… | |
… | |
94 | |
94 | |
95 | If the object is on the active list and speed_left is lower or |
95 | If the object is on the active list and speed_left is lower or |
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 | This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
|
|
100 | the more seldom the object is processed. And the higher the speed field is |
|
|
101 | the more often the object is processed. |
|
|
102 | |
99 | =item no_drop (0|1) |
103 | =item no_drop (0|1) |
100 | |
104 | |
101 | Sets the flag FLAG_NO_DROP. |
105 | Sets the flag FLAG_NO_DROP. |
102 | See Flags section below. |
106 | See Flags section below. |
103 | |
107 | |
… | |
… | |
112 | See Flags section below. |
116 | See Flags section below. |
113 | |
117 | |
114 | =item auto_apply (0|1) |
118 | =item auto_apply (0|1) |
115 | |
119 | |
116 | Sets the flag FLAG_AUTO_APPLY. |
120 | Sets the flag FLAG_AUTO_APPLY. |
|
|
121 | See Flags section below. |
|
|
122 | |
|
|
123 | =item no_steal (0|1) |
|
|
124 | |
|
|
125 | Sets the flag FLAG_NO_STEAL. |
117 | See Flags section below. |
126 | See Flags section below. |
118 | |
127 | |
119 | =item activate_on_push (0|1) (default: 1) |
128 | =item activate_on_push (0|1) (default: 1) |
120 | |
129 | |
121 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
130 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
… | |
… | |
188 | This flag has only meaning for objects that can be linked together |
197 | This flag has only meaning for objects that can be linked together |
189 | with the 'connected' field and controls wether the object should |
198 | with the 'connected' field and controls wether the object should |
190 | be activated when the connection is 'pushed' or it is 'released'. |
199 | be activated when the connection is 'pushed' or it is 'released'. |
191 | |
200 | |
192 | This flag is by default on. |
201 | This flag is by default on. |
|
|
202 | |
|
|
203 | =item FLAG_NO_STEAL |
|
|
204 | |
|
|
205 | When this flag is set this object can't be stolen. The flag will be |
|
|
206 | resetted once the object is placed on a map. |
|
|
207 | |
|
|
208 | When this flag is set on a monster it can defent attempts of stealing |
|
|
209 | (but in this context the flag is only used internally). |
193 | |
210 | |
194 | =back |
211 | =back |
195 | |
212 | |
196 | =head2 Description of type specific attributes |
213 | =head2 Description of type specific attributes |
197 | |
214 | |
… | |
… | |
327 | with the treasurelist specified here. (I guess it's highly undefined what |
344 | with the treasurelist specified here. (I guess it's highly undefined what |
328 | happens if there is not a spell in the potions inventory). |
345 | happens if there is not a spell in the potions inventory). |
329 | |
346 | |
330 | =item on_use_yield <archetype> |
347 | =item on_use_yield <archetype> |
331 | |
348 | |
332 | When this object is applied this object will be created. |
349 | When this object is applied an instance of <archetype> will be created. |
333 | This field is also used by FOOD and POISON. |
|
|
334 | |
350 | |
335 | =item subtypes <potion subtype> |
351 | =item subtypes <potion subtype> |
336 | |
352 | |
337 | see include/spells.h for possible potion subtypes, there are currently 4: |
353 | see include/spells.h for possible potion subtypes, there are currently 4: |
338 | |
354 | |
… | |
… | |
355 | =item POT_BALM |
371 | =item POT_BALM |
356 | |
372 | |
357 | Unused, default behaiour of a potion. |
373 | Unused, default behaiour of a potion. |
358 | |
374 | |
359 | =back |
375 | =back |
|
|
376 | |
|
|
377 | =back |
|
|
378 | |
|
|
379 | =head3 FOOD - type 6 - Eatable stuff |
|
|
380 | |
|
|
381 | This is for objects that are representing general eatables like |
|
|
382 | beef or bread. |
|
|
383 | |
|
|
384 | The main difference between FOOD, FLESH and DRINK is that they |
|
|
385 | give different messages. |
|
|
386 | |
|
|
387 | The specialty of FLESH is that it inherits the resistancies of the |
|
|
388 | monsters it was generated in and will let dragons raise their resistancies |
|
|
389 | with that. If the monster has the POISON attacktype the FLESH |
|
|
390 | will change into POISON. |
|
|
391 | |
|
|
392 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
|
|
393 | and if he doesn't find any of that he will start eating FLESH. |
|
|
394 | |
|
|
395 | =over 4 |
|
|
396 | |
|
|
397 | =item title <string> |
|
|
398 | |
|
|
399 | If the food has a title or is cursed it is considered 'special', which means that the |
|
|
400 | fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
|
|
401 | are interpreted and have further effects on the player. |
|
|
402 | |
|
|
403 | The higher the food field is the longer the improvement of the player lasts |
|
|
404 | (except for hp and sp). |
|
|
405 | |
|
|
406 | =item food <number> |
|
|
407 | |
|
|
408 | This is the amount of food points the player gets when he eats this. |
|
|
409 | |
|
|
410 | =item on_use_yield <archetype> |
|
|
411 | |
|
|
412 | When this object is applied an instance of <archetype> will be created. |
|
|
413 | |
|
|
414 | =back |
|
|
415 | |
|
|
416 | =head3 POISON - type 7 - Poisonous stuff |
|
|
417 | |
|
|
418 | This type is for objects that can poison the player when drinking. |
|
|
419 | When applied it will hit the attacked with AT_POISON and will create |
|
|
420 | a POISONING object in the one who was hit. |
|
|
421 | |
|
|
422 | =over 4 |
|
|
423 | |
|
|
424 | =item level <number> |
|
|
425 | |
|
|
426 | This field affects the propability of poisoning. The higher the level difference |
|
|
427 | between the one who is hit and the poision the mose propable it is the attacked |
|
|
428 | one will be poisoned. |
|
|
429 | |
|
|
430 | =item slaying <race> |
|
|
431 | |
|
|
432 | On poison this field has the usual meaning of 'slaying', when the |
|
|
433 | ones race matches the slaying field the damage done by the poison |
|
|
434 | is multiplied by 3. |
|
|
435 | |
|
|
436 | =item hp <number> |
|
|
437 | |
|
|
438 | This is the amount of damage the player will receive from applying this. The |
|
|
439 | attacktype AT_POISON will be used to hit the player and the damage will |
|
|
440 | determine the strenght, duration and depletion of stats of the poisoning. The |
|
|
441 | created POISONING object which is being placed in the one who was attacked will |
|
|
442 | get the damage from this field (which is maybe adjusted by slaying or the |
|
|
443 | resistancies). |
|
|
444 | |
|
|
445 | =item food <number> |
|
|
446 | |
|
|
447 | 1/4 of <number> will be drained from the players food. |
|
|
448 | |
|
|
449 | =item on_use_yield <archetype> |
|
|
450 | |
|
|
451 | When this object is applied an instance of <archetype> will be created. |
360 | |
452 | |
361 | =back |
453 | =back |
362 | |
454 | |
363 | =head3 WEAPON - type 15 - Weapons |
455 | =head3 WEAPON - type 15 - Weapons |
364 | |
456 | |
… | |
… | |
504 | FLAG_XRAYS |
596 | FLAG_XRAYS |
505 | FLAG_BLIND |
597 | FLAG_BLIND |
506 | FLAG_SEE_IN_DARK |
598 | FLAG_SEE_IN_DARK |
507 | FLAG_UNDEAD |
599 | FLAG_UNDEAD |
508 | |
600 | |
|
|
601 | =head3 DRINK - type 54 - Drinkable stuff |
|
|
602 | |
|
|
603 | See FOOD description. |
|
|
604 | |
509 | =head3 CHECK_INV - type 64 - Inventory checkers |
605 | =head3 CHECK_INV - type 64 - Inventory checkers |
510 | |
606 | |
511 | This object checks whether the player has a specific item in his |
607 | This object checks whether the player has a specific item in his |
512 | inventory when he moves above the inventory checker. If the player has |
608 | inventory when he moves above the inventory checker. If the player has |
513 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
609 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
… | |
… | |
558 | =item connected <connection id> |
654 | =item connected <connection id> |
559 | |
655 | |
560 | This is the connection that will be activated. |
656 | This is the connection that will be activated. |
561 | |
657 | |
562 | =back |
658 | =back |
|
|
659 | |
|
|
660 | =head3 FLESH - type 72 - Organs and body parts |
|
|
661 | |
|
|
662 | See FOOD description. |
563 | |
663 | |
564 | =head3 HOLE - type 94 - Holes |
664 | =head3 HOLE - type 94 - Holes |
565 | |
665 | |
566 | Holes are holes in the ground where objects can fall through. When the hole |
666 | Holes are holes in the ground where objects can fall through. When the hole |
567 | opens and/or is completly open all objects above it fall through (more |
667 | opens and/or is completly open all objects above it fall through (more |
… | |
… | |
605 | |
705 | |
606 | The destination x coordinates on the same map. |
706 | The destination x coordinates on the same map. |
607 | |
707 | |
608 | =back |
708 | =back |
609 | |
709 | |
|
|
710 | =head3 POISONING - type 105 - The poisoning of players and monsters |
|
|
711 | |
|
|
712 | This type is doing the actual damage to the ones who were attacked |
|
|
713 | via AT_POISON (or drank POISON). |
|
|
714 | |
|
|
715 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
|
|
716 | there for details). |
|
|
717 | |
|
|
718 | =over 4 |
|
|
719 | |
|
|
720 | =item dam <number> |
|
|
721 | |
|
|
722 | Each time the poisoning is processed (which is determined by the speed and speed_left |
|
|
723 | fields, see the general object attributes above) it hits the player with |
|
|
724 | <number> damage and the AT_INTERNAL attacktype (means: it will simply |
|
|
725 | hit the player with no strings attached). |
|
|
726 | |
|
|
727 | =item food <number> |
|
|
728 | |
|
|
729 | Just a note: The posion is removed when food == 1 and not when |
|
|
730 | the whole duration is up, because the POISONING code has to remove |
|
|
731 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
|
|
732 | deletes the POISONING object. |
|
|
733 | |
|
|
734 | =back |
|
|
735 | |
610 | =head3 FORCE - type 114 - Forces |
736 | =head3 FORCE - type 114 - Forces |
611 | |
737 | |
612 | Forces are a very 'thin' type. They don't have much behaviour other than |
738 | Forces are a very 'thin' type. They don't have much behaviour other than |
613 | disappearing after a time and/or affecting the player if they are in his |
739 | disappearing after a time and/or affecting the player if they are in his |
614 | inventory. |
740 | inventory. |
… | |
… | |
617 | |
743 | |
618 | Whether the duration field is processed or not a tick is controlled via the |
744 | Whether the duration field is processed or not a tick is controlled via the |
619 | speed and speed_left field. Look above at the generic description of these |
745 | speed and speed_left field. Look above at the generic description of these |
620 | fields. |
746 | fields. |
621 | |
747 | |
|
|
748 | NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
|
|
749 | like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
|
|
750 | 0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
|
|
751 | If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
|
|
752 | Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
|
|
753 | |
622 | =over 4 |
754 | =over 4 |
623 | |
755 | |
624 | =item duration |
756 | =item duration |
625 | |
757 | |
626 | While this field is greater than 0 the force/object is not destroyed. It is |
758 | While this field is greater than 0 the force/object is not destroyed. It is |