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

Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.14 by elmex, Wed Dec 20 19:53:10 2006 UTC vs.
Revision 1.23 by root, Tue May 15 16:45:23 2007 UTC

7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 Object button_trigger
18 name button 39 name button
19 type 30 40 type 30
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
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
113=item I<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all).
117
91=item speed <number> 118=item I<speed> <number>
92 119
93If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 120If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
94on the active object list and will be processed each tick (see also speed_left!). 121on the active object list and will be processed each tick (see also speed_left!).
95 122
96If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 123If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
97from the active object list and it won't experience any processing per tick. 124from the active object list and it won't experience any processing per tick.
98 125
99=item speed_left <number> 126=item I<speed_left> <number>
100 127
101If this field is greater than 0 and the object is on the 128If this field is greater than 0 and the object is on the
102active list (mostly means it's speed is also greater than 0): 129active list (mostly means it's speed is also greater than 0):
103 130
104 - speed_left is decreased by 1 131 - speed_left is decreased by 1
105 - and this object is processed and experiences a server tick. 132 - and this object is processed and experiences a server tick.
106 133
107If the object is on the active list and speed_left is lower or 134If the object is on the active list and I<speed_left> is lower or
108equal to 0 the absolute value of the speed field is added to speed_left 135equal to 0 the absolute value of the I<speed> is added to I<speed_left>
109on the end of the tick. 136on the end of the tick.
110 137
111This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 138This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
112the more seldom the object is processed. And the higher the speed field is 139the more seldom the object is processed. And the higher I<speed> is
113the more often the object is processed. 140the more often the object is processed.
114 141
115=item connected <number> 142=item I<connected> <number>
116 143
117When this field is set the object will be linked to a connection with the 144When 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 145id <number>. What happens when the connection is 'activated' depends on the
119type of the object. 146type of the object.
120 147
121When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control 148FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
122when to activate the object, see description of these below for further details. 149when to activate the object, see description of these below for further details.
123 150
124=item no_drop (0|1) 151=item I<no_drop> (0|1)
125 152
126Sets the flag FLAG_NO_DROP. 153Sets the flag FLAG_NO_DROP.
127See Flags section below. 154See Flags section below.
128 155
129=item applied (0|1) 156=item I<applied> (0|1)
130 157
131Sets the flag FLAG_APPLIED. 158Sets the flag FLAG_APPLIED.
132See Flags section below. 159See Flags section below.
133 160
134=item is_used_up (0|1) 161=item I<is_used_up> (0|1)
135 162
136Sets the flag FLAG_IS_USED_UP. 163Sets the flag FLAG_IS_USED_UP.
137See Flags section below. 164See Flags section below.
138 165
166=item I<changing> (0|1)
167
168Sets the flag FLAG_CHANGING.
169See Flags section below.
170
139=item auto_apply (0|1) 171=item I<auto_apply> (0|1)
140 172
141Sets the flag FLAG_AUTO_APPLY. 173Sets the flag FLAG_AUTO_APPLY.
142See Flags section below. 174See Flags section below.
143 175
144=item no_steal (0|1) 176=item I<no_steal> (0|1)
145 177
146Sets the flag FLAG_NO_STEAL. 178Sets the flag FLAG_NO_STEAL.
147See Flags section below. 179See Flags section below.
148 180
149=item reflecting (0|1) 181=item I<reflecting> (0|1)
150 182
151Sets the flag FLAG_REFLECTING. 183Sets the flag FLAG_REFLECTING.
152See Flags section below. 184See Flags section below.
153 185
154=item reflect_spell (0|1) 186=item I<reflect_spell> (0|1)
155 187
156Sets the flag FLAG_REFL_SPELL. 188Sets the flag FLAG_REFL_SPELL.
157See Flags section below. 189See Flags section below.
158 190
159=item no_skill_ident (0|1) 191=item I<no_skill_ident> (0|1)
160 192
161Sets the flag FLAG_NO_SKILL_IDENT. 193Sets the flag FLAG_NO_SKILL_IDENT.
162See Flags section below. 194See Flags section below.
163 195
164=item activate_on_push (0|1) (default: 1) 196=item I<activate_on_push> (0|1) (default: 1)
165 197
166Sets the flag FLAG_ACTIVATE_ON_PUSH. 198Sets the flag FLAG_ACTIVATE_ON_PUSH.
167See Flags section below. 199See Flags section below.
168 200
169=item activate_on_release (0|1) (default: 1) 201=item I<activate_on_release> (0|1) (default: 1)
170 202
171Sets the flag FLAG_ACTIVATE_ON_RELEASE. 203Sets the flag FLAG_ACTIVATE_ON_RELEASE.
172See Flags section below. 204See Flags section below.
173 205
206=item I<is_lightable> (0|1)
207
208Sets the flag FLAG_IS_LIGHTABLE.
209See Flags section below.
210
174=item editable (more than deprecated) 211=item I<editable> (more than deprecated)
175 212
176This field had a special meaning for crossedit, which used parts 213This field had a special meaning for crossedit, which used parts
177of the server code for editing. Wherever you see this attribute being 214of 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 215set in an archetype ignore it and/or remove it. No code interprets this
179field anymore. 216field anymore.
180 217
181=back 218=back
182 219
194 231
195This flag mostly states whether this object has been 'applied' by the player. 232This flag mostly states whether this object has been 'applied' by the player.
196For objects that are applied by the code or have this flag set in the archetype 233For objects that are applied by the code or have this flag set in the archetype
197it mostly means 'this object is active'. 234it mostly means 'this object is active'.
198 235
199For example the player adjustments of the hp/sp/grace fields and inheritance 236For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
200of flags from objects in his inventory is toggled by this flag. 237of flags from objects in his inventory is toggled by this flag.
201 238
202=item FLAG_IS_USED_UP 239=item FLAG_IS_USED_UP
203 240
204This flag controls whether an object is 'used up'. If it is set the 'food' field 241This flag controls whether an object is 'used up'. If it is set I<food>
205of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 242is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
206it is removed.
207 243
208If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 244If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
209this object is removed or not, see the Force type below for the meaning 245this object is removed or not, see the B<FORCE> type below for the meaning
210of the duration field in this context. 246of the duration field in this context.
211 247
212If FLAG_APPLIED is not set the object is destroyed. 248If FLAG_APPLIED is not set the object is destroyed.
213 249
250=item FLAG_CHANGING
251
252If the I<state> field of the object is 0 the object will be processed periodically
253(if I<speed> is set). If the I<state> field is 1 it won't be processed.
254
255This flag indicates that the object is changing into a different object.
256The object has to have the I<other_arch> field set. The object the changing object
257changes into is derived from the archetype in I<other_arch>.
258
259When the object does not have FLAG_ALIVE set the I<food> field will be decremented
260each time the object is processed, and if I<food> reaches 0 one new object will be generated.
261
262When the object has FLAG_ALIVE set the I<food> field is the number of objects that
263will be generated.
264
265After the new object is created the I<hp> field from the old object is copied into
266the new one.
267
268When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
269to the new object.
270
214=item FLAG_IS_A_TEMPLATE (internal use) 271=item FLAG_IS_A_TEMPLATE (internal use)
215 272
216This flag is set on the inventory of generators like CREATORs and CONVERTERs, 273This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
217or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 274or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
218 275
219=item FLAG_AUTO_APPLY 276=item FLAG_AUTO_APPLY
220 277
221This flag has currently only meaning for the TREASURE type, see below. 278This flag has currently only meaning for the B<TREASURE> type, see below.
222 279
223=item FLAG_ACTIVATE_ON_PUSH 280=item FLAG_ACTIVATE_ON_PUSH
224 281
225This flag has only meaning for objects that can be linked together 282This flag has only meaning for objects that can be linked together
226with the 'connected' field and controls wether the object should 283by the I<connected> field and controls wether the object should
227be activated when the connection is 'pushed' or it is 'released'. 284be activated when the connection is 'pushed' or it is 'released'.
228 285
229What 'pushed' and 'released' means depends on the object that 286What 'pushed' and 'released' means depends on the object that
230activates the connection. 287activates the connection.
231 288
232This flag is by default on. 289This flag is by default on.
233 290
234=item FLAG_ACTIVATE_ON_RELEASE 291=item FLAG_ACTIVATE_ON_RELEASE
235 292
236This flag has only meaning for objects that can be linked together 293This flag has only meaning for objects that can be linked together
237with the 'connected' field and controls wether the object should 294by the I<connected> field and controls wether the object should
238be activated when the connection is 'pushed' or it is 'released'. 295be activated when the connection is 'pushed' or it is 'released'.
239 296
240What 'pushed' and 'released' means depends on the object that 297What 'pushed' and 'released' means depends on the object that
241activates the connection. 298activates the connection.
242 299
251(but in this context the flag is only used internally). 308(but in this context the flag is only used internally).
252 309
253=item FLAG_NO_SKILL_IDENT 310=item FLAG_NO_SKILL_IDENT
254 311
255This flag is mostly used internal and prevents unidentified objects 312This flag is mostly used internal and prevents unidentified objects
256(objects which don't have FLAG_IDENTIFIED set) being identified by 313(objects which don't have FLAG_IDENTIFIED set) being identified
257skills. 314multiple times by skills.
258 315
259This flag is used to mark objects to never being identified by a skill 316This flag is used to mark objects which were unsuccessfully identified by a
260once a player failed to identify an object. So that multiple tries 317players skill. So that multiple tries of identifying aren't more effective than
261of identifying aren't more effective than one. 318one.
262 319
263=item FLAG_REFLECTING 320=item FLAG_REFLECTING
264 321
265This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW 322This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
266to indicate whether this object reflects off walls. 323to indicate whether this object reflects off walls.
267 324
268=item FLAG_REFL_SPELL 325=item FLAG_REFL_SPELL
269 326
270This flag indicates whether something reflects spells, like spell reflecting 327This flag indicates whether something reflects spells, like spell reflecting
271amuletts. 328amuletts.
272 329
273=back 330=item FLAG_IS_LIGHTABLE
274 331
275=head2 Description of type specific attributes 332This flag indicates whether a B<LIGHTER> can light this object. See also the
333description of the B<LIGHTER> type. How easy you can light an item depends
334partially on the material of the object.
335
336=back
337
338=head2 Description of type specific fields and behaviour
276 339
277The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
278are the server internal names for the objects types, see include/define.h. 341are the server internal names for the objects types, see include/define.h.
279 342
343=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
344
345speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
346changes.
347
348 (based on value that last_sp takes):
349 0: 'furious' Makes all monsters aggressive
350 1: 'angry' As above but pets are unaffected
351 2: 'calm' Makes all monsters unaggressive
352 3: 'sleep' Puts all monsters to sleep
353 4: 'charm' Makes monster into a pet of person
354 who triggers the square. This setting
355 is not enabled for continous operation
356 5: 'destroy mons' destroy any monsters on this space
357 6: 'destroy pets' destroy friendly monsters on this space
358
280=head3 TRANSPORT - type 2 - Player transports 359=head3 B<TRANSPORT> - type 2 - Player transports
281 360
282This type is implemented by the transport extension and has currently no special 361This type is implemented by the transport extension and has currently no special
283attributes that affect it. 362fields that affect it.
284 363
285=head3 ROD - type 3 - Rods that fire spells 364=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
286 365
287Rods contain spells and can be fired by a player. 366Rods contain spells and can be fired by a player.
288 367
289=over 4 368=over 4
290 369
291=item level <number> 370=item I<level> <number>
292 371
293This attribute is used for calculating the spell level that can be fired 372This field is used for calculating the spell level that can be fired
294with this rod, it's also the maximum level of the spell that can be fired. 373with this rod, it's also the maximum level of the spell that can be fired.
295The level of the spell that is being fired depends mostly on 374The 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 375the 'use magic item' skill level of the player and 1/10 of the level of the
297rod is added as bonus. 376rod is added as bonus.
298 377
299=item hp <number> 378=item I<hp> <number>
300 379
301The amount of spellpoints this rod has left. 380The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
381maxhp/10> per tick.
302 382
303=item maxhp <number> 383=item I<maxhp> <number>
304 384
305The maximum amount of spellpoints this rod has. 385The maximum amount of spellpoints this rod has.
306 386
307=item skill <skill name> 387=item I<skill> <skill name>
308 388
309This field determines which skill you need to apply this object. 389This field determines which skill you need to apply this object.
310 390
311=back 391=back
312 392
313=head3 TREASURE - type 4 - Treasures 393=head3 B<TREASURE> - type 4 - Treasures
314 394
315This type of objects are for random treasure generation in maps. 395This 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 396If this object is applied by a player it will replace itself with it's
317inventory. If it is automatically applied 397inventory. If it is automatically applied
318generate a treasure and replace itself with the generated treasure. 398generate a treasure and replace itself with the generated treasure.
320Chests are also of this type, their treasures are generated by 400Chests are also of this type, their treasures are generated by
321the auto apply code on map instantiation. 401the auto apply code on map instantiation.
322 402
323=over 4 403=over 4
324 404
325=item hp <number> 405=item I<hp> <number>
326 406
327The number of treasures to generate. 407The number of treasures to generate.
328 408
329=item exp <level> 409=item I<exp> <level>
330 410
331If FLAG_AUTO_APPLY is not set the exp field has no further meaning 411If 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, 412and the difficulty for the treasurecode only depends on the maps difficulty,
333otherwise the exp field has the following meaning: 413otherwise the exp field has the following meaning:
334 414
337worth a treasure is or what bonuses it is given by the treasure code. 417worth a treasure is or what bonuses it is given by the treasure code.
338 418
339If this field is not set or 0 the difficulty of the map is passed to the treasure 419If this field is not set or 0 the difficulty of the map is passed to the treasure
340generation code. 420generation code.
341 421
342=item randomitems <treasurelist> 422=item I<randomitems> <treasurelist>
343 423
344The treasurelist to use to generate the treasure which is put in the 424The treasurelist to use to generate the treasure which is put in the
345treasure objects inventory. 425treasure objects inventory.
346 426
347=back 427=back
348 428
349=head3 POTION - type 5 - Potions for drinking and other nastynesses 429=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
350 430
351These objects contain a spell and will emit it on apply, which most 431These objects contain a spell and will emit it on apply, which most
352of the time has the meaning of 'drinking'. 432of the time has the meaning of 'drinking'.
353 433
354If no resistancy field, stat field or attacktype is set and no spell 434If 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 439If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
360will yield an explosion and hurt the player. 440will yield an explosion and hurt the player.
361 441
362=over 4 442=over 4
363 443
364=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 444=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
365 445
366These stat fields determine how many stat points the player gets 446These stat fields determine how many stat points the player gets
367when he applies this potion. 447when he applies this potion.
368 448
369If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 449If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
370 450
371=item sp <number> 451=item I<sp> <number>
372 452
373If this field is set and the randomitems field is not set 453If this field is set and the randomitems field is not set
374the field is interpreted as spell number, please look the right 454the field is interpreted as spell number, please look the right
375number up in common/loader.C. 455number up in common/loader.C.
376 456
377If this field is set the randomitems field will be unset by the 457If this field is set the randomitems field will be unset by the
378map loading code. 458map loading code.
379 459
380=item attacktype <attacktype> 460=item I<attacktype> <attacktype>
381 461
382This field has some special meaning in potions, currently the 462This field has some special meaning in potions, currently the
383bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 463bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
384restoration potion or improvement potion. 464restoration potion or improvement potion.
385See include/attackinc.h for the bits of these types. 465See include/attackinc.h for the bits of these types.
390into him. 470into him.
391 471
392If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 472If 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. 473When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
394 474
395=item resist_<resistancy> <number> 475=item I<resist_RESISTANCY> <number>
396 476
397If this stat is set and no spell is in the potion the potion 477If this stat is set and no spell is in the potion the potion
398will create a force that give the player this specific resistancy. 478will create a force that give the player this specific resistancy.
399The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 479The 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 480and the potion will last 10 times longer than the default force archetype
401FORCE_NAME (at the moment of this writing spell/force.arc). 481FORCE_NAME (at the moment of this writing spell/force.arc).
402 482
403=item randomitems <treasurelist> 483=item I<randomitems> <treasurelist>
404 484
405The inventory/spell of the potion will be created by calling the treasure code 485The 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 486with the treasurelist specified here. (I guess it's highly undefined what
407happens if there is not a spell in the potions inventory). 487happens if there is not a spell in the potions inventory).
408 488
409=item on_use_yield <archetype> 489=item I<on_use_yield> <archetype>
410 490
411When this object is applied an instance of <archetype> will be created. 491When this object is applied an instance of <archetype> will be created.
412 492
413=item subtypes <potion subtype> 493=item I<subtypes> <potion subtype>
414 494
415see include/spells.h for possible potion subtypes, there are currently 4: 495see include/spells.h for possible potion subtypes, there are currently 4:
416 496
417=over 4 497=over 4
418 498
421Unused, default behaiour of a potion. 501Unused, default behaiour of a potion.
422 502
423=item POT_DUST 503=item POT_DUST
424 504
425This potion can be thrown to cast the spell that it has in it's inventory, 505This 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 506the behaviour is not defined if there is not a B<SPELL> in the inventory and the
427server will log an error. 507server will log an error.
428 508
429=item POT_FIGURINE 509=item POT_FIGURINE
430 510
431Unused, default behaiour of a potion. 511Unused, default behaiour of a potion.
436 516
437=back 517=back
438 518
439=back 519=back
440 520
441=head3 FOOD - type 6 - Eatable stuff 521=head3 B<FOOD> - type 6 - Eatable stuff
442 522
443This is for objects that are representing general eatables like 523This is for objects that are representing general eatables like
444beef or bread. 524beef or bread.
445 525
446The main difference between FOOD, FLESH and DRINK is that they 526The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
447give different messages. 527give different messages.
448 528
449The specialty of FLESH is that it inherits the resistancies of the 529The specialty of B<FLESH> is that it inherits the resistancies of the
450monsters it was generated in and will let dragons raise their resistancies 530monsters it was generated in and will let dragons raise their resistancies
451with that. If the monster has the POISON attacktype the FLESH 531with that. If the monster has the B<POISON> attacktype the B<FLESH>
452will change into POISON. 532will change into B<POISON>.
453 533
454If a player runs low on food he will grab for FOOD, DRINK and POISON 534If 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. 535and if he doesn't find any of that he will start eating B<FLESH>.
456 536
457=over 4 537=over 4
458 538
459=item title <string> 539=item I<title> <string>
460 540
461If the food has a title or is cursed it is considered 'special', which means that the 541If 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 542means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
463are interpreted and have further effects on the player. 543I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
544on the player.
464 545
465The higher the food field is the longer the improvement of the player lasts 546The higher the I<food> field is the longer the improvement of the player lasts
466(except for hp and sp). 547(except for I<hp> and I<sp>).
467 548
468=item food <number> 549=item I<food> <number>
469 550
470This is the amount of food points the player gets when he eats this. 551This is the amount of food points the player gets when he eats this.
471 552
472=item on_use_yield <archetype> 553=item I<on_use_yield> <archetype>
473 554
474When this object is applied an instance of <archetype> will be created. 555When this object is applied an instance of <archetype> will be created.
475 556
476=back 557=back
477 558
478=head3 POISON - type 7 - Poisonous stuff 559=head3 B<POISON> - type 7 - Poisonous stuff
479 560
480This type is for objects that can poison the player when drinking. 561This 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 562When applied it will hit the attacked with AT_POISON and will create
482a POISONING object in the one who was hit. 563a B<POISONING> object in the one who was hit.
483 564
484=over 4 565=over 4
485 566
486=item level <number> 567=item I<level> <number>
487 568
488This field affects the propability of poisoning. The higher the level difference 569This 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 570between the one who is hit and the poision the more propable it is the attacked
490one will be poisoned. 571one will be poisoned.
491 572
492=item slaying <race> 573=item I<slaying> <race>
493 574
494On poison this field has the usual meaning of 'slaying', when the 575This field has the usual meaning of 'slaying', when the
495ones race matches the slaying field the damage done by the poison 576poisoned's race matches the I<slaying> field the damage done by the poison
496is multiplied by 3. 577is multiplied by 3.
497 578
498=item hp <number> 579=item I<hp> <number>
499 580
500This is the amount of damage the player will receive from applying this. The 581This 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 582attacktype 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 583determine 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 584created 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 585get the damage from this field (which is maybe adjusted by slaying or the
505resistancies). 586resistancies).
506 587
507=item food <number> 588=item I<food> <number>
508 589
5091/4 of <number> will be drained from the players food. 5901/4 of <number> will be drained from the players I<food>.
510 591
511=item on_use_yield <archetype> 592=item I<on_use_yield> <archetype>
512 593
513When this object is applied an instance of <archetype> will be created. 594When this object is applied an instance of <archetype> will be created.
514 595
515=back 596=back
516 597
517=head3 BOOK - type 8 - Readable books 598=head3 B<BOOK> - type 8 - Readable books
518 599
519This type is basically for representing text books in the game. 600This type is basically for representing text books in the game.
520 601
521Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 602Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
522 603
523=over 4 604=over 4
524 605
525=item msg <text> 606=item I<msg> <text>
526 607
527This is the contents of the book. When this field is unset 608This is the contents of the book. When this field is unset
528at treasure generation a random text will be inserted. 609at treasure generation a random text will be inserted.
529 610
530=item skill <skill name> 611=item I<skill> <skill name>
531 612
532The skill required to read this book. (The most resonable 613The skill required to read this book. (The most resonable
533skill would be literacy). 614skill would be literacy).
534 615
535=item exp <number> 616=item I<exp> <number>
536 617
537The experience points the player get for reading this book. 618The experience points the player get for reading this book.
538 619
539=item subtype <readable subtype> 620=item I<subtype> <readable subtype>
540 621
541This field determines the type of the readable. 622This field determines the type of the readable.
542Please see common/readable.C in the readable_message_types table. 623Please see common/readable.C in the readable_message_types table.
543 624
544=back 625=back
545 626
546=head3 CLOCK - type 9 - Clocks 627=head3 B<CLOCK> - type 9 - Clocks
547 628
548This type of objects just display the time when being applied. 629This type of objects just display the time when being applied.
549 630
550=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) 631=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
551 632
552This is a spell effect of a moving bolt. It moves straigt forward 633This is a spell effect of a moving bolt. It moves straigt forward
553through the map until something blocks it. 634through the map until something blocks it.
554If FLAG_REFLECTING is set it even reflects on walls. 635If FLAG_REFLECTING is set it even reflects on walls.
555 636
556FLAG_IS_TURNABLE should be set on these objects. 637FLAG_IS_TURNABLE should be set on these objects.
557 638
558=over 4 639=over 4
559 640
560=item move_type <movetype> 641=item I<move_type> <movetype>
561 642
562This field affects the move type with which the lightning moves through 643This field affects the move type with which the lightning moves through
563the map and which map cells will reflect or block it. 644the map and which map cells will reflect or block it.
564 645
565=item attacktype <attacktype> 646=item I<attacktype> <attacktype>
566 647
567The attacktype with which it hits the objects on the map. 648The attacktype with which it hits the objects on the map.
568 649
569=item dam <number> 650=item I<dam> <number>
570 651
571The damage this bolt inflicts when it hits objects on the map. 652The damage this bolt inflicts when it hits objects on the map.
572 653
573=item Dex <number> 654=item I<Dex> <number>
574 655
575This is the fork percentage, it is reduced by 10 per fork. 656This is the fork percentage, it is reduced by 10 per fork.
576And the damage is halved on each fork. 657And the I<dam> field is halved on each fork.
577 658
578=item Con <number> 659=item I<Con> (internal)
579 660
580This value is a percentage of which the forking lightning 661This value is a percentage of which the forking lightning
581is deflected to the left. This value should be mostly used internally. 662is deflected to the left. This value should be mostly used internally.
582 663
583=item duration <number> 664=item I<duration> <number>
584 665
585The duration the bolt stays on a map cell. This field is decreased each time 666The 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 667the object is processed (see the meaning of I<speed> and I<speed_left> fields in
587the object general description). 668the generic object field description).
588 669
589=item range <number> 670=item I<range> <number>
590 671
591This is the range of the bolt, each space it advances this field is decreased. 672This is the range of the bolt, each space it advances this field is decreased.
592 673
593=back 674=back
594 675
595=head3 ARROW - type 13 - Arrows 676=head3 B<ARROW> - type 13 - Arrows
596 677
597This is the type for objects that represent projectiles like arrows. 678This is the type for objects that represent projectiles like arrows.
598The movement of THROWN_OBJs behave similar to this type. 679The movement of B<THROWN_OBJ>s behave similar to this type.
599 680
600Flying arrows are stopped either when they hit something blocking 681Flying arrows are stopped either when they hit something blocking
601(move_block) or something which is alive. 682(I<move_block>) or something which is alive.
602If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE 683If 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 684set, 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. 685damage with a small chance which is affected by the I<level> field of the arrow.
605 686
606If FLAG_REFLECTING is set on the arrow it will bounce off everything 687If FLAG_REFLECTING is set on the arrow it will bounce off everything
607that is not alive and blocks it's movement. 688that is not alive and blocks it's movement.
608 689
609When an arrow is being shot it's dam, wc, attacktype, slaying fields will 690When 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 691fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
611once the arrow has been stopped. 692the object, to restore them once the arrow has been stopped.
612 693
613=over 4 694=over 4
614 695
615=item dam <number> 696=item I<dam> <number>
616 697
617The amount of damage that is being done to the victim that gets hit. 698The 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 699This field is recomputed when the arrow is fired and will consist
619of the sum of a damage bonus (see description of the BOW type), 700of 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 701the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
621and the arrows magic field. 702and the arrows I<magic> field.
622 703
623=item wc <number> 704=item I<wc> <number>
624 705
625The weaponclass of the arrow, which has effect on the propability of hitting. 706The weapon class of the arrow, which has effect on the propability of hitting.
626 707
627It is recomputed when the arrow is being fired by this formula: 708It is recomputed when the arrow is being fired by this formula:
628 709
629 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) 710 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
630 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod 711 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
631 712
632When the arrow is not being shot by an player dex_bonus and thaco_bonus and the 713When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
633level is not added. 714level is not added.
634 715
635The wc_mod is dependend on the fire mode of the bow. For a more detailed 716wc_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. 717explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
637 718
638=item magic <number> 719=item I<magic> <number>
639 720
640This field is added to the damage of the arrow when it is shot and 721This 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. 722will also improve it's I<speed> by 1/5 of it's value.
642 723
643=item attacktype <attacktype> 724=item I<attacktype> <attacktype>
644 725
645Bitfield which decides the attacktype of the damage, see include/attackinc.h 726Bitfield which decides the attacktype of the damage, see include/attackinc.h
646On fireing the attacktype of the bow is added to the arrows attacktype. 727On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
647 728
648=item level <number> (interally used) 729=item I<level> <number> (interally used)
649 730
650The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, 731The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
651see above in the ARROW description. 732see above in the B<ARROW> description.
652 733
653The level is set when the arrow is fired to either the skill level or the 734The I<level> is set when the arrow is fired to either the skill level or the
654shooters level. 735shooters level.
655 736
656=item speed <number> (internal) 737=item I<speed> <number> (internal)
657 738
658This field shouldn't be set directly in the archetype, the arrow will get it's 739This 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 740I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
660arrow will be stopped immediatly. 741arrow will be stopped immediatly.
661 742
662On fireing the speed of the arrow is computed of 1/5 of the 743On 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 744sum 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. 745of the bows I<dam> field is added to the I<speed> of the arrow.
665 746
666The minimum speed of an arrow is 1.0. 747The minimum I<speed> of an arrow is 1.0.
667 748
668While flying the arrows speed is decreased by 0.05 each time it's moved. 749While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
669 750
670If the speed is above 10.0 it goes straight through the creature it hits and 751If 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 752it'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 753stopped 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). 754put on it's map square (if it didn't break, see description of the I<food> field).
674 755
675=item weight <number> 756=item I<weight> <number>
676 757
677This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg) 758This 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. 759the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
679 760
680=item food <number> 761=item I<food> <number>
681 762
682The breaking percentage. 100% means: breaks on usage for sure. 763The breaking percentage. 100 (%) means: breaks on usage for sure.
683 764
684=item inventory (internal) 765=item I<inventory> (internal)
685 766
686If the flying/moving object has something in it's inventory and it stops, it 767If 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, 768will 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 769which means: it will be calculated whether the arrow breaks and it will be
689reset for reuse. 770reset for reuse.
690 771
691=item slaying <string> 772=item I<slaying> <string>
692 773
693When the bow that fires this arrow has it's slaying field set it is copied 774When 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. 775to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
695 776
696=item move_type <movetype> (internally used) 777=item I<move_type> <movetype> (internally used)
697 778
698This field is set when the arrow is shot to MOVE_FLY_LOW. 779This field is set when the arrow is shot to MOVE_FLY_LOW.
699 780
700=item move_on <movetype> (internally used) 781=item I<move_on> <movetype> (internally used)
701 782
702This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. 783This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
703 784
704=item race <string> 785=item I<race> <string>
705 786
706The race field is a unique key that assigns arrows, bows and quivers. When 787The 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 788shooting 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 789same 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). 790the containers (which are applied and have the same I<race> as the bow and the arrow).
710 791
711=back 792=back
712 793
713=head3 BOW - type 14 - Bows, those that fire ARROWs 794=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
714 795
715TODO, but take into account ARROW description above 796TODO, but take into account B<ARROW> description above!
716 797
717=head3 WEAPON - type 15 - Weapons 798=head3 B<WEAPON> - type 15 - Weapons
718 799
719This type is for general hack and slash weapons like swords, maces 800This type is for general hack and slash weapons like swords, maces
720and daggers and and .... 801and daggers and and ....
721 802
722=over 4 803=over 4
723 804
724=item weapontype <type id> 805=item I<weapontype> <type id>
725 806
726decides what attackmessages are generated, see include/define.h 807decides what attackmessages are generated, see include/define.h
727 808
728=item attacktype <bitmask> 809=item I<attacktype> <bitmask>
729 810
730bitfield which decides the attacktype of the damage, see include/attackinc.h 811bitfield which decides the attacktype of the damage, see include/attackinc.h
731 812
732=item dam <number> 813=item I<dam> <number>
733 814
734amount of damage being done with the attacktype 815amount of damage being done with the attacktype
735 816
736=item item_power <level> 817=item I<item_power> <level>
737 818
738the itempower of this weapon. 819the itempower of this weapon.
739 820
740=item name 821=item I<name>
741 822
742the name of the weapon. 823the name of the weapon.
743 824
744=item level (internal) 825=item I<level> (internal)
745 826
746The improvement state of the weapon. 827The improvement state of the weapon.
747If this field is greater than 0 the 'name' field starts with the 828If this field is greater than 0 the I<name> field starts with the
748characters name who improved this weapon. 829characters name who improved this weapon.
749 830
750=item last_eat (internal) 831=item I<last_eat> (internal)
751 832
752seems to be the amount of improvements of a weapon, 833This 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): 834the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
754 835
755 ((who->level / 5) + 5) >= op->last_eat 836 ((who->level / 5) + 5) >= op->last_eat
756 837
757=item last_sp 838=item I<last_sp>
758 839
759the weapon speed (see magic description) 840the weapon speed (see magic description)
760 841
761=item food <number> 842=item I<food> <number>
762 843
763addition to food regeneration of the player 844addition to food regeneration of the player
764 845
765=item hp <number> 846=item I<hp> <number>
766 847
767addition to health regeneration 848addition to health regeneration
768 849
769=item sp <number> 850=item I<sp> <number>
770 851
771addition to mana regeneration 852addition to mana regeneration
772 853
773=item grace <number> 854=item I<grace> <number>
774 855
775addititon to grace regeneration 856addititon to grace regeneration
776 857
777=item gen_sp_armour <number> 858=item I<gen_sp_armour> <number>
778 859
779the players gen_sp_armour field (which is per default 10) is added the <number> amount. 860the 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() 861<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
781is multiplied: gen_sp *= 10/<number> 862do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
782meaning: values > 10 of gen_sp_armour limits the amout of regenerated 863I<gen_sp_armour> limits the amout of regenerated spellpoints.
783spellpoints.
784 864
785generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 865Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
786sp regeneration. 866I<sp> regeneration.
787 867
788=item body_<body slot/part> 868=item I<body_BODYSLOT>
789 869
790the part of the body you need to use this weapon, possible values should be 870The part/slot of the body you need to use this weapon, possible values for
791looked up in common/item.C at body_locations. 871C<BODYSLOT> should be looked up in common/item.C at body_locations.
792 872
793=item resist_<resistnacy> <number> 873The value (in the range C<-7..7>) gives the number of those body slots
874used up by the item (if negative) or the number of body slots this object
875has (if positive, e.g. for monsters or players). The special value C<0>
876indicates that this object cannot equip items requiring these body slots.
877
878=item I<resist_RESISTANCY> <number>
794 879
795this is the factor with which the difference of the players resistancy and 100% 880this is the factor with which the difference of the players resistancy and 100%
796is multiplied, something like this: 881is multiplied, something like this:
797 882
798 additional_resistancy = (100 - current_resistanct) * (<number>/100) 883 additional_resistancy = (100 - current_resistancy) * (<number>/100)
799 884
800if <number> is negative it is added to the total vulnerabilities, 885if <number> is negative it is added to the total vulnerabilities,
801and later the total resistance is decided by: 886and later the total resistance is decided by:
802 887
803 'total resistance = total protections - total vulnerabilities' 888 'total resistance = total protections - total vulnerabilities'
804 889
805see also common/living.C:fix_player 890see also common/living.C:fix_player.
806 891
807=item patch_(attuned|repelled|denied) 892=item I<path_(attuned|repelled|denied)>
808 893
809this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 894this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
810for the pathes. 895for the pathes.
811 896
812=item luck <number> 897=item I<luck> <number>
813 898
814this luck is added to the players luck 899this luck is added to the players I<luck>
815 900
816=item move_type 901=item I<move_type>
817 902
818if the weapon has a move_type set the player inherits it's move_type 903if the weapon has a I<move_type> set the player inherits it's I<move_type>
819 904
820=item exp <number> 905=item I<exp> <number>
821 906
822the added_speed and bonus_speed of the player is raised by <number>/3. 907the added_speed and bonus_speed of the player is raised by <number>/3.
823if <number> < 0 then the added_speed is decreased by <number> 908if <number> < 0 then the added_speed is decreased by <number>
824 909
825=item weight 910=item I<weight>
826 911
827the weight of the weapon 912the weight of the weapon
828 913
829=item magic 914=item I<magic>
830 915
831the magic field affects the amounts of the following fields: 916the I<magic> field affects the amounts of the following fields:
832 917
833 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 918 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
834 919
835 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 920 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
836 921
837 - dam: the players dam is adjusted by: player->dam += (dam + magic) 922 - dam: the players dam is adjusted by: player->dam += (dam + magic)
838 923
839 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 924 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
840 (minium is 0) 925 (minium is 0)
841 926
842=item ac <number> 927=item I<ac> <number>
843 928
844the amount of ac points the player's ac is decreased when applying this object. 929the amount of ac points the player's I<ac> is decreased when applying this object.
845 930
846=item wc <number> 931=item I<wc> <number>
847 932
848the amount of wc points the player's wc is decreased when applying this object. 933the amount of wc points the player's I<wc> is decreased when applying this object.
849 934
850=back 935=back
851 936
852=head4 Player inherits following flags from weapons: 937=head4 Player inherits following flags from weapons:
853 938
858 FLAG_XRAYS 943 FLAG_XRAYS
859 FLAG_BLIND 944 FLAG_BLIND
860 FLAG_SEE_IN_DARK 945 FLAG_SEE_IN_DARK
861 FLAG_UNDEAD 946 FLAG_UNDEAD
862 947
863=head3 GRIMREAPER - type 28 - Grimreapers 948=head3 B<GRIMREAPER> - type 28 - Grimreapers
864 949
865These type are mostly used for monsters, they give the 950These type are mostly used for monsters, they give the
866monster the ability to dissapear after 10 hits with AT_DRAIN. 951monster the ability to dissapear after 10 hits with AT_DRAIN.
867 952
868=over 4 953=over 4
869 954
870=item value <number> 955=item I<value> <number>
871 956
872This field stores the hits the monster did yet. 957This field stores the hits the monster did yet.
873 958
874=back 959=back
875 960
876=head3 CREATOR - type 42 - Object creators 961=head3 B<CREATOR> - type 42 - Object creators
877 962
878Once a creator is activated by a connection it creates a number of objects 963Once 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). 964(cloned from it's inventory or a new object derived from the archetype
965named in the other_arch slot).
880 966
881If FLAG_LIVESAFE is set the number of uses is unlimited. 967If FLAG_LIVESAFE is set the number of uses is unlimited.
882 968
883=over 4 969=over 4
884 970
885=item hp <number> 971=item I<hp> <number>
886 972
887If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can 973If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
888be used. 974be used.
889 975
890=item speed <number> 976=item I<speed> <number>
891 977
892If speed is set the creator will create an object periodically, 978If I<speed> is set the creator will create an object periodically,
893see speed and speed_left fields in general object attribute description 979see I<speed> and I<speed_left> fields in the general object field description
894for more details on how this period works. 980for more details.
895 981
896=item slaying <string> 982=item I<slaying> <string>
897 983
898If set the generated object's name and 984If set the generated object's name and title will be set to this.
899title will be set to this.
900 985
901=item other_arch <string> 986=item I<other_arch> <string>
902 987
903If the inventory of the creator is empty objects of the 988If the inventory of the creator is empty new objects will be derived from the
904archetype <string> will be generated. 989archetype named by <string>.
905 990
906=item connected <number> 991=item I<connected> <number>
907 992
908See generic object attribute section. 993See generic object field description.
909 994
910=back 995=back
911 996
912=head3 DRINK - type 54 - Drinkable stuff 997=head3 B<DRINK> - type 54 - Drinkable stuff
913 998
914See FOOD description. 999See B<FOOD> description.
915 1000
916=head3 CHECK_INV - type 64 - Inventory checkers 1001=head3 B<CHECK_INV> - type 64 - Inventory checkers
917 1002
918This object checks whether the player has a specific item in his 1003This object checks whether the player has a specific item in his
919inventory when he moves above the inventory checker. If the player has 1004inventory 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. 1005the item (or not, which can be controlled with a flag) a connection will be triggered.
921 1006
922If you set move_block you can deny players and monsters to reach the space where 1007If 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. 1008the inventory checker is on, see I<move_block> description below.
924 1009
925The conditions specified by hp, slaying and race are concationated with OR. 1010The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
926So matching one of those conditions is enough. 1011So matching one of those conditions is enough.
927 1012
928=over 4 1013=over 4
929 1014
930=item move_block <move type bitmask> 1015=item I<move_block> <move type bitmask>
931 1016
932If you set this field to block a movetype the move code will block any moves 1017If 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 1018onto 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. 1019(or has - if I<last_sp> = 0) the item that the checker is searching for.
935 1020
936=item last_sp (0|1) 1021=item I<last_sp> (0|1)
937 1022
938If last_sp is 1 'having' the item that is being checked for will 1023If 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. 1024activate the connection or make the space with the checker non-blocking.
940If last_sp is 0 'not having' the item will activate the connection 1025If I<last_sp> is 0 'not having' the item will activate the connection
941or make the space with the checker non-blocking. 1026or make the space with the checker non-blocking.
942 1027
943=item last_heal (0|1) 1028=item I<last_heal> (0|1)
944 1029
945If last_heal is 1 the matching item will be removed if the inventory checker 1030If 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. 1031activates a connection and finds the item in the inventory.
947 1032
948(A inventory checker that blocks a space won't remove anything from inventories) 1033(A inventory checker that blocks a space won't remove anything from inventories)
949 1034
950=item hp <number> 1035=item I<hp> <number>
951 1036
952If this field is not 0 the inventory checker will search for an object 1037If this field is not 0 the inventory checker will search for an object
953with the type id <number>. 1038with the type id <number>.
954 1039
955=item slaying <string> 1040=item I<slaying> <string>
956 1041
957If this field is set the inventory checker will search for an object that 1042If 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). 1043has the same string in the I<slaying> field (for example a key string of a key).
959 1044
960=item race <string> 1045=item I<race> <string>
961 1046
962If this field is set the inventory checker will search for an object which 1047If this field is set the inventory checker will search for an object which
963has the archetype name that matches <string>. 1048has the archetype name that matches <string>.
964 1049
965=item connected <connection id> 1050=item I<connected> <connection id>
966 1051
967This is the connection that will be activated. The connection is 1052This is the connection that will be activated. The connection is
968'pushed' when someone enters the space with the inventory checker, 1053'pushed' when someone enters the space with the inventory checker,
969and it is 'released' when he leaves it. 1054and it is 'released' when he leaves it.
970 1055
971See also the description of the connected field in the generic object attribute 1056See also the description of the I<connected> field in the generic object field
972section. 1057section.
973 1058
974=back 1059=back
975 1060
976=head3 FLESH - type 72 - Organs and body parts 1061=head3 B<FLESH> - type 72 - Organs and body parts
977 1062
978See FOOD description. 1063See B<FOOD> description.
979 1064
980=head3 MISC_OBJECT - type 79 - Misc. objects 1065=head3 B<MISC_OBJECT> - type 79 - Misc. objects
981 1066
982A type for any object that has no special behaviour. 1067A type for any object that has no special behaviour.
983 1068
1069=head3 B<LAMP> - type 82 - A lamp
1070
1071This object represents a lamp, that can be carried and switched
1072on and off and has a certain amount of fuel in it.
1073
1074A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1075Each of them should point at the other one with it's I<other_arch> field.
1076
1077See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1078
1079If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1080with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1081
1082=over 4
1083
1084=item I<glow_radius> <number>
1085
1086The radius of the light that the lamp emits, see also I<glow_radius> in the
1087generic object flags description.
1088
1089=item I<speed> <number>
1090
1091If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1092lamp burns it's fuel (I<food>).
1093
1094Setting FLAG_CHANGING makes only sense on the archetype which represents
1095the 'on' state of the lamp.
1096
1097See also the description of FLAG_CHANGING.
1098
1099Lamps which have no FLAG_CHANGING set would also make sense and represent
1100lamps that never burn up.
1101
1102=item I<other_arch> <number>
1103
1104This is the field that points to the 'other' archetype which represents the
1105opposite state of the lamp. The newly from I<other_arch> derived object will
1106replace the current object and will get the value of I<food> of the replaced object.
1107
1108Rationale:
1109
1110When the lamp (on) is applied a new object is derived from the archetype
1111in I<other_arch> and the I<food> value is copied to it ('the fuel is
1112transferred'). The new lamp (off) object has to have a I<other_arch> field
1113which points to the archetype from which a lamp (on) can be derived.
1114
1115=item I<food> <number>
1116
1117This fields stands for the fuel of the lamp.
1118
1119=back
1120
984=head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators 1121=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
985 1122
986This type of objects multiplies objects that are above it when it is activated. 1123This type of objects multiplies objects that are above it when it is activated.
987You can even multiply by 0, which will destroy the object. 1124You can even multiply by 0, which will destroy the object.
988 1125
989=over 4 1126=over 4
990 1127
991=item level <number> 1128=item I<level> <number>
992 1129
993The multiplicator, if set to 0 or lower it will destroy the objects above it. 1130The multiplicator, if set to 0 or lower it will destroy the objects above it.
994 1131
995=item other_arch <string> 1132=item I<other_arch> <string>
996 1133
997The archetype name of the objects which will be multiplied. 1134The archetype name of the objects that should be multiplied.
998 1135
999=item connected <number> 1136=item I<connected> <number>
1000 1137
1001See generic object attribute section. 1138See generic object field description.
1002 1139
1003=back 1140=back
1004 1141
1005=head3 HOLE - type 94 - Holes 1142=head3 B<HOLE> - type 94 - Holes
1006 1143
1007Holes are holes in the ground where objects can fall through. When the hole 1144B<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 1145opens and/or is completly open all objects above it fall through (more
1009precisely: if their head is above the hole). 1146precisely: if their head is above the hole).
1010 1147
1011When the HOLE is activated it's speed is set to 0.5. 1148When the B<HOLE> is activated it's speed is set to 0.5.
1012 1149
1013Trapdoors can only transfer the one who falls through to other coordinates 1150These holes can only transfer the one who falls through to other coordinates
1014on the B<same> map. 1151on the same map.
1015 1152
1016=over 4 1153=over 4
1017 1154
1018=item maxsp (0|1) 1155=item I<maxsp> (0|1)
1019 1156
1020This field negates the state of the connection: When maxsp is 1 the pit will 1157This 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 1158open/close when the connection is deactivated. Otherwise it will open/close
1022when the connection is activated. This field only has effect when the 1159when 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 1160connection 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 1161connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1025connection was triggered once. 1162connection was triggered once.
1026 1163
1027=item connected <connection id> 1164=item I<connected> <connection id>
1028 1165
1029This is the connection id, which lets the hole opening or closing when 1166This 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 1167activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1031at which connection state the object is activated. 1168at which connection state the object is activated.
1032 1169
1033For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1170For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1034the connection is released. 1171the connection is released.
1035 1172
1036=item wc <number> (internal) 1173=item I<wc> <number> (internal)
1037 1174
1038This is an internal flag. If it is greater than 0 it means that the hole is not 1175This 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 1176yet 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 1177set 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. 1178the 'open' animation step (I<wc> = 0), the hole is open.
1042 1179
1043=item sp <number> 1180=item I<sp> <number>
1044 1181
1045The destination y coordinates on the same map. 1182The destination y coordinates on the same map.
1046 1183
1047=item hp <number> 1184=item I<hp> <number>
1048 1185
1049The destination x coordinates on the same map. 1186The destination x coordinates on the same map.
1050 1187
1051=back 1188=back
1052 1189
1053=head3 POISONING - type 105 - The poisoning of players and monsters 1190=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1054 1191
1055This type is doing the actual damage to the ones who were attacked 1192This type is doing the actual damage to the ones who were attacked
1056via AT_POISON (or drank POISON). 1193via AT_POISON (or drank B<POISON>).
1057 1194
1058The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1195The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1059there for details). 1196there for details).
1060 1197
1061=over 4 1198=over 4
1062 1199
1063=item dam <number> 1200=item I<dam> <number>
1064 1201
1065Each time the poisoning is processed (which is determined by the speed and speed_left 1202Each 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 1203I<speed_left> fields, see the general object fields description above) it hits
1067<number> damage and the AT_INTERNAL attacktype (means: it will simply 1204the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1068hit the player with no strings attached). 1205simply hit the player with no strings attached).
1069 1206
1070=item food <number> 1207=item I<food> <number>
1071 1208
1072Just a note: The posion is removed when food == 1 and not when 1209Just 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 1210the 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 1211the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1075deletes the POISONING object. 1212deletes the B<POISONING> object.
1076 1213
1077=back 1214=back
1078 1215
1079=head3 FORCE - type 114 - Forces 1216=head3 B<FORCE> - type 114 - Forces
1080 1217
1081Forces are a very 'thin' type. They don't have much behaviour other than 1218Forces 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 1219disappearing after a time and/or affecting the player if they are in his
1083inventory. 1220inventory.
1084 1221
1085Forces only take effect on the player if they have set FLAG_APPLIED. 1222Forces only take effect on the player if they have FLAG_APPLIED set.
1086 1223
1087Whether the duration field is processed or not a tick is controlled via the 1224Whether 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 1225I<speed> and I<speed_left> fields. Look above in the generic object field description.
1089fields.
1090 1226
1091NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1227NOTE: 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 1228interpreter 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'. 1229BUT: 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. 1230will 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. 1231removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1232have good semantics on forces, try to avoid it.
1096 1233
1097=over 4 1234=over 4
1098 1235
1099=item duration 1236=item I<duration>
1100 1237
1101While this field is greater than 0 the force/object is not destroyed. It is 1238While this field is greater than 0 the force/object is not destroyed. It is
1102decreased each tick by 1. 1239decreased each tick by 1.
1103 1240
1104If it reaches 0 the force/object is destroyed. 1241If it reaches 0 the force/object is destroyed.
1107FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1244FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1108what happens then. 1245what happens then.
1109 1246
1110=back 1247=back
1111 1248
1112=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1249=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1113 1250
1114This object is generated by the POTION code when the potion is a resistance 1251This 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. 1252giving potion. It has mainly the same behaviour as a B<FORCE>.
1116 1253
1117The specialty of the potion effect is that the resistancy it gives is absolute, 1254The 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 1255so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1119fire. 1256fire.
1120 1257
1121Multiple potion effects only give you the maximum of their resistancy. 1258Multiple potion effects only give you the maximum of their resistancy.

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines