… | |
… | |
74 | For players this field reflects the duration of the invisibility |
74 | For players this field reflects the duration of the invisibility |
75 | and is decreased every tick by 1. |
75 | and is decreased every tick by 1. |
76 | |
76 | |
77 | For non-player objects this field is not changed by server ticks. |
77 | For non-player objects this field is not changed by server ticks. |
78 | |
78 | |
79 | =item speed <numeric> |
79 | =item speed <number> |
80 | |
80 | |
81 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
81 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
82 | on the active object list and will be processed each tick (see also speed_left!). |
82 | on the active object list and will be processed each tick (see also speed_left!). |
83 | |
83 | |
84 | If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
84 | If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
… | |
… | |
96 | equal to 0 the absolute value of the speed field is added to speed_left |
96 | equal to 0 the absolute value of the speed field is added to speed_left |
97 | on the end of the tick. |
97 | on the end of the tick. |
98 | |
98 | |
99 | =item no_drop (0|1) |
99 | =item no_drop (0|1) |
100 | |
100 | |
101 | Sets the flag FLAG_NO_DROP. See the Flags section below. |
101 | Sets the flag FLAG_NO_DROP. |
|
|
102 | See Flags section below. |
102 | |
103 | |
103 | =item applied (0|1) |
104 | =item applied (0|1) |
104 | |
105 | |
105 | Sets the flag FLAG_APPLIED. See the Flags section below. |
106 | Sets the flag FLAG_APPLIED. |
|
|
107 | See Flags section below. |
106 | |
108 | |
107 | =item is_used_up (0|1) |
109 | =item is_used_up (0|1) |
108 | |
110 | |
109 | Sets the flag FLAG_IS_USED_UP. See Flags section below. |
111 | Sets the flag FLAG_IS_USED_UP. |
|
|
112 | See Flags section below. |
|
|
113 | |
|
|
114 | =item auto_apply (0|1) |
|
|
115 | |
|
|
116 | Sets the flag FLAG_AUTO_APPLY. |
|
|
117 | See Flags section below. |
|
|
118 | |
|
|
119 | =item activate_on_push (0|1) (default: 1) |
|
|
120 | |
|
|
121 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
|
|
122 | See Flags section below. |
|
|
123 | |
|
|
124 | =item activate_on_release (0|1) (default: 1) |
|
|
125 | |
|
|
126 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
|
|
127 | See Flags section below. |
110 | |
128 | |
111 | =item editable (more than deprecated) |
129 | =item editable (more than deprecated) |
112 | |
130 | |
113 | This field had a special meaning for crossedit, which used parts |
131 | This field had a special meaning for crossedit, which used parts |
114 | of the server code for editing. Wherever you see this attribute being |
132 | of the server code for editing. Wherever you see this attribute being |
… | |
… | |
146 | this object is removed or not, see the Force type below for the meaning |
164 | this object is removed or not, see the Force type below for the meaning |
147 | of the duration field in this context. |
165 | of the duration field in this context. |
148 | |
166 | |
149 | If FLAG_APPLIED is not set the object is destroyed. |
167 | If FLAG_APPLIED is not set the object is destroyed. |
150 | |
168 | |
|
|
169 | =item FLAG_IS_A_TEMPLATE (internal use) |
|
|
170 | |
|
|
171 | This flag is set on the inventory of generators like CREATORs and CONVERTERs, |
|
|
172 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
|
|
173 | |
|
|
174 | =item FLAG_AUTO_APPLY |
|
|
175 | |
|
|
176 | This flag has currently only meaning for the TREASURE type, see below. |
|
|
177 | |
|
|
178 | =item FLAG_ACTIVATE_ON_PUSH |
|
|
179 | |
|
|
180 | This flag has only meaning for objects that can be linked together |
|
|
181 | with the 'connected' field and controls wether the object should |
|
|
182 | be activated when the connection is 'pushed' or it is 'released'. |
|
|
183 | |
|
|
184 | This flag is by default on. |
|
|
185 | |
|
|
186 | =item FLAG_ACTIVATE_ON_RELEASE |
|
|
187 | |
|
|
188 | This flag has only meaning for objects that can be linked together |
|
|
189 | with the 'connected' field and controls wether the object should |
|
|
190 | be activated when the connection is 'pushed' or it is 'released'. |
|
|
191 | |
|
|
192 | This flag is by default on. |
|
|
193 | |
151 | =back |
194 | =back |
152 | |
195 | |
153 | =head2 Description of type specific attributes |
196 | =head2 Description of type specific attributes |
154 | |
197 | |
155 | The beginning of the headers of the following subsection |
198 | The beginning of the headers of the following subsection |
156 | are the server internal names for the objects types, see include/define.h. |
199 | are the server internal names for the objects types, see include/define.h. |
157 | The numeric values are maybe not 100% accurate, as the code is a changing |
|
|
158 | target, please consult include/define.h in doubt :-) |
|
|
159 | |
200 | |
160 | =head3 FORCE - type 114 - Forces |
201 | =head3 TRANSPORT - type 2 - Player transports |
161 | |
202 | |
162 | Forces are a very 'thin' type. They don't have much behaviour other than |
203 | This type is implemented by the transport extension and has currently no special |
163 | disappearing after a time and/or affecting the player if they are in his inventory. |
204 | attributes that affect it. |
164 | |
205 | |
165 | Forces only take effect on the player if they have set FLAG_APPLIED. |
206 | =head3 ROD - type 3 - Rods that fire spells |
166 | |
207 | |
167 | Whether the duration field is processed or not a tick is controlled via the |
208 | Rods contain spells and can be fired by a player. |
168 | speed and speed_left field. Look above at the generic description of these |
|
|
169 | fields. |
|
|
170 | |
209 | |
171 | =over 4 |
210 | =over 4 |
172 | |
211 | |
173 | =item duration |
212 | =item level <number> |
174 | |
213 | |
175 | While this field is greater than 0 the force/object is not destroyed. |
214 | This attribute is used for calculating the spell level that can be fired |
176 | It is decreased each tick by 1. |
215 | with this rod, it's also the maximum level of the spell that can be fired. |
|
|
216 | The level of the spell that is being fired depends mostly on |
|
|
217 | the 'use magic item' skill level of the player and 1/10 of the level of the |
|
|
218 | rod is added as bonus. |
177 | |
219 | |
178 | If it reaches 0 the force/object is destroyed. |
220 | =item hp <number> |
179 | |
221 | |
180 | This field can have this meaning for B<any> object if that object has |
222 | The amount of spellpoints this rod has left. |
181 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
223 | |
182 | what happens then. |
224 | =item maxhp <number> |
|
|
225 | |
|
|
226 | The maximum amount of spellpoints this rod has. |
|
|
227 | |
|
|
228 | =item skill <skill name> |
|
|
229 | |
|
|
230 | This field determines which skill you need to apply this object. |
|
|
231 | |
|
|
232 | =back |
|
|
233 | |
|
|
234 | =head3 TREASURE - type 4 - Treasures |
|
|
235 | |
|
|
236 | This type of objects are for random treasure generation in maps. |
|
|
237 | If this object is applied by a player it will replace itself with it's |
|
|
238 | inventory. If it is automatically applied |
|
|
239 | generate a treasure and replace itself with the generated treasure. |
|
|
240 | |
|
|
241 | Chests are also of this type, their treasures are generated by |
|
|
242 | the auto apply code on map instantiation. |
|
|
243 | |
|
|
244 | =over 4 |
|
|
245 | |
|
|
246 | =item hp <number> |
|
|
247 | |
|
|
248 | The number of treasures to generate. |
|
|
249 | |
|
|
250 | =item exp <level> |
|
|
251 | |
|
|
252 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
|
|
253 | and the difficulty for the treasurecode only depends on the maps difficulty, |
|
|
254 | otherwise the exp field has the following meaning: |
|
|
255 | |
|
|
256 | If this field is not 0 it is passed as the difficulty |
|
|
257 | to the treasure generation code to determine how good, how much |
|
|
258 | worth a treasure is or what bonuses it is given by the treasure code. |
|
|
259 | |
|
|
260 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
|
|
261 | generation code. |
|
|
262 | |
|
|
263 | =item randomitems <treasurelist> |
|
|
264 | |
|
|
265 | The treasurelist to use to generate the treasure which is put in the |
|
|
266 | treasure objects inventory. |
|
|
267 | |
|
|
268 | =back |
|
|
269 | |
|
|
270 | =head3 POTION - type 5 - Potions for drinking and other nastynesses |
|
|
271 | |
|
|
272 | These objects contain a spell and will emit it on apply, which most |
|
|
273 | of the time has the meaning of 'drinking'. |
|
|
274 | |
|
|
275 | If no resistancy field, stat field or attacktype is set and no spell |
|
|
276 | is put in the potion by the sp field or the randomitems the |
|
|
277 | potion will become an artifact and the artifact code decides which kind |
|
|
278 | of potion will be generated. |
|
|
279 | |
|
|
280 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
|
|
281 | will yield an explosion and hurt the player. |
|
|
282 | |
|
|
283 | =over 4 |
|
|
284 | |
|
|
285 | =item Str, Dex, Con, Int, Wis, Cha, Pow <number> |
|
|
286 | |
|
|
287 | These stat fields determine how many stat points the player gets |
|
|
288 | when he applies this potion. |
|
|
289 | |
|
|
290 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
|
|
291 | |
|
|
292 | =item sp <number> |
|
|
293 | |
|
|
294 | If this field is set and the randomitems field is not set |
|
|
295 | the field is interpreted as spell number, please look the right |
|
|
296 | number up in common/loader.C. |
|
|
297 | |
|
|
298 | If this field is set the randomitems field will be unset by the |
|
|
299 | map loading code. |
|
|
300 | |
|
|
301 | =item attacktype <attacktype> |
|
|
302 | |
|
|
303 | This field has some special meaning in potions, currently the |
|
|
304 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
|
|
305 | restoration potion or improvement potion. |
|
|
306 | See include/attackinc.h for the bits of these types. |
|
|
307 | |
|
|
308 | If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
|
|
309 | will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
|
|
310 | set the player will be drained a random stat by inserting an ARCH_DEPLETION |
|
|
311 | into him. |
|
|
312 | |
|
|
313 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
|
|
314 | When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
|
|
315 | |
|
|
316 | =item resist_<resistancy> <number> |
|
|
317 | |
|
|
318 | If this stat is set and no spell is in the potion the potion |
|
|
319 | will create a force that give the player this specific resistancy. |
|
|
320 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
|
|
321 | and the potion will last 10 times longer than the default force archetype |
|
|
322 | FORCE_NAME (at the moment of this writing spell/force.arc). |
|
|
323 | |
|
|
324 | =item randomitems <treasurelist> |
|
|
325 | |
|
|
326 | The inventory/spell of the potion will be created by calling the treasure code |
|
|
327 | with the treasurelist specified here. (I guess it's highly undefined what |
|
|
328 | happens if there is not a spell in the potions inventory). |
|
|
329 | |
|
|
330 | =item on_use_yield <archetype> |
|
|
331 | |
|
|
332 | When this object is applied this object will be created. |
|
|
333 | This field is also used by FOOD and POISON. |
|
|
334 | |
|
|
335 | =item subtypes <potion subtype> |
|
|
336 | |
|
|
337 | see include/spells.h for possible potion subtypes, there are currently 4: |
|
|
338 | |
|
|
339 | =over 4 |
|
|
340 | |
|
|
341 | =item POT_SPELL |
|
|
342 | |
|
|
343 | Unused, default behaiour of a potion. |
|
|
344 | |
|
|
345 | =item POT_DUST |
|
|
346 | |
|
|
347 | This potion can be thrown to cast the spell that it has in it's inventory, |
|
|
348 | the behaviour is not defined if there is not a spell in the inventory and the |
|
|
349 | server will log an error. |
|
|
350 | |
|
|
351 | =item POT_FIGURINE |
|
|
352 | |
|
|
353 | Unused, default behaiour of a potion. |
|
|
354 | |
|
|
355 | =item POT_BALM |
|
|
356 | |
|
|
357 | Unused, default behaiour of a potion. |
|
|
358 | |
|
|
359 | =back |
183 | |
360 | |
184 | =back |
361 | =back |
185 | |
362 | |
186 | =head3 WEAPON - type 15 - Weapons |
363 | =head3 WEAPON - type 15 - Weapons |
187 | |
364 | |
… | |
… | |
312 | |
489 | |
313 | the amount of ac points the player's ac is decreased |
490 | the amount of ac points the player's ac is decreased |
314 | |
491 | |
315 | =item wc <number> |
492 | =item wc <number> |
316 | |
493 | |
317 | the amount of wc points the player's ac is decreased |
494 | the amount of wc points the player's wc is decreased |
318 | |
495 | |
319 | =back |
496 | =back |
320 | |
497 | |
321 | =head4 Player inherits following flags from weapons: |
498 | =head4 Player inherits following flags from weapons: |
322 | |
499 | |
323 | FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, |
500 | FLAG_LIFESAVE |
324 | FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD |
501 | FLAG_REFL_SPELL |
|
|
502 | FLAG_REFL_MISSILE |
|
|
503 | FLAG_STEALTH |
|
|
504 | FLAG_XRAYS |
|
|
505 | FLAG_BLIND |
|
|
506 | FLAG_SEE_IN_DARK |
|
|
507 | FLAG_UNDEAD |
|
|
508 | |
|
|
509 | =head3 HOLE - type 94 - Holes |
|
|
510 | |
|
|
511 | Holes are holes in the ground where objects can fall through. When the hole |
|
|
512 | opens and/or is completly open all objects above it fall through (more |
|
|
513 | precisely: if their head is above the hole). |
|
|
514 | |
|
|
515 | Trapdoors can only transfer the one who falls through to other coordinates |
|
|
516 | on the B<same> map. |
|
|
517 | |
|
|
518 | =over 4 |
|
|
519 | |
|
|
520 | =item maxsp (0|1) |
|
|
521 | |
|
|
522 | This field negates the state of the connection: When maxsp is 1 the pit will |
|
|
523 | open/close when the connection is deactivated. Otherwise it will open/close |
|
|
524 | when the connection is activated. This field only has effect when the |
|
|
525 | connection is triggered. So if you put a closed hole on a map, and the |
|
|
526 | connection is deactivated, and maxsp is 1 the hole will remain closed until the |
|
|
527 | connection was triggered once. |
|
|
528 | |
|
|
529 | =item connected <connection id> |
|
|
530 | |
|
|
531 | This is the connection id, which lets the hole opening or closing when |
|
|
532 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
|
|
533 | at which connection state the object is activated. |
|
|
534 | |
|
|
535 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
|
|
536 | the connection is released. |
|
|
537 | |
|
|
538 | =item wc <number> (internal) |
|
|
539 | |
|
|
540 | This is an internal flag. If it is greater than 0 it means that the hole is not |
|
|
541 | yet fully open. More preciesly: this field is the animation-step and if it is |
|
|
542 | set to the 'closed' step of the animation the hole is closed and if it is on |
|
|
543 | the 'open' animation step (wc = 0), the hole is open. |
|
|
544 | |
|
|
545 | =item sp <number> |
|
|
546 | |
|
|
547 | The destination y coordinates on the same map. |
|
|
548 | |
|
|
549 | =item hp <number> |
|
|
550 | |
|
|
551 | The destination x coordinates on the same map. |
|
|
552 | |
|
|
553 | =back |
|
|
554 | |
|
|
555 | =head3 FORCE - type 114 - Forces |
|
|
556 | |
|
|
557 | Forces are a very 'thin' type. They don't have much behaviour other than |
|
|
558 | disappearing after a time and/or affecting the player if they are in his |
|
|
559 | inventory. |
|
|
560 | |
|
|
561 | Forces only take effect on the player if they have set FLAG_APPLIED. |
|
|
562 | |
|
|
563 | Whether the duration field is processed or not a tick is controlled via the |
|
|
564 | speed and speed_left field. Look above at the generic description of these |
|
|
565 | fields. |
|
|
566 | |
|
|
567 | =over 4 |
|
|
568 | |
|
|
569 | =item duration |
|
|
570 | |
|
|
571 | While this field is greater than 0 the force/object is not destroyed. It is |
|
|
572 | decreased each tick by 1. |
|
|
573 | |
|
|
574 | If it reaches 0 the force/object is destroyed. |
|
|
575 | |
|
|
576 | This field can have this meaning for B<any> object if that object has |
|
|
577 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
|
|
578 | what happens then. |
|
|
579 | |
|
|
580 | =back |
|
|
581 | |
|
|
582 | =head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
|
|
583 | |
|
|
584 | This object is generated by the POTION code when the potion is a resistance |
|
|
585 | giving potion. It has mainly the same behaviour as a FORCE. |
|
|
586 | |
|
|
587 | The specialty of the potion effect is that the resistancy it gives is absolute, |
|
|
588 | so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
|
|
589 | fire. |
|
|
590 | |
|
|
591 | Multiple potion effects only give you the maximum of their resistancy. |