bits of these types. 447See include/attackinc.h for the bits of these types.
363into him. 452into him.
364 453
365If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 454If 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. 455When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
367 456
368=item resist_<resistancy> <number> 457=item I<resist_RESISTANCY> <number>
369 458
370If this stat is set and no spell is in the potion the potion 459If this stat is set and no spell is in the potion the potion
371will create a force that give the player this specific resistancy. 460will create a force that give the player this specific resistancy.
372The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 461The 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 462and the potion will last 10 times longer than the default force archetype
374FORCE_NAME (at the moment of this writing spell/force.arc). 463FORCE_NAME (at the moment of this writing spell/force.arc).
375 464
376=item randomitems <treasurelist> 465=item I<randomitems> <treasurelist>
377 466
378The inventory/spell of the potion will be created by calling the treasure code 467The 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 468with the treasurelist specified here. (I guess it's highly undefined what
380happens if there is not a spell in the potions inventory). 469happens if there is not a spell in the potions inventory).
381 470
382=item on_use_yield <archetype> 471=item I<on_use_yield> <archetype>
383 472
384When this object is applied an instance of <archetype> will be created. 473When this object is applied an instance of <archetype> will be created.
385 474
386=item subtypes <potion subtype> 475=item I<subtypes> <potion subtype>
387 476
388see include/spells.h for possible potion subtypes, there are currently 4: 477see include/spells.h for possible potion subtypes, there are currently 4:
389 478
390=over 4 479=over 4
391 480
394Unused, default behaiour of a potion. 483Unused, default behaiour of a potion.
395 484
396=item POT_DUST 485=item POT_DUST
397 486
398This potion can be thrown to cast the spell that it has in it's inventory, 487This 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 488the behaviour is not defined if there is not a B<SPELL> in the inventory and the
400server will log an error. 489server will log an error.
401 490
402=item POT_FIGURINE 491=item POT_FIGURINE
403 492
404Unused, default behaiour of a potion. 493Unused, default behaiour of a potion.
409 498
410=back 499=back
411 500
412=back 501=back
413 502
414=head3 FOOD - type 6 - Eatable stuff 503=head3 B<FOOD> - type 6 - Eatable stuff
415 504
416This is for objects that are representing general eatables like 505This is for objects that are representing general eatables like
417beef or bread. 506beef or bread.
418 507
419The main difference between FOOD, FLESH and DRINK is that they 508The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
420give different messages. 509give different messages.
421 510
422The specialty of FLESH is that it inherits the resistancies of the 511The specialty of B<FLESH> is that it inherits the resistancies of the
423monsters it was generated in and will let dragons raise their resistancies 512monsters it was generated in and will let dragons raise their resistancies
424with that. If the monster has the POISON attacktype the FLESH 513with that. If the monster has the B<POISON> attacktype the B<FLESH>
425will change into POISON. 514will change into B<POISON>.
426 515
427If a player runs low on food he will grab for FOOD, DRINK and POISON 516If 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. 517and if he doesn't find any of that he will start eating B<FLESH>.
429 518
430=over 4 519=over 4
431 520
432=item title <string> 521=item I<title> <string>
433 522
434If the food has a title or is cursed it is considered 'special', which means that the 523If 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 524means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
436are interpreted and have further effects on the player. 525I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
526on the player.
437 527
438The higher the food field is the longer the improvement of the player lasts 528The higher the I<food> field is the longer the improvement of the player lasts
439(except for hp and sp). 529(except for I<hp> and I<sp>).
440 530
441=item food <number> 531=item I<food> <number>
442 532
443This is the amount of food points the player gets when he eats this. 533This is the amount of food points the player gets when he eats this.
444 534
445=item on_use_yield <archetype> 535=item I<on_use_yield> <archetype>
446 536
447When this object is applied an instance of <archetype> will be created. 537When this object is applied an instance of <archetype> will be created.
448 538
449=back 539=back
450 540
451=head3 POISON - type 7 - Poisonous stuff 541=head3 B<POISON> - type 7 - Poisonous stuff
452 542
453This type is for objects that can poison the player when drinking. 543This 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 544When applied it will hit the attacked with AT_POISON and will create
455a POISONING object in the one who was hit. 545a B<POISONING> object in the one who was hit.
456 546
457=over 4 547=over 4
458 548
459=item level <number> 549=item I<level> <number>
460 550
461This field affects the propability of poisoning. The higher the level difference 551This 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 552between the one who is hit and the poision the more probable it is the attacked
463one will be poisoned. 553one will be poisoned.
464 554
465=item slaying <race> 555=item I<slaying> <race>
466 556
467On poison this field has the usual meaning of 'slaying', when the 557This field has the usual meaning of 'slaying', when the
468ones race matches the slaying field the damage done by the poison 558poisoned's race matches the I<slaying> field the damage done by the poison
469is multiplied by 3. 559is multiplied by 3.
470 560
471=item hp <number> 561=item I<hp> <number>
472 562
473This is the amount of damage the player will receive from applying this. The 563This 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 564attacktype 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 565determine 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 566created 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 567get the damage from this field (which is maybe adjusted by slaying or the
478resistancies). 568resistancies).
479 569
480=item food <number> 570=item I<food> <number>
481 571
4821/4 of <number> will be drained from the players food. 5721/4 of <number> will be drained from the players I<food>.
483 573
484=item on_use_yield <archetype> 574=item I<on_use_yield> <archetype>
485 575
486When this object is applied an instance of <archetype> will be created. 576When this object is applied an instance of <archetype> will be created.
487 577
488=back 578=back
489 579
490=head3 BOOK - type 8 - Readable books 580=head3 B<BOOK> - type 8 - Readable books
491 581
492This type is basically for representing text books in the game. 582This type is basically for representing text books in the game.
493 583
494Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 584Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
495 585
496=over 4 586=over 4
497 587
498=item msg <text> 588=item I<msg> <text>
499 589
500This is the contents of the book. When this field is unset 590This is the contents of the book. When this field is unset
501at treasure generation a random text will be inserted. 591at treasure generation a random text will be inserted.
502 592
503=item skill <skill name> 593=item I<skill> <skill name>
504 594
505The skill required to read this book. (The most resonable 595The skill required to read this book. (The most resonable
506skill would be literacy). 596skill would be literacy).
507 597
508=item exp <number> 598=item I<exp> <number>
509 599
510The experience points the player get for reading this book. 600The experience points the player get for reading this book.
511 601
512=item subtype <readable subtype> 602=item I<subtype> <readable subtype>
513 603
514This field determines the type of the readable. 604This field determines the type of the readable.
515Please see common/readable.C in the readable_message_types table. 605Please see common/readable.C in the readable_message_types table.
516 606
517=back 607=back
518 608
519=head3 CLOCK - type 9 - Clocks 609=head3 B<CLOCK> - type 9 - Clocks
520 610
521This type of objects just display the time when being applied. 611This type of objects just display the time when being applied.
522 612
523=head3 LIGHTNING - type 12 - Lightnings 613=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
524 614
525This is a spell effect of a moving bolt. It moves straigt forward 615This is a spell effect of a moving bolt. It moves straigt forward
526through the map until something blocks it. 616through the map until something blocks it.
527If FLAG_REFLECTING is set it even reflects on walls. 617If FLAG_REFLECTING is set it even reflects on walls.
528 618
529FLAG_IS_TURNABLE should be set on these objects. 619FLAG_IS_TURNABLE should be set on these objects.
530 620
531=over 4 621=over 4
532 622
533=item move_type <movetype> 623=item I<move_type> <movetype>
534 624
535This field affects the move type with which the lightning moves through 625This field affects the move type with which the lightning moves through
536the map and which map cells will reflect or block it. 626the map and which map cells will reflect or block it.
537 627
538=item attacktype <attacktype> 628=item I<attacktype> <attacktype>
539 629
540The attacktype with which it hits the objects on the map. 630The attacktype with which it hits the objects on the map.
541 631
542=item dam <number> 632=item I<dam> <number>
543 633
544The damage this bolt inflicts when it hits objects on the map. 634The damage this bolt inflicts when it hits objects on the map.
545 635
546=item Dex <number> 636=item I<Dex> <number>
547 637
548This is the fork percentage, it is reduced by 10 per fork. 638This is the fork percentage, it is reduced by 10 per fork.
549And the damage is halved on each fork. 639And the I<dam> field is halved on each fork.
550 640
551=item Con <number> 641=item I<Con> (internal)
552 642
553This value is a percentage of which the forking lightning 643This value is a percentage of which the forking lightning
554is deflected to the left. This value should be mostly used internally. 644is deflected to the left. This value should be mostly used internally.
555 645
556=item duration <number> 646=item I<duration> <number>
557 647
558The duration the bolt stays on a map cell. This field is decreased each time 648The 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 649the object is processed (see the meaning of I<speed> and I<speed_left> fields in
560the object general description). 650the generic object field description).
561 651
562=item range <number> 652=item I<range> <number>
563 653
564This is the range of the bolt, each space it advances this field is decreased. 654This is the range of the bolt, each space it advances this field is decreased.
565 655
566=back 656=back
567 657
658=head3 B<ARROW> - type 13 - Arrows
568 659
660This is the type for objects that represent projectiles like arrows.
661The movement of B<THROWN_OBJ>s behave similar to this type.
662
663Flying arrows are stopped either when they hit something blocking
664(I<move_block>) or something which is alive.
665If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
666set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
667damage with a small chance which is affected by the I<level> field of the arrow.
668
669If FLAG_REFLECTING is set on the arrow it will bounce off everything
670that is not alive and blocks it's movement.
671
672When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
673fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
674the object, to restore them once the arrow has been stopped.
675
676=over 4
677
678=item I<dam> <number>
679
680The amount of damage that is being done to the victim that gets hit.
681This field is recomputed when the arrow is fired and will consist
682of the sum of a damage bonus (see description of the B<BOW> type),
683the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
684and the arrows I<magic> field.
685
686=item I<wc> <number>
687
688The weapon class of the arrow, which has effect on the probability of hitting.
689
690It is recomputed when the arrow is being fired by this formula:
691
692 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
693 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
694
695When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
696level is not added.
697
698wc_mod is dependend on the fire mode of the bow. For a more detailed
699explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
700
701=item I<magic> <number>
702
703This field is added to the damage of the arrow when it is shot and
704will also improve it's I<speed> by 1/5 of it's value.
705
706=item I<attacktype> <attacktype>
707
708Bitfield which decides the attacktype of the damage, see include/attackinc.h
709On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
710
711=item I<level> <number> (interally used)
712
713The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
714see above in the B<ARROW> description.
715
716The I<level> is set when the arrow is fired to either the skill level or the
717shooters level.
718
719=item I<speed> <number> (internal)
720
721This field shouldn't be set directly in the archetype, the arrow will get it's
722I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
723arrow will be stopped immediatly.
724
725On fireing the I<speed> of the arrow is computed of 1/5 of the
726sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
727of the bows I<dam> field is added to the I<speed> of the arrow.
728
729The minimum I<speed> of an arrow is 1.0.
730
731While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
732
733If the I<speed> is above 10.0 it goes straight through the creature it hits and
734it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
735stopped and either sticked into the victim (see I<weight> field description) or
736put on it's map square (if it didn't break, see description of the I<food> field).
737
738=item I<weight> <number>
739
740This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
741the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
742
743=item I<food> <number>
744
745The breaking percentage. 100 (%) means: breaks on usage for sure.
746
747=item I<inventory> (internal)
748
749If the flying/moving object has something in it's inventory and it stops, it
750will be replaced with it's inventory. Otherwise it will be handled as usual,
751which means: it will be calculated whether the arrow breaks and it will be
752reset for reuse.
753
754=item I<slaying> <string>
755
756When the bow that fires this arrow has it's I<slaying> field set it is copied
757to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
758
759=item I<move_type> <movetype> (internally used)
760
761This field is set when the arrow is shot to MOVE_FLY_LOW.
762
763=item I<move_on> <movetype> (internally used)
764
765This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
766
767=item I<race> <string>
768
769The I<race> field is a unique key that assigns arrows, bows and quivers. When
770shooting an arrow the bows I<race> is used to search for arrows (which have the
771same I<race> as the bow) in the players inventory and will recursively search in
772the containers (which are applied and have the same I<race> as the bow and the arrow).
773
774=back
775
776=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
777
778TODO, but take into account B<ARROW> description above!
779
569=head3 WEAPON - type 15 - Weapons 780=head3 B<WEAPON> - type 15 - Weapons
570 781
571This type is for general hack and slash weapons like swords, maces 782This type is for general hack and slash weapons like swords, maces
572and daggers and and .... 783and daggers and and ....
573 784
574=over 4 785=over 4
575 786
576=item weapontype <type id> 787=item I<weapontype> <type id>
577 788
578decides what attackmessages are generated, see include/define.h 789decides what attackmessages are generated, see include/define.h
579 790
580=item attacktype <bitmask> 791=item I<attacktype> <bitmask>
581 792
582bitfield which decides the attacktype of the damage, see include/attackinc.h 793bitfield which decides the attacktype of the damage, see include/attackinc.h
583 794
584=item dam <number> 795=item I<dam> <number>
585 796
586amount of damage being done with the attacktype 797amount of damage being done with the attacktype
587 798
588=item item_power <level> 799=item I<item_power> <level>
589 800
590the itempower of this weapon. 801the itempower of this weapon.
591 802
592=item name 803=item I<name>
593 804
594the name of the weapon. 805the name of the weapon.
595 806
596=item level (internal) 807=item I<level> (internal)
597 808
598The improvement state of the weapon. 809The improvement state of the weapon.
599If this field is greater than 0 the 'name' field starts with the 810If this field is greater than 0 the I<name> field starts with the
600characters name who improved this weapon. 811characters name who improved this weapon.
601 812
602=item last_eat (internal) 813=item I<last_eat> (internal)
603 814
604seems to be the amount of improvements of a weapon, 815This 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): 816the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
606 817
607 ((who->level / 5) + 5) >= op->last_eat 818 ((who->level / 5) + 5) >= op->last_eat
608 819
609=item last_sp 820=item I<last_sp>
610 821
611the weapon speed (see magic description) 822the weapon speed (see magic description)
612 823
613=item food <number> 824=item I<food> <number>
614 825
615addition to food regeneration of the player 826addition to food regeneration of the player
616 827
617=item hp <number> 828=item I<hp> <number>
618 829
619addition to health regeneration 830addition to health regeneration
620 831
621=item sp <number> 832=item I<sp> <number>
622 833
623addition to mana regeneration 834addition to mana regeneration
624 835
625=item grace <number> 836=item I<grace> <number>
626 837
627addititon to grace regeneration 838addititon to grace regeneration
628 839
629=item gen_sp_armour <number> 840=item I<gen_sp_armour> <number>
630 841
631the players gen_sp_armour field (which is per default 10) is added the <number> amount. 842the 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() 843<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
633is multiplied: gen_sp *= 10/<number> 844do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
634meaning: values > 10 of gen_sp_armour limits the amout of regenerated 845I<gen_sp_armour> limits the amout of regenerated spellpoints.
635spellpoints.
636 846
637generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 847Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
638sp regeneration. 848I<sp> regeneration.
639 849
640=item body_<body slot/part> 850=item I<body_BODYSLOT>
641 851
642the part of the body you need to use this weapon, possible values should be 852The part/slot of the body you need to use this weapon, possible values for
643looked up in common/item.C at body_locations. 853C<BODYSLOT> should be looked up in common/item.C at body_locations.
644 854
645=item resist_<resistnacy> <number> 855The value (in the range C<-7..7>) gives the number of those body slots
856used up by the item (if negative) or the number of body slots this object
857has (if positive, e.g. for monsters or players). The special value C<0>
858indicates that this object cannot equip items requiring these body slots.
859
860=item I<resist_RESISTANCY> <number>
646 861
647this is the factor with which the difference of the players resistancy and 100% 862this is the factor with which the difference of the players resistancy and 100%
648is multiplied, something like this: 863is multiplied, something like this:
649 864
650 additional_resistancy = (100 - current_resistanct) * (<number>/100) 865 additional_resistancy = (100 - current_resistancy) * (<number>/100)
651 866
652if <number> is negative it is added to the total vulnerabilities, 867if <number> is negative it is added to the total vulnerabilities,
653and later the total resistance is decided by: 868and later the total resistance is decided by:
654 869
655 'total resistance = total protections - total vulnerabilities' 870 'total resistance = total protections - total vulnerabilities'
656 871
657see also common/living.C:fix_player 872see also common/living.C:fix_player.
658 873
659=item patch_(attuned|repelled|denied) 874=item I<path_(attuned|repelled|denied)>
660 875
661this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 876this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
662for the pathes. 877for the pathes.
663 878
664=item luck <number> 879=item I<luck> <number>
665 880
666this luck is added to the players luck 881this luck is added to the players I<luck>
667 882
668=item move_type 883=item I<move_type>
669 884
670if the weapon has a move_type set the player inherits it's move_type 885if the weapon has a I<move_type> set the player inherits it's I<move_type>
671 886
672=item exp <number> 887=item I<exp> <number>
673 888
674the added_speed and bonus_speed of the player is raised by <number>/3. 889the added_speed and bonus_speed of the player is raised by <number>/3.
675if <number> < 0 then the added_speed is decreased by <number> 890if <number> < 0 then the added_speed is decreased by <number>
676 891
677=item weight 892=item I<weight>
678 893
679the weight of the weapon 894the weight of the weapon
680 895
681=item magic 896=item I<magic>
682 897
683the magic field affects the amounts of the following fields: 898the I<magic> field affects the amounts of the following fields:
684 899
685 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 900 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
686 901
687 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 902 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
688 903
689 - dam: the players dam is adjusted by: player->dam += (dam + magic) 904 - dam: the players dam is adjusted by: player->dam += (dam + magic)
690 905
691 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 906 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
692 (minium is 0) 907 (minium is 0)
693 908
694=item ac <number> 909=item I<ac> <number>
695 910
696the amount of ac points the player's ac is decreased 911the amount of ac points the player's I<ac> is decreased when applying this object.
697 912
698=item wc <number> 913=item I<wc> <number>
699 914
700the amount of wc points the player's wc is decreased 915the amount of wc points the player's I<wc> is decreased when applying this object.
701 916
702=back 917=back
703 918
704=head4 Player inherits following flags from weapons: 919=head4 Player inherits following flags from weapons:
705 920
710 FLAG_XRAYS 925 FLAG_XRAYS
711 FLAG_BLIND 926 FLAG_BLIND
712 FLAG_SEE_IN_DARK 927 FLAG_SEE_IN_DARK
713 FLAG_UNDEAD 928 FLAG_UNDEAD
714 929
715=head3 GRIMREAPER - type 28 - Grimreapers 930=head3 B<GRIMREAPER> - type 28 - Grimreapers
716 931
717These type are mostly used for monsters, they give the 932These type are mostly used for monsters, they give the
718monster the ability to dissapear after 10 hits with AT_DRAIN. 933monster the ability to dissapear after 10 hits with AT_DRAIN.
719 934
720=over 4 935=over 4
721 936
722=item value <number> 937=item I<value> <number>
723 938
724This field stores the hits the monster did yet. 939This field stores the hits the monster did yet.
725 940
726=back 941=back
727 942
943=head3 B<CREATOR> - type 42 - Object creators
944
945Once a creator is activated by a connection it creates a number of objects
946(cloned from it's inventory or a new object derived from the archetype
947named in the other_arch slot).
948
949If FLAG_LIVESAFE is set the number of uses is unlimited.
950
951=over 4
952
953=item I<hp> <number>
954
955If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
956be used.
957
958=item I<speed> <number>
959
960If I<speed> is set the creator will create an object periodically,
961see I<speed> and I<speed_left> fields in the general object field description
962for more details.
963
964=item I<slaying> <string>
965
966If set the generated object's name and title will be set to this.
967
968=item I<other_arch> <string>
969
970If the inventory of the creator is empty new objects will be derived from the
971archetype named by <string>.
972
973=item I<connected> <number>
974
975See generic object field description.
976
977=back
978
728=head3 DRINK - type 54 - Drinkable stuff 979=head3 B<DRINK> - type 54 - Drinkable stuff
729 980
730See FOOD description. 981See B<FOOD> description.
731 982
732=head3 CHECK_INV - type 64 - Inventory checkers 983=head3 B<CHECK_INV> - type 64 - Inventory checkers
733 984
734This object checks whether the player has a specific item in his 985This object checks whether the player has a specific item in his
735inventory when he moves above the inventory checker. If the player has 986inventory 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. 987the item (or not, which can be controlled with a flag) a connection will be triggered.
737 988
738If you set move_block you can deny players and monsters to reach the space where 989If 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. 990the inventory checker is on, see I<move_block> description below.
740 991
741The conditions specified by hp, slaying and race are concationated with OR. 992The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
742So matching one of those conditions is enough. 993So matching one of those conditions is enough.
743 994
744=over 4 995=over 4
745 996
746=item move_block <move type bitmask> 997=item I<move_block> <move type bitmask>
747 998
748If you set this field to block a movetype the move code will block any moves 999If 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 1000onto 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. 1001(or has - if I<last_sp> = 0) the item that the checker is searching for.
751 1002
752=item last_sp (0|1) 1003=item I<last_sp> (0|1)
753 1004
754If last_sp is 1 'having' the item that is being checked for will 1005If 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. 1006activate the connection or make the space with the checker non-blocking.
756If last_sp is 0 'not having' the item will activate the connection 1007If I<last_sp> is 0 'not having' the item will activate the connection
757or make the space with the checker non-blocking. 1008or make the space with the checker non-blocking.
758 1009
759=item last_heal (0|1) 1010=item I<last_heal> (0|1)
760 1011
761If last_heal is 1 the matching item will be removed if the inventory checker 1012If 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. 1013activates a connection and finds the item in the inventory.
763 1014
764(A inventory checker that blocks a space won't remove anything from inventories) 1015(A inventory checker that blocks a space won't remove anything from inventories)
765 1016
766=item hp <number> 1017=item I<hp> <number>
767 1018
768If this field is not 0 the inventory checker will search for an object 1019If this field is not 0 the inventory checker will search for an object
769with the type id <number>. 1020with the type id <number>.
770 1021
771=item slaying <string> 1022=item I<slaying> <string>
772 1023
773If this field is set the inventory checker will search for an object that 1024If 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). 1025has the same string in the I<slaying> field (for example a key string of a key).
775 1026
776=item race <string> 1027=item I<race> <string>
777 1028
778If this field is set the inventory checker will search for an object which 1029If this field is set the inventory checker will search for an object which
779has the archetype name that matches <string>. 1030has the archetype name that matches <string>.
780 1031
781=item connected <connection id> 1032=item I<connected> <connection id>
782 1033
783This is the connection that will be activated. 1034This is the connection that will be activated. The connection is
1035'pushed' when someone enters the space with the inventory checker,
1036and it is 'released' when he leaves it.
784 1037
785=back 1038See also the description of the I<connected> field in the generic object field
1039section.
786 1040
1041=back
1042
1043=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1044
1045speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1046changes.
1047
1048 (based on value that last_sp takes):
1049 0: 'furious' Makes all monsters aggressive
1050 1: 'angry' As above but pets are unaffected
1051 2: 'calm' Makes all monsters unaggressive
1052 3: 'sleep' Puts all monsters to sleep
1053 4: 'charm' Makes monster into a pet of person
1054 who triggers the square. This setting
1055 is not enabled for continous operation
1056 5: 'destroy mons' destroy any monsters on this space
1057 6: 'destroy pets' destroy friendly monsters on this space
1058
787=head3 FLESH - type 72 - Organs and body parts 1059=head3 B<FLESH> - type 72 - Organs and body parts
788 1060
789See FOOD description. 1061See B<FOOD> description.
790 1062
791=head3 MISC_OBJECT - type 79 - Misc. objects 1063=head3 B<MISC_OBJECT> - type 79 - Misc. objects
792 1064
793A type for any object that has no special behaviour. 1065A type for any object that has no special behaviour.
794 1066
795=head3 MONSTER - type 80 - Monsters 1067=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
796 1068
797This is the main type for monsters. This type does almost 1069This type of objects multiplies objects that are above it when it is activated.
798nothing except taking care of animations a bit. 1070You can even multiply by 0, which will destroy the object.
799 1071
800The special behaviour of a monster is given to an object by FLAG_MONSTER and 1072=over 4
801FLAG_ALIVE, please consult the section about flags above in the general object
802section.
803 1073
1074=item I<level> <number>
1075
1076The multiplicator, if set to 0 or lower it will destroy the objects above it.
1077
1078=item I<other_arch> <string>
1079
1080The archetype name of the objects that should be multiplied.
1081
1082=item I<connected> <number>
1083
1084See generic object field description.
1085
1086=back
1087
804=head3 HOLE - type 94 - Holes 1088=head3 B<HOLE> - type 94 - Holes
805 1089
806Holes are holes in the ground where objects can fall through. When the hole 1090B<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 1091opens and/or is completly open all objects above it fall through (more
808precisely: if their head is above the hole). 1092precisely: if their head is above the hole).
809 1093
1094When the B<HOLE> is activated it's speed is set to 0.5.
1095
810Trapdoors can only transfer the one who falls through to other coordinates 1096These holes can only transfer the one who falls through to other coordinates
811on the B<same> map. 1097on the same map.
812 1098
813=over 4 1099=over 4
814 1100
815=item maxsp (0|1) 1101=item I<maxsp> (0|1)
816 1102
817This field negates the state of the connection: When maxsp is 1 the pit will 1103This 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 1104open/close when the connection is deactivated. Otherwise it will open/close
819when the connection is activated. This field only has effect when the 1105when 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 1106connection 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 1107connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
822connection was triggered once. 1108connection was triggered once.
823 1109
824=item connected <connection id> 1110=item I<connected> <connection id>
825 1111
826This is the connection id, which lets the hole opening or closing when 1112This 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 1113activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
828at which connection state the object is activated. 1114at which connection state the object is activated.
829 1115
830For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1116For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
831the connection is released. 1117the connection is released.
832 1118
833=item wc <number> (internal) 1119=item I<wc> <number> (internal)
834 1120
835This is an internal flag. If it is greater than 0 it means that the hole is not 1121This 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 1122yet 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 1123set 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. 1124the 'open' animation step (I<wc> = 0), the hole is open.
839 1125
840=item sp <number> 1126=item I<sp> <number>
841 1127
842The destination y coordinates on the same map. 1128The destination y coordinates on the same map.
843 1129
844=item hp <number> 1130=item I<hp> <number>
845 1131
846The destination x coordinates on the same map. 1132The destination x coordinates on the same map.
847 1133
848=back 1134=back
849 1135
850=head3 POISONING - type 105 - The poisoning of players and monsters 1136=head3 B<POISONING> - type 105 - The poisoning of players and monsters
851 1137
852This type is doing the actual damage to the ones who were attacked 1138This type is doing the actual damage to the ones who were attacked
853via AT_POISON (or drank POISON). 1139via AT_POISON (or drank B<POISON>).
854 1140
855The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1141The duration is handled via the FLAG_IS_USED_UP mechanism (please look
856there for details). 1142there for details).
857 1143
858=over 4 1144=over 4
859 1145
860=item dam <number> 1146=item I<dam> <number>
861 1147
862Each time the poisoning is processed (which is determined by the speed and speed_left 1148Each 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 1149I<speed_left> fields, see the general object fields description above) it hits
864<number> damage and the AT_INTERNAL attacktype (means: it will simply 1150the player with <number> damage and the AT_INTERNAL attacktype (means: it will
865hit the player with no strings attached). 1151simply hit the player with no strings attached).
866 1152
867=item food <number> 1153=item I<food> <number>
868 1154
869Just a note: The posion is removed when food == 1 and not when 1155Just 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 1156the 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 1157the poison-effects from the player before the FLAG_IS_USED_UP mechanism
872deletes the POISONING object. 1158deletes the B<POISONING> object.
873 1159
874=back 1160=back
875 1161
876=head3 FORCE - type 114 - Forces 1162=head3 B<FORCE> - type 114 - Forces
877 1163
878Forces are a very 'thin' type. They don't have much behaviour other than 1164Forces 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 1165disappearing after a time and/or affecting the player if they are in his
880inventory. 1166inventory.
881 1167
882Forces only take effect on the player if they have set FLAG_APPLIED. 1168Forces only take effect on the player if they have FLAG_APPLIED set.
883 1169
884Whether the duration field is processed or not a tick is controlled via the 1170Whether 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 1171I<speed> and I<speed_left> fields. Look above in the generic object field description.
886fields.
887 1172
888NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1173NOTE: 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 1174interpreter 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'. 1175BUT: 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. 1176will 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. 1177removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1178have good semantics on forces, try to avoid it.
893 1179
894=over 4 1180=over 4
895 1181
896=item duration 1182=item I<duration>
897 1183
898While this field is greater than 0 the force/object is not destroyed. It is 1184While this field is greater than 0 the force/object is not destroyed. It is
899decreased each tick by 1. 1185decreased each tick by 1.
900 1186
901If it reaches 0 the force/object is destroyed. 1187If it reaches 0 the force/object is destroyed.
904FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1190FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
905what happens then. 1191what happens then.
906 1192
907=back 1193=back
908 1194
909=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1195=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
910 1196
911This object is generated by the POTION code when the potion is a resistance 1197This 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. 1198giving potion. It has mainly the same behaviour as a B<FORCE>.
913 1199
914The specialty of the potion effect is that the resistancy it gives is absolute, 1200The 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 1201so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
916fire. 1202fire.
917 1203
918Multiple potion effects only give you the maximum of their resistancy. 1204Multiple potion effects only give you the maximum of their resistancy.

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