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Revision 1.14 by elmex, Wed Dec 20 19:53:10 2006 UTC vs.
Revision 1.25 by root, Thu Jun 21 22:25:03 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
280=head3 TRANSPORT - type 2 - Player transports 343=head3 B<TRANSPORT> - type 2 - Player transports
281 344
282This type is implemented by the transport extension and has currently no special 345This type is implemented by the transport extension and has currently no special
283attributes that affect it. 346fields that affect it.
284 347
285=head3 ROD - type 3 - Rods that fire spells 348=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
286 349
287Rods contain spells and can be fired by a player. 350Rods contain spells and can be fired by a player.
288 351
289=over 4 352=over 4
290 353
291=item level <number> 354=item I<level> <number>
292 355
293This attribute is used for calculating the spell level that can be fired 356This 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. 357with 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 358The 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 359the 'use magic item' skill level of the player and 1/10 of the level of the
297rod is added as bonus. 360rod is added as bonus.
298 361
299=item hp <number> 362=item I<hp> <number>
300 363
301The amount of spellpoints this rod has left. 364The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
365maxhp/10> per tick.
302 366
303=item maxhp <number> 367=item I<maxhp> <number>
304 368
305The maximum amount of spellpoints this rod has. 369The maximum amount of spellpoints this rod has.
306 370
307=item skill <skill name> 371=item I<skill> <skill name>
308 372
309This field determines which skill you need to apply this object. 373This field determines which skill you need to apply this object.
310 374
311=back 375=back
312 376
313=head3 TREASURE - type 4 - Treasures 377=head3 B<TREASURE> - type 4 - Treasures
314 378
315This type of objects are for random treasure generation in maps. 379This 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 380If this object is applied by a player it will replace itself with it's
317inventory. If it is automatically applied 381inventory. If it is automatically applied
318generate a treasure and replace itself with the generated treasure. 382generate a treasure and replace itself with the generated treasure.
320Chests are also of this type, their treasures are generated by 384Chests are also of this type, their treasures are generated by
321the auto apply code on map instantiation. 385the auto apply code on map instantiation.
322 386
323=over 4 387=over 4
324 388
325=item hp <number> 389=item I<hp> <number>
326 390
327The number of treasures to generate. 391The number of treasures to generate.
328 392
329=item exp <level> 393=item I<exp> <level>
330 394
331If FLAG_AUTO_APPLY is not set the exp field has no further meaning 395If 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, 396and the difficulty for the treasurecode only depends on the maps difficulty,
333otherwise the exp field has the following meaning: 397otherwise the exp field has the following meaning:
334 398
337worth a treasure is or what bonuses it is given by the treasure code. 401worth a treasure is or what bonuses it is given by the treasure code.
338 402
339If this field is not set or 0 the difficulty of the map is passed to the treasure 403If this field is not set or 0 the difficulty of the map is passed to the treasure
340generation code. 404generation code.
341 405
342=item randomitems <treasurelist> 406=item I<randomitems> <treasurelist>
343 407
344The treasurelist to use to generate the treasure which is put in the 408The treasurelist to use to generate the treasure which is put in the
345treasure objects inventory. 409treasure objects inventory.
346 410
347=back 411=back
348 412
349=head3 POTION - type 5 - Potions for drinking and other nastynesses 413=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
350 414
351These objects contain a spell and will emit it on apply, which most 415These objects contain a spell and will emit it on apply, which most
352of the time has the meaning of 'drinking'. 416of the time has the meaning of 'drinking'.
353 417
354If no resistancy field, stat field or attacktype is set and no spell 418If 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 423If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
360will yield an explosion and hurt the player. 424will yield an explosion and hurt the player.
361 425
362=over 4 426=over 4
363 427
364=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 428=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
365 429
366These stat fields determine how many stat points the player gets 430These stat fields determine how many stat points the player gets
367when he applies this potion. 431when he applies this potion.
368 432
369If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 433If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
370 434
371=item sp <number> 435=item I<sp> <number>
372 436
373If this field is set and the randomitems field is not set 437If this field is set and the randomitems field is not set
374the field is interpreted as spell number, please look the right 438the field is interpreted as spell number, please look the right
375number up in common/loader.C. 439number up in common/loader.C.
376 440
377If this field is set the randomitems field will be unset by the 441If this field is set the randomitems field will be unset by the
378map loading code. 442map loading code.
379 443
380=item attacktype <attacktype> 444=item I<attacktype> <attacktype>
381 445
382This field has some special meaning in potions, currently the 446This field has some special meaning in potions, currently the
383bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 447bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
384restoration potion or improvement potion. 448restoration potion or improvement potion.
385See include/attackinc.h for the bits of these types. 449See include/attackinc.h for the bits of these types.
390into him. 454into him.
391 455
392If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 456If 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. 457When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
394 458
395=item resist_<resistancy> <number> 459=item I<resist_RESISTANCY> <number>
396 460
397If this stat is set and no spell is in the potion the potion 461If this stat is set and no spell is in the potion the potion
398will create a force that give the player this specific resistancy. 462will create a force that give the player this specific resistancy.
399The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 463The 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 464and the potion will last 10 times longer than the default force archetype
401FORCE_NAME (at the moment of this writing spell/force.arc). 465FORCE_NAME (at the moment of this writing spell/force.arc).
402 466
403=item randomitems <treasurelist> 467=item I<randomitems> <treasurelist>
404 468
405The inventory/spell of the potion will be created by calling the treasure code 469The 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 470with the treasurelist specified here. (I guess it's highly undefined what
407happens if there is not a spell in the potions inventory). 471happens if there is not a spell in the potions inventory).
408 472
409=item on_use_yield <archetype> 473=item I<on_use_yield> <archetype>
410 474
411When this object is applied an instance of <archetype> will be created. 475When this object is applied an instance of <archetype> will be created.
412 476
413=item subtypes <potion subtype> 477=item I<subtypes> <potion subtype>
414 478
415see include/spells.h for possible potion subtypes, there are currently 4: 479see include/spells.h for possible potion subtypes, there are currently 4:
416 480
417=over 4 481=over 4
418 482
421Unused, default behaiour of a potion. 485Unused, default behaiour of a potion.
422 486
423=item POT_DUST 487=item POT_DUST
424 488
425This potion can be thrown to cast the spell that it has in it's inventory, 489This 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 490the behaviour is not defined if there is not a B<SPELL> in the inventory and the
427server will log an error. 491server will log an error.
428 492
429=item POT_FIGURINE 493=item POT_FIGURINE
430 494
431Unused, default behaiour of a potion. 495Unused, default behaiour of a potion.
436 500
437=back 501=back
438 502
439=back 503=back
440 504
441=head3 FOOD - type 6 - Eatable stuff 505=head3 B<FOOD> - type 6 - Eatable stuff
442 506
443This is for objects that are representing general eatables like 507This is for objects that are representing general eatables like
444beef or bread. 508beef or bread.
445 509
446The main difference between FOOD, FLESH and DRINK is that they 510The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
447give different messages. 511give different messages.
448 512
449The specialty of FLESH is that it inherits the resistancies of the 513The specialty of B<FLESH> is that it inherits the resistancies of the
450monsters it was generated in and will let dragons raise their resistancies 514monsters it was generated in and will let dragons raise their resistancies
451with that. If the monster has the POISON attacktype the FLESH 515with that. If the monster has the B<POISON> attacktype the B<FLESH>
452will change into POISON. 516will change into B<POISON>.
453 517
454If a player runs low on food he will grab for FOOD, DRINK and POISON 518If 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. 519and if he doesn't find any of that he will start eating B<FLESH>.
456 520
457=over 4 521=over 4
458 522
459=item title <string> 523=item I<title> <string>
460 524
461If the food has a title or is cursed it is considered 'special', which means that the 525If 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 526means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
463are interpreted and have further effects on the player. 527I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
528on the player.
464 529
465The higher the food field is the longer the improvement of the player lasts 530The higher the I<food> field is the longer the improvement of the player lasts
466(except for hp and sp). 531(except for I<hp> and I<sp>).
467 532
468=item food <number> 533=item I<food> <number>
469 534
470This is the amount of food points the player gets when he eats this. 535This is the amount of food points the player gets when he eats this.
471 536
472=item on_use_yield <archetype> 537=item I<on_use_yield> <archetype>
473 538
474When this object is applied an instance of <archetype> will be created. 539When this object is applied an instance of <archetype> will be created.
475 540
476=back 541=back
477 542
478=head3 POISON - type 7 - Poisonous stuff 543=head3 B<POISON> - type 7 - Poisonous stuff
479 544
480This type is for objects that can poison the player when drinking. 545This 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 546When applied it will hit the attacked with AT_POISON and will create
482a POISONING object in the one who was hit. 547a B<POISONING> object in the one who was hit.
483 548
484=over 4 549=over 4
485 550
486=item level <number> 551=item I<level> <number>
487 552
488This field affects the propability of poisoning. The higher the level difference 553This field affects the probability of poisoning. The higher the level difference
489between the one who is hit and the poision the mose propable it is the attacked 554between the one who is hit and the poision the more probable it is the attacked
490one will be poisoned. 555one will be poisoned.
491 556
492=item slaying <race> 557=item I<slaying> <race>
493 558
494On poison this field has the usual meaning of 'slaying', when the 559This field has the usual meaning of 'slaying', when the
495ones race matches the slaying field the damage done by the poison 560poisoned's race matches the I<slaying> field the damage done by the poison
496is multiplied by 3. 561is multiplied by 3.
497 562
498=item hp <number> 563=item I<hp> <number>
499 564
500This is the amount of damage the player will receive from applying this. The 565This 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 566attacktype 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 567determine 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 568created 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 569get the damage from this field (which is maybe adjusted by slaying or the
505resistancies). 570resistancies).
506 571
507=item food <number> 572=item I<food> <number>
508 573
5091/4 of <number> will be drained from the players food. 5741/4 of <number> will be drained from the players I<food>.
510 575
511=item on_use_yield <archetype> 576=item I<on_use_yield> <archetype>
512 577
513When this object is applied an instance of <archetype> will be created. 578When this object is applied an instance of <archetype> will be created.
514 579
515=back 580=back
516 581
517=head3 BOOK - type 8 - Readable books 582=head3 B<BOOK> - type 8 - Readable books
518 583
519This type is basically for representing text books in the game. 584This type is basically for representing text books in the game.
520 585
521Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 586Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
522 587
523=over 4 588=over 4
524 589
525=item msg <text> 590=item I<msg> <text>
526 591
527This is the contents of the book. When this field is unset 592This is the contents of the book. When this field is unset
528at treasure generation a random text will be inserted. 593at treasure generation a random text will be inserted.
529 594
530=item skill <skill name> 595=item I<skill> <skill name>
531 596
532The skill required to read this book. (The most resonable 597The skill required to read this book. (The most resonable
533skill would be literacy). 598skill would be literacy).
534 599
535=item exp <number> 600=item I<exp> <number>
536 601
537The experience points the player get for reading this book. 602The experience points the player get for reading this book.
538 603
539=item subtype <readable subtype> 604=item I<subtype> <readable subtype>
540 605
541This field determines the type of the readable. 606This field determines the type of the readable.
542Please see common/readable.C in the readable_message_types table. 607Please see common/readable.C in the readable_message_types table.
543 608
544=back 609=back
545 610
546=head3 CLOCK - type 9 - Clocks 611=head3 B<CLOCK> - type 9 - Clocks
547 612
548This type of objects just display the time when being applied. 613This type of objects just display the time when being applied.
549 614
550=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) 615=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
551 616
552This is a spell effect of a moving bolt. It moves straigt forward 617This is a spell effect of a moving bolt. It moves straigt forward
553through the map until something blocks it. 618through the map until something blocks it.
554If FLAG_REFLECTING is set it even reflects on walls. 619If FLAG_REFLECTING is set it even reflects on walls.
555 620
556FLAG_IS_TURNABLE should be set on these objects. 621FLAG_IS_TURNABLE should be set on these objects.
557 622
558=over 4 623=over 4
559 624
560=item move_type <movetype> 625=item I<move_type> <movetype>
561 626
562This field affects the move type with which the lightning moves through 627This field affects the move type with which the lightning moves through
563the map and which map cells will reflect or block it. 628the map and which map cells will reflect or block it.
564 629
565=item attacktype <attacktype> 630=item I<attacktype> <attacktype>
566 631
567The attacktype with which it hits the objects on the map. 632The attacktype with which it hits the objects on the map.
568 633
569=item dam <number> 634=item I<dam> <number>
570 635
571The damage this bolt inflicts when it hits objects on the map. 636The damage this bolt inflicts when it hits objects on the map.
572 637
573=item Dex <number> 638=item I<Dex> <number>
574 639
575This is the fork percentage, it is reduced by 10 per fork. 640This is the fork percentage, it is reduced by 10 per fork.
576And the damage is halved on each fork. 641And the I<dam> field is halved on each fork.
577 642
578=item Con <number> 643=item I<Con> (internal)
579 644
580This value is a percentage of which the forking lightning 645This value is a percentage of which the forking lightning
581is deflected to the left. This value should be mostly used internally. 646is deflected to the left. This value should be mostly used internally.
582 647
583=item duration <number> 648=item I<duration> <number>
584 649
585The duration the bolt stays on a map cell. This field is decreased each time 650The 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 651the object is processed (see the meaning of I<speed> and I<speed_left> fields in
587the object general description). 652the generic object field description).
588 653
589=item range <number> 654=item I<range> <number>
590 655
591This is the range of the bolt, each space it advances this field is decreased. 656This is the range of the bolt, each space it advances this field is decreased.
592 657
593=back 658=back
594 659
595=head3 ARROW - type 13 - Arrows 660=head3 B<ARROW> - type 13 - Arrows
596 661
597This is the type for objects that represent projectiles like arrows. 662This is the type for objects that represent projectiles like arrows.
598The movement of THROWN_OBJs behave similar to this type. 663The movement of B<THROWN_OBJ>s behave similar to this type.
599 664
600Flying arrows are stopped either when they hit something blocking 665Flying arrows are stopped either when they hit something blocking
601(move_block) or something which is alive. 666(I<move_block>) or something which is alive.
602If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE 667If 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 668set, 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. 669damage with a small chance which is affected by the I<level> field of the arrow.
605 670
606If FLAG_REFLECTING is set on the arrow it will bounce off everything 671If FLAG_REFLECTING is set on the arrow it will bounce off everything
607that is not alive and blocks it's movement. 672that is not alive and blocks it's movement.
608 673
609When an arrow is being shot it's dam, wc, attacktype, slaying fields will 674When 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 675fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
611once the arrow has been stopped. 676the object, to restore them once the arrow has been stopped.
612 677
613=over 4 678=over 4
614 679
615=item dam <number> 680=item I<dam> <number>
616 681
617The amount of damage that is being done to the victim that gets hit. 682The 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 683This field is recomputed when the arrow is fired and will consist
619of the sum of a damage bonus (see description of the BOW type), 684of 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 685the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
621and the arrows magic field. 686and the arrows I<magic> field.
622 687
623=item wc <number> 688=item I<wc> <number>
624 689
625The weaponclass of the arrow, which has effect on the propability of hitting. 690The weapon class of the arrow, which has effect on the probability of hitting.
626 691
627It is recomputed when the arrow is being fired by this formula: 692It is recomputed when the arrow is being fired by this formula:
628 693
629 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) 694 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
630 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod 695 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
631 696
632When the arrow is not being shot by an player dex_bonus and thaco_bonus and the 697When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
633level is not added. 698level is not added.
634 699
635The wc_mod is dependend on the fire mode of the bow. For a more detailed 700wc_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. 701explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
637 702
638=item magic <number> 703=item I<magic> <number>
639 704
640This field is added to the damage of the arrow when it is shot and 705This 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. 706will also improve it's I<speed> by 1/5 of it's value.
642 707
643=item attacktype <attacktype> 708=item I<attacktype> <attacktype>
644 709
645Bitfield which decides the attacktype of the damage, see include/attackinc.h 710Bitfield which decides the attacktype of the damage, see include/attackinc.h
646On fireing the attacktype of the bow is added to the arrows attacktype. 711On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
647 712
648=item level <number> (interally used) 713=item I<level> <number> (interally used)
649 714
650The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, 715The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
651see above in the ARROW description. 716see above in the B<ARROW> description.
652 717
653The level is set when the arrow is fired to either the skill level or the 718The I<level> is set when the arrow is fired to either the skill level or the
654shooters level. 719shooters level.
655 720
656=item speed <number> (internal) 721=item I<speed> <number> (internal)
657 722
658This field shouldn't be set directly in the archetype, the arrow will get it's 723This 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 724I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
660arrow will be stopped immediatly. 725arrow will be stopped immediatly.
661 726
662On fireing the speed of the arrow is computed of 1/5 of the 727On 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 728sum 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. 729of the bows I<dam> field is added to the I<speed> of the arrow.
665 730
666The minimum speed of an arrow is 1.0. 731The minimum I<speed> of an arrow is 1.0.
667 732
668While flying the arrows speed is decreased by 0.05 each time it's moved. 733While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
669 734
670If the speed is above 10.0 it goes straight through the creature it hits and 735If 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 736it'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 737stopped 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). 738put on it's map square (if it didn't break, see description of the I<food> field).
674 739
675=item weight <number> 740=item I<weight> <number>
676 741
677This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg) 742This 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. 743the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
679 744
680=item food <number> 745=item I<food> <number>
681 746
682The breaking percentage. 100% means: breaks on usage for sure. 747The breaking percentage. 100 (%) means: breaks on usage for sure.
683 748
684=item inventory (internal) 749=item I<inventory> (internal)
685 750
686If the flying/moving object has something in it's inventory and it stops, it 751If 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, 752will 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 753which means: it will be calculated whether the arrow breaks and it will be
689reset for reuse. 754reset for reuse.
690 755
691=item slaying <string> 756=item I<slaying> <string>
692 757
693When the bow that fires this arrow has it's slaying field set it is copied 758When 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. 759to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
695 760
696=item move_type <movetype> (internally used) 761=item I<move_type> <movetype> (internally used)
697 762
698This field is set when the arrow is shot to MOVE_FLY_LOW. 763This field is set when the arrow is shot to MOVE_FLY_LOW.
699 764
700=item move_on <movetype> (internally used) 765=item I<move_on> <movetype> (internally used)
701 766
702This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. 767This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
703 768
704=item race <string> 769=item I<race> <string>
705 770
706The race field is a unique key that assigns arrows, bows and quivers. When 771The 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 772shooting 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 773same 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). 774the containers (which are applied and have the same I<race> as the bow and the arrow).
710 775
711=back 776=back
712 777
713=head3 BOW - type 14 - Bows, those that fire ARROWs 778=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
714 779
715TODO, but take into account ARROW description above 780TODO, but take into account B<ARROW> description above!
716 781
717=head3 WEAPON - type 15 - Weapons 782=head3 B<WEAPON> - type 15 - Weapons
718 783
719This type is for general hack and slash weapons like swords, maces 784This type is for general hack and slash weapons like swords, maces
720and daggers and and .... 785and daggers and and ....
721 786
722=over 4 787=over 4
723 788
724=item weapontype <type id> 789=item I<weapontype> <type id>
725 790
726decides what attackmessages are generated, see include/define.h 791decides what attackmessages are generated, see include/define.h
727 792
728=item attacktype <bitmask> 793=item I<attacktype> <bitmask>
729 794
730bitfield which decides the attacktype of the damage, see include/attackinc.h 795bitfield which decides the attacktype of the damage, see include/attackinc.h
731 796
732=item dam <number> 797=item I<dam> <number>
733 798
734amount of damage being done with the attacktype 799amount of damage being done with the attacktype
735 800
736=item item_power <level> 801=item I<item_power> <level>
737 802
738the itempower of this weapon. 803the itempower of this weapon.
739 804
740=item name 805=item I<name>
741 806
742the name of the weapon. 807the name of the weapon.
743 808
744=item level (internal) 809=item I<level> (internal)
745 810
746The improvement state of the weapon. 811The improvement state of the weapon.
747If this field is greater than 0 the 'name' field starts with the 812If this field is greater than 0 the I<name> field starts with the
748characters name who improved this weapon. 813characters name who improved this weapon.
749 814
750=item last_eat (internal) 815=item I<last_eat> (internal)
751 816
752seems to be the amount of improvements of a weapon, 817This 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): 818the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
754 819
755 ((who->level / 5) + 5) >= op->last_eat 820 ((who->level / 5) + 5) >= op->last_eat
756 821
757=item last_sp 822=item I<last_sp>
758 823
759the weapon speed (see magic description) 824the weapon speed (see magic description)
760 825
761=item food <number> 826=item I<food> <number>
762 827
763addition to food regeneration of the player 828addition to food regeneration of the player
764 829
765=item hp <number> 830=item I<hp> <number>
766 831
767addition to health regeneration 832addition to health regeneration
768 833
769=item sp <number> 834=item I<sp> <number>
770 835
771addition to mana regeneration 836addition to mana regeneration
772 837
773=item grace <number> 838=item I<grace> <number>
774 839
775addititon to grace regeneration 840addititon to grace regeneration
776 841
777=item gen_sp_armour <number> 842=item I<gen_sp_armour> <number>
778 843
779the players gen_sp_armour field (which is per default 10) is added the <number> amount. 844the 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() 845<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
781is multiplied: gen_sp *= 10/<number> 846do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
782meaning: values > 10 of gen_sp_armour limits the amout of regenerated 847I<gen_sp_armour> limits the amout of regenerated spellpoints.
783spellpoints.
784 848
785generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 849Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
786sp regeneration. 850I<sp> regeneration.
787 851
788=item body_<body slot/part> 852=item I<body_BODYSLOT>
789 853
790the part of the body you need to use this weapon, possible values should be 854The part/slot of the body you need to use this weapon, possible values for
791looked up in common/item.C at body_locations. 855C<BODYSLOT> should be looked up in common/item.C at body_locations.
792 856
793=item resist_<resistnacy> <number> 857The value (in the range C<-7..7>) gives the number of those body slots
858used up by the item (if negative) or the number of body slots this object
859has (if positive, e.g. for monsters or players). The special value C<0>
860indicates that this object cannot equip items requiring these body slots.
861
862=item I<resist_RESISTANCY> <number>
794 863
795this is the factor with which the difference of the players resistancy and 100% 864this is the factor with which the difference of the players resistancy and 100%
796is multiplied, something like this: 865is multiplied, something like this:
797 866
798 additional_resistancy = (100 - current_resistanct) * (<number>/100) 867 additional_resistancy = (100 - current_resistancy) * (<number>/100)
799 868
800if <number> is negative it is added to the total vulnerabilities, 869if <number> is negative it is added to the total vulnerabilities,
801and later the total resistance is decided by: 870and later the total resistance is decided by:
802 871
803 'total resistance = total protections - total vulnerabilities' 872 'total resistance = total protections - total vulnerabilities'
804 873
805see also common/living.C:fix_player 874see also common/living.C:fix_player.
806 875
807=item patch_(attuned|repelled|denied) 876=item I<path_(attuned|repelled|denied)>
808 877
809this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 878this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
810for the pathes. 879for the pathes.
811 880
812=item luck <number> 881=item I<luck> <number>
813 882
814this luck is added to the players luck 883this luck is added to the players I<luck>
815 884
816=item move_type 885=item I<move_type>
817 886
818if the weapon has a move_type set the player inherits it's move_type 887if the weapon has a I<move_type> set the player inherits it's I<move_type>
819 888
820=item exp <number> 889=item I<exp> <number>
821 890
822the added_speed and bonus_speed of the player is raised by <number>/3. 891the added_speed and bonus_speed of the player is raised by <number>/3.
823if <number> < 0 then the added_speed is decreased by <number> 892if <number> < 0 then the added_speed is decreased by <number>
824 893
825=item weight 894=item I<weight>
826 895
827the weight of the weapon 896the weight of the weapon
828 897
829=item magic 898=item I<magic>
830 899
831the magic field affects the amounts of the following fields: 900the I<magic> field affects the amounts of the following fields:
832 901
833 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 902 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
834 903
835 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 904 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
836 905
837 - dam: the players dam is adjusted by: player->dam += (dam + magic) 906 - dam: the players dam is adjusted by: player->dam += (dam + magic)
838 907
839 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 908 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
840 (minium is 0) 909 (minium is 0)
841 910
842=item ac <number> 911=item I<ac> <number>
843 912
844the amount of ac points the player's ac is decreased when applying this object. 913the amount of ac points the player's I<ac> is decreased when applying this object.
845 914
846=item wc <number> 915=item I<wc> <number>
847 916
848the amount of wc points the player's wc is decreased when applying this object. 917the amount of wc points the player's I<wc> is decreased when applying this object.
849 918
850=back 919=back
851 920
852=head4 Player inherits following flags from weapons: 921=head4 Player inherits following flags from weapons:
853 922
858 FLAG_XRAYS 927 FLAG_XRAYS
859 FLAG_BLIND 928 FLAG_BLIND
860 FLAG_SEE_IN_DARK 929 FLAG_SEE_IN_DARK
861 FLAG_UNDEAD 930 FLAG_UNDEAD
862 931
863=head3 GRIMREAPER - type 28 - Grimreapers 932=head3 B<GRIMREAPER> - type 28 - Grimreapers
864 933
865These type are mostly used for monsters, they give the 934These type are mostly used for monsters, they give the
866monster the ability to dissapear after 10 hits with AT_DRAIN. 935monster the ability to dissapear after 10 hits with AT_DRAIN.
867 936
868=over 4 937=over 4
869 938
870=item value <number> 939=item I<value> <number>
871 940
872This field stores the hits the monster did yet. 941This field stores the hits the monster did yet.
873 942
874=back 943=back
875 944
876=head3 CREATOR - type 42 - Object creators 945=head3 B<CREATOR> - type 42 - Object creators
877 946
878Once a creator is activated by a connection it creates a number of objects 947Once 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). 948(cloned from it's inventory or a new object derived from the archetype
949named in the other_arch slot).
880 950
881If FLAG_LIVESAFE is set the number of uses is unlimited. 951If FLAG_LIVESAFE is set the number of uses is unlimited.
882 952
883=over 4 953=over 4
884 954
885=item hp <number> 955=item I<hp> <number>
886 956
887If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can 957If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
888be used. 958be used.
889 959
890=item speed <number> 960=item I<speed> <number>
891 961
892If speed is set the creator will create an object periodically, 962If I<speed> is set the creator will create an object periodically,
893see speed and speed_left fields in general object attribute description 963see I<speed> and I<speed_left> fields in the general object field description
894for more details on how this period works. 964for more details.
895 965
896=item slaying <string> 966=item I<slaying> <string>
897 967
898If set the generated object's name and 968If set the generated object's name and title will be set to this.
899title will be set to this.
900 969
901=item other_arch <string> 970=item I<other_arch> <string>
902 971
903If the inventory of the creator is empty objects of the 972If the inventory of the creator is empty new objects will be derived from the
904archetype <string> will be generated. 973archetype named by <string>.
905 974
906=item connected <number> 975=item I<connected> <number>
907 976
908See generic object attribute section. 977See generic object field description.
909 978
910=back 979=back
911 980
912=head3 DRINK - type 54 - Drinkable stuff 981=head3 B<DRINK> - type 54 - Drinkable stuff
913 982
914See FOOD description. 983See B<FOOD> description.
915 984
916=head3 CHECK_INV - type 64 - Inventory checkers 985=head3 B<CHECK_INV> - type 64 - Inventory checkers
917 986
918This object checks whether the player has a specific item in his 987This object checks whether the player has a specific item in his
919inventory when he moves above the inventory checker. If the player has 988inventory 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. 989the item (or not, which can be controlled with a flag) a connection will be triggered.
921 990
922If you set move_block you can deny players and monsters to reach the space where 991If 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. 992the inventory checker is on, see I<move_block> description below.
924 993
925The conditions specified by hp, slaying and race are concationated with OR. 994The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
926So matching one of those conditions is enough. 995So matching one of those conditions is enough.
927 996
928=over 4 997=over 4
929 998
930=item move_block <move type bitmask> 999=item I<move_block> <move type bitmask>
931 1000
932If you set this field to block a movetype the move code will block any moves 1001If 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 1002onto 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. 1003(or has - if I<last_sp> = 0) the item that the checker is searching for.
935 1004
936=item last_sp (0|1) 1005=item I<last_sp> (0|1)
937 1006
938If last_sp is 1 'having' the item that is being checked for will 1007If 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. 1008activate the connection or make the space with the checker non-blocking.
940If last_sp is 0 'not having' the item will activate the connection 1009If I<last_sp> is 0 'not having' the item will activate the connection
941or make the space with the checker non-blocking. 1010or make the space with the checker non-blocking.
942 1011
943=item last_heal (0|1) 1012=item I<last_heal> (0|1)
944 1013
945If last_heal is 1 the matching item will be removed if the inventory checker 1014If 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. 1015activates a connection and finds the item in the inventory.
947 1016
948(A inventory checker that blocks a space won't remove anything from inventories) 1017(A inventory checker that blocks a space won't remove anything from inventories)
949 1018
950=item hp <number> 1019=item I<hp> <number>
951 1020
952If this field is not 0 the inventory checker will search for an object 1021If this field is not 0 the inventory checker will search for an object
953with the type id <number>. 1022with the type id <number>.
954 1023
955=item slaying <string> 1024=item I<slaying> <string>
956 1025
957If this field is set the inventory checker will search for an object that 1026If 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). 1027has the same string in the I<slaying> field (for example a key string of a key).
959 1028
960=item race <string> 1029=item I<race> <string>
961 1030
962If this field is set the inventory checker will search for an object which 1031If this field is set the inventory checker will search for an object which
963has the archetype name that matches <string>. 1032has the archetype name that matches <string>.
964 1033
965=item connected <connection id> 1034=item I<connected> <connection id>
966 1035
967This is the connection that will be activated. The connection is 1036This is the connection that will be activated. The connection is
968'pushed' when someone enters the space with the inventory checker, 1037'pushed' when someone enters the space with the inventory checker,
969and it is 'released' when he leaves it. 1038and it is 'released' when he leaves it.
970 1039
971See also the description of the connected field in the generic object attribute 1040See also the description of the I<connected> field in the generic object field
972section. 1041section.
973 1042
974=back 1043=back
975 1044
1045=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1046
1047speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1048changes.
1049
1050 (based on value that last_sp takes):
1051 0: 'furious' Makes all monsters aggressive
1052 1: 'angry' As above but pets are unaffected
1053 2: 'calm' Makes all monsters unaggressive
1054 3: 'sleep' Puts all monsters to sleep
1055 4: 'charm' Makes monster into a pet of person
1056 who triggers the square. This setting
1057 is not enabled for continous operation
1058 5: 'destroy mons' destroy any monsters on this space
1059 6: 'destroy pets' destroy friendly monsters on this space
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.

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