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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.15 by elmex, Wed Dec 20 20:25:59 2006 UTC vs.
Revision 1.17 by elmex, Wed Dec 20 22:54:59 2006 UTC

13 13
14The term 'archetype' stands for a collection of fields. 14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance. 15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields. 16The term 'field' is used for an object fields and archetype fields.
17 17
18Field names will be displayed like I<this>. 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
19 23
20=head2 About archetypes and objects 24=head2 About archetypes and objects
21 25
22Archetypes are 'templates' of objects. If an object is derived 26Archetypes are 'templates' of objects. If an object is derived
23from an archetype the object fields will be set to the corresponding 27from an archetype the object fields will be set to the corresponding
72These 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
73default behaviour. 77default behaviour.
74 78
75=over 4 79=over 4
76 80
77=item name <string> 81=item I<name> <string>
78 82
79The name of the object. 83The name of the object.
80 84
81=item name_pl <string> 85=item I<name_pl> <string>
82 86
83The 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).
84 88
85=item face <facename> 89=item I<face> <facename>
86 90
87The graphical appearance of this object. 91The graphical appearance of this object.
88 92
89=item x <number> 93=item I<x> <number>
90 94
91The x position of the object when it is on a map. 95The x position of the object when it is on a map.
92 96
93=item y <number> 97=item I<y> <number>
94 98
95The y position of the object when it is on a map. 99The y position of the object when it is on a map.
96 100
97=item map (internal) 101=item I<map> (internal)
98 102
99The map the object is on. 103The map the object is on.
100 104
101=item invisible <number> 105=item I<invisible> <number>
102 106
103If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
104For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
105and is decreased every tick by 1. 109and is decreased every tick by 1.
106 110
107For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
108 112
109=item speed <number> 113=item I<speed> <number>
110 114
111If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 115If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
112on the active object list and will be processed each tick (see also speed_left!). 116on the active object list and will be processed each tick (see also speed_left!).
113 117
114If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 118If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
115from the active object list and it won't experience any processing per tick. 119from the active object list and it won't experience any processing per tick.
116 120
117=item speed_left <number> 121=item I<speed_left> <number>
118 122
119If this field is greater than 0 and the object is on the 123If this field is greater than 0 and the object is on the
120active list (mostly means it's speed is also greater than 0): 124active list (mostly means it's speed is also greater than 0):
121 125
122 - speed_left is decreased by 1 126 - speed_left is decreased by 1
123 - and this object is processed and experiences a server tick. 127 - and this object is processed and experiences a server tick.
124 128
125If the object is on the active list and speed_left is lower or 129If the object is on the active list and I<speed_left> is lower or
126equal to 0 the absolute value of the speed field is added to speed_left 130equal to 0 the absolute value of the I<speed> is added to I<speed_left>
127on the end of the tick. 131on the end of the tick.
128 132
129This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 133This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
130the more seldom the object is processed. And the higher the speed field is 134the more seldom the object is processed. And the higher I<speed> is
131the more often the object is processed. 135the more often the object is processed.
132 136
133=item connected <number> 137=item I<connected> <number>
134 138
135When this field is set the object will be linked to a connection with the 139When this field is set the object will be linked to a connection with the
136id <number>. What happens when the connection is 'activated' depends on the 140id <number>. What happens when the connection is 'activated' depends on the
137type of the object. 141type of the object.
138 142
139When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control 143FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
140when to activate the object, see description of these below for further details. 144when to activate the object, see description of these below for further details.
141 145
142=item no_drop (0|1) 146=item I<no_drop> (0|1)
143 147
144Sets the flag FLAG_NO_DROP. 148Sets the flag FLAG_NO_DROP.
145See Flags section below. 149See Flags section below.
146 150
147=item applied (0|1) 151=item I<applied> (0|1)
148 152
149Sets the flag FLAG_APPLIED. 153Sets the flag FLAG_APPLIED.
150See Flags section below. 154See Flags section below.
151 155
152=item is_used_up (0|1) 156=item I<is_used_up> (0|1)
153 157
154Sets the flag FLAG_IS_USED_UP. 158Sets the flag FLAG_IS_USED_UP.
155See Flags section below. 159See Flags section below.
156 160
157=item changing (0|1) 161=item I<changing> (0|1)
158 162
159Sets the flag FLAG_CHANGING. 163Sets the flag FLAG_CHANGING.
160See Flags section below. 164See Flags section below.
161 165
162=item auto_apply (0|1) 166=item I<auto_apply> (0|1)
163 167
164Sets the flag FLAG_AUTO_APPLY. 168Sets the flag FLAG_AUTO_APPLY.
165See Flags section below. 169See Flags section below.
166 170
167=item no_steal (0|1) 171=item I<no_steal> (0|1)
168 172
169Sets the flag FLAG_NO_STEAL. 173Sets the flag FLAG_NO_STEAL.
170See Flags section below. 174See Flags section below.
171 175
172=item reflecting (0|1) 176=item I<reflecting> (0|1)
173 177
174Sets the flag FLAG_REFLECTING. 178Sets the flag FLAG_REFLECTING.
175See Flags section below. 179See Flags section below.
176 180
177=item reflect_spell (0|1) 181=item I<reflect_spell> (0|1)
178 182
179Sets the flag FLAG_REFL_SPELL. 183Sets the flag FLAG_REFL_SPELL.
180See Flags section below. 184See Flags section below.
181 185
182=item no_skill_ident (0|1) 186=item I<no_skill_ident> (0|1)
183 187
184Sets the flag FLAG_NO_SKILL_IDENT. 188Sets the flag FLAG_NO_SKILL_IDENT.
185See Flags section below. 189See Flags section below.
186 190
187=item activate_on_push (0|1) (default: 1) 191=item I<activate_on_push> (0|1) (default: 1)
188 192
189Sets the flag FLAG_ACTIVATE_ON_PUSH. 193Sets the flag FLAG_ACTIVATE_ON_PUSH.
190See Flags section below. 194See Flags section below.
191 195
192=item activate_on_release (0|1) (default: 1) 196=item I<activate_on_release> (0|1) (default: 1)
193 197
194Sets the flag FLAG_ACTIVATE_ON_RELEASE. 198Sets the flag FLAG_ACTIVATE_ON_RELEASE.
195See Flags section below. 199See Flags section below.
196 200
197=item editable (more than deprecated) 201=item I<editable> (more than deprecated)
198 202
199This field had a special meaning for crossedit, which used parts 203This field had a special meaning for crossedit, which used parts
200of the server code for editing. Wherever you see this field being 204of the server code for editing. Wherever you see this field being
201set in an archetype ignore it and/or remove it. No code interprets this 205set in an archetype ignore it and/or remove it. No code interprets this
202field anymore. 206field anymore.
217 221
218This flag mostly states whether this object has been 'applied' by the player. 222This flag mostly states whether this object has been 'applied' by the player.
219For objects that are applied by the code or have this flag set in the archetype 223For objects that are applied by the code or have this flag set in the archetype
220it mostly means 'this object is active'. 224it mostly means 'this object is active'.
221 225
222For example the player adjustments of the hp/sp/grace fields and inheritance 226For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
223of flags from objects in his inventory is toggled by this flag. 227of flags from objects in his inventory is toggled by this flag.
224 228
225=item FLAG_IS_USED_UP 229=item FLAG_IS_USED_UP
226 230
227This flag controls whether an object is 'used up'. If it is set the 'food' field 231This flag controls whether an object is 'used up'. If it is set I<food>
228of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 232is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
229it is removed.
230 233
231If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 234If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
232this object is removed or not, see the Force type below for the meaning 235this object is removed or not, see the B<FORCE> type below for the meaning
233of the duration field in this context. 236of the duration field in this context.
234 237
235If FLAG_APPLIED is not set the object is destroyed. 238If FLAG_APPLIED is not set the object is destroyed.
236 239
237=item FLAG_CHANGING 240=item FLAG_CHANGING
238 241
239If the 'state' field of the object is 0 the object will be processed periodically. 242If the I<state> field of the object is 0 the object will be processed periodically
240Otherwise it won't "change"; 243(if I<speed> is set). If the I<state> field is 1 it won't be processed.
244
245This flag indicates that the object is changing into a different object.
246The object has to have the I<other_arch> field set. The object the changing object
247changes into is derived from the archetype in I<other_arch>.
248
249When the object does not have FLAG_ALIVE set the I<food> field will be decremented
250each time the object is processed, and if I<food> reaches 0 one new object will be generated.
251
252When the object has FLAG_ALIVE set the I<food> field is the number of objects that
253will be generated.
254
255After the new object is created the I<hp> field from the old object is copied into
256the new one.
257
258When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
259to the new object.
241 260
242=item FLAG_IS_A_TEMPLATE (internal use) 261=item FLAG_IS_A_TEMPLATE (internal use)
243 262
244This flag is set on the inventory of generators like CREATORs and CONVERTERs, 263This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
245or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 264or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
246 265
247=item FLAG_AUTO_APPLY 266=item FLAG_AUTO_APPLY
248 267
249This flag has currently only meaning for the TREASURE type, see below. 268This flag has currently only meaning for the B<TREASURE> type, see below.
250 269
251=item FLAG_ACTIVATE_ON_PUSH 270=item FLAG_ACTIVATE_ON_PUSH
252 271
253This flag has only meaning for objects that can be linked together 272This flag has only meaning for objects that can be linked together
254with the 'connected' field and controls wether the object should 273by the I<connected> field and controls wether the object should
255be activated when the connection is 'pushed' or it is 'released'. 274be activated when the connection is 'pushed' or it is 'released'.
256 275
257What 'pushed' and 'released' means depends on the object that 276What 'pushed' and 'released' means depends on the object that
258activates the connection. 277activates the connection.
259 278
260This flag is by default on. 279This flag is by default on.
261 280
262=item FLAG_ACTIVATE_ON_RELEASE 281=item FLAG_ACTIVATE_ON_RELEASE
263 282
264This flag has only meaning for objects that can be linked together 283This flag has only meaning for objects that can be linked together
265with the 'connected' field and controls wether the object should 284by the I<connected> field and controls wether the object should
266be activated when the connection is 'pushed' or it is 'released'. 285be activated when the connection is 'pushed' or it is 'released'.
267 286
268What 'pushed' and 'released' means depends on the object that 287What 'pushed' and 'released' means depends on the object that
269activates the connection. 288activates the connection.
270 289
279(but in this context the flag is only used internally). 298(but in this context the flag is only used internally).
280 299
281=item FLAG_NO_SKILL_IDENT 300=item FLAG_NO_SKILL_IDENT
282 301
283This flag is mostly used internal and prevents unidentified objects 302This flag is mostly used internal and prevents unidentified objects
284(objects which don't have FLAG_IDENTIFIED set) being identified by 303(objects which don't have FLAG_IDENTIFIED set) being identified
285skills. 304multiple times by skills.
286 305
287This flag is used to mark objects to never being identified by a skill 306This flag is used to mark objects which were unsuccessfully identified by a
288once a player failed to identify an object. So that multiple tries 307players skill. So that multiple tries of identifying aren't more effective than
289of identifying aren't more effective than one. 308one.
290 309
291=item FLAG_REFLECTING 310=item FLAG_REFLECTING
292 311
293This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW 312This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
294to indicate whether this object reflects off walls. 313to indicate whether this object reflects off walls.
295 314
296=item FLAG_REFL_SPELL 315=item FLAG_REFL_SPELL
297 316
298This flag indicates whether something reflects spells, like spell reflecting 317This flag indicates whether something reflects spells, like spell reflecting
303=head2 Description of type specific fields and behaviour 322=head2 Description of type specific fields and behaviour
304 323
305The beginning of the headers of the following subsection 324The beginning of the headers of the following subsection
306are the server internal names for the objects types, see include/define.h. 325are the server internal names for the objects types, see include/define.h.
307 326
308=head3 TRANSPORT - type 2 - Player transports 327=head3 B<TRANSPORT> - type 2 - Player transports
309 328
310This type is implemented by the transport extension and has currently no special 329This type is implemented by the transport extension and has currently no special
311fields that affect it. 330fields that affect it.
312 331
313=head3 ROD - type 3 - Rods that fire spells 332=head3 B<ROD> - type 3 - Rods that fire spells
314 333
315Rods contain spells and can be fired by a player. 334Rods contain spells and can be fired by a player.
316 335
317=over 4 336=over 4
318 337
319=item level <number> 338=item I<level> <number>
320 339
321This field is used for calculating the spell level that can be fired 340This field is used for calculating the spell level that can be fired
322with this rod, it's also the maximum level of the spell that can be fired. 341with this rod, it's also the maximum level of the spell that can be fired.
323The level of the spell that is being fired depends mostly on 342The level of the spell that is being fired depends mostly on
324the 'use magic item' skill level of the player and 1/10 of the level of the 343the 'use magic item' skill level of the player and 1/10 of the level of the
325rod is added as bonus. 344rod is added as bonus.
326 345
327=item hp <number> 346=item I<hp> <number>
328 347
329The amount of spellpoints this rod has left. 348The amount of spellpoints this rod has left.
330 349
331=item maxhp <number> 350=item I<maxhp> <number>
332 351
333The maximum amount of spellpoints this rod has. 352The maximum amount of spellpoints this rod has.
334 353
335=item skill <skill name> 354=item I<skill> <skill name>
336 355
337This field determines which skill you need to apply this object. 356This field determines which skill you need to apply this object.
338 357
339=back 358=back
340 359
341=head3 TREASURE - type 4 - Treasures 360=head3 B<TREASURE> - type 4 - Treasures
342 361
343This type of objects are for random treasure generation in maps. 362This type of objects are for random treasure generation in maps.
344If this object is applied by a player it will replace itself with it's 363If this object is applied by a player it will replace itself with it's
345inventory. If it is automatically applied 364inventory. If it is automatically applied
346generate a treasure and replace itself with the generated treasure. 365generate a treasure and replace itself with the generated treasure.
348Chests are also of this type, their treasures are generated by 367Chests are also of this type, their treasures are generated by
349the auto apply code on map instantiation. 368the auto apply code on map instantiation.
350 369
351=over 4 370=over 4
352 371
353=item hp <number> 372=item I<hp> <number>
354 373
355The number of treasures to generate. 374The number of treasures to generate.
356 375
357=item exp <level> 376=item I<exp> <level>
358 377
359If FLAG_AUTO_APPLY is not set the exp field has no further meaning 378If FLAG_AUTO_APPLY is not set the exp field has no further meaning
360and the difficulty for the treasurecode only depends on the maps difficulty, 379and the difficulty for the treasurecode only depends on the maps difficulty,
361otherwise the exp field has the following meaning: 380otherwise the exp field has the following meaning:
362 381
365worth a treasure is or what bonuses it is given by the treasure code. 384worth a treasure is or what bonuses it is given by the treasure code.
366 385
367If this field is not set or 0 the difficulty of the map is passed to the treasure 386If this field is not set or 0 the difficulty of the map is passed to the treasure
368generation code. 387generation code.
369 388
370=item randomitems <treasurelist> 389=item I<randomitems> <treasurelist>
371 390
372The treasurelist to use to generate the treasure which is put in the 391The treasurelist to use to generate the treasure which is put in the
373treasure objects inventory. 392treasure objects inventory.
374 393
375=back 394=back
376 395
377=head3 POTION - type 5 - Potions for drinking and other nastynesses 396=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
378 397
379These objects contain a spell and will emit it on apply, which most 398These objects contain a spell and will emit it on apply, which most
380of the time has the meaning of 'drinking'. 399of the time has the meaning of 'drinking'.
381 400
382If no resistancy field, stat field or attacktype is set and no spell 401If no resistancy field, stat field or attacktype is set and no spell
387If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 406If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
388will yield an explosion and hurt the player. 407will yield an explosion and hurt the player.
389 408
390=over 4 409=over 4
391 410
392=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 411=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
393 412
394These stat fields determine how many stat points the player gets 413These stat fields determine how many stat points the player gets
395when he applies this potion. 414when he applies this potion.
396 415
397If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 416If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
398 417
399=item sp <number> 418=item I<sp> <number>
400 419
401If this field is set and the randomitems field is not set 420If this field is set and the randomitems field is not set
402the field is interpreted as spell number, please look the right 421the field is interpreted as spell number, please look the right
403number up in common/loader.C. 422number up in common/loader.C.
404 423
405If this field is set the randomitems field will be unset by the 424If this field is set the randomitems field will be unset by the
406map loading code. 425map loading code.
407 426
408=item attacktype <attacktype> 427=item I<attacktype> <attacktype>
409 428
410This field has some special meaning in potions, currently the 429This field has some special meaning in potions, currently the
411bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 430bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
412restoration potion or improvement potion. 431restoration potion or improvement potion.
413See include/attackinc.h for the bits of these types. 432See include/attackinc.h for the bits of these types.
418into him. 437into him.
419 438
420If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 439If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
421When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 440When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
422 441
423=item resist_<resistancy> <number> 442=item I<resist_RESISTANCY> <number>
424 443
425If this stat is set and no spell is in the potion the potion 444If this stat is set and no spell is in the potion the potion
426will create a force that give the player this specific resistancy. 445will create a force that give the player this specific resistancy.
427The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 446The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
428and the potion will last 10 times longer than the default force archetype 447and the potion will last 10 times longer than the default force archetype
429FORCE_NAME (at the moment of this writing spell/force.arc). 448FORCE_NAME (at the moment of this writing spell/force.arc).
430 449
431=item randomitems <treasurelist> 450=item I<randomitems> <treasurelist>
432 451
433The inventory/spell of the potion will be created by calling the treasure code 452The inventory/spell of the potion will be created by calling the treasure code
434with the treasurelist specified here. (I guess it's highly undefined what 453with the treasurelist specified here. (I guess it's highly undefined what
435happens if there is not a spell in the potions inventory). 454happens if there is not a spell in the potions inventory).
436 455
437=item on_use_yield <archetype> 456=item I<on_use_yield> <archetype>
438 457
439When this object is applied an instance of <archetype> will be created. 458When this object is applied an instance of <archetype> will be created.
440 459
441=item subtypes <potion subtype> 460=item I<subtypes> <potion subtype>
442 461
443see include/spells.h for possible potion subtypes, there are currently 4: 462see include/spells.h for possible potion subtypes, there are currently 4:
444 463
445=over 4 464=over 4
446 465
449Unused, default behaiour of a potion. 468Unused, default behaiour of a potion.
450 469
451=item POT_DUST 470=item POT_DUST
452 471
453This potion can be thrown to cast the spell that it has in it's inventory, 472This potion can be thrown to cast the spell that it has in it's inventory,
454the behaviour is not defined if there is not a spell in the inventory and the 473the behaviour is not defined if there is not a B<SPELL> in the inventory and the
455server will log an error. 474server will log an error.
456 475
457=item POT_FIGURINE 476=item POT_FIGURINE
458 477
459Unused, default behaiour of a potion. 478Unused, default behaiour of a potion.
464 483
465=back 484=back
466 485
467=back 486=back
468 487
469=head3 FOOD - type 6 - Eatable stuff 488=head3 B<FOOD> - type 6 - Eatable stuff
470 489
471This is for objects that are representing general eatables like 490This is for objects that are representing general eatables like
472beef or bread. 491beef or bread.
473 492
474The main difference between FOOD, FLESH and DRINK is that they 493The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
475give different messages. 494give different messages.
476 495
477The specialty of FLESH is that it inherits the resistancies of the 496The specialty of B<FLESH> is that it inherits the resistancies of the
478monsters it was generated in and will let dragons raise their resistancies 497monsters it was generated in and will let dragons raise their resistancies
479with that. If the monster has the POISON attacktype the FLESH 498with that. If the monster has the B<POISON> attacktype the B<FLESH>
480will change into POISON. 499will change into B<POISON>.
481 500
482If a player runs low on food he will grab for FOOD, DRINK and POISON 501If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
483and if he doesn't find any of that he will start eating FLESH. 502and if he doesn't find any of that he will start eating B<FLESH>.
484 503
485=over 4 504=over 4
486 505
487=item title <string> 506=item I<title> <string>
488 507
489If the food has a title or is cursed it is considered 'special', which means that the 508If the food has B<title> set or is cursed it is considered 'special', which
490fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 509means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
491are interpreted and have further effects on the player. 510I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
511on the player.
492 512
493The higher the food field is the longer the improvement of the player lasts 513The higher the I<food> field is the longer the improvement of the player lasts
494(except for hp and sp). 514(except for I<hp> and I<sp>).
495 515
496=item food <number> 516=item I<food> <number>
497 517
498This is the amount of food points the player gets when he eats this. 518This is the amount of food points the player gets when he eats this.
499 519
500=item on_use_yield <archetype> 520=item I<on_use_yield> <archetype>
501 521
502When this object is applied an instance of <archetype> will be created. 522When this object is applied an instance of <archetype> will be created.
503 523
504=back 524=back
505 525
506=head3 POISON - type 7 - Poisonous stuff 526=head3 B<POISON> - type 7 - Poisonous stuff
507 527
508This type is for objects that can poison the player when drinking. 528This type is for objects that can poison the player when he drinks/applies it.
509When applied it will hit the attacked with AT_POISON and will create 529When applied it will hit the attacked with AT_POISON and will create
510a POISONING object in the one who was hit. 530a B<POISONING> object in the one who was hit.
511 531
512=over 4 532=over 4
513 533
514=item level <number> 534=item I<level> <number>
515 535
516This field affects the propability of poisoning. The higher the level difference 536This field affects the propability of poisoning. The higher the level difference
517between the one who is hit and the poision the mose propable it is the attacked 537between the one who is hit and the poision the more propable it is the attacked
518one will be poisoned. 538one will be poisoned.
519 539
520=item slaying <race> 540=item I<slaying> <race>
521 541
522On poison this field has the usual meaning of 'slaying', when the 542This field has the usual meaning of 'slaying', when the
523ones race matches the slaying field the damage done by the poison 543poisoned's race matches the I<slaying> field the damage done by the poison
524is multiplied by 3. 544is multiplied by 3.
525 545
526=item hp <number> 546=item I<hp> <number>
527 547
528This is the amount of damage the player will receive from applying this. The 548This is the amount of damage the player will receive from applying this. The
529attacktype AT_POISON will be used to hit the player and the damage will 549attacktype AT_POISON will be used to hit the player and the damage will
530determine the strenght, duration and depletion of stats of the poisoning. The 550determine the strenght, duration and depletion of stats of the poisoning. The
531created POISONING object which is being placed in the one who was attacked will 551created B<POISONING> object which is being placed in the one who was attacked will
532get the damage from this field (which is maybe adjusted by slaying or the 552get the damage from this field (which is maybe adjusted by slaying or the
533resistancies). 553resistancies).
534 554
535=item food <number> 555=item I<food> <number>
536 556
5371/4 of <number> will be drained from the players food. 5571/4 of <number> will be drained from the players I<food>.
538 558
539=item on_use_yield <archetype> 559=item I<on_use_yield> <archetype>
540 560
541When this object is applied an instance of <archetype> will be created. 561When this object is applied an instance of <archetype> will be created.
542 562
543=back 563=back
544 564
545=head3 BOOK - type 8 - Readable books 565=head3 B<BOOK> - type 8 - Readable books
546 566
547This type is basically for representing text books in the game. 567This type is basically for representing text books in the game.
548 568
549Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 569Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
550 570
551=over 4 571=over 4
552 572
553=item msg <text> 573=item I<msg> <text>
554 574
555This is the contents of the book. When this field is unset 575This is the contents of the book. When this field is unset
556at treasure generation a random text will be inserted. 576at treasure generation a random text will be inserted.
557 577
558=item skill <skill name> 578=item I<skill> <skill name>
559 579
560The skill required to read this book. (The most resonable 580The skill required to read this book. (The most resonable
561skill would be literacy). 581skill would be literacy).
562 582
563=item exp <number> 583=item I<exp> <number>
564 584
565The experience points the player get for reading this book. 585The experience points the player get for reading this book.
566 586
567=item subtype <readable subtype> 587=item I<subtype> <readable subtype>
568 588
569This field determines the type of the readable. 589This field determines the type of the readable.
570Please see common/readable.C in the readable_message_types table. 590Please see common/readable.C in the readable_message_types table.
571 591
572=back 592=back
573 593
574=head3 CLOCK - type 9 - Clocks 594=head3 B<CLOCK> - type 9 - Clocks
575 595
576This type of objects just display the time when being applied. 596This type of objects just display the time when being applied.
577 597
578=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) 598=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
579 599
580This is a spell effect of a moving bolt. It moves straigt forward 600This is a spell effect of a moving bolt. It moves straigt forward
581through the map until something blocks it. 601through the map until something blocks it.
582If FLAG_REFLECTING is set it even reflects on walls. 602If FLAG_REFLECTING is set it even reflects on walls.
583 603
584FLAG_IS_TURNABLE should be set on these objects. 604FLAG_IS_TURNABLE should be set on these objects.
585 605
586=over 4 606=over 4
587 607
588=item move_type <movetype> 608=item I<move_type> <movetype>
589 609
590This field affects the move type with which the lightning moves through 610This field affects the move type with which the lightning moves through
591the map and which map cells will reflect or block it. 611the map and which map cells will reflect or block it.
592 612
593=item attacktype <attacktype> 613=item I<attacktype> <attacktype>
594 614
595The attacktype with which it hits the objects on the map. 615The attacktype with which it hits the objects on the map.
596 616
597=item dam <number> 617=item I<dam> <number>
598 618
599The damage this bolt inflicts when it hits objects on the map. 619The damage this bolt inflicts when it hits objects on the map.
600 620
601=item Dex <number> 621=item I<Dex> <number>
602 622
603This is the fork percentage, it is reduced by 10 per fork. 623This is the fork percentage, it is reduced by 10 per fork.
604And the damage is halved on each fork. 624And the I<dam> field is halved on each fork.
605 625
606=item Con <number> 626=item I<Con> (internal)
607 627
608This value is a percentage of which the forking lightning 628This value is a percentage of which the forking lightning
609is deflected to the left. This value should be mostly used internally. 629is deflected to the left. This value should be mostly used internally.
610 630
611=item duration <number> 631=item I<duration> <number>
612 632
613The duration the bolt stays on a map cell. This field is decreased each time 633The duration the bolt stays on a map cell. This field is decreased each time
614the object is processed (see the meaning of speed and speed_left fields in 634the object is processed (see the meaning of I<speed> and I<speed_left> fields in
615the object general description). 635the generic object field description).
616 636
617=item range <number> 637=item I<range> <number>
618 638
619This is the range of the bolt, each space it advances this field is decreased. 639This is the range of the bolt, each space it advances this field is decreased.
620 640
621=back 641=back
622 642
623=head3 ARROW - type 13 - Arrows 643=head3 B<ARROW> - type 13 - Arrows
624 644
625This is the type for objects that represent projectiles like arrows. 645This is the type for objects that represent projectiles like arrows.
626The movement of THROWN_OBJs behave similar to this type. 646The movement of B<THROWN_OBJ>s behave similar to this type.
627 647
628Flying arrows are stopped either when they hit something blocking 648Flying arrows are stopped either when they hit something blocking
629(move_block) or something which is alive. 649(I<move_block>) or something which is alive.
630If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE 650If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
631set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict 651set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
632damage with a small chance which is affected by the 'level' field of the arrow. 652damage with a small chance which is affected by the I<level> field of the arrow.
633 653
634If FLAG_REFLECTING is set on the arrow it will bounce off everything 654If FLAG_REFLECTING is set on the arrow it will bounce off everything
635that is not alive and blocks it's movement. 655that is not alive and blocks it's movement.
636 656
637When an arrow is being shot it's dam, wc, attacktype, slaying fields will 657When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
638be saved in the sp, hp, grace and spellarg fields of the object, to restore them 658fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
639once the arrow has been stopped. 659the object, to restore them once the arrow has been stopped.
640 660
641=over 4 661=over 4
642 662
643=item dam <number> 663=item I<dam> <number>
644 664
645The amount of damage that is being done to the victim that gets hit. 665The amount of damage that is being done to the victim that gets hit.
646This field is recomputed when the arrow is fired and will consist 666This field is recomputed when the arrow is fired and will consist
647of the sum of a damage bonus (see description of the BOW type), 667of the sum of a damage bonus (see description of the B<BOW> type),
648the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field 668the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
649and the arrows magic field. 669and the arrows I<magic> field.
650 670
651=item wc <number> 671=item I<wc> <number>
652 672
653The weaponclass of the arrow, which has effect on the propability of hitting. 673The weapon class of the arrow, which has effect on the propability of hitting.
654 674
655It is recomputed when the arrow is being fired by this formula: 675It is recomputed when the arrow is being fired by this formula:
656 676
657 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) 677 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
658 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod 678 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
659 679
660When the arrow is not being shot by an player dex_bonus and thaco_bonus and the 680When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
661level is not added. 681level is not added.
662 682
663The wc_mod is dependend on the fire mode of the bow. For a more detailed 683wc_mod is dependend on the fire mode of the bow. For a more detailed
664explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. 684explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
665 685
666=item magic <number> 686=item I<magic> <number>
667 687
668This field is added to the damage of the arrow when it is shot and 688This field is added to the damage of the arrow when it is shot and
669will also improve it's speed by 1/5 of it's value. 689will also improve it's I<speed> by 1/5 of it's value.
670 690
671=item attacktype <attacktype> 691=item I<attacktype> <attacktype>
672 692
673Bitfield which decides the attacktype of the damage, see include/attackinc.h 693Bitfield which decides the attacktype of the damage, see include/attackinc.h
674On fireing the attacktype of the bow is added to the arrows attacktype. 694On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
675 695
676=item level <number> (interally used) 696=item I<level> <number> (interally used)
677 697
678The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, 698The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
679see above in the ARROW description. 699see above in the B<ARROW> description.
680 700
681The level is set when the arrow is fired to either the skill level or the 701The I<level> is set when the arrow is fired to either the skill level or the
682shooters level. 702shooters level.
683 703
684=item speed <number> (internal) 704=item I<speed> <number> (internal)
685 705
686This field shouldn't be set directly in the archetype, the arrow will get it's 706This field shouldn't be set directly in the archetype, the arrow will get it's
687speed from the bow. This fields value has to be atleast 0.5 or otherwise the 707I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
688arrow will be stopped immediatly. 708arrow will be stopped immediatly.
689 709
690On fireing the speed of the arrow is computed of 1/5 of the 710On fireing the I<speed> of the arrow is computed of 1/5 of the
691sum of the damage bonus (see BOW), bow magic and arrow magic. After that 1/7 711sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
692of the bows 'dam' field is added to the speed of the arrow. 712of the bows I<dam> field is added to the I<speed> of the arrow.
693 713
694The minimum speed of an arrow is 1.0. 714The minimum I<speed> of an arrow is 1.0.
695 715
696While flying the arrows speed is decreased by 0.05 each time it's moved. 716While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
697 717
698If the speed is above 10.0 it goes straight through the creature it hits and 718If the I<speed> is above 10.0 it goes straight through the creature it hits and
699it's speed is reduced by 1. If the speed is lower or equal 10.0 the arrow is 719it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
700stopped and either sticked into the victim (see weight field description) or 720stopped and either sticked into the victim (see I<weight> field description) or
701put on it's map square (if it didn't break, see description of the food field). 721put on it's map square (if it didn't break, see description of the I<food> field).
702 722
703=item weight <number> 723=item I<weight> <number>
704 724
705This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg) 725This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
706the arrow will stick in the victim it hits. Otherwise it will fall to the ground. 726the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
707 727
708=item food <number> 728=item I<food> <number>
709 729
710The breaking percentage. 100% means: breaks on usage for sure. 730The breaking percentage. 100 (%) means: breaks on usage for sure.
711 731
712=item inventory (internal) 732=item I<inventory> (internal)
713 733
714If the flying/moving object has something in it's inventory and it stops, it 734If the flying/moving object has something in it's inventory and it stops, it
715will be replaced with it's inventory. Otherwise it will be handled as usual, 735will be replaced with it's inventory. Otherwise it will be handled as usual,
716which means: it will be calculated whether the arrow breaks and it will be 736which means: it will be calculated whether the arrow breaks and it will be
717reset for reuse. 737reset for reuse.
718 738
719=item slaying <string> 739=item I<slaying> <string>
720 740
721When the bow that fires this arrow has it's slaying field set it is copied 741When the bow that fires this arrow has it's I<slaying> field set it is copied
722to the arrows slaying field. Otherwise the arrows slaying field remains. 742to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
723 743
724=item move_type <movetype> (internally used) 744=item I<move_type> <movetype> (internally used)
725 745
726This field is set when the arrow is shot to MOVE_FLY_LOW. 746This field is set when the arrow is shot to MOVE_FLY_LOW.
727 747
728=item move_on <movetype> (internally used) 748=item I<move_on> <movetype> (internally used)
729 749
730This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. 750This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
731 751
732=item race <string> 752=item I<race> <string>
733 753
734The race field is a unique key that assigns arrows, bows and quivers. When 754The I<race> field is a unique key that assigns arrows, bows and quivers. When
735shooting an arrow the bows race is used to search for arrows (which have the 755shooting an arrow the bows I<race> is used to search for arrows (which have the
736same race as the bow) in the players inventory and will recursively search in 756same I<race> as the bow) in the players inventory and will recursively search in
737the containers (which are applied and have the same race as the bow and the arrow). 757the containers (which are applied and have the same I<race> as the bow and the arrow).
738 758
739=back 759=back
740 760
741=head3 BOW - type 14 - Bows, those that fire ARROWs 761=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
742 762
743TODO, but take into account ARROW description above 763TODO, but take into account B<ARROW> description above!
744 764
745=head3 WEAPON - type 15 - Weapons 765=head3 B<WEAPON> - type 15 - Weapons
746 766
747This type is for general hack and slash weapons like swords, maces 767This type is for general hack and slash weapons like swords, maces
748and daggers and and .... 768and daggers and and ....
749 769
750=over 4 770=over 4
751 771
752=item weapontype <type id> 772=item I<weapontype> <type id>
753 773
754decides what attackmessages are generated, see include/define.h 774decides what attackmessages are generated, see include/define.h
755 775
756=item attacktype <bitmask> 776=item I<attacktype> <bitmask>
757 777
758bitfield which decides the attacktype of the damage, see include/attackinc.h 778bitfield which decides the attacktype of the damage, see include/attackinc.h
759 779
760=item dam <number> 780=item I<dam> <number>
761 781
762amount of damage being done with the attacktype 782amount of damage being done with the attacktype
763 783
764=item item_power <level> 784=item I<item_power> <level>
765 785
766the itempower of this weapon. 786the itempower of this weapon.
767 787
768=item name 788=item I<name>
769 789
770the name of the weapon. 790the name of the weapon.
771 791
772=item level (internal) 792=item I<level> (internal)
773 793
774The improvement state of the weapon. 794The improvement state of the weapon.
775If this field is greater than 0 the 'name' field starts with the 795If this field is greater than 0 the I<name> field starts with the
776characters name who improved this weapon. 796characters name who improved this weapon.
777 797
778=item last_eat (internal) 798=item I<last_eat> (internal)
779 799
780seems to be the amount of improvements of a weapon, 800This seems to be the amount of improvements of a weapon,
781the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 801the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
782 802
783 ((who->level / 5) + 5) >= op->last_eat 803 ((who->level / 5) + 5) >= op->last_eat
784 804
785=item last_sp 805=item I<last_sp>
786 806
787the weapon speed (see magic description) 807the weapon speed (see magic description)
788 808
789=item food <number> 809=item I<food> <number>
790 810
791addition to food regeneration of the player 811addition to food regeneration of the player
792 812
793=item hp <number> 813=item I<hp> <number>
794 814
795addition to health regeneration 815addition to health regeneration
796 816
797=item sp <number> 817=item I<sp> <number>
798 818
799addition to mana regeneration 819addition to mana regeneration
800 820
801=item grace <number> 821=item I<grace> <number>
802 822
803addititon to grace regeneration 823addititon to grace regeneration
804 824
805=item gen_sp_armour <number> 825=item I<gen_sp_armour> <number>
806 826
807the players gen_sp_armour field (which is per default 10) is added the <number> amount. 827the players I<gen_sp_armour> field (which is per default 10) is being added the
808gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 828<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
809is multiplied: gen_sp *= 10/<number> 829do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
810meaning: values > 10 of gen_sp_armour limits the amout of regenerated 830I<gen_sp_armour> limits the amout of regenerated spellpoints.
811spellpoints.
812 831
813generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 832Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
814sp regeneration. 833I<sp> regeneration.
815 834
816=item body_<body slot/part> 835=item I<body_BODYSLOT>
817 836
818the part of the body you need to use this weapon, possible values should be 837The part of the body you need to use this weapon, possible values should be
819looked up in common/item.C at body_locations. 838looked up in common/item.C at body_locations.
820 839
821=item resist_<resistnacy> <number> 840=item I<resist_RESISTNACY> <number>
822 841
823this is the factor with which the difference of the players resistancy and 100% 842this is the factor with which the difference of the players resistancy and 100%
824is multiplied, something like this: 843is multiplied, something like this:
825 844
826 additional_resistancy = (100 - current_resistanct) * (<number>/100) 845 additional_resistancy = (100 - current_resistanct) * (<number>/100)
830 849
831 'total resistance = total protections - total vulnerabilities' 850 'total resistance = total protections - total vulnerabilities'
832 851
833see also common/living.C:fix_player 852see also common/living.C:fix_player
834 853
835=item patch_(attuned|repelled|denied) 854=item I<path_(attuned|repelled|denied)>
836 855
837this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 856this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
838for the pathes. 857for the pathes.
839 858
840=item luck <number> 859=item I<luck> <number>
841 860
842this luck is added to the players luck 861this luck is added to the players I<luck>
843 862
844=item move_type 863=item I<move_type>
845 864
846if the weapon has a move_type set the player inherits it's move_type 865if the weapon has a I<move_type> set the player inherits it's I<move_type>
847 866
848=item exp <number> 867=item I<exp> <number>
849 868
850the added_speed and bonus_speed of the player is raised by <number>/3. 869the added_speed and bonus_speed of the player is raised by <number>/3.
851if <number> < 0 then the added_speed is decreased by <number> 870if <number> < 0 then the added_speed is decreased by <number>
852 871
853=item weight 872=item I<weight>
854 873
855the weight of the weapon 874the weight of the weapon
856 875
857=item magic 876=item I<magic>
858 877
859the magic field affects the amounts of the following fields: 878the I<magic> field affects the amounts of the following fields:
860 879
861 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 880 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
862 881
863 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 882 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
864 883
865 - dam: the players dam is adjusted by: player->dam += (dam + magic) 884 - dam: the players dam is adjusted by: player->dam += (dam + magic)
866 885
867 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 886 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
868 (minium is 0) 887 (minium is 0)
869 888
870=item ac <number> 889=item I<ac> <number>
871 890
872the amount of ac points the player's ac is decreased when applying this object. 891the amount of ac points the player's I<ac> is decreased when applying this object.
873 892
874=item wc <number> 893=item I<wc> <number>
875 894
876the amount of wc points the player's wc is decreased when applying this object. 895the amount of wc points the player's I<wc> is decreased when applying this object.
877 896
878=back 897=back
879 898
880=head4 Player inherits following flags from weapons: 899=head4 Player inherits following flags from weapons:
881 900
886 FLAG_XRAYS 905 FLAG_XRAYS
887 FLAG_BLIND 906 FLAG_BLIND
888 FLAG_SEE_IN_DARK 907 FLAG_SEE_IN_DARK
889 FLAG_UNDEAD 908 FLAG_UNDEAD
890 909
891=head3 GRIMREAPER - type 28 - Grimreapers 910=head3 B<GRIMREAPER> - type 28 - Grimreapers
892 911
893These type are mostly used for monsters, they give the 912These type are mostly used for monsters, they give the
894monster the ability to dissapear after 10 hits with AT_DRAIN. 913monster the ability to dissapear after 10 hits with AT_DRAIN.
895 914
896=over 4 915=over 4
897 916
898=item value <number> 917=item I<value> <number>
899 918
900This field stores the hits the monster did yet. 919This field stores the hits the monster did yet.
901 920
902=back 921=back
903 922
904=head3 CREATOR - type 42 - Object creators 923=head3 B<CREATOR> - type 42 - Object creators
905 924
906Once a creator is activated by a connection it creates a number of objects 925Once a creator is activated by a connection it creates a number of objects
907(cloned from it's inventory or a new object derived from the archetype 926(cloned from it's inventory or a new object derived from the archetype
908named in the other_arch slot). 927named in the other_arch slot).
909 928
910If FLAG_LIVESAFE is set the number of uses is unlimited. 929If FLAG_LIVESAFE is set the number of uses is unlimited.
911 930
912=over 4 931=over 4
913 932
914=item hp <number> 933=item I<hp> <number>
915 934
916If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can 935If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
917be used. 936be used.
918 937
919=item speed <number> 938=item I<speed> <number>
920 939
921If speed is set the creator will create an object periodically, 940If I<speed> is set the creator will create an object periodically,
922see speed and speed_left fields in general object field description 941see I<speed> and I<speed_left> fields in the general object field description
923for more details on how this period works. 942for more details.
924 943
925=item slaying <string> 944=item I<slaying> <string>
926 945
927If set the generated object's name and 946If set the generated object's name and title will be set to this.
928title will be set to this.
929 947
930=item other_arch <string> 948=item I<other_arch> <string>
931 949
932If the inventory of the creator is empty new objects 950If the inventory of the creator is empty new objects will be derived from the
933will be derived from the archetype named by <string>. 951archetype named by <string>.
934 952
935=item connected <number> 953=item I<connected> <number>
936 954
937See generic object field section. 955See generic object field description.
938 956
939=back 957=back
940 958
941=head3 DRINK - type 54 - Drinkable stuff 959=head3 B<DRINK> - type 54 - Drinkable stuff
942 960
943See FOOD description. 961See B<FOOD> description.
944 962
945=head3 CHECK_INV - type 64 - Inventory checkers 963=head3 B<CHECK_INV> - type 64 - Inventory checkers
946 964
947This object checks whether the player has a specific item in his 965This object checks whether the player has a specific item in his
948inventory when he moves above the inventory checker. If the player has 966inventory when he moves above the inventory checker. If the player has
949the item (or not, which can be controlled with a flag) a connection will be triggered. 967the item (or not, which can be controlled with a flag) a connection will be triggered.
950 968
951If you set move_block you can deny players and monsters to reach the space where 969If you set I<move_block> you can deny players and monsters to reach the space where
952the inventory checker is on, see 'move_block' description below. 970the inventory checker is on, see I<move_block> description below.
953 971
954The conditions specified by hp, slaying and race are concationated with OR. 972The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
955So matching one of those conditions is enough. 973So matching one of those conditions is enough.
956 974
957=over 4 975=over 4
958 976
959=item move_block <move type bitmask> 977=item I<move_block> <move type bitmask>
960 978
961If you set this field to block a movetype the move code will block any moves 979If you set this field to block a movetype the move code will block any moves
962onto the space with the inventory checker, IF the moving object doesn't have 980onto the space with the inventory checker, IF the moving object doesn't have
963(or has - if last_sp = 0) the item that the checker is searching for. 981(or has - if I<last_sp> = 0) the item that the checker is searching for.
964 982
965=item last_sp (0|1) 983=item I<last_sp> (0|1)
966 984
967If last_sp is 1 'having' the item that is being checked for will 985If I<last_sp> is 1 'having' the item that is being checked for will
968activate the connection or make the space with the checker non-blocking. 986activate the connection or make the space with the checker non-blocking.
969If last_sp is 0 'not having' the item will activate the connection 987If I<last_sp> is 0 'not having' the item will activate the connection
970or make the space with the checker non-blocking. 988or make the space with the checker non-blocking.
971 989
972=item last_heal (0|1) 990=item I<last_heal> (0|1)
973 991
974If last_heal is 1 the matching item will be removed if the inventory checker 992If I<last_heal> is 1 the matching item will be removed if the inventory checker
975activates a connection and finds the item in the inventory. 993activates a connection and finds the item in the inventory.
976 994
977(A inventory checker that blocks a space won't remove anything from inventories) 995(A inventory checker that blocks a space won't remove anything from inventories)
978 996
979=item hp <number> 997=item I<hp> <number>
980 998
981If this field is not 0 the inventory checker will search for an object 999If this field is not 0 the inventory checker will search for an object
982with the type id <number>. 1000with the type id <number>.
983 1001
984=item slaying <string> 1002=item I<slaying> <string>
985 1003
986If this field is set the inventory checker will search for an object that 1004If this field is set the inventory checker will search for an object that
987has the same string in the slaying field (for example a key string of a key). 1005has the same string in the I<slaying> field (for example a key string of a key).
988 1006
989=item race <string> 1007=item I<race> <string>
990 1008
991If this field is set the inventory checker will search for an object which 1009If this field is set the inventory checker will search for an object which
992has the archetype name that matches <string>. 1010has the archetype name that matches <string>.
993 1011
994=item connected <connection id> 1012=item I<connected> <connection id>
995 1013
996This is the connection that will be activated. The connection is 1014This is the connection that will be activated. The connection is
997'pushed' when someone enters the space with the inventory checker, 1015'pushed' when someone enters the space with the inventory checker,
998and it is 'released' when he leaves it. 1016and it is 'released' when he leaves it.
999 1017
1000See also the description of the connected field in the generic object field 1018See also the description of the I<connected> field in the generic object field
1001section. 1019section.
1002 1020
1003=back 1021=back
1004 1022
1005=head3 FLESH - type 72 - Organs and body parts 1023=head3 B<FLESH> - type 72 - Organs and body parts
1006 1024
1007See FOOD description. 1025See B<FOOD> description.
1008 1026
1009=head3 MISC_OBJECT - type 79 - Misc. objects 1027=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1010 1028
1011A type for any object that has no special behaviour. 1029A type for any object that has no special behaviour.
1012 1030
1013=head3 LAMP - type 82 - A lamp 1031=head3 B<LAMP> - type 82 - A lamp
1014 1032
1015This object makes light. 1033This object represents a lamp, that can be carried and switched
1034on and off and has a certain amount of fuel in it.
1016 1035
1036A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1037Each of them should point at the other one with it's I<other_arch> field.
1038
1039See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1040
1041=over 4
1042
1043=item I<speed> <number>
1044
1045If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1046lamp burns it's fuel (I<food>).
1047
1048Setting FLAG_CHANGING makes only sense on the archetype which represents
1049the 'on' state of the lamp.
1050
1051See also the description of FLAG_CHANGING.
1052
1053Lamps which have no FLAG_CHANGING set would also make sense and represent
1054lamps that never burn up.
1055
1056=item I<other_arch> <number>
1057
1058This is the field that points to the 'other' archetype which represents the
1059opposite state of the lamp. The newly from I<other_arch> derived object will
1060replace the current object and will get the value of I<food> of the replaced object.
1061
1062Rationale:
1063
1064When the lamp (on) is applied a new object is derived from the archetype
1065in I<other_arch> and the I<food> value is copied to it ('the fuel is
1066transferred'). The new lamp (off) object has to have a I<other_arch> field
1067which points to the archetype from which a lamp (on) can be derived.
1068
1069=item I<food> <number>
1070
1071This fields stands for the fuel of the lamp.
1072
1073=back
1074
1017=head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators 1075=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1018 1076
1019This type of objects multiplies objects that are above it when it is activated. 1077This type of objects multiplies objects that are above it when it is activated.
1020You can even multiply by 0, which will destroy the object. 1078You can even multiply by 0, which will destroy the object.
1021 1079
1022=over 4 1080=over 4
1023 1081
1024=item level <number> 1082=item I<level> <number>
1025 1083
1026The multiplicator, if set to 0 or lower it will destroy the objects above it. 1084The multiplicator, if set to 0 or lower it will destroy the objects above it.
1027 1085
1028=item other_arch <string> 1086=item I<other_arch> <string>
1029 1087
1030The archetype name of the objects that should be multiplied. 1088The archetype name of the objects that should be multiplied.
1031 1089
1032=item connected <number> 1090=item I<connected> <number>
1033 1091
1034See generic object field section. 1092See generic object field description.
1035 1093
1036=back 1094=back
1037 1095
1038=head3 HOLE - type 94 - Holes 1096=head3 B<HOLE> - type 94 - Holes
1039 1097
1040Holes are holes in the ground where objects can fall through. When the hole 1098B<HOLE>s are holes in the ground where objects can fall through. When the hole
1041opens and/or is completly open all objects above it fall through (more 1099opens and/or is completly open all objects above it fall through (more
1042precisely: if their head is above the hole). 1100precisely: if their head is above the hole).
1043 1101
1044When the HOLE is activated it's speed is set to 0.5. 1102When the B<HOLE> is activated it's speed is set to 0.5.
1045 1103
1046Trapdoors can only transfer the one who falls through to other coordinates 1104These holes can only transfer the one who falls through to other coordinates
1047on the B<same> map. 1105on the same map.
1048 1106
1049=over 4 1107=over 4
1050 1108
1051=item maxsp (0|1) 1109=item I<maxsp> (0|1)
1052 1110
1053This field negates the state of the connection: When maxsp is 1 the pit will 1111This field negates the state of the connection: When maxsp is 1 the pit will
1054open/close when the connection is deactivated. Otherwise it will open/close 1112open/close when the connection is deactivated. Otherwise it will open/close
1055when the connection is activated. This field only has effect when the 1113when the connection is activated. This field only has effect when the
1056connection is triggered. So if you put a closed hole on a map, and the 1114connection is triggered. So if you put a closed hole on a map, and the
1057connection is deactivated, and maxsp is 1 the hole will remain closed until the 1115connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1058connection was triggered once. 1116connection was triggered once.
1059 1117
1060=item connected <connection id> 1118=item I<connected> <connection id>
1061 1119
1062This is the connection id, which lets the hole opening or closing when 1120This is the connection id, which lets the hole opening or closing when
1063activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1121activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1064at which connection state the object is activated. 1122at which connection state the object is activated.
1065 1123
1066For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1124For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1067the connection is released. 1125the connection is released.
1068 1126
1069=item wc <number> (internal) 1127=item I<wc> <number> (internal)
1070 1128
1071This is an internal flag. If it is greater than 0 it means that the hole is not 1129This is an internal field. If it is greater than 0 it means that the hole is not
1072yet fully open. More preciesly: this field is the animation-step and if it is 1130yet fully open. More preciesly: this field is the animation-step and if it is
1073set to the 'closed' step of the animation the hole is closed and if it is on 1131set to the 'closed' step of the animation the hole is closed and if it is on
1074the 'open' animation step (wc = 0), the hole is open. 1132the 'open' animation step (I<wc> = 0), the hole is open.
1075 1133
1076=item sp <number> 1134=item I<sp> <number>
1077 1135
1078The destination y coordinates on the same map. 1136The destination y coordinates on the same map.
1079 1137
1080=item hp <number> 1138=item I<hp> <number>
1081 1139
1082The destination x coordinates on the same map. 1140The destination x coordinates on the same map.
1083 1141
1084=back 1142=back
1085 1143
1086=head3 POISONING - type 105 - The poisoning of players and monsters 1144=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1087 1145
1088This type is doing the actual damage to the ones who were attacked 1146This type is doing the actual damage to the ones who were attacked
1089via AT_POISON (or drank POISON). 1147via AT_POISON (or drank B<POISON>).
1090 1148
1091The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1149The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1092there for details). 1150there for details).
1093 1151
1094=over 4 1152=over 4
1095 1153
1096=item dam <number> 1154=item I<dam> <number>
1097 1155
1098Each time the poisoning is processed (which is determined by the speed and speed_left 1156Each time the poisoning is proccessed (which is determined by the I<speed> and
1099fields, see the general object fields above) it hits the player with 1157I<speed_left> fields, see the general object fields description above) it hits
1100<number> damage and the AT_INTERNAL attacktype (means: it will simply 1158the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1101hit the player with no strings attached). 1159simply hit the player with no strings attached).
1102 1160
1103=item food <number> 1161=item I<food> <number>
1104 1162
1105Just a note: The posion is removed when food == 1 and not when 1163Just a note: The posioning is removed if I<food> == 1 and not if
1106the whole duration is up, because the POISONING code has to remove 1164the whole I<duration> is up, because the B<POISONING> code has to remove
1107the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1165the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1108deletes the POISONING object. 1166deletes the B<POISONING> object.
1109 1167
1110=back 1168=back
1111 1169
1112=head3 FORCE - type 114 - Forces 1170=head3 B<FORCE> - type 114 - Forces
1113 1171
1114Forces are a very 'thin' type. They don't have much behaviour other than 1172Forces are a very 'thin' type. They don't have much behaviour other than
1115disappearing after a time and/or affecting the player if they are in his 1173disappearing after a time and/or affecting the player if they are in his
1116inventory. 1174inventory.
1117 1175
1118Forces only take effect on the player if they have set FLAG_APPLIED. 1176Forces only take effect on the player if they have FLAG_APPLIED set.
1119 1177
1120Whether the duration field is processed or not a tick is controlled via the 1178Whether the I<duration> field is processed or not per tick is controlled by the
1121speed and speed_left field. Look above in the generic object field description. 1179I<speed> and I<speed_left> fields. Look above in the generic object field description.
1122 1180
1123NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1181NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1124like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1182interpreter like described in the description of the FLAG_IS_USED_UP flag.
11250 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1183BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1126If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1184will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1127Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1185removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1186have good semantics on forces, try to avoid it.
1128 1187
1129=over 4 1188=over 4
1130 1189
1131=item duration 1190=item I<duration>
1132 1191
1133While this field is greater than 0 the force/object is not destroyed. It is 1192While this field is greater than 0 the force/object is not destroyed. It is
1134decreased each tick by 1. 1193decreased each tick by 1.
1135 1194
1136If it reaches 0 the force/object is destroyed. 1195If it reaches 0 the force/object is destroyed.
1139FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1198FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1140what happens then. 1199what happens then.
1141 1200
1142=back 1201=back
1143 1202
1144=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1203=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1145 1204
1146This object is generated by the POTION code when the potion is a resistance 1205This object is generated by the B<POTION> code when the potion is a resistance
1147giving potion. It has mainly the same behaviour as a FORCE. 1206giving potion. It has mainly the same behaviour as a B<FORCE>.
1148 1207
1149The specialty of the potion effect is that the resistancy it gives is absolute, 1208The specialty of the potion effect is that the resistancy it gives is absolute,
1150so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1209so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1151fire. 1210fire.
1152 1211
1153Multiple potion effects only give you the maximum of their resistancy. 1212Multiple potion effects only give you the maximum of their resistancy.

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