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Revision 1.14 by elmex, Wed Dec 20 19:53:10 2006 UTC vs.
Revision 1.16 by elmex, Wed Dec 20 21:30:42 2006 UTC

7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 Object button_trigger
18 name button 39 name button
19 type 30 40 type 30
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
71=item x <number> 93=item I<x> <number>
72 94
73The x position of the object when it is on a map. 95The x position of the object when it is on a map.
74 96
75=item y <number> 97=item I<y> <number>
76 98
77The y position of the object when it is on a map. 99The y position of the object when it is on a map.
78 100
79=item map (internal) 101=item I<map> (internal)
80 102
81The map the object is on. 103The map the object is on.
82 104
83=item invisible <number> 105=item I<invisible> <number>
84 106
85If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
86For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
87and is decreased every tick by 1. 109and is decreased every tick by 1.
88 110
89For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
90 112
91=item speed <number> 113=item I<speed> <number>
92 114
93If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 115If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
94on the active object list and will be processed each tick (see also speed_left!). 116on the active object list and will be processed each tick (see also speed_left!).
95 117
96If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 118If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
97from the active object list and it won't experience any processing per tick. 119from the active object list and it won't experience any processing per tick.
98 120
99=item speed_left <number> 121=item I<speed_left> <number>
100 122
101If this field is greater than 0 and the object is on the 123If this field is greater than 0 and the object is on the
102active list (mostly means it's speed is also greater than 0): 124active list (mostly means it's speed is also greater than 0):
103 125
104 - speed_left is decreased by 1 126 - speed_left is decreased by 1
105 - and this object is processed and experiences a server tick. 127 - and this object is processed and experiences a server tick.
106 128
107If the object is on the active list and speed_left is lower or 129If the object is on the active list and I<speed_left> is lower or
108equal to 0 the absolute value of the speed field is added to speed_left 130equal to 0 the absolute value of the I<speed> is added to I<speed_left>
109on the end of the tick. 131on the end of the tick.
110 132
111This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 133This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
112the more seldom the object is processed. And the higher the speed field is 134the more seldom the object is processed. And the higher I<speed> is
113the more often the object is processed. 135the more often the object is processed.
114 136
115=item connected <number> 137=item I<connected> <number>
116 138
117When this field is set the object will be linked to a connection with the 139When this field is set the object will be linked to a connection with the
118id <number>. What happens when the connection is 'activated' depends on the 140id <number>. What happens when the connection is 'activated' depends on the
119type of the object. 141type of the object.
120 142
121When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control 143FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
122when to activate the object, see description of these below for further details. 144when to activate the object, see description of these below for further details.
123 145
124=item no_drop (0|1) 146=item I<no_drop> (0|1)
125 147
126Sets the flag FLAG_NO_DROP. 148Sets the flag FLAG_NO_DROP.
127See Flags section below. 149See Flags section below.
128 150
129=item applied (0|1) 151=item I<applied> (0|1)
130 152
131Sets the flag FLAG_APPLIED. 153Sets the flag FLAG_APPLIED.
132See Flags section below. 154See Flags section below.
133 155
134=item is_used_up (0|1) 156=item I<is_used_up> (0|1)
135 157
136Sets the flag FLAG_IS_USED_UP. 158Sets the flag FLAG_IS_USED_UP.
137See Flags section below. 159See Flags section below.
138 160
161=item I<changing> (0|1)
162
163Sets the flag FLAG_CHANGING.
164See Flags section below.
165
139=item auto_apply (0|1) 166=item I<auto_apply> (0|1)
140 167
141Sets the flag FLAG_AUTO_APPLY. 168Sets the flag FLAG_AUTO_APPLY.
142See Flags section below. 169See Flags section below.
143 170
144=item no_steal (0|1) 171=item I<no_steal> (0|1)
145 172
146Sets the flag FLAG_NO_STEAL. 173Sets the flag FLAG_NO_STEAL.
147See Flags section below. 174See Flags section below.
148 175
149=item reflecting (0|1) 176=item I<reflecting> (0|1)
150 177
151Sets the flag FLAG_REFLECTING. 178Sets the flag FLAG_REFLECTING.
152See Flags section below. 179See Flags section below.
153 180
154=item reflect_spell (0|1) 181=item I<reflect_spell> (0|1)
155 182
156Sets the flag FLAG_REFL_SPELL. 183Sets the flag FLAG_REFL_SPELL.
157See Flags section below. 184See Flags section below.
158 185
159=item no_skill_ident (0|1) 186=item I<no_skill_ident> (0|1)
160 187
161Sets the flag FLAG_NO_SKILL_IDENT. 188Sets the flag FLAG_NO_SKILL_IDENT.
162See Flags section below. 189See Flags section below.
163 190
164=item activate_on_push (0|1) (default: 1) 191=item I<activate_on_push> (0|1) (default: 1)
165 192
166Sets the flag FLAG_ACTIVATE_ON_PUSH. 193Sets the flag FLAG_ACTIVATE_ON_PUSH.
167See Flags section below. 194See Flags section below.
168 195
169=item activate_on_release (0|1) (default: 1) 196=item I<activate_on_release> (0|1) (default: 1)
170 197
171Sets the flag FLAG_ACTIVATE_ON_RELEASE. 198Sets the flag FLAG_ACTIVATE_ON_RELEASE.
172See Flags section below. 199See Flags section below.
173 200
174=item editable (more than deprecated) 201=item I<editable> (more than deprecated)
175 202
176This field had a special meaning for crossedit, which used parts 203This field had a special meaning for crossedit, which used parts
177of the server code for editing. Wherever you see this attribute being 204of the server code for editing. Wherever you see this field being
178set in an archetype ignore it and/or remove it. No code interprets this 205set in an archetype ignore it and/or remove it. No code interprets this
179field anymore. 206field anymore.
180 207
181=back 208=back
182 209
194 221
195This flag mostly states whether this object has been 'applied' by the player. 222This flag mostly states whether this object has been 'applied' by the player.
196For objects that are applied by the code or have this flag set in the archetype 223For objects that are applied by the code or have this flag set in the archetype
197it mostly means 'this object is active'. 224it mostly means 'this object is active'.
198 225
199For example the player adjustments of the hp/sp/grace fields and inheritance 226For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
200of flags from objects in his inventory is toggled by this flag. 227of flags from objects in his inventory is toggled by this flag.
201 228
202=item FLAG_IS_USED_UP 229=item FLAG_IS_USED_UP
203 230
204This flag controls whether an object is 'used up'. If it is set the 'food' field 231This flag controls whether an object is 'used up'. If it is set I<food>
205of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 232is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
206it is removed.
207 233
208If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 234If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
209this object is removed or not, see the Force type below for the meaning 235this object is removed or not, see the B<FORCE> type below for the meaning
210of the duration field in this context. 236of the duration field in this context.
211 237
212If FLAG_APPLIED is not set the object is destroyed. 238If FLAG_APPLIED is not set the object is destroyed.
213 239
240=item FLAG_CHANGING
241
242If the I<state> field of the object is 0 the object will be processed periodically
243(if speed is set). If the I<state> field is 1 it won't be processed.
244
214=item FLAG_IS_A_TEMPLATE (internal use) 245=item FLAG_IS_A_TEMPLATE (internal use)
215 246
216This flag is set on the inventory of generators like CREATORs and CONVERTERs, 247This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
217or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 248or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
218 249
219=item FLAG_AUTO_APPLY 250=item FLAG_AUTO_APPLY
220 251
221This flag has currently only meaning for the TREASURE type, see below. 252This flag has currently only meaning for the B<TREASURE> type, see below.
222 253
223=item FLAG_ACTIVATE_ON_PUSH 254=item FLAG_ACTIVATE_ON_PUSH
224 255
225This flag has only meaning for objects that can be linked together 256This flag has only meaning for objects that can be linked together
226with the 'connected' field and controls wether the object should 257by the I<connected> field and controls wether the object should
227be activated when the connection is 'pushed' or it is 'released'. 258be activated when the connection is 'pushed' or it is 'released'.
228 259
229What 'pushed' and 'released' means depends on the object that 260What 'pushed' and 'released' means depends on the object that
230activates the connection. 261activates the connection.
231 262
232This flag is by default on. 263This flag is by default on.
233 264
234=item FLAG_ACTIVATE_ON_RELEASE 265=item FLAG_ACTIVATE_ON_RELEASE
235 266
236This flag has only meaning for objects that can be linked together 267This flag has only meaning for objects that can be linked together
237with the 'connected' field and controls wether the object should 268by the I<connected> field and controls wether the object should
238be activated when the connection is 'pushed' or it is 'released'. 269be activated when the connection is 'pushed' or it is 'released'.
239 270
240What 'pushed' and 'released' means depends on the object that 271What 'pushed' and 'released' means depends on the object that
241activates the connection. 272activates the connection.
242 273
251(but in this context the flag is only used internally). 282(but in this context the flag is only used internally).
252 283
253=item FLAG_NO_SKILL_IDENT 284=item FLAG_NO_SKILL_IDENT
254 285
255This flag is mostly used internal and prevents unidentified objects 286This flag is mostly used internal and prevents unidentified objects
256(objects which don't have FLAG_IDENTIFIED set) being identified by 287(objects which don't have FLAG_IDENTIFIED set) being identified
257skills. 288multiple times by skills.
258 289
259This flag is used to mark objects to never being identified by a skill 290This flag is used to mark objects which were unsuccessfully identified by a
260once a player failed to identify an object. So that multiple tries 291players skill. So that multiple tries of identifying aren't more effective than
261of identifying aren't more effective than one. 292one.
262 293
263=item FLAG_REFLECTING 294=item FLAG_REFLECTING
264 295
265This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW 296This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
266to indicate whether this object reflects off walls. 297to indicate whether this object reflects off walls.
267 298
268=item FLAG_REFL_SPELL 299=item FLAG_REFL_SPELL
269 300
270This flag indicates whether something reflects spells, like spell reflecting 301This flag indicates whether something reflects spells, like spell reflecting
271amuletts. 302amuletts.
272 303
273=back 304=back
274 305
275=head2 Description of type specific attributes 306=head2 Description of type specific fields and behaviour
276 307
277The beginning of the headers of the following subsection 308The beginning of the headers of the following subsection
278are the server internal names for the objects types, see include/define.h. 309are the server internal names for the objects types, see include/define.h.
279 310
280=head3 TRANSPORT - type 2 - Player transports 311=head3 B<TRANSPORT> - type 2 - Player transports
281 312
282This type is implemented by the transport extension and has currently no special 313This type is implemented by the transport extension and has currently no special
283attributes that affect it. 314fields that affect it.
284 315
285=head3 ROD - type 3 - Rods that fire spells 316=head3 B<ROD> - type 3 - Rods that fire spells
286 317
287Rods contain spells and can be fired by a player. 318Rods contain spells and can be fired by a player.
288 319
289=over 4 320=over 4
290 321
291=item level <number> 322=item I<level> <number>
292 323
293This attribute is used for calculating the spell level that can be fired 324This field is used for calculating the spell level that can be fired
294with this rod, it's also the maximum level of the spell that can be fired. 325with this rod, it's also the maximum level of the spell that can be fired.
295The level of the spell that is being fired depends mostly on 326The level of the spell that is being fired depends mostly on
296the 'use magic item' skill level of the player and 1/10 of the level of the 327the 'use magic item' skill level of the player and 1/10 of the level of the
297rod is added as bonus. 328rod is added as bonus.
298 329
299=item hp <number> 330=item I<hp> <number>
300 331
301The amount of spellpoints this rod has left. 332The amount of spellpoints this rod has left.
302 333
303=item maxhp <number> 334=item I<maxhp> <number>
304 335
305The maximum amount of spellpoints this rod has. 336The maximum amount of spellpoints this rod has.
306 337
307=item skill <skill name> 338=item I<skill> <skill name>
308 339
309This field determines which skill you need to apply this object. 340This field determines which skill you need to apply this object.
310 341
311=back 342=back
312 343
313=head3 TREASURE - type 4 - Treasures 344=head3 B<TREASURE> - type 4 - Treasures
314 345
315This type of objects are for random treasure generation in maps. 346This type of objects are for random treasure generation in maps.
316If this object is applied by a player it will replace itself with it's 347If this object is applied by a player it will replace itself with it's
317inventory. If it is automatically applied 348inventory. If it is automatically applied
318generate a treasure and replace itself with the generated treasure. 349generate a treasure and replace itself with the generated treasure.
320Chests are also of this type, their treasures are generated by 351Chests are also of this type, their treasures are generated by
321the auto apply code on map instantiation. 352the auto apply code on map instantiation.
322 353
323=over 4 354=over 4
324 355
325=item hp <number> 356=item I<hp> <number>
326 357
327The number of treasures to generate. 358The number of treasures to generate.
328 359
329=item exp <level> 360=item I<exp> <level>
330 361
331If FLAG_AUTO_APPLY is not set the exp field has no further meaning 362If FLAG_AUTO_APPLY is not set the exp field has no further meaning
332and the difficulty for the treasurecode only depends on the maps difficulty, 363and the difficulty for the treasurecode only depends on the maps difficulty,
333otherwise the exp field has the following meaning: 364otherwise the exp field has the following meaning:
334 365
337worth a treasure is or what bonuses it is given by the treasure code. 368worth a treasure is or what bonuses it is given by the treasure code.
338 369
339If this field is not set or 0 the difficulty of the map is passed to the treasure 370If this field is not set or 0 the difficulty of the map is passed to the treasure
340generation code. 371generation code.
341 372
342=item randomitems <treasurelist> 373=item I<randomitems> <treasurelist>
343 374
344The treasurelist to use to generate the treasure which is put in the 375The treasurelist to use to generate the treasure which is put in the
345treasure objects inventory. 376treasure objects inventory.
346 377
347=back 378=back
348 379
349=head3 POTION - type 5 - Potions for drinking and other nastynesses 380=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
350 381
351These objects contain a spell and will emit it on apply, which most 382These objects contain a spell and will emit it on apply, which most
352of the time has the meaning of 'drinking'. 383of the time has the meaning of 'drinking'.
353 384
354If no resistancy field, stat field or attacktype is set and no spell 385If no resistancy field, stat field or attacktype is set and no spell
359If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 390If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
360will yield an explosion and hurt the player. 391will yield an explosion and hurt the player.
361 392
362=over 4 393=over 4
363 394
364=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 395=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
365 396
366These stat fields determine how many stat points the player gets 397These stat fields determine how many stat points the player gets
367when he applies this potion. 398when he applies this potion.
368 399
369If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 400If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
370 401
371=item sp <number> 402=item I<sp> <number>
372 403
373If this field is set and the randomitems field is not set 404If this field is set and the randomitems field is not set
374the field is interpreted as spell number, please look the right 405the field is interpreted as spell number, please look the right
375number up in common/loader.C. 406number up in common/loader.C.
376 407
377If this field is set the randomitems field will be unset by the 408If this field is set the randomitems field will be unset by the
378map loading code. 409map loading code.
379 410
380=item attacktype <attacktype> 411=item I<attacktype> <attacktype>
381 412
382This field has some special meaning in potions, currently the 413This field has some special meaning in potions, currently the
383bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 414bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
384restoration potion or improvement potion. 415restoration potion or improvement potion.
385See include/attackinc.h for the bits of these types. 416See include/attackinc.h for the bits of these types.
390into him. 421into him.
391 422
392If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 423If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
393When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 424When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
394 425
395=item resist_<resistancy> <number> 426=item I<resist_RESISTANCY> <number>
396 427
397If this stat is set and no spell is in the potion the potion 428If this stat is set and no spell is in the potion the potion
398will create a force that give the player this specific resistancy. 429will create a force that give the player this specific resistancy.
399The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 430The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
400and the potion will last 10 times longer than the default force archetype 431and the potion will last 10 times longer than the default force archetype
401FORCE_NAME (at the moment of this writing spell/force.arc). 432FORCE_NAME (at the moment of this writing spell/force.arc).
402 433
403=item randomitems <treasurelist> 434=item I<randomitems> <treasurelist>
404 435
405The inventory/spell of the potion will be created by calling the treasure code 436The inventory/spell of the potion will be created by calling the treasure code
406with the treasurelist specified here. (I guess it's highly undefined what 437with the treasurelist specified here. (I guess it's highly undefined what
407happens if there is not a spell in the potions inventory). 438happens if there is not a spell in the potions inventory).
408 439
409=item on_use_yield <archetype> 440=item I<on_use_yield> <archetype>
410 441
411When this object is applied an instance of <archetype> will be created. 442When this object is applied an instance of <archetype> will be created.
412 443
413=item subtypes <potion subtype> 444=item I<subtypes> <potion subtype>
414 445
415see include/spells.h for possible potion subtypes, there are currently 4: 446see include/spells.h for possible potion subtypes, there are currently 4:
416 447
417=over 4 448=over 4
418 449
421Unused, default behaiour of a potion. 452Unused, default behaiour of a potion.
422 453
423=item POT_DUST 454=item POT_DUST
424 455
425This potion can be thrown to cast the spell that it has in it's inventory, 456This potion can be thrown to cast the spell that it has in it's inventory,
426the behaviour is not defined if there is not a spell in the inventory and the 457the behaviour is not defined if there is not a B<SPELL> in the inventory and the
427server will log an error. 458server will log an error.
428 459
429=item POT_FIGURINE 460=item POT_FIGURINE
430 461
431Unused, default behaiour of a potion. 462Unused, default behaiour of a potion.
436 467
437=back 468=back
438 469
439=back 470=back
440 471
441=head3 FOOD - type 6 - Eatable stuff 472=head3 B<FOOD> - type 6 - Eatable stuff
442 473
443This is for objects that are representing general eatables like 474This is for objects that are representing general eatables like
444beef or bread. 475beef or bread.
445 476
446The main difference between FOOD, FLESH and DRINK is that they 477The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
447give different messages. 478give different messages.
448 479
449The specialty of FLESH is that it inherits the resistancies of the 480The specialty of B<FLESH> is that it inherits the resistancies of the
450monsters it was generated in and will let dragons raise their resistancies 481monsters it was generated in and will let dragons raise their resistancies
451with that. If the monster has the POISON attacktype the FLESH 482with that. If the monster has the B<POISON> attacktype the B<FLESH>
452will change into POISON. 483will change into B<POISON>.
453 484
454If a player runs low on food he will grab for FOOD, DRINK and POISON 485If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
455and if he doesn't find any of that he will start eating FLESH. 486and if he doesn't find any of that he will start eating B<FLESH>.
456 487
457=over 4 488=over 4
458 489
459=item title <string> 490=item I<title> <string>
460 491
461If the food has a title or is cursed it is considered 'special', which means that the 492If the food has B<title> set or is cursed it is considered 'special', which
462fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 493means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
463are interpreted and have further effects on the player. 494I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
495on the player.
464 496
465The higher the food field is the longer the improvement of the player lasts 497The higher the I<food> field is the longer the improvement of the player lasts
466(except for hp and sp). 498(except for I<hp> and I<sp>).
467 499
468=item food <number> 500=item I<food> <number>
469 501
470This is the amount of food points the player gets when he eats this. 502This is the amount of food points the player gets when he eats this.
471 503
472=item on_use_yield <archetype> 504=item I<on_use_yield> <archetype>
473 505
474When this object is applied an instance of <archetype> will be created. 506When this object is applied an instance of <archetype> will be created.
475 507
476=back 508=back
477 509
478=head3 POISON - type 7 - Poisonous stuff 510=head3 B<POISON> - type 7 - Poisonous stuff
479 511
480This type is for objects that can poison the player when drinking. 512This type is for objects that can poison the player when he drinks/applies it.
481When applied it will hit the attacked with AT_POISON and will create 513When applied it will hit the attacked with AT_POISON and will create
482a POISONING object in the one who was hit. 514a B<POISONING> object in the one who was hit.
483 515
484=over 4 516=over 4
485 517
486=item level <number> 518=item I<level> <number>
487 519
488This field affects the propability of poisoning. The higher the level difference 520This field affects the propability of poisoning. The higher the level difference
489between the one who is hit and the poision the mose propable it is the attacked 521between the one who is hit and the poision the more propable it is the attacked
490one will be poisoned. 522one will be poisoned.
491 523
492=item slaying <race> 524=item I<slaying> <race>
493 525
494On poison this field has the usual meaning of 'slaying', when the 526This field has the usual meaning of 'slaying', when the
495ones race matches the slaying field the damage done by the poison 527poisoned's race matches the I<slaying> field the damage done by the poison
496is multiplied by 3. 528is multiplied by 3.
497 529
498=item hp <number> 530=item I<hp> <number>
499 531
500This is the amount of damage the player will receive from applying this. The 532This is the amount of damage the player will receive from applying this. The
501attacktype AT_POISON will be used to hit the player and the damage will 533attacktype AT_POISON will be used to hit the player and the damage will
502determine the strenght, duration and depletion of stats of the poisoning. The 534determine the strenght, duration and depletion of stats of the poisoning. The
503created POISONING object which is being placed in the one who was attacked will 535created B<POISONING> object which is being placed in the one who was attacked will
504get the damage from this field (which is maybe adjusted by slaying or the 536get the damage from this field (which is maybe adjusted by slaying or the
505resistancies). 537resistancies).
506 538
507=item food <number> 539=item I<food> <number>
508 540
5091/4 of <number> will be drained from the players food. 5411/4 of <number> will be drained from the players I<food>.
510 542
511=item on_use_yield <archetype> 543=item I<on_use_yield> <archetype>
512 544
513When this object is applied an instance of <archetype> will be created. 545When this object is applied an instance of <archetype> will be created.
514 546
515=back 547=back
516 548
517=head3 BOOK - type 8 - Readable books 549=head3 B<BOOK> - type 8 - Readable books
518 550
519This type is basically for representing text books in the game. 551This type is basically for representing text books in the game.
520 552
521Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 553Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
522 554
523=over 4 555=over 4
524 556
525=item msg <text> 557=item I<msg> <text>
526 558
527This is the contents of the book. When this field is unset 559This is the contents of the book. When this field is unset
528at treasure generation a random text will be inserted. 560at treasure generation a random text will be inserted.
529 561
530=item skill <skill name> 562=item I<skill> <skill name>
531 563
532The skill required to read this book. (The most resonable 564The skill required to read this book. (The most resonable
533skill would be literacy). 565skill would be literacy).
534 566
535=item exp <number> 567=item I<exp> <number>
536 568
537The experience points the player get for reading this book. 569The experience points the player get for reading this book.
538 570
539=item subtype <readable subtype> 571=item I<subtype> <readable subtype>
540 572
541This field determines the type of the readable. 573This field determines the type of the readable.
542Please see common/readable.C in the readable_message_types table. 574Please see common/readable.C in the readable_message_types table.
543 575
544=back 576=back
545 577
546=head3 CLOCK - type 9 - Clocks 578=head3 B<CLOCK> - type 9 - Clocks
547 579
548This type of objects just display the time when being applied. 580This type of objects just display the time when being applied.
549 581
550=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) 582=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
551 583
552This is a spell effect of a moving bolt. It moves straigt forward 584This is a spell effect of a moving bolt. It moves straigt forward
553through the map until something blocks it. 585through the map until something blocks it.
554If FLAG_REFLECTING is set it even reflects on walls. 586If FLAG_REFLECTING is set it even reflects on walls.
555 587
556FLAG_IS_TURNABLE should be set on these objects. 588FLAG_IS_TURNABLE should be set on these objects.
557 589
558=over 4 590=over 4
559 591
560=item move_type <movetype> 592=item I<move_type> <movetype>
561 593
562This field affects the move type with which the lightning moves through 594This field affects the move type with which the lightning moves through
563the map and which map cells will reflect or block it. 595the map and which map cells will reflect or block it.
564 596
565=item attacktype <attacktype> 597=item I<attacktype> <attacktype>
566 598
567The attacktype with which it hits the objects on the map. 599The attacktype with which it hits the objects on the map.
568 600
569=item dam <number> 601=item I<dam> <number>
570 602
571The damage this bolt inflicts when it hits objects on the map. 603The damage this bolt inflicts when it hits objects on the map.
572 604
573=item Dex <number> 605=item I<Dex> <number>
574 606
575This is the fork percentage, it is reduced by 10 per fork. 607This is the fork percentage, it is reduced by 10 per fork.
576And the damage is halved on each fork. 608And the I<dam> field is halved on each fork.
577 609
578=item Con <number> 610=item I<Con> (internal)
579 611
580This value is a percentage of which the forking lightning 612This value is a percentage of which the forking lightning
581is deflected to the left. This value should be mostly used internally. 613is deflected to the left. This value should be mostly used internally.
582 614
583=item duration <number> 615=item I<duration> <number>
584 616
585The duration the bolt stays on a map cell. This field is decreased each time 617The duration the bolt stays on a map cell. This field is decreased each time
586the object is processed (see the meaning of speed and speed_left fields in 618the object is processed (see the meaning of I<speed> and I<speed_left> fields in
587the object general description). 619the generic object field description).
588 620
589=item range <number> 621=item I<range> <number>
590 622
591This is the range of the bolt, each space it advances this field is decreased. 623This is the range of the bolt, each space it advances this field is decreased.
592 624
593=back 625=back
594 626
595=head3 ARROW - type 13 - Arrows 627=head3 B<ARROW> - type 13 - Arrows
596 628
597This is the type for objects that represent projectiles like arrows. 629This is the type for objects that represent projectiles like arrows.
598The movement of THROWN_OBJs behave similar to this type. 630The movement of B<THROWN_OBJ>s behave similar to this type.
599 631
600Flying arrows are stopped either when they hit something blocking 632Flying arrows are stopped either when they hit something blocking
601(move_block) or something which is alive. 633(I<move_block>) or something which is alive.
602If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE 634If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
603set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict 635set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
604damage with a small chance which is affected by the 'level' field of the arrow. 636damage with a small chance which is affected by the I<level> field of the arrow.
605 637
606If FLAG_REFLECTING is set on the arrow it will bounce off everything 638If FLAG_REFLECTING is set on the arrow it will bounce off everything
607that is not alive and blocks it's movement. 639that is not alive and blocks it's movement.
608 640
609When an arrow is being shot it's dam, wc, attacktype, slaying fields will 641When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
610be saved in the sp, hp, grace and spellarg fields of the object, to restore them 642fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
611once the arrow has been stopped. 643the object, to restore them once the arrow has been stopped.
612 644
613=over 4 645=over 4
614 646
615=item dam <number> 647=item I<dam> <number>
616 648
617The amount of damage that is being done to the victim that gets hit. 649The amount of damage that is being done to the victim that gets hit.
618This field is recomputed when the arrow is fired and will consist 650This field is recomputed when the arrow is fired and will consist
619of the sum of a damage bonus (see description of the BOW type), 651of the sum of a damage bonus (see description of the B<BOW> type),
620the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field 652the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
621and the arrows magic field. 653and the arrows I<magic> field.
622 654
623=item wc <number> 655=item I<wc> <number>
624 656
625The weaponclass of the arrow, which has effect on the propability of hitting. 657The weapon class of the arrow, which has effect on the propability of hitting.
626 658
627It is recomputed when the arrow is being fired by this formula: 659It is recomputed when the arrow is being fired by this formula:
628 660
629 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) 661 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
630 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod 662 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
631 663
632When the arrow is not being shot by an player dex_bonus and thaco_bonus and the 664When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
633level is not added. 665level is not added.
634 666
635The wc_mod is dependend on the fire mode of the bow. For a more detailed 667wc_mod is dependend on the fire mode of the bow. For a more detailed
636explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. 668explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
637 669
638=item magic <number> 670=item I<magic> <number>
639 671
640This field is added to the damage of the arrow when it is shot and 672This field is added to the damage of the arrow when it is shot and
641will also improve it's speed by 1/5 of it's value. 673will also improve it's I<speed> by 1/5 of it's value.
642 674
643=item attacktype <attacktype> 675=item I<attacktype> <attacktype>
644 676
645Bitfield which decides the attacktype of the damage, see include/attackinc.h 677Bitfield which decides the attacktype of the damage, see include/attackinc.h
646On fireing the attacktype of the bow is added to the arrows attacktype. 678On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
647 679
648=item level <number> (interally used) 680=item I<level> <number> (interally used)
649 681
650The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, 682The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
651see above in the ARROW description. 683see above in the B<ARROW> description.
652 684
653The level is set when the arrow is fired to either the skill level or the 685The I<level> is set when the arrow is fired to either the skill level or the
654shooters level. 686shooters level.
655 687
656=item speed <number> (internal) 688=item I<speed> <number> (internal)
657 689
658This field shouldn't be set directly in the archetype, the arrow will get it's 690This field shouldn't be set directly in the archetype, the arrow will get it's
659speed from the bow. This fields value has to be atleast 0.5 or otherwise the 691I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
660arrow will be stopped immediatly. 692arrow will be stopped immediatly.
661 693
662On fireing the speed of the arrow is computed of 1/5 of the 694On fireing the I<speed> of the arrow is computed of 1/5 of the
663sum of the damage bonus (see BOW), bow magic and arrow magic. After that 1/7 695sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
664of the bows 'dam' field is added to the speed of the arrow. 696of the bows I<dam> field is added to the I<speed> of the arrow.
665 697
666The minimum speed of an arrow is 1.0. 698The minimum I<speed> of an arrow is 1.0.
667 699
668While flying the arrows speed is decreased by 0.05 each time it's moved. 700While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
669 701
670If the speed is above 10.0 it goes straight through the creature it hits and 702If the I<speed> is above 10.0 it goes straight through the creature it hits and
671it's speed is reduced by 1. If the speed is lower or equal 10.0 the arrow is 703it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
672stopped and either sticked into the victim (see weight field description) or 704stopped and either sticked into the victim (see I<weight> field description) or
673put on it's map square (if it didn't break, see description of the food field). 705put on it's map square (if it didn't break, see description of the I<food> field).
674 706
675=item weight <number> 707=item I<weight> <number>
676 708
677This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg) 709This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
678the arrow will stick in the victim it hits. Otherwise it will fall to the ground. 710the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
679 711
680=item food <number> 712=item I<food> <number>
681 713
682The breaking percentage. 100% means: breaks on usage for sure. 714The breaking percentage. 100 (%) means: breaks on usage for sure.
683 715
684=item inventory (internal) 716=item I<inventory> (internal)
685 717
686If the flying/moving object has something in it's inventory and it stops, it 718If the flying/moving object has something in it's inventory and it stops, it
687will be replaced with it's inventory. Otherwise it will be handled as usual, 719will be replaced with it's inventory. Otherwise it will be handled as usual,
688which means: it will be calculated whether the arrow breaks and it will be 720which means: it will be calculated whether the arrow breaks and it will be
689reset for reuse. 721reset for reuse.
690 722
691=item slaying <string> 723=item I<slaying> <string>
692 724
693When the bow that fires this arrow has it's slaying field set it is copied 725When the bow that fires this arrow has it's I<slaying> field set it is copied
694to the arrows slaying field. Otherwise the arrows slaying field remains. 726to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
695 727
696=item move_type <movetype> (internally used) 728=item I<move_type> <movetype> (internally used)
697 729
698This field is set when the arrow is shot to MOVE_FLY_LOW. 730This field is set when the arrow is shot to MOVE_FLY_LOW.
699 731
700=item move_on <movetype> (internally used) 732=item I<move_on> <movetype> (internally used)
701 733
702This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. 734This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
703 735
704=item race <string> 736=item I<race> <string>
705 737
706The race field is a unique key that assigns arrows, bows and quivers. When 738The I<race> field is a unique key that assigns arrows, bows and quivers. When
707shooting an arrow the bows race is used to search for arrows (which have the 739shooting an arrow the bows I<race> is used to search for arrows (which have the
708same race as the bow) in the players inventory and will recursively search in 740same I<race> as the bow) in the players inventory and will recursively search in
709the containers (which are applied and have the same race as the bow and the arrow). 741the containers (which are applied and have the same I<race> as the bow and the arrow).
710 742
711=back 743=back
712 744
713=head3 BOW - type 14 - Bows, those that fire ARROWs 745=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
714 746
715TODO, but take into account ARROW description above 747TODO, but take into account B<ARROW> description above!
716 748
717=head3 WEAPON - type 15 - Weapons 749=head3 B<WEAPON> - type 15 - Weapons
718 750
719This type is for general hack and slash weapons like swords, maces 751This type is for general hack and slash weapons like swords, maces
720and daggers and and .... 752and daggers and and ....
721 753
722=over 4 754=over 4
723 755
724=item weapontype <type id> 756=item I<weapontype> <type id>
725 757
726decides what attackmessages are generated, see include/define.h 758decides what attackmessages are generated, see include/define.h
727 759
728=item attacktype <bitmask> 760=item I<attacktype> <bitmask>
729 761
730bitfield which decides the attacktype of the damage, see include/attackinc.h 762bitfield which decides the attacktype of the damage, see include/attackinc.h
731 763
732=item dam <number> 764=item I<dam> <number>
733 765
734amount of damage being done with the attacktype 766amount of damage being done with the attacktype
735 767
736=item item_power <level> 768=item I<item_power> <level>
737 769
738the itempower of this weapon. 770the itempower of this weapon.
739 771
740=item name 772=item I<name>
741 773
742the name of the weapon. 774the name of the weapon.
743 775
744=item level (internal) 776=item I<level> (internal)
745 777
746The improvement state of the weapon. 778The improvement state of the weapon.
747If this field is greater than 0 the 'name' field starts with the 779If this field is greater than 0 the I<name> field starts with the
748characters name who improved this weapon. 780characters name who improved this weapon.
749 781
750=item last_eat (internal) 782=item I<last_eat> (internal)
751 783
752seems to be the amount of improvements of a weapon, 784This seems to be the amount of improvements of a weapon,
753the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 785the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
754 786
755 ((who->level / 5) + 5) >= op->last_eat 787 ((who->level / 5) + 5) >= op->last_eat
756 788
757=item last_sp 789=item I<last_sp>
758 790
759the weapon speed (see magic description) 791the weapon speed (see magic description)
760 792
761=item food <number> 793=item I<food> <number>
762 794
763addition to food regeneration of the player 795addition to food regeneration of the player
764 796
765=item hp <number> 797=item I<hp> <number>
766 798
767addition to health regeneration 799addition to health regeneration
768 800
769=item sp <number> 801=item I<sp> <number>
770 802
771addition to mana regeneration 803addition to mana regeneration
772 804
773=item grace <number> 805=item I<grace> <number>
774 806
775addititon to grace regeneration 807addititon to grace regeneration
776 808
777=item gen_sp_armour <number> 809=item I<gen_sp_armour> <number>
778 810
779the players gen_sp_armour field (which is per default 10) is added the <number> amount. 811the players I<gen_sp_armour> field (which is per default 10) is being added the
780gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 812<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
781is multiplied: gen_sp *= 10/<number> 813do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
782meaning: values > 10 of gen_sp_armour limits the amout of regenerated 814I<gen_sp_armour> limits the amout of regenerated spellpoints.
783spellpoints.
784 815
785generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 816Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
786sp regeneration. 817I<sp> regeneration.
787 818
788=item body_<body slot/part> 819=item I<body_BODYSLOT>
789 820
790the part of the body you need to use this weapon, possible values should be 821The part of the body you need to use this weapon, possible values should be
791looked up in common/item.C at body_locations. 822looked up in common/item.C at body_locations.
792 823
793=item resist_<resistnacy> <number> 824=item I<resist_RESISTNACY> <number>
794 825
795this is the factor with which the difference of the players resistancy and 100% 826this is the factor with which the difference of the players resistancy and 100%
796is multiplied, something like this: 827is multiplied, something like this:
797 828
798 additional_resistancy = (100 - current_resistanct) * (<number>/100) 829 additional_resistancy = (100 - current_resistanct) * (<number>/100)
802 833
803 'total resistance = total protections - total vulnerabilities' 834 'total resistance = total protections - total vulnerabilities'
804 835
805see also common/living.C:fix_player 836see also common/living.C:fix_player
806 837
807=item patch_(attuned|repelled|denied) 838=item I<path_(attuned|repelled|denied)>
808 839
809this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 840this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
810for the pathes. 841for the pathes.
811 842
812=item luck <number> 843=item I<luck> <number>
813 844
814this luck is added to the players luck 845this luck is added to the players I<luck>
815 846
816=item move_type 847=item I<move_type>
817 848
818if the weapon has a move_type set the player inherits it's move_type 849if the weapon has a I<move_type> set the player inherits it's I<move_type>
819 850
820=item exp <number> 851=item I<exp> <number>
821 852
822the added_speed and bonus_speed of the player is raised by <number>/3. 853the added_speed and bonus_speed of the player is raised by <number>/3.
823if <number> < 0 then the added_speed is decreased by <number> 854if <number> < 0 then the added_speed is decreased by <number>
824 855
825=item weight 856=item I<weight>
826 857
827the weight of the weapon 858the weight of the weapon
828 859
829=item magic 860=item I<magic>
830 861
831the magic field affects the amounts of the following fields: 862the I<magic> field affects the amounts of the following fields:
832 863
833 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 864 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
834 865
835 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 866 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
836 867
837 - dam: the players dam is adjusted by: player->dam += (dam + magic) 868 - dam: the players dam is adjusted by: player->dam += (dam + magic)
838 869
839 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 870 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
840 (minium is 0) 871 (minium is 0)
841 872
842=item ac <number> 873=item I<ac> <number>
843 874
844the amount of ac points the player's ac is decreased when applying this object. 875the amount of ac points the player's I<ac> is decreased when applying this object.
845 876
846=item wc <number> 877=item I<wc> <number>
847 878
848the amount of wc points the player's wc is decreased when applying this object. 879the amount of wc points the player's I<wc> is decreased when applying this object.
849 880
850=back 881=back
851 882
852=head4 Player inherits following flags from weapons: 883=head4 Player inherits following flags from weapons:
853 884
858 FLAG_XRAYS 889 FLAG_XRAYS
859 FLAG_BLIND 890 FLAG_BLIND
860 FLAG_SEE_IN_DARK 891 FLAG_SEE_IN_DARK
861 FLAG_UNDEAD 892 FLAG_UNDEAD
862 893
863=head3 GRIMREAPER - type 28 - Grimreapers 894=head3 B<GRIMREAPER> - type 28 - Grimreapers
864 895
865These type are mostly used for monsters, they give the 896These type are mostly used for monsters, they give the
866monster the ability to dissapear after 10 hits with AT_DRAIN. 897monster the ability to dissapear after 10 hits with AT_DRAIN.
867 898
868=over 4 899=over 4
869 900
870=item value <number> 901=item I<value> <number>
871 902
872This field stores the hits the monster did yet. 903This field stores the hits the monster did yet.
873 904
874=back 905=back
875 906
876=head3 CREATOR - type 42 - Object creators 907=head3 B<CREATOR> - type 42 - Object creators
877 908
878Once a creator is activated by a connection it creates a number of objects 909Once a creator is activated by a connection it creates a number of objects
879(cloned from it's inventory or a new archetype from the other_arch slot). 910(cloned from it's inventory or a new object derived from the archetype
911named in the other_arch slot).
880 912
881If FLAG_LIVESAFE is set the number of uses is unlimited. 913If FLAG_LIVESAFE is set the number of uses is unlimited.
882 914
883=over 4 915=over 4
884 916
885=item hp <number> 917=item I<hp> <number>
886 918
887If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can 919If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
888be used. 920be used.
889 921
890=item speed <number> 922=item I<speed> <number>
891 923
892If speed is set the creator will create an object periodically, 924If I<speed> is set the creator will create an object periodically,
893see speed and speed_left fields in general object attribute description 925see I<speed> and I<speed_left> fields in the general object field description
894for more details on how this period works. 926for more details.
895 927
896=item slaying <string> 928=item I<slaying> <string>
897 929
898If set the generated object's name and 930If set the generated object's name and title will be set to this.
899title will be set to this.
900 931
901=item other_arch <string> 932=item I<other_arch> <string>
902 933
903If the inventory of the creator is empty objects of the 934If the inventory of the creator is empty new objects will be derived from the
904archetype <string> will be generated. 935archetype named by <string>.
905 936
906=item connected <number> 937=item I<connected> <number>
907 938
908See generic object attribute section. 939See generic object field description.
909 940
910=back 941=back
911 942
912=head3 DRINK - type 54 - Drinkable stuff 943=head3 B<DRINK> - type 54 - Drinkable stuff
913 944
914See FOOD description. 945See B<FOOD> description.
915 946
916=head3 CHECK_INV - type 64 - Inventory checkers 947=head3 B<CHECK_INV> - type 64 - Inventory checkers
917 948
918This object checks whether the player has a specific item in his 949This object checks whether the player has a specific item in his
919inventory when he moves above the inventory checker. If the player has 950inventory when he moves above the inventory checker. If the player has
920the item (or not, which can be controlled with a flag) a connection will be triggered. 951the item (or not, which can be controlled with a flag) a connection will be triggered.
921 952
922If you set move_block you can deny players and monsters to reach the space where 953If you set I<move_block> you can deny players and monsters to reach the space where
923the inventory checker is on, see 'move_block' description below. 954the inventory checker is on, see I<move_block> description below.
924 955
925The conditions specified by hp, slaying and race are concationated with OR. 956The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
926So matching one of those conditions is enough. 957So matching one of those conditions is enough.
927 958
928=over 4 959=over 4
929 960
930=item move_block <move type bitmask> 961=item I<move_block> <move type bitmask>
931 962
932If you set this field to block a movetype the move code will block any moves 963If you set this field to block a movetype the move code will block any moves
933onto the space with the inventory checker, IF the moving object doesn't have 964onto the space with the inventory checker, IF the moving object doesn't have
934(or has - if last_sp = 0) the item that the checker is searching for. 965(or has - if I<last_sp> = 0) the item that the checker is searching for.
935 966
936=item last_sp (0|1) 967=item I<last_sp> (0|1)
937 968
938If last_sp is 1 'having' the item that is being checked for will 969If I<last_sp> is 1 'having' the item that is being checked for will
939activate the connection or make the space with the checker non-blocking. 970activate the connection or make the space with the checker non-blocking.
940If last_sp is 0 'not having' the item will activate the connection 971If I<last_sp> is 0 'not having' the item will activate the connection
941or make the space with the checker non-blocking. 972or make the space with the checker non-blocking.
942 973
943=item last_heal (0|1) 974=item I<last_heal> (0|1)
944 975
945If last_heal is 1 the matching item will be removed if the inventory checker 976If I<last_heal> is 1 the matching item will be removed if the inventory checker
946activates a connection and finds the item in the inventory. 977activates a connection and finds the item in the inventory.
947 978
948(A inventory checker that blocks a space won't remove anything from inventories) 979(A inventory checker that blocks a space won't remove anything from inventories)
949 980
950=item hp <number> 981=item I<hp> <number>
951 982
952If this field is not 0 the inventory checker will search for an object 983If this field is not 0 the inventory checker will search for an object
953with the type id <number>. 984with the type id <number>.
954 985
955=item slaying <string> 986=item I<slaying> <string>
956 987
957If this field is set the inventory checker will search for an object that 988If this field is set the inventory checker will search for an object that
958has the same string in the slaying field (for example a key string of a key). 989has the same string in the I<slaying> field (for example a key string of a key).
959 990
960=item race <string> 991=item I<race> <string>
961 992
962If this field is set the inventory checker will search for an object which 993If this field is set the inventory checker will search for an object which
963has the archetype name that matches <string>. 994has the archetype name that matches <string>.
964 995
965=item connected <connection id> 996=item I<connected> <connection id>
966 997
967This is the connection that will be activated. The connection is 998This is the connection that will be activated. The connection is
968'pushed' when someone enters the space with the inventory checker, 999'pushed' when someone enters the space with the inventory checker,
969and it is 'released' when he leaves it. 1000and it is 'released' when he leaves it.
970 1001
971See also the description of the connected field in the generic object attribute 1002See also the description of the I<connected> field in the generic object field
972section. 1003section.
973 1004
974=back 1005=back
975 1006
976=head3 FLESH - type 72 - Organs and body parts 1007=head3 B<FLESH> - type 72 - Organs and body parts
977 1008
978See FOOD description. 1009See B<FOOD> description.
979 1010
980=head3 MISC_OBJECT - type 79 - Misc. objects 1011=head3 B<MISC_OBJECT> - type 79 - Misc. objects
981 1012
982A type for any object that has no special behaviour. 1013A type for any object that has no special behaviour.
983 1014
1015=head3 B<LAMP> - type 82 - A lamp
1016
1017This object makes light.
1018
984=head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators 1019=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
985 1020
986This type of objects multiplies objects that are above it when it is activated. 1021This type of objects multiplies objects that are above it when it is activated.
987You can even multiply by 0, which will destroy the object. 1022You can even multiply by 0, which will destroy the object.
988 1023
989=over 4 1024=over 4
990 1025
991=item level <number> 1026=item I<level> <number>
992 1027
993The multiplicator, if set to 0 or lower it will destroy the objects above it. 1028The multiplicator, if set to 0 or lower it will destroy the objects above it.
994 1029
995=item other_arch <string> 1030=item I<other_arch> <string>
996 1031
997The archetype name of the objects which will be multiplied. 1032The archetype name of the objects that should be multiplied.
998 1033
999=item connected <number> 1034=item I<connected> <number>
1000 1035
1001See generic object attribute section. 1036See generic object field description.
1002 1037
1003=back 1038=back
1004 1039
1005=head3 HOLE - type 94 - Holes 1040=head3 B<HOLE> - type 94 - Holes
1006 1041
1007Holes are holes in the ground where objects can fall through. When the hole 1042B<HOLE>s are holes in the ground where objects can fall through. When the hole
1008opens and/or is completly open all objects above it fall through (more 1043opens and/or is completly open all objects above it fall through (more
1009precisely: if their head is above the hole). 1044precisely: if their head is above the hole).
1010 1045
1011When the HOLE is activated it's speed is set to 0.5. 1046When the B<HOLE> is activated it's speed is set to 0.5.
1012 1047
1013Trapdoors can only transfer the one who falls through to other coordinates 1048These holes can only transfer the one who falls through to other coordinates
1014on the B<same> map. 1049on the same map.
1015 1050
1016=over 4 1051=over 4
1017 1052
1018=item maxsp (0|1) 1053=item I<maxsp> (0|1)
1019 1054
1020This field negates the state of the connection: When maxsp is 1 the pit will 1055This field negates the state of the connection: When maxsp is 1 the pit will
1021open/close when the connection is deactivated. Otherwise it will open/close 1056open/close when the connection is deactivated. Otherwise it will open/close
1022when the connection is activated. This field only has effect when the 1057when the connection is activated. This field only has effect when the
1023connection is triggered. So if you put a closed hole on a map, and the 1058connection is triggered. So if you put a closed hole on a map, and the
1024connection is deactivated, and maxsp is 1 the hole will remain closed until the 1059connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1025connection was triggered once. 1060connection was triggered once.
1026 1061
1027=item connected <connection id> 1062=item I<connected> <connection id>
1028 1063
1029This is the connection id, which lets the hole opening or closing when 1064This is the connection id, which lets the hole opening or closing when
1030activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1065activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1031at which connection state the object is activated. 1066at which connection state the object is activated.
1032 1067
1033For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1068For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1034the connection is released. 1069the connection is released.
1035 1070
1036=item wc <number> (internal) 1071=item I<wc> <number> (internal)
1037 1072
1038This is an internal flag. If it is greater than 0 it means that the hole is not 1073This is an internal field. If it is greater than 0 it means that the hole is not
1039yet fully open. More preciesly: this field is the animation-step and if it is 1074yet fully open. More preciesly: this field is the animation-step and if it is
1040set to the 'closed' step of the animation the hole is closed and if it is on 1075set to the 'closed' step of the animation the hole is closed and if it is on
1041the 'open' animation step (wc = 0), the hole is open. 1076the 'open' animation step (I<wc> = 0), the hole is open.
1042 1077
1043=item sp <number> 1078=item I<sp> <number>
1044 1079
1045The destination y coordinates on the same map. 1080The destination y coordinates on the same map.
1046 1081
1047=item hp <number> 1082=item I<hp> <number>
1048 1083
1049The destination x coordinates on the same map. 1084The destination x coordinates on the same map.
1050 1085
1051=back 1086=back
1052 1087
1053=head3 POISONING - type 105 - The poisoning of players and monsters 1088=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1054 1089
1055This type is doing the actual damage to the ones who were attacked 1090This type is doing the actual damage to the ones who were attacked
1056via AT_POISON (or drank POISON). 1091via AT_POISON (or drank B<POISON>).
1057 1092
1058The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1093The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1059there for details). 1094there for details).
1060 1095
1061=over 4 1096=over 4
1062 1097
1063=item dam <number> 1098=item I<dam> <number>
1064 1099
1065Each time the poisoning is processed (which is determined by the speed and speed_left 1100Each time the poisoning is proccessed (which is determined by the I<speed> and
1066fields, see the general object attributes above) it hits the player with 1101I<speed_left> fields, see the general object fields description above) it hits
1067<number> damage and the AT_INTERNAL attacktype (means: it will simply 1102the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1068hit the player with no strings attached). 1103simply hit the player with no strings attached).
1069 1104
1070=item food <number> 1105=item I<food> <number>
1071 1106
1072Just a note: The posion is removed when food == 1 and not when 1107Just a note: The posioning is removed if I<food> == 1 and not if
1073the whole duration is up, because the POISONING code has to remove 1108the whole I<duration> is up, because the B<POISONING> code has to remove
1074the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1109the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1075deletes the POISONING object. 1110deletes the B<POISONING> object.
1076 1111
1077=back 1112=back
1078 1113
1079=head3 FORCE - type 114 - Forces 1114=head3 B<FORCE> - type 114 - Forces
1080 1115
1081Forces are a very 'thin' type. They don't have much behaviour other than 1116Forces are a very 'thin' type. They don't have much behaviour other than
1082disappearing after a time and/or affecting the player if they are in his 1117disappearing after a time and/or affecting the player if they are in his
1083inventory. 1118inventory.
1084 1119
1085Forces only take effect on the player if they have set FLAG_APPLIED. 1120Forces only take effect on the player if they have FLAG_APPLIED set.
1086 1121
1087Whether the duration field is processed or not a tick is controlled via the 1122Whether the I<duration> field is processed or not per tick is controlled by the
1088speed and speed_left field. Look above at the generic description of these 1123I<speed> and I<speed_left> fields. Look above in the generic object field description.
1089fields.
1090 1124
1091NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1125NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1092like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1126interpreter like described in the description of the FLAG_IS_USED_UP flag.
10930 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1127BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1094If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1128will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1095Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1129removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1130have good semantics on forces, try to avoid it.
1096 1131
1097=over 4 1132=over 4
1098 1133
1099=item duration 1134=item I<duration>
1100 1135
1101While this field is greater than 0 the force/object is not destroyed. It is 1136While this field is greater than 0 the force/object is not destroyed. It is
1102decreased each tick by 1. 1137decreased each tick by 1.
1103 1138
1104If it reaches 0 the force/object is destroyed. 1139If it reaches 0 the force/object is destroyed.
1107FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1142FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1108what happens then. 1143what happens then.
1109 1144
1110=back 1145=back
1111 1146
1112=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1147=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1113 1148
1114This object is generated by the POTION code when the potion is a resistance 1149This object is generated by the B<POTION> code when the potion is a resistance
1115giving potion. It has mainly the same behaviour as a FORCE. 1150giving potion. It has mainly the same behaviour as a B<FORCE>.
1116 1151
1117The specialty of the potion effect is that the resistancy it gives is absolute, 1152The specialty of the potion effect is that the resistancy it gives is absolute,
1118so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1153so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1119fire. 1154fire.
1120 1155
1121Multiple potion effects only give you the maximum of their resistancy. 1156Multiple potion effects only give you the maximum of their resistancy.

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