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1=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION 1=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION
2 2
3Here is all information about the object types Crossfire+ 3Here is all information about the object types Deliantra
4supports at the moment. This is not a complete documentation (yet) 4supports at the moment. This is not a complete documentation (yet)
5and browsing the source is still recommended to learn about 5and browsing the source is still recommended to learn about
6the objects that aren't documented here. 6the objects that aren't documented here.
7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 Object button_trigger
18 name button 39 name button
19 type 30 40 type 30
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
93=item I<x> <number>
94
95The x position of the object when it is on a map.
96
97=item I<y> <number>
98
99The y position of the object when it is on a map.
100
101=item I<map> (internal)
102
103The map the object is on.
104
71=item invisible <number> 105=item I<invisible> <number>
72 106
73If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 109and is decreased every tick by 1.
76 110
77For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
78 112
113=item I<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all). Negative glow radii darken areas - currently, negative
117glow radii are stronger than positive ones.
118
79=item speed <number> 119=item I<speed> <number>
80 120
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 121If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!). 122on the active object list and will be processed each tick (see also speed_left!).
83 123
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 124If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick. 125from the active object list and it won't experience any processing per tick.
86 126
87=item speed_left <number> 127=item I<speed_left> <number>
88 128
89If this field is greater than 0 and the object is on the 129If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 130active list (mostly means it's speed is also greater than 0):
91 131
92 - speed_left is decreased by 1 132 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 133 - and this object is processed and experiences a server tick.
94 134
95If the object is on the active list and speed_left is lower or 135If the object is on the active list and I<speed_left> is lower or
96equal to 0 the absolute value of the speed field is added to speed_left 136equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 137on the end of the tick.
98 138
139This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
140the more seldom the object is processed. And the higher I<speed> is
141the more often the object is processed.
142
143=item I<connected> <number>
144
145When this field is set the object will be linked to a connection with the
146id <number>. What happens when the connection is 'activated' depends on the
147type of the object.
148
149FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
150when to activate the object, see description of these below for further details.
151
99=item no_drop (0|1) 152=item I<no_drop> (0|1)
100 153
101Sets the flag FLAG_NO_DROP. 154Sets the flag FLAG_NO_DROP.
102See Flags section below. 155See Flags section below.
103 156
104=item applied (0|1) 157=item I<applied> (0|1)
105 158
106Sets the flag FLAG_APPLIED. 159Sets the flag FLAG_APPLIED.
107See Flags section below. 160See Flags section below.
108 161
109=item is_used_up (0|1) 162=item I<is_used_up> (0|1)
110 163
111Sets the flag FLAG_IS_USED_UP. 164Sets the flag FLAG_IS_USED_UP.
112See Flags section below. 165See Flags section below.
113 166
167=item I<changing> (0|1)
168
169Sets the flag FLAG_CHANGING.
170See Flags section below.
171
114=item auto_apply (0|1) 172=item I<auto_apply> (0|1)
115 173
116Sets the flag FLAG_AUTO_APPLY. 174Sets the flag FLAG_AUTO_APPLY.
117See Flags section below. 175See Flags section below.
118 176
177=item I<no_steal> (0|1)
178
179Sets the flag FLAG_NO_STEAL.
180See Flags section below.
181
182=item I<reflecting> (0|1)
183
184Sets the flag FLAG_REFLECTING.
185See Flags section below.
186
187=item I<reflect_spell> (0|1)
188
189Sets the flag FLAG_REFL_SPELL.
190See Flags section below.
191
192=item I<no_skill_ident> (0|1)
193
194Sets the flag FLAG_NO_SKILL_IDENT.
195See Flags section below.
196
119=item activate_on_push (0|1) (default: 1) 197=item I<activate_on_push> (0|1) (default: 1)
120 198
121Sets the flag FLAG_ACTIVATE_ON_PUSH. 199Sets the flag FLAG_ACTIVATE_ON_PUSH.
122See Flags section below. 200See Flags section below.
123 201
124=item activate_on_release (0|1) (default: 1) 202=item I<activate_on_release> (0|1) (default: 1)
125 203
126Sets the flag FLAG_ACTIVATE_ON_RELEASE. 204Sets the flag FLAG_ACTIVATE_ON_RELEASE.
127See Flags section below. 205See Flags section below.
128 206
207=item I<is_lightable> (0|1)
208
209Sets the flag FLAG_IS_LIGHTABLE.
210See Flags section below.
211
129=item editable (more than deprecated) 212=item I<editable> (more than deprecated)
130 213
131This field had a special meaning for crossedit, which used parts 214This field had a special meaning for crossedit, which used parts
132of the server code for editing. Wherever you see this attribute being 215of the server code for editing. Wherever you see this field being
133set in an archetype ignore it and/or remove it. No code interprets this 216set in an archetype ignore it and/or remove it. No code interprets this
134field anymore. 217field anymore.
135 218
136=back 219=back
137 220
149 232
150This flag mostly states whether this object has been 'applied' by the player. 233This flag mostly states whether this object has been 'applied' by the player.
151For objects that are applied by the code or have this flag set in the archetype 234For objects that are applied by the code or have this flag set in the archetype
152it mostly means 'this object is active'. 235it mostly means 'this object is active'.
153 236
154For example the player adjustments of the hp/sp/grace fields and inheritance 237For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
155of flags from objects in his inventory is toggled by this flag. 238of flags from objects in his inventory is toggled by this flag.
156 239
157=item FLAG_IS_USED_UP 240=item FLAG_IS_USED_UP
158 241
159This flag controls whether an object is 'used up'. If it is set the 'food' field 242This flag controls whether an object is 'used up'. If it is set I<food>
160of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 243is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
161it is removed.
162 244
163If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 245If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
164this object is removed or not, see the Force type below for the meaning 246this object is removed or not, see the B<FORCE> type below for the meaning
165of the duration field in this context. 247of the duration field in this context.
166 248
167If FLAG_APPLIED is not set the object is destroyed. 249If FLAG_APPLIED is not set the object is destroyed.
168 250
251=item FLAG_CHANGING
252
253If the I<state> field of the object is 0 the object will be processed periodically
254(if I<speed> is set). If the I<state> field is 1 it won't be processed.
255
256This flag indicates that the object is changing into a different object.
257The object has to have the I<other_arch> field set. The object the changing object
258changes into is derived from the archetype in I<other_arch>.
259
260When the object does not have FLAG_ALIVE set the I<food> field will be decremented
261each time the object is processed, and if I<food> reaches 0 one new object will be generated.
262
263When the object has FLAG_ALIVE set the I<food> field is the number of objects that
264will be generated.
265
266After the new object is created the I<hp> field from the old object is copied into
267the new one.
268
269When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
270to the new object.
271
169=item FLAG_IS_A_TEMPLATE (internal use) 272=item FLAG_IS_A_TEMPLATE (internal use)
170 273
171This flag is set on the inventory of generators like CREATORs and CONVERTERs, 274This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
172or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 275or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
173 276
174=item FLAG_AUTO_APPLY 277=item FLAG_AUTO_APPLY
175 278
176This flag has currently only meaning for the TREASURE type, see below. 279This flag has currently only meaning for the B<TREASURE> type, see below.
177 280
178=item FLAG_ACTIVATE_ON_PUSH 281=item FLAG_ACTIVATE_ON_PUSH
179 282
180This flag has only meaning for objects that can be linked together 283This flag has only meaning for objects that can be linked together
181with the 'connected' field and controls wether the object should 284by the I<connected> field and controls wether the object should
182be activated when the connection is 'pushed' or it is 'released'. 285be activated when the connection is 'pushed' or it is 'released'.
183 286
287What 'pushed' and 'released' means depends on the object that
288activates the connection.
289
184This flag is by default on. 290This flag is by default on.
185 291
186=item FLAG_ACTIVATE_ON_RELEASE 292=item FLAG_ACTIVATE_ON_RELEASE
187 293
188This flag has only meaning for objects that can be linked together 294This flag has only meaning for objects that can be linked together
189with the 'connected' field and controls wether the object should 295by the I<connected> field and controls wether the object should
190be activated when the connection is 'pushed' or it is 'released'. 296be activated when the connection is 'pushed' or it is 'released'.
191 297
298What 'pushed' and 'released' means depends on the object that
299activates the connection.
300
192This flag is by default on. 301This flag is by default on.
193 302
194=back 303=item FLAG_NO_STEAL
195 304
196=head2 Description of type specific attributes 305When this flag is set this object can't be stolen. The flag will be
306reset once the object is placed on a map.
307
308When this flag is set on a monster it can defend attempts at stealing
309(but in this context the flag is only used internally).
310
311=item FLAG_NO_SKILL_IDENT
312
313This flag is mostly used internal and prevents unidentified objects
314(objects which don't have FLAG_IDENTIFIED set) being identified
315multiple times by skills.
316
317This flag is used to mark objects which were unsuccessfully identified by a
318players skill. So that multiple tries of identifying aren't more effective than
319one.
320
321=item FLAG_REFLECTING
322
323This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
324to indicate whether this object reflects off walls.
325
326=item FLAG_REFL_SPELL
327
328This flag indicates whether something reflects spells, like spell reflecting
329amuletts.
330
331=item FLAG_IS_LIGHTABLE
332
333This flag indicates whether a B<LIGHTER> can light this object. See also the
334description of the B<LIGHTER> type. How easy you can light an item depends
335partially on the material of the object.
336
337=back
338
339=head2 Description of type specific fields and behaviour
197 340
198The beginning of the headers of the following subsection 341The beginning of the headers of the following subsection
199are the server internal names for the objects types, see include/define.h. 342are the server internal names for the objects types, see include/define.h.
200 343
201=head3 TRANSPORT - type 2 - Player transports 344=head3 B<TRANSPORT> - type 2 - Player transports
202 345
203This type is implemented by the transport extension and has currently no special 346This type is implemented by the transport extension and has currently no special
204attributes that affect it. 347fields that affect it.
205 348
206=head3 ROD - type 3 - Rods that fire spells 349=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
207 350
208Rods contain spells and can be fired by a player. 351Rods contain spells and can be fired by a player.
209 352
210=over 4 353=over 4
211 354
212=item level <number> 355=item I<level> <number>
213 356
214This attribute is used for calculating the spell level that can be fired 357This field is used for calculating the spell level that can be fired
215with this rod, it's also the maximum level of the spell that can be fired. 358with this rod, it's also the maximum level of the spell that can be fired.
216The level of the spell that is being fired depends mostly on 359The level of the spell that is being fired depends mostly on
217the 'use magic item' skill level of the player and 1/10 of the level of the 360the 'use magic item' skill level of the player and 1/10 of the level of the
218rod is added as bonus. 361rod is added as bonus.
219 362
220=item hp <number> 363=item I<hp> <number>
221 364
222The amount of spellpoints this rod has left. 365The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
366maxhp/10> per tick.
223 367
224=item maxhp <number> 368=item I<maxhp> <number>
225 369
226The maximum amount of spellpoints this rod has. 370The maximum amount of spellpoints this rod has.
227 371
228=item skill <skill name> 372=item I<skill> <skill name>
229 373
230This field determines which skill you need to apply this object. 374This field determines which skill you need to apply this object.
231 375
232=back 376=back
233 377
234=head3 TREASURE - type 4 - Treasures 378=head3 B<TREASURE> - type 4 - Treasures
235 379
236This type of objects are for random treasure generation in maps. 380This type of objects are for random treasure generation in maps.
237If this object is applied by a player it will replace itself with it's 381If this object is applied by a player it will replace itself with it's
238inventory. If it is automatically applied 382inventory. If it is automatically applied
239generate a treasure and replace itself with the generated treasure. 383generate a treasure and replace itself with the generated treasure.
241Chests are also of this type, their treasures are generated by 385Chests are also of this type, their treasures are generated by
242the auto apply code on map instantiation. 386the auto apply code on map instantiation.
243 387
244=over 4 388=over 4
245 389
246=item hp <number> 390=item I<hp> <number>
247 391
248The number of treasures to generate. 392The number of treasures to generate.
249 393
250=item exp <level> 394=item I<exp> <level>
251 395
252If FLAG_AUTO_APPLY is not set the exp field has no further meaning 396If FLAG_AUTO_APPLY is not set the exp field has no further meaning
253and the difficulty for the treasurecode only depends on the maps difficulty, 397and the difficulty for the treasurecode only depends on the maps difficulty,
254otherwise the exp field has the following meaning: 398otherwise the exp field has the following meaning:
255 399
258worth a treasure is or what bonuses it is given by the treasure code. 402worth a treasure is or what bonuses it is given by the treasure code.
259 403
260If this field is not set or 0 the difficulty of the map is passed to the treasure 404If this field is not set or 0 the difficulty of the map is passed to the treasure
261generation code. 405generation code.
262 406
263=item randomitems <treasurelist> 407=item I<randomitems> <treasurelist>
264 408
265The treasurelist to use to generate the treasure which is put in the 409The treasurelist to use to generate the treasure which is put in the
266treasure objects inventory. 410treasure objects inventory.
267 411
268=back 412=back
269 413
270=head3 POTION - type 5 - Potions for drinking and other nastynesses 414=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
271 415
272These objects contain a spell and will emit it on apply, which most 416These objects contain a spell and will emit it on apply, which most
273of the time has the meaning of 'drinking'. 417of the time has the meaning of 'drinking'.
274 418
275If no resistancy field, stat field or attacktype is set and no spell 419If no resistancy field, stat field or attacktype is set and no spell
280If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 424If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
281will yield an explosion and hurt the player. 425will yield an explosion and hurt the player.
282 426
283=over 4 427=over 4
284 428
285=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 429=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
286 430
287These stat fields determine how many stat points the player gets 431These stat fields determine how many stat points the player gets
288when he applies this potion. 432when he applies this potion.
289 433
290If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 434If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
291 435
292=item sp <number> 436=item I<sp> <number>
293 437
294If this field is set and the randomitems field is not set 438If this field is set and the randomitems field is not set
295the field is interpreted as spell number, please look the right 439the field is interpreted as spell number, please look the right
296number up in common/loader.C. 440number up in common/loader.C.
297 441
298If this field is set the randomitems field will be unset by the 442If this field is set the randomitems field will be unset by the
299map loading code. 443map loading code.
300 444
301=item attacktype <attacktype> 445=item I<attacktype> <attacktype>
302 446
303This field has some special meaning in potions, currently the 447This field has some special meaning in potions, currently the
304bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 448bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
305restoration potion or improvement potion. 449restoration potion or improvement potion.
306See include/attackinc.h for the bits of these types. 450See include/attackinc.h for the bits of these types.
311into him. 455into him.
312 456
313If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 457If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
314When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 458When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
315 459
316=item resist_<resistancy> <number> 460=item I<resist_RESISTANCY> <number>
317 461
318If this stat is set and no spell is in the potion the potion 462If this stat is set and no spell is in the potion the potion
319will create a force that give the player this specific resistancy. 463will create a force that give the player this specific resistancy.
320The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 464The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
321and the potion will last 10 times longer than the default force archetype 465and the potion will last 10 times longer than the default force archetype
322FORCE_NAME (at the moment of this writing spell/force.arc). 466FORCE_NAME (at the moment of this writing spell/force.arc).
323 467
324=item randomitems <treasurelist> 468=item I<randomitems> <treasurelist>
325 469
326The inventory/spell of the potion will be created by calling the treasure code 470The inventory/spell of the potion will be created by calling the treasure code
327with the treasurelist specified here. (I guess it's highly undefined what 471with the treasurelist specified here. (I guess it's highly undefined what
328happens if there is not a spell in the potions inventory). 472happens if there is not a spell in the potions inventory).
329 473
330=item on_use_yield <archetype> 474=item I<on_use_yield> <archetype>
331 475
332When this object is applied this object will be created. 476When this object is applied an instance of <archetype> will be created.
333This field is also used by FOOD and POISON.
334 477
335=item subtypes <potion subtype> 478=item I<subtypes> <potion subtype>
336 479
337see include/spells.h for possible potion subtypes, there are currently 4: 480see include/spells.h for possible potion subtypes, there are currently 4:
338 481
339=over 4 482=over 4
340 483
343Unused, default behaiour of a potion. 486Unused, default behaiour of a potion.
344 487
345=item POT_DUST 488=item POT_DUST
346 489
347This potion can be thrown to cast the spell that it has in it's inventory, 490This potion can be thrown to cast the spell that it has in it's inventory,
348the behaviour is not defined if there is not a spell in the inventory and the 491the behaviour is not defined if there is not a B<SPELL> in the inventory and the
349server will log an error. 492server will log an error.
350 493
351=item POT_FIGURINE 494=item POT_FIGURINE
352 495
353Unused, default behaiour of a potion. 496Unused, default behaiour of a potion.
358 501
359=back 502=back
360 503
361=back 504=back
362 505
506=head3 B<FOOD> - type 6 - Eatable stuff
507
508This is for objects that are representing general eatables like
509beef or bread.
510
511The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
512give different messages.
513
514The specialty of B<FLESH> is that it inherits the resistancies of the
515monsters it was generated in and will let dragons raise their resistancies
516with that. If the monster has the B<POISON> attacktype the B<FLESH>
517will change into B<POISON>.
518
519If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
520and if he doesn't find any of that he will start eating B<FLESH>.
521
522=over 4
523
524=item I<title> <string>
525
526If the food has B<title> set or is cursed it is considered 'special', which
527means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
528I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
529on the player.
530
531The higher the I<food> field is the longer the improvement of the player lasts
532(except for I<hp> and I<sp>).
533
534=item I<food> <number>
535
536This is the amount of food points the player gets when he eats this.
537
538=item I<on_use_yield> <archetype>
539
540When this object is applied an instance of <archetype> will be created.
541
542=back
543
544=head3 B<POISON> - type 7 - Poisonous stuff
545
546This type is for objects that can poison the player when he drinks/applies it.
547When applied it will hit the attacked with AT_POISON and will create
548a B<POISONING> object in the one who was hit.
549
550=over 4
551
552=item I<level> <number>
553
554This field affects the probability of poisoning. The higher the level difference
555between the one who is hit and the poision the more probable it is the attacked
556one will be poisoned.
557
558=item I<slaying> <race>
559
560This field has the usual meaning of 'slaying', when the
561poisoned's race matches the I<slaying> field the damage done by the poison
562is multiplied by 3.
563
564=item I<hp> <number>
565
566This is the amount of damage the player will receive from applying this. The
567attacktype AT_POISON will be used to hit the player and the damage will
568determine the strenght, duration and depletion of stats of the poisoning. The
569created B<POISONING> object which is being placed in the one who was attacked will
570get the damage from this field (which is maybe adjusted by slaying or the
571resistancies).
572
573=item I<food> <number>
574
5751/4 of <number> will be drained from the players I<food>.
576
577=item I<on_use_yield> <archetype>
578
579When this object is applied an instance of <archetype> will be created.
580
581=back
582
583=head3 B<BOOK> - type 8 - Readable books
584
585This type is basically for representing text books in the game.
586
587Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
588
589=over 4
590
591=item I<msg> <text>
592
593This is the contents of the book. When this field is unset
594at treasure generation a random text will be inserted.
595
596=item I<skill> <skill name>
597
598The skill required to read this book. (The most resonable
599skill would be literacy).
600
601=item I<exp> <number>
602
603The experience points the player get for reading this book.
604
605=item I<subtype> <readable subtype>
606
607This field determines the type of the readable.
608Please see common/readable.C in the readable_message_types table.
609
610=back
611
612=head3 B<CLOCK> - type 9 - Clocks
613
614This type of objects just display the time when being applied.
615
616=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
617
618This is a spell effect of a moving bolt. It moves straigt forward
619through the map until something blocks it.
620If FLAG_REFLECTING is set it even reflects on walls.
621
622FLAG_IS_TURNABLE should be set on these objects.
623
624=over 4
625
626=item I<move_type> <movetype>
627
628This field affects the move type with which the lightning moves through
629the map and which map cells will reflect or block it.
630
631=item I<attacktype> <attacktype>
632
633The attacktype with which it hits the objects on the map.
634
635=item I<dam> <number>
636
637The damage this bolt inflicts when it hits objects on the map.
638
639=item I<Dex> <number>
640
641This is the fork percentage, it is reduced by 10 per fork.
642And the I<dam> field is halved on each fork.
643
644=item I<Con> (internal)
645
646This value is a percentage of which the forking lightning
647is deflected to the left. This value should be mostly used internally.
648
649=item I<duration> <number>
650
651The duration the bolt stays on a map cell. This field is decreased each time
652the object is processed (see the meaning of I<speed> and I<speed_left> fields in
653the generic object field description).
654
655=item I<range> <number>
656
657This is the range of the bolt, each space it advances this field is decreased.
658
659=back
660
661=head3 B<ARROW> - type 13 - Arrows
662
663This is the type for objects that represent projectiles like arrows.
664The movement of B<THROWN_OBJ>s behave similar to this type.
665
666Flying arrows are stopped either when they hit something blocking
667(I<move_block>) or something which is alive.
668If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
669set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
670damage with a small chance which is affected by the I<level> field of the arrow.
671
672If FLAG_REFLECTING is set on the arrow it will bounce off everything
673that is not alive and blocks it's movement.
674
675When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
676fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
677the object, to restore them once the arrow has been stopped.
678
679=over 4
680
681=item I<dam> <number>
682
683The amount of damage that is being done to the victim that gets hit.
684This field is recomputed when the arrow is fired and will consist
685of the sum of a damage bonus (see description of the B<BOW> type),
686the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
687and the arrows I<magic> field.
688
689=item I<wc> <number>
690
691The weapon class of the arrow, which has effect on the probability of hitting.
692
693It is recomputed when the arrow is being fired by this formula:
694
695 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
696 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
697
698When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
699level is not added.
700
701wc_mod is dependend on the fire mode of the bow. For a more detailed
702explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
703
704=item I<magic> <number>
705
706This field is added to the damage of the arrow when it is shot and
707will also improve it's I<speed> by 1/5 of it's value.
708
709=item I<attacktype> <attacktype>
710
711Bitfield which decides the attacktype of the damage, see include/attackinc.h
712On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
713
714=item I<level> <number> (interally used)
715
716The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
717see above in the B<ARROW> description.
718
719The I<level> is set when the arrow is fired to either the skill level or the
720shooters level.
721
722=item I<speed> <number> (internal)
723
724This field shouldn't be set directly in the archetype, the arrow will get it's
725I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
726arrow will be stopped immediatly.
727
728On fireing the I<speed> of the arrow is computed of 1/5 of the
729sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
730of the bows I<dam> field is added to the I<speed> of the arrow.
731
732The minimum I<speed> of an arrow is 1.0.
733
734While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
735
736If the I<speed> is above 10.0 it goes straight through the creature it hits and
737it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
738stopped and either sticked into the victim (see I<weight> field description) or
739put on it's map square (if it didn't break, see description of the I<food> field).
740
741=item I<weight> <number>
742
743This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
744the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
745
746=item I<food> <number>
747
748The breaking percentage. 100 (%) means: breaks on usage for sure.
749
750=item I<inventory> (internal)
751
752If the flying/moving object has something in it's inventory and it stops, it
753will be replaced with it's inventory. Otherwise it will be handled as usual,
754which means: it will be calculated whether the arrow breaks and it will be
755reset for reuse.
756
757=item I<slaying> <string>
758
759When the bow that fires this arrow has it's I<slaying> field set it is copied
760to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
761
762=item I<move_type> <movetype> (internally used)
763
764This field is set when the arrow is shot to MOVE_FLY_LOW.
765
766=item I<move_on> <movetype> (internally used)
767
768This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
769
770=item I<race> <string>
771
772The I<race> field is a unique key that assigns arrows, bows and quivers. When
773shooting an arrow the bows I<race> is used to search for arrows (which have the
774same I<race> as the bow) in the players inventory and will recursively search in
775the containers (which are applied and have the same I<race> as the bow and the arrow).
776
777=back
778
779=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
780
781TODO, but take into account B<ARROW> description above!
782
363=head3 WEAPON - type 15 - Weapons 783=head3 B<WEAPON> - type 15 - Weapons
364 784
365This type is for general hack and slash weapons like swords, maces 785This type is for general hack and slash weapons like swords, maces
366and daggers and and .... 786and daggers and and ....
367 787
368=over 4 788=over 4
369 789
370=item weapontype <type id> 790=item I<weapontype> <type id>
371 791
372decides what attackmessages are generated, see include/define.h 792decides what attackmessages are generated, see include/define.h
373 793
374=item attacktype <bitmask> 794=item I<attacktype> <bitmask>
375 795
376bitfield which decides the attacktype of the damage, see include/attackinc.h 796bitfield which decides the attacktype of the damage, see include/attackinc.h
377 797
378=item dam <number> 798=item I<dam> <number>
379 799
380amount of damage being done with the attacktype 800amount of damage being done with the attacktype
381 801
382=item item_power <level> 802=item I<item_power> <level>
383 803
384the itempower of this weapon. 804the itempower of this weapon.
385 805
386=item name 806=item I<name>
387 807
388the name of the weapon. 808the name of the weapon.
389 809
390=item level (internal) 810=item I<level> (internal)
391 811
392The improvement state of the weapon. 812The improvement state of the weapon.
393If this field is greater than 0 the 'name' field starts with the 813If this field is greater than 0 the I<name> field starts with the
394characters name who improved this weapon. 814characters name who improved this weapon.
395 815
396=item last_eat (internal) 816=item I<last_eat> (internal)
397 817
398seems to be the amount of improvements of a weapon, 818This seems to be the amount of improvements of a weapon,
399the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 819the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
400 820
401 ((who->level / 5) + 5) >= op->last_eat 821 ((who->level / 5) + 5) >= op->last_eat
402 822
403=item last_sp 823=item I<last_sp>
404 824
405the weapon speed (see magic description) 825the weapon speed (see magic description)
406 826
407=item food <number> 827=item I<food> <number>
408 828
409addition to food regeneration of the player 829addition to food regeneration of the player
410 830
411=item hp <number> 831=item I<hp> <number>
412 832
413addition to health regeneration 833addition to health regeneration
414 834
415=item sp <number> 835=item I<sp> <number>
416 836
417addition to mana regeneration 837addition to mana regeneration
418 838
419=item grace <number> 839=item I<grace> <number>
420 840
421addititon to grace regeneration 841addititon to grace regeneration
422 842
423=item gen_sp_armour <number> 843=item I<gen_sp_armour> <number>
424 844
425the players gen_sp_armour field (which is per default 10) is added the <number> amount. 845the players I<gen_sp_armour> field (which is per default 10) is being added the
426gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 846<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
427is multiplied: gen_sp *= 10/<number> 847do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
428meaning: values > 10 of gen_sp_armour limits the amout of regenerated 848I<gen_sp_armour> limits the amout of regenerated spellpoints.
429spellpoints.
430 849
431generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 850Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
432sp regeneration. 851I<sp> regeneration.
433 852
434=item body_<body slot/part> 853=item I<body_BODYSLOT>
435 854
436the part of the body you need to use this weapon, possible values should be 855The part/slot of the body you need to use this weapon, possible values for
437looked up in common/item.C at body_locations. 856C<BODYSLOT> should be looked up in common/item.C at body_locations.
438 857
439=item resist_<resistnacy> <number> 858The value (in the range C<-7..7>) gives the number of those body slots
859used up by the item (if negative) or the number of body slots this object
860has (if positive, e.g. for monsters or players). The special value C<0>
861indicates that this object cannot equip items requiring these body slots.
862
863=item I<resist_RESISTANCY> <number>
440 864
441this is the factor with which the difference of the players resistancy and 100% 865this is the factor with which the difference of the players resistancy and 100%
442is multiplied, something like this: 866is multiplied, something like this:
443 867
444 additional_resistancy = (100 - current_resistanct) * (<number>/100) 868 additional_resistancy = (100 - current_resistancy) * (<number>/100)
445 869
446if <number> is negative it is added to the total vulnerabilities, 870if <number> is negative it is added to the total vulnerabilities,
447and later the total resistance is decided by: 871and later the total resistance is decided by:
448 872
449 'total resistance = total protections - total vulnerabilities' 873 'total resistance = total protections - total vulnerabilities'
450 874
451see also common/living.C:fix_player 875see also common/living.C:fix_player.
452 876
453=item patch_(attuned|repelled|denied) 877=item I<path_(attuned|repelled|denied)>
454 878
455this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 879this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
456for the pathes. 880for the pathes.
457 881
458=item luck <number> 882=item I<luck> <number>
459 883
460this luck is added to the players luck 884this luck is added to the players I<luck>
461 885
462=item move_type 886=item I<move_type>
463 887
464if the weapon has a move_type set the player inherits it's move_type 888if the weapon has a I<move_type> set the player inherits it's I<move_type>
465 889
466=item exp <number> 890=item I<exp> <number>
467 891
468the added_speed and bonus_speed of the player is raised by <number>/3. 892the added_speed and bonus_speed of the player is raised by <number>/3.
469if <number> < 0 then the added_speed is decreased by <number> 893if <number> < 0 then the added_speed is decreased by <number>
470 894
471=item weight 895=item I<weight>
472 896
473the weight of the weapon 897the weight of the weapon
474 898
475=item magic 899=item I<magic>
476 900
477the magic field affects the amounts of the following fields: 901the I<magic> field affects the amounts of the following fields:
478 902
479 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 903 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
480 904
481 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 905 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
482 906
483 - dam: the players dam is adjusted by: player->dam += (dam + magic) 907 - dam: the players dam is adjusted by: player->dam += (dam + magic)
484 908
485 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 909 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
486 (minium is 0) 910 (minium is 0)
487 911
488=item ac <number> 912=item I<ac> <number>
489 913
490the amount of ac points the player's ac is decreased 914the amount of ac points the player's I<ac> is decreased when applying this object.
491 915
492=item wc <number> 916=item I<wc> <number>
493 917
494the amount of wc points the player's wc is decreased 918the amount of wc points the player's I<wc> is decreased when applying this object.
495 919
496=back 920=back
497 921
498=head4 Player inherits following flags from weapons: 922=head4 Player inherits following flags from weapons:
499 923
504 FLAG_XRAYS 928 FLAG_XRAYS
505 FLAG_BLIND 929 FLAG_BLIND
506 FLAG_SEE_IN_DARK 930 FLAG_SEE_IN_DARK
507 FLAG_UNDEAD 931 FLAG_UNDEAD
508 932
933=head3 B<GRIMREAPER> - type 28 - Grimreapers
934
935These type are mostly used for monsters, they give the
936monster the ability to dissapear after 10 hits with AT_DRAIN.
937
938=over 4
939
940=item I<value> <number>
941
942This field stores the hits the monster did yet.
943
944=back
945
946=head3 B<CREATOR> - type 42 - Object creators
947
948Once a creator is activated by a connection it creates a number of objects
949(cloned from it's inventory or a new object derived from the archetype
950named in the other_arch slot).
951
952If FLAG_LIVESAFE is set the number of uses is unlimited.
953
954=over 4
955
956=item I<hp> <number>
957
958If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
959be used.
960
961=item I<speed> <number>
962
963If I<speed> is set the creator will create an object periodically,
964see I<speed> and I<speed_left> fields in the general object field description
965for more details.
966
967=item I<slaying> <string>
968
969If set the generated object's name and title will be set to this.
970
971=item I<other_arch> <string>
972
973If the inventory of the creator is empty new objects will be derived from the
974archetype named by <string>.
975
976=item I<connected> <number>
977
978See generic object field description.
979
980=back
981
982=head3 B<DRINK> - type 54 - Drinkable stuff
983
984See B<FOOD> description.
985
986=head3 B<CHECK_INV> - type 64 - Inventory checkers
987
988This object checks whether the player has a specific item in his
989inventory when he moves above the inventory checker. If the player has
990the item (or not, which can be controlled with a flag) a connection will be triggered.
991
992If you set I<move_block> you can deny players and monsters to reach the space where
993the inventory checker is on, see I<move_block> description below.
994
995The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
996So matching one of those conditions is enough.
997
998=over 4
999
1000=item I<move_block> <move type bitmask>
1001
1002If you set this field to block a movetype the move code will block any moves
1003onto the space with the inventory checker, IF the moving object doesn't have
1004(or has - if I<last_sp> = 0) the item that the checker is searching for.
1005
1006=item I<last_sp> (0|1)
1007
1008If I<last_sp> is 1 'having' the item that is being checked for will
1009activate the connection or make the space with the checker non-blocking.
1010If I<last_sp> is 0 'not having' the item will activate the connection
1011or make the space with the checker non-blocking.
1012
1013=item I<last_heal> (0|1)
1014
1015If I<last_heal> is 1 the matching item will be removed if the inventory checker
1016activates a connection and finds the item in the inventory.
1017
1018(A inventory checker that blocks a space won't remove anything from inventories)
1019
1020=item I<hp> <number>
1021
1022If this field is not 0 the inventory checker will search for an object
1023with the type id <number>.
1024
1025=item I<slaying> <string>
1026
1027If this field is set the inventory checker will search for an object that
1028has the same string in the I<slaying> field (for example a key string of a key).
1029
1030=item I<race> <string>
1031
1032If this field is set the inventory checker will search for an object which
1033has the archetype name that matches <string>.
1034
1035=item I<connected> <connection id>
1036
1037This is the connection that will be activated. The connection is
1038'pushed' when someone enters the space with the inventory checker,
1039and it is 'released' when he leaves it.
1040
1041See also the description of the I<connected> field in the generic object field
1042section.
1043
1044=back
1045
1046=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1047
1048speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1049changes.
1050
1051 (based on value that last_sp takes):
1052 0: 'furious' Makes all monsters aggressive
1053 1: 'angry' As above but pets are unaffected
1054 2: 'calm' Makes all monsters unaggressive
1055 3: 'sleep' Puts all monsters to sleep
1056 4: 'charm' Makes monster into a pet of person
1057 who triggers the square. This setting
1058 is not enabled for continous operation
1059 5: 'destroy mons' destroy any monsters on this space
1060 6: 'destroy pets' destroy friendly monsters on this space
1061
1062=head3 B<FLESH> - type 72 - Organs and body parts
1063
1064See B<FOOD> description.
1065
1066=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1067
1068A type for any object that has no special behaviour.
1069
1070=head3 B<LAMP> - type 82 - A lamp
1071
1072This object represents a lamp, that can be carried and switched
1073on and off and has a certain amount of fuel in it.
1074
1075A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1076Each of them should point at the other one with it's I<other_arch> field.
1077
1078See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1079
1080If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1081with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1082
1083=over 4
1084
1085=item I<glow_radius> <number>
1086
1087The radius of the light that the lamp emits, see also I<glow_radius> in the
1088generic object flags description.
1089
1090=item I<speed> <number>
1091
1092If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1093lamp burns it's fuel (I<food>).
1094
1095Setting FLAG_CHANGING makes only sense on the archetype which represents
1096the 'on' state of the lamp.
1097
1098See also the description of FLAG_CHANGING.
1099
1100Lamps which have no FLAG_CHANGING set would also make sense and represent
1101lamps that never burn up.
1102
1103=item I<other_arch> <number>
1104
1105This is the field that points to the 'other' archetype which represents the
1106opposite state of the lamp. The newly from I<other_arch> derived object will
1107replace the current object and will get the value of I<food> of the replaced object.
1108
1109Rationale:
1110
1111When the lamp (on) is applied a new object is derived from the archetype
1112in I<other_arch> and the I<food> value is copied to it ('the fuel is
1113transferred'). The new lamp (off) object has to have a I<other_arch> field
1114which points to the archetype from which a lamp (on) can be derived.
1115
1116=item I<food> <number>
1117
1118This fields stands for the fuel of the lamp.
1119
1120=back
1121
1122=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1123
1124This type of objects multiplies objects that are above it when it is activated.
1125You can even multiply by 0, which will destroy the object.
1126
1127=over 4
1128
1129=item I<level> <number>
1130
1131The multiplicator, if set to 0 or lower it will destroy the objects above it.
1132
1133=item I<other_arch> <string>
1134
1135The archetype name of the objects that should be multiplied.
1136
1137=item I<connected> <number>
1138
1139See generic object field description.
1140
1141=back
1142
509=head3 HOLE - type 94 - Holes 1143=head3 B<HOLE> - type 94 - Holes
510 1144
511Holes are holes in the ground where objects can fall through. When the hole 1145B<HOLE>s are holes in the ground where objects can fall through. When the hole
512opens and/or is completly open all objects above it fall through (more 1146opens and/or is completly open all objects above it fall through (more
513precisely: if their head is above the hole). 1147precisely: if their head is above the hole).
514 1148
1149When the B<HOLE> is activated it's speed is set to 0.5.
1150
515Trapdoors can only transfer the one who falls through to other coordinates 1151These holes can only transfer the one who falls through to other coordinates
516on the B<same> map. 1152on the same map.
517 1153
518=over 4 1154=over 4
519 1155
520=item maxsp (0|1) 1156=item I<maxsp> (0|1)
521 1157
522This field negates the state of the connection: When maxsp is 1 the pit will 1158This field negates the state of the connection: When maxsp is 1 the pit will
523open/close when the connection is deactivated. Otherwise it will open/close 1159open/close when the connection is deactivated. Otherwise it will open/close
524when the connection is activated. This field only has effect when the 1160when the connection is activated. This field only has effect when the
525connection is triggered. So if you put a closed hole on a map, and the 1161connection is triggered. So if you put a closed hole on a map, and the
526connection is deactivated, and maxsp is 1 the hole will remain closed until the 1162connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
527connection was triggered once. 1163connection was triggered once.
528 1164
529=item connected <connection id> 1165=item I<connected> <connection id>
530 1166
531This is the connection id, which lets the hole opening or closing when 1167This is the connection id, which lets the hole opening or closing when
532activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1168activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
533at which connection state the object is activated. 1169at which connection state the object is activated.
534 1170
535For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1171For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
536the connection is released. 1172the connection is released.
537 1173
538=item wc <number> (internal) 1174=item I<wc> <number> (internal)
539 1175
540This is an internal flag. If it is greater than 0 it means that the hole is not 1176This is an internal field. If it is greater than 0 it means that the hole is not
541yet fully open. More preciesly: this field is the animation-step and if it is 1177yet fully open. More preciesly: this field is the animation-step and if it is
542set to the 'closed' step of the animation the hole is closed and if it is on 1178set to the 'closed' step of the animation the hole is closed and if it is on
543the 'open' animation step (wc = 0), the hole is open. 1179the 'open' animation step (I<wc> = 0), the hole is open.
544 1180
545=item sp <number> 1181=item I<sp> <number>
546 1182
547The destination y coordinates on the same map. 1183The destination y coordinates on the same map.
548 1184
549=item hp <number> 1185=item I<hp> <number>
550 1186
551The destination x coordinates on the same map. 1187The destination x coordinates on the same map.
552 1188
553=back 1189=back
554 1190
1191=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1192
1193This type is doing the actual damage to the ones who were attacked
1194via AT_POISON (or drank B<POISON>).
1195
1196The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1197there for details).
1198
1199=over 4
1200
1201=item I<dam> <number>
1202
1203Each time the poisoning is proccessed (which is determined by the I<speed> and
1204I<speed_left> fields, see the general object fields description above) it hits
1205the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1206simply hit the player with no strings attached).
1207
1208=item I<food> <number>
1209
1210Just a note: The posioning is removed if I<food> == 1 and not if
1211the whole I<duration> is up, because the B<POISONING> code has to remove
1212the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1213deletes the B<POISONING> object.
1214
1215=back
1216
555=head3 FORCE - type 114 - Forces 1217=head3 B<FORCE> - type 114 - Forces
556 1218
557Forces are a very 'thin' type. They don't have much behaviour other than 1219Forces are a very 'thin' type. They don't have much behaviour other than
558disappearing after a time and/or affecting the player if they are in his 1220disappearing after a time and/or affecting the player if they are in his
559inventory. 1221inventory.
560 1222
561Forces only take effect on the player if they have set FLAG_APPLIED. 1223Forces only take effect on the player if they have FLAG_APPLIED set.
562 1224
563Whether the duration field is processed or not a tick is controlled via the 1225Whether the I<duration> field is processed or not per tick is controlled by the
564speed and speed_left field. Look above at the generic description of these 1226I<speed> and I<speed_left> fields. Look above in the generic object field description.
565fields.
566 1227
567=over 4 1228NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1229interpreter like described in the description of the FLAG_IS_USED_UP flag.
1230BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1231will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1232removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1233have good semantics on forces, try to avoid it.
568 1234
1235=over 4
1236
569=item duration 1237=item I<duration>
570 1238
571While this field is greater than 0 the force/object is not destroyed. It is 1239While this field is greater than 0 the force/object is not destroyed. It is
572decreased each tick by 1. 1240decreased each tick by 1.
573 1241
574If it reaches 0 the force/object is destroyed. 1242If it reaches 0 the force/object is destroyed.
577FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1245FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
578what happens then. 1246what happens then.
579 1247
580=back 1248=back
581 1249
582=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1250=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
583 1251
584This object is generated by the POTION code when the potion is a resistance 1252This object is generated by the B<POTION> code when the potion is a resistance
585giving potion. It has mainly the same behaviour as a FORCE. 1253giving potion. It has mainly the same behaviour as a B<FORCE>.
586 1254
587The specialty of the potion effect is that the resistancy it gives is absolute, 1255The specialty of the potion effect is that the resistancy it gives is absolute,
588so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1256so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
589fire. 1257fire.
590 1258
591Multiple potion effects only give you the maximum of their resistancy. 1259Multiple potion effects only give you the maximum of their resistancy.

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