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Revision 1.8 by elmex, Tue Dec 19 22:21:15 2006 UTC vs.
Revision 1.16 by elmex, Wed Dec 20 21:30:42 2006 UTC

7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 Object button_trigger
18 name button 39 name button
19 type 30 40 type 30
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
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
79=item speed <number> 113=item I<speed> <number>
80 114
81If 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
82on 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!).
83 117
84If 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
85from 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.
86 120
87=item speed_left <number> 121=item I<speed_left> <number>
88 122
89If 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
90active list (mostly means it's speed is also greater than 0): 124active list (mostly means it's speed is also greater than 0):
91 125
92 - speed_left is decreased by 1 126 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 127 - and this object is processed and experiences a server tick.
94 128
95If 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
96equal 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>
97on the end of the tick. 131on the end of the tick.
98 132
99This 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)
100the 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
101the more often the object is processed. 135the more often the object is processed.
102 136
137=item I<connected> <number>
138
139When this field is set the object will be linked to a connection with the
140id <number>. What happens when the connection is 'activated' depends on the
141type of the object.
142
143FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
144when to activate the object, see description of these below for further details.
145
103=item no_drop (0|1) 146=item I<no_drop> (0|1)
104 147
105Sets the flag FLAG_NO_DROP. 148Sets the flag FLAG_NO_DROP.
106See Flags section below. 149See Flags section below.
107 150
108=item applied (0|1) 151=item I<applied> (0|1)
109 152
110Sets the flag FLAG_APPLIED. 153Sets the flag FLAG_APPLIED.
111See Flags section below. 154See Flags section below.
112 155
113=item is_used_up (0|1) 156=item I<is_used_up> (0|1)
114 157
115Sets the flag FLAG_IS_USED_UP. 158Sets the flag FLAG_IS_USED_UP.
116See Flags section below. 159See Flags section below.
117 160
161=item I<changing> (0|1)
162
163Sets the flag FLAG_CHANGING.
164See Flags section below.
165
118=item auto_apply (0|1) 166=item I<auto_apply> (0|1)
119 167
120Sets the flag FLAG_AUTO_APPLY. 168Sets the flag FLAG_AUTO_APPLY.
121See Flags section below. 169See Flags section below.
122 170
123=item no_steal (0|1) 171=item I<no_steal> (0|1)
124 172
125Sets the flag FLAG_NO_STEAL. 173Sets the flag FLAG_NO_STEAL.
126See Flags section below. 174See Flags section below.
127 175
176=item I<reflecting> (0|1)
177
178Sets the flag FLAG_REFLECTING.
179See Flags section below.
180
181=item I<reflect_spell> (0|1)
182
183Sets the flag FLAG_REFL_SPELL.
184See Flags section below.
185
186=item I<no_skill_ident> (0|1)
187
188Sets the flag FLAG_NO_SKILL_IDENT.
189See Flags section below.
190
128=item activate_on_push (0|1) (default: 1) 191=item I<activate_on_push> (0|1) (default: 1)
129 192
130Sets the flag FLAG_ACTIVATE_ON_PUSH. 193Sets the flag FLAG_ACTIVATE_ON_PUSH.
131See Flags section below. 194See Flags section below.
132 195
133=item activate_on_release (0|1) (default: 1) 196=item I<activate_on_release> (0|1) (default: 1)
134 197
135Sets the flag FLAG_ACTIVATE_ON_RELEASE. 198Sets the flag FLAG_ACTIVATE_ON_RELEASE.
136See Flags section below. 199See Flags section below.
137 200
138=item editable (more than deprecated) 201=item I<editable> (more than deprecated)
139 202
140This field had a special meaning for crossedit, which used parts 203This field had a special meaning for crossedit, which used parts
141of the server code for editing. Wherever you see this attribute being 204of the server code for editing. Wherever you see this field being
142set 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
143field anymore. 206field anymore.
144 207
145=back 208=back
146 209
158 221
159This 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.
160For 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
161it mostly means 'this object is active'. 224it mostly means 'this object is active'.
162 225
163For 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
164of flags from objects in his inventory is toggled by this flag. 227of flags from objects in his inventory is toggled by this flag.
165 228
166=item FLAG_IS_USED_UP 229=item FLAG_IS_USED_UP
167 230
168This 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>
169of 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.
170it is removed.
171 233
172If 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
173this 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
174of the duration field in this context. 236of the duration field in this context.
175 237
176If FLAG_APPLIED is not set the object is destroyed. 238If FLAG_APPLIED is not set the object is destroyed.
177 239
240=item FLAG_CHANGING
241
242If the I<state> field of the object is 0 the object will be processed periodically
243(if speed is set). If the I<state> field is 1 it won't be processed.
244
178=item FLAG_IS_A_TEMPLATE (internal use) 245=item FLAG_IS_A_TEMPLATE (internal use)
179 246
180This flag is set on the inventory of generators like CREATORs and CONVERTERs, 247This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
181or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 248or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
182 249
183=item FLAG_AUTO_APPLY 250=item FLAG_AUTO_APPLY
184 251
185This flag has currently only meaning for the TREASURE type, see below. 252This flag has currently only meaning for the B<TREASURE> type, see below.
186 253
187=item FLAG_ACTIVATE_ON_PUSH 254=item FLAG_ACTIVATE_ON_PUSH
188 255
189This flag has only meaning for objects that can be linked together 256This flag has only meaning for objects that can be linked together
190with the 'connected' field and controls wether the object should 257by the I<connected> field and controls wether the object should
191be activated when the connection is 'pushed' or it is 'released'. 258be activated when the connection is 'pushed' or it is 'released'.
192 259
260What 'pushed' and 'released' means depends on the object that
261activates the connection.
262
193This flag is by default on. 263This flag is by default on.
194 264
195=item FLAG_ACTIVATE_ON_RELEASE 265=item FLAG_ACTIVATE_ON_RELEASE
196 266
197This flag has only meaning for objects that can be linked together 267This flag has only meaning for objects that can be linked together
198with the 'connected' field and controls wether the object should 268by the I<connected> field and controls wether the object should
199be activated when the connection is 'pushed' or it is 'released'. 269be activated when the connection is 'pushed' or it is 'released'.
270
271What 'pushed' and 'released' means depends on the object that
272activates the connection.
200 273
201This flag is by default on. 274This flag is by default on.
202 275
203=item FLAG_NO_STEAL 276=item FLAG_NO_STEAL
204 277
206resetted once the object is placed on a map. 279resetted once the object is placed on a map.
207 280
208When this flag is set on a monster it can defent attempts of stealing 281When this flag is set on a monster it can defent attempts of stealing
209(but in this context the flag is only used internally). 282(but in this context the flag is only used internally).
210 283
211=back 284=item FLAG_NO_SKILL_IDENT
212 285
213=head2 Description of type specific attributes 286This flag is mostly used internal and prevents unidentified objects
287(objects which don't have FLAG_IDENTIFIED set) being identified
288multiple times by skills.
289
290This flag is used to mark objects which were unsuccessfully identified by a
291players skill. So that multiple tries of identifying aren't more effective than
292one.
293
294=item FLAG_REFLECTING
295
296This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
297to indicate whether this object reflects off walls.
298
299=item FLAG_REFL_SPELL
300
301This flag indicates whether something reflects spells, like spell reflecting
302amuletts.
303
304=back
305
306=head2 Description of type specific fields and behaviour
214 307
215The beginning of the headers of the following subsection 308The beginning of the headers of the following subsection
216are the server internal names for the objects types, see include/define.h. 309are the server internal names for the objects types, see include/define.h.
217 310
218=head3 TRANSPORT - type 2 - Player transports 311=head3 B<TRANSPORT> - type 2 - Player transports
219 312
220This type is implemented by the transport extension and has currently no special 313This type is implemented by the transport extension and has currently no special
221attributes that affect it. 314fields that affect it.
222 315
223=head3 ROD - type 3 - Rods that fire spells 316=head3 B<ROD> - type 3 - Rods that fire spells
224 317
225Rods contain spells and can be fired by a player. 318Rods contain spells and can be fired by a player.
226 319
227=over 4 320=over 4
228 321
229=item level <number> 322=item I<level> <number>
230 323
231This attribute is used for calculating the spell level that can be fired 324This field is used for calculating the spell level that can be fired
232with this rod, it's also the maximum level of the spell that can be fired. 325with this rod, it's also the maximum level of the spell that can be fired.
233The level of the spell that is being fired depends mostly on 326The level of the spell that is being fired depends mostly on
234the 'use magic item' skill level of the player and 1/10 of the level of the 327the 'use magic item' skill level of the player and 1/10 of the level of the
235rod is added as bonus. 328rod is added as bonus.
236 329
237=item hp <number> 330=item I<hp> <number>
238 331
239The amount of spellpoints this rod has left. 332The amount of spellpoints this rod has left.
240 333
241=item maxhp <number> 334=item I<maxhp> <number>
242 335
243The maximum amount of spellpoints this rod has. 336The maximum amount of spellpoints this rod has.
244 337
245=item skill <skill name> 338=item I<skill> <skill name>
246 339
247This field determines which skill you need to apply this object. 340This field determines which skill you need to apply this object.
248 341
249=back 342=back
250 343
251=head3 TREASURE - type 4 - Treasures 344=head3 B<TREASURE> - type 4 - Treasures
252 345
253This type of objects are for random treasure generation in maps. 346This type of objects are for random treasure generation in maps.
254If this object is applied by a player it will replace itself with it's 347If this object is applied by a player it will replace itself with it's
255inventory. If it is automatically applied 348inventory. If it is automatically applied
256generate a treasure and replace itself with the generated treasure. 349generate a treasure and replace itself with the generated treasure.
258Chests are also of this type, their treasures are generated by 351Chests are also of this type, their treasures are generated by
259the auto apply code on map instantiation. 352the auto apply code on map instantiation.
260 353
261=over 4 354=over 4
262 355
263=item hp <number> 356=item I<hp> <number>
264 357
265The number of treasures to generate. 358The number of treasures to generate.
266 359
267=item exp <level> 360=item I<exp> <level>
268 361
269If FLAG_AUTO_APPLY is not set the exp field has no further meaning 362If FLAG_AUTO_APPLY is not set the exp field has no further meaning
270and the difficulty for the treasurecode only depends on the maps difficulty, 363and the difficulty for the treasurecode only depends on the maps difficulty,
271otherwise the exp field has the following meaning: 364otherwise the exp field has the following meaning:
272 365
275worth a treasure is or what bonuses it is given by the treasure code. 368worth a treasure is or what bonuses it is given by the treasure code.
276 369
277If this field is not set or 0 the difficulty of the map is passed to the treasure 370If this field is not set or 0 the difficulty of the map is passed to the treasure
278generation code. 371generation code.
279 372
280=item randomitems <treasurelist> 373=item I<randomitems> <treasurelist>
281 374
282The treasurelist to use to generate the treasure which is put in the 375The treasurelist to use to generate the treasure which is put in the
283treasure objects inventory. 376treasure objects inventory.
284 377
285=back 378=back
286 379
287=head3 POTION - type 5 - Potions for drinking and other nastynesses 380=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
288 381
289These objects contain a spell and will emit it on apply, which most 382These objects contain a spell and will emit it on apply, which most
290of the time has the meaning of 'drinking'. 383of the time has the meaning of 'drinking'.
291 384
292If no resistancy field, stat field or attacktype is set and no spell 385If no resistancy field, stat field or attacktype is set and no spell
297If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 390If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
298will yield an explosion and hurt the player. 391will yield an explosion and hurt the player.
299 392
300=over 4 393=over 4
301 394
302=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 395=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
303 396
304These stat fields determine how many stat points the player gets 397These stat fields determine how many stat points the player gets
305when he applies this potion. 398when he applies this potion.
306 399
307If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 400If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
308 401
309=item sp <number> 402=item I<sp> <number>
310 403
311If this field is set and the randomitems field is not set 404If this field is set and the randomitems field is not set
312the field is interpreted as spell number, please look the right 405the field is interpreted as spell number, please look the right
313number up in common/loader.C. 406number up in common/loader.C.
314 407
315If this field is set the randomitems field will be unset by the 408If this field is set the randomitems field will be unset by the
316map loading code. 409map loading code.
317 410
318=item attacktype <attacktype> 411=item I<attacktype> <attacktype>
319 412
320This field has some special meaning in potions, currently the 413This field has some special meaning in potions, currently the
321bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 414bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
322restoration potion or improvement potion. 415restoration potion or improvement potion.
323See include/attackinc.h for the bits of these types. 416See include/attackinc.h for the bits of these types.
328into him. 421into him.
329 422
330If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 423If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
331When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 424When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
332 425
333=item resist_<resistancy> <number> 426=item I<resist_RESISTANCY> <number>
334 427
335If this stat is set and no spell is in the potion the potion 428If this stat is set and no spell is in the potion the potion
336will create a force that give the player this specific resistancy. 429will create a force that give the player this specific resistancy.
337The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 430The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
338and the potion will last 10 times longer than the default force archetype 431and the potion will last 10 times longer than the default force archetype
339FORCE_NAME (at the moment of this writing spell/force.arc). 432FORCE_NAME (at the moment of this writing spell/force.arc).
340 433
341=item randomitems <treasurelist> 434=item I<randomitems> <treasurelist>
342 435
343The inventory/spell of the potion will be created by calling the treasure code 436The inventory/spell of the potion will be created by calling the treasure code
344with the treasurelist specified here. (I guess it's highly undefined what 437with the treasurelist specified here. (I guess it's highly undefined what
345happens if there is not a spell in the potions inventory). 438happens if there is not a spell in the potions inventory).
346 439
347=item on_use_yield <archetype> 440=item I<on_use_yield> <archetype>
348 441
349When this object is applied an instance of <archetype> will be created. 442When this object is applied an instance of <archetype> will be created.
350 443
351=item subtypes <potion subtype> 444=item I<subtypes> <potion subtype>
352 445
353see include/spells.h for possible potion subtypes, there are currently 4: 446see include/spells.h for possible potion subtypes, there are currently 4:
354 447
355=over 4 448=over 4
356 449
359Unused, default behaiour of a potion. 452Unused, default behaiour of a potion.
360 453
361=item POT_DUST 454=item POT_DUST
362 455
363This potion can be thrown to cast the spell that it has in it's inventory, 456This potion can be thrown to cast the spell that it has in it's inventory,
364the behaviour is not defined if there is not a spell in the inventory and the 457the behaviour is not defined if there is not a B<SPELL> in the inventory and the
365server will log an error. 458server will log an error.
366 459
367=item POT_FIGURINE 460=item POT_FIGURINE
368 461
369Unused, default behaiour of a potion. 462Unused, default behaiour of a potion.
374 467
375=back 468=back
376 469
377=back 470=back
378 471
379=head3 FOOD - type 6 - Eatable stuff 472=head3 B<FOOD> - type 6 - Eatable stuff
380 473
381This is for objects that are representing general eatables like 474This is for objects that are representing general eatables like
382beef or bread. 475beef or bread.
383 476
384The main difference between FOOD, FLESH and DRINK is that they 477The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
385give different messages. 478give different messages.
386 479
387The specialty of FLESH is that it inherits the resistancies of the 480The specialty of B<FLESH> is that it inherits the resistancies of the
388monsters it was generated in and will let dragons raise their resistancies 481monsters it was generated in and will let dragons raise their resistancies
389with that. If the monster has the POISON attacktype the FLESH 482with that. If the monster has the B<POISON> attacktype the B<FLESH>
390will change into POISON. 483will change into B<POISON>.
391 484
392If a player runs low on food he will grab for FOOD, DRINK and POISON 485If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
393and if he doesn't find any of that he will start eating FLESH. 486and if he doesn't find any of that he will start eating B<FLESH>.
394 487
395=over 4 488=over 4
396 489
397=item title <string> 490=item I<title> <string>
398 491
399If the food has a title or is cursed it is considered 'special', which means that the 492If the food has B<title> set or is cursed it is considered 'special', which
400fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 493means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
401are interpreted and have further effects on the player. 494I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
495on the player.
402 496
403The higher the food field is the longer the improvement of the player lasts 497The higher the I<food> field is the longer the improvement of the player lasts
404(except for hp and sp). 498(except for I<hp> and I<sp>).
405 499
406=item food <number> 500=item I<food> <number>
407 501
408This is the amount of food points the player gets when he eats this. 502This is the amount of food points the player gets when he eats this.
409 503
410=item on_use_yield <archetype> 504=item I<on_use_yield> <archetype>
411 505
412When this object is applied an instance of <archetype> will be created. 506When this object is applied an instance of <archetype> will be created.
413 507
414=back 508=back
415 509
416=head3 POISON - type 7 - Poisonous stuff 510=head3 B<POISON> - type 7 - Poisonous stuff
417 511
418This type is for objects that can poison the player when drinking. 512This type is for objects that can poison the player when he drinks/applies it.
419When applied it will hit the attacked with AT_POISON and will create 513When applied it will hit the attacked with AT_POISON and will create
420a POISONING object in the one who was hit. 514a B<POISONING> object in the one who was hit.
421 515
422=over 4 516=over 4
423 517
424=item level <number> 518=item I<level> <number>
425 519
426This field affects the propability of poisoning. The higher the level difference 520This field affects the propability of poisoning. The higher the level difference
427between the one who is hit and the poision the mose propable it is the attacked 521between the one who is hit and the poision the more propable it is the attacked
428one will be poisoned. 522one will be poisoned.
429 523
430=item slaying <race> 524=item I<slaying> <race>
431 525
432On poison this field has the usual meaning of 'slaying', when the 526This field has the usual meaning of 'slaying', when the
433ones race matches the slaying field the damage done by the poison 527poisoned's race matches the I<slaying> field the damage done by the poison
434is multiplied by 3. 528is multiplied by 3.
435 529
436=item hp <number> 530=item I<hp> <number>
437 531
438This is the amount of damage the player will receive from applying this. The 532This is the amount of damage the player will receive from applying this. The
439attacktype AT_POISON will be used to hit the player and the damage will 533attacktype AT_POISON will be used to hit the player and the damage will
440determine the strenght, duration and depletion of stats of the poisoning. The 534determine the strenght, duration and depletion of stats of the poisoning. The
441created POISONING object which is being placed in the one who was attacked will 535created B<POISONING> object which is being placed in the one who was attacked will
442get the damage from this field (which is maybe adjusted by slaying or the 536get the damage from this field (which is maybe adjusted by slaying or the
443resistancies). 537resistancies).
444 538
445=item food <number> 539=item I<food> <number>
446 540
4471/4 of <number> will be drained from the players food. 5411/4 of <number> will be drained from the players I<food>.
448 542
449=item on_use_yield <archetype> 543=item I<on_use_yield> <archetype>
450 544
451When this object is applied an instance of <archetype> will be created. 545When this object is applied an instance of <archetype> will be created.
452 546
453=back 547=back
454 548
549=head3 B<BOOK> - type 8 - Readable books
550
551This type is basically for representing text books in the game.
552
553Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
554
555=over 4
556
557=item I<msg> <text>
558
559This is the contents of the book. When this field is unset
560at treasure generation a random text will be inserted.
561
562=item I<skill> <skill name>
563
564The skill required to read this book. (The most resonable
565skill would be literacy).
566
567=item I<exp> <number>
568
569The experience points the player get for reading this book.
570
571=item I<subtype> <readable subtype>
572
573This field determines the type of the readable.
574Please see common/readable.C in the readable_message_types table.
575
576=back
577
578=head3 B<CLOCK> - type 9 - Clocks
579
580This type of objects just display the time when being applied.
581
582=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
583
584This is a spell effect of a moving bolt. It moves straigt forward
585through the map until something blocks it.
586If FLAG_REFLECTING is set it even reflects on walls.
587
588FLAG_IS_TURNABLE should be set on these objects.
589
590=over 4
591
592=item I<move_type> <movetype>
593
594This field affects the move type with which the lightning moves through
595the map and which map cells will reflect or block it.
596
597=item I<attacktype> <attacktype>
598
599The attacktype with which it hits the objects on the map.
600
601=item I<dam> <number>
602
603The damage this bolt inflicts when it hits objects on the map.
604
605=item I<Dex> <number>
606
607This is the fork percentage, it is reduced by 10 per fork.
608And the I<dam> field is halved on each fork.
609
610=item I<Con> (internal)
611
612This value is a percentage of which the forking lightning
613is deflected to the left. This value should be mostly used internally.
614
615=item I<duration> <number>
616
617The duration the bolt stays on a map cell. This field is decreased each time
618the object is processed (see the meaning of I<speed> and I<speed_left> fields in
619the generic object field description).
620
621=item I<range> <number>
622
623This is the range of the bolt, each space it advances this field is decreased.
624
625=back
626
627=head3 B<ARROW> - type 13 - Arrows
628
629This is the type for objects that represent projectiles like arrows.
630The movement of B<THROWN_OBJ>s behave similar to this type.
631
632Flying arrows are stopped either when they hit something blocking
633(I<move_block>) or something which is alive.
634If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
635set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
636damage with a small chance which is affected by the I<level> field of the arrow.
637
638If FLAG_REFLECTING is set on the arrow it will bounce off everything
639that is not alive and blocks it's movement.
640
641When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
642fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
643the object, to restore them once the arrow has been stopped.
644
645=over 4
646
647=item I<dam> <number>
648
649The amount of damage that is being done to the victim that gets hit.
650This field is recomputed when the arrow is fired and will consist
651of the sum of a damage bonus (see description of the B<BOW> type),
652the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
653and the arrows I<magic> field.
654
655=item I<wc> <number>
656
657The weapon class of the arrow, which has effect on the propability of hitting.
658
659It is recomputed when the arrow is being fired by this formula:
660
661 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
662 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
663
664When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
665level is not added.
666
667wc_mod is dependend on the fire mode of the bow. For a more detailed
668explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
669
670=item I<magic> <number>
671
672This field is added to the damage of the arrow when it is shot and
673will also improve it's I<speed> by 1/5 of it's value.
674
675=item I<attacktype> <attacktype>
676
677Bitfield which decides the attacktype of the damage, see include/attackinc.h
678On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
679
680=item I<level> <number> (interally used)
681
682The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
683see above in the B<ARROW> description.
684
685The I<level> is set when the arrow is fired to either the skill level or the
686shooters level.
687
688=item I<speed> <number> (internal)
689
690This field shouldn't be set directly in the archetype, the arrow will get it's
691I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
692arrow will be stopped immediatly.
693
694On fireing the I<speed> of the arrow is computed of 1/5 of the
695sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
696of the bows I<dam> field is added to the I<speed> of the arrow.
697
698The minimum I<speed> of an arrow is 1.0.
699
700While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
701
702If the I<speed> is above 10.0 it goes straight through the creature it hits and
703it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
704stopped and either sticked into the victim (see I<weight> field description) or
705put on it's map square (if it didn't break, see description of the I<food> field).
706
707=item I<weight> <number>
708
709This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
710the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
711
712=item I<food> <number>
713
714The breaking percentage. 100 (%) means: breaks on usage for sure.
715
716=item I<inventory> (internal)
717
718If the flying/moving object has something in it's inventory and it stops, it
719will be replaced with it's inventory. Otherwise it will be handled as usual,
720which means: it will be calculated whether the arrow breaks and it will be
721reset for reuse.
722
723=item I<slaying> <string>
724
725When the bow that fires this arrow has it's I<slaying> field set it is copied
726to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
727
728=item I<move_type> <movetype> (internally used)
729
730This field is set when the arrow is shot to MOVE_FLY_LOW.
731
732=item I<move_on> <movetype> (internally used)
733
734This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
735
736=item I<race> <string>
737
738The I<race> field is a unique key that assigns arrows, bows and quivers. When
739shooting an arrow the bows I<race> is used to search for arrows (which have the
740same I<race> as the bow) in the players inventory and will recursively search in
741the containers (which are applied and have the same I<race> as the bow and the arrow).
742
743=back
744
745=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
746
747TODO, but take into account B<ARROW> description above!
748
455=head3 WEAPON - type 15 - Weapons 749=head3 B<WEAPON> - type 15 - Weapons
456 750
457This type is for general hack and slash weapons like swords, maces 751This type is for general hack and slash weapons like swords, maces
458and daggers and and .... 752and daggers and and ....
459 753
460=over 4 754=over 4
461 755
462=item weapontype <type id> 756=item I<weapontype> <type id>
463 757
464decides what attackmessages are generated, see include/define.h 758decides what attackmessages are generated, see include/define.h
465 759
466=item attacktype <bitmask> 760=item I<attacktype> <bitmask>
467 761
468bitfield which decides the attacktype of the damage, see include/attackinc.h 762bitfield which decides the attacktype of the damage, see include/attackinc.h
469 763
470=item dam <number> 764=item I<dam> <number>
471 765
472amount of damage being done with the attacktype 766amount of damage being done with the attacktype
473 767
474=item item_power <level> 768=item I<item_power> <level>
475 769
476the itempower of this weapon. 770the itempower of this weapon.
477 771
478=item name 772=item I<name>
479 773
480the name of the weapon. 774the name of the weapon.
481 775
482=item level (internal) 776=item I<level> (internal)
483 777
484The improvement state of the weapon. 778The improvement state of the weapon.
485If this field is greater than 0 the 'name' field starts with the 779If this field is greater than 0 the I<name> field starts with the
486characters name who improved this weapon. 780characters name who improved this weapon.
487 781
488=item last_eat (internal) 782=item I<last_eat> (internal)
489 783
490seems to be the amount of improvements of a weapon, 784This seems to be the amount of improvements of a weapon,
491the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 785the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
492 786
493 ((who->level / 5) + 5) >= op->last_eat 787 ((who->level / 5) + 5) >= op->last_eat
494 788
495=item last_sp 789=item I<last_sp>
496 790
497the weapon speed (see magic description) 791the weapon speed (see magic description)
498 792
499=item food <number> 793=item I<food> <number>
500 794
501addition to food regeneration of the player 795addition to food regeneration of the player
502 796
503=item hp <number> 797=item I<hp> <number>
504 798
505addition to health regeneration 799addition to health regeneration
506 800
507=item sp <number> 801=item I<sp> <number>
508 802
509addition to mana regeneration 803addition to mana regeneration
510 804
511=item grace <number> 805=item I<grace> <number>
512 806
513addititon to grace regeneration 807addititon to grace regeneration
514 808
515=item gen_sp_armour <number> 809=item I<gen_sp_armour> <number>
516 810
517the players gen_sp_armour field (which is per default 10) is added the <number> amount. 811the players I<gen_sp_armour> field (which is per default 10) is being added the
518gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 812<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
519is multiplied: gen_sp *= 10/<number> 813do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
520meaning: values > 10 of gen_sp_armour limits the amout of regenerated 814I<gen_sp_armour> limits the amout of regenerated spellpoints.
521spellpoints.
522 815
523generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 816Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
524sp regeneration. 817I<sp> regeneration.
525 818
526=item body_<body slot/part> 819=item I<body_BODYSLOT>
527 820
528the part of the body you need to use this weapon, possible values should be 821The part of the body you need to use this weapon, possible values should be
529looked up in common/item.C at body_locations. 822looked up in common/item.C at body_locations.
530 823
531=item resist_<resistnacy> <number> 824=item I<resist_RESISTNACY> <number>
532 825
533this is the factor with which the difference of the players resistancy and 100% 826this is the factor with which the difference of the players resistancy and 100%
534is multiplied, something like this: 827is multiplied, something like this:
535 828
536 additional_resistancy = (100 - current_resistanct) * (<number>/100) 829 additional_resistancy = (100 - current_resistanct) * (<number>/100)
540 833
541 'total resistance = total protections - total vulnerabilities' 834 'total resistance = total protections - total vulnerabilities'
542 835
543see also common/living.C:fix_player 836see also common/living.C:fix_player
544 837
545=item patch_(attuned|repelled|denied) 838=item I<path_(attuned|repelled|denied)>
546 839
547this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 840this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
548for the pathes. 841for the pathes.
549 842
550=item luck <number> 843=item I<luck> <number>
551 844
552this luck is added to the players luck 845this luck is added to the players I<luck>
553 846
554=item move_type 847=item I<move_type>
555 848
556if the weapon has a move_type set the player inherits it's move_type 849if the weapon has a I<move_type> set the player inherits it's I<move_type>
557 850
558=item exp <number> 851=item I<exp> <number>
559 852
560the added_speed and bonus_speed of the player is raised by <number>/3. 853the added_speed and bonus_speed of the player is raised by <number>/3.
561if <number> < 0 then the added_speed is decreased by <number> 854if <number> < 0 then the added_speed is decreased by <number>
562 855
563=item weight 856=item I<weight>
564 857
565the weight of the weapon 858the weight of the weapon
566 859
567=item magic 860=item I<magic>
568 861
569the magic field affects the amounts of the following fields: 862the I<magic> field affects the amounts of the following fields:
570 863
571 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 864 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
572 865
573 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 866 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
574 867
575 - dam: the players dam is adjusted by: player->dam += (dam + magic) 868 - dam: the players dam is adjusted by: player->dam += (dam + magic)
576 869
577 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 870 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
578 (minium is 0) 871 (minium is 0)
579 872
580=item ac <number> 873=item I<ac> <number>
581 874
582the amount of ac points the player's ac is decreased 875the amount of ac points the player's I<ac> is decreased when applying this object.
583 876
584=item wc <number> 877=item I<wc> <number>
585 878
586the amount of wc points the player's wc is decreased 879the amount of wc points the player's I<wc> is decreased when applying this object.
587 880
588=back 881=back
589 882
590=head4 Player inherits following flags from weapons: 883=head4 Player inherits following flags from weapons:
591 884
596 FLAG_XRAYS 889 FLAG_XRAYS
597 FLAG_BLIND 890 FLAG_BLIND
598 FLAG_SEE_IN_DARK 891 FLAG_SEE_IN_DARK
599 FLAG_UNDEAD 892 FLAG_UNDEAD
600 893
894=head3 B<GRIMREAPER> - type 28 - Grimreapers
895
896These type are mostly used for monsters, they give the
897monster the ability to dissapear after 10 hits with AT_DRAIN.
898
899=over 4
900
901=item I<value> <number>
902
903This field stores the hits the monster did yet.
904
905=back
906
907=head3 B<CREATOR> - type 42 - Object creators
908
909Once a creator is activated by a connection it creates a number of objects
910(cloned from it's inventory or a new object derived from the archetype
911named in the other_arch slot).
912
913If FLAG_LIVESAFE is set the number of uses is unlimited.
914
915=over 4
916
917=item I<hp> <number>
918
919If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
920be used.
921
922=item I<speed> <number>
923
924If I<speed> is set the creator will create an object periodically,
925see I<speed> and I<speed_left> fields in the general object field description
926for more details.
927
928=item I<slaying> <string>
929
930If set the generated object's name and title will be set to this.
931
932=item I<other_arch> <string>
933
934If the inventory of the creator is empty new objects will be derived from the
935archetype named by <string>.
936
937=item I<connected> <number>
938
939See generic object field description.
940
941=back
942
601=head3 DRINK - type 54 - Drinkable stuff 943=head3 B<DRINK> - type 54 - Drinkable stuff
602 944
603See FOOD description. 945See B<FOOD> description.
604 946
605=head3 CHECK_INV - type 64 - Inventory checkers 947=head3 B<CHECK_INV> - type 64 - Inventory checkers
606 948
607This object checks whether the player has a specific item in his 949This object checks whether the player has a specific item in his
608inventory when he moves above the inventory checker. If the player has 950inventory when he moves above the inventory checker. If the player has
609the item (or not, which can be controlled with a flag) a connection will be triggered. 951the item (or not, which can be controlled with a flag) a connection will be triggered.
610 952
611If you set move_block you can deny players and monsters to reach the space where 953If you set I<move_block> you can deny players and monsters to reach the space where
612the inventory checker is on, see 'move_block' description below. 954the inventory checker is on, see I<move_block> description below.
613 955
614The conditions specified by hp, slaying and race are concationated with OR. 956The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
615So matching one of those conditions is enough. 957So matching one of those conditions is enough.
616 958
617=over 4 959=over 4
618 960
619=item move_block <move type bitmask> 961=item I<move_block> <move type bitmask>
620 962
621If you set this field to block a movetype the move code will block any moves 963If you set this field to block a movetype the move code will block any moves
622onto the space with the inventory checker, IF the moving object doesn't have 964onto the space with the inventory checker, IF the moving object doesn't have
623(or has - if last_sp = 0) the item that the checker is searching for. 965(or has - if I<last_sp> = 0) the item that the checker is searching for.
624 966
625=item last_sp (0|1) 967=item I<last_sp> (0|1)
626 968
627If last_sp is 1 'having' the item that is being checked for will 969If I<last_sp> is 1 'having' the item that is being checked for will
628activate the connection or make the space with the checker non-blocking. 970activate the connection or make the space with the checker non-blocking.
629If last_sp is 0 'not having' the item will activate the connection 971If I<last_sp> is 0 'not having' the item will activate the connection
630or make the space with the checker non-blocking. 972or make the space with the checker non-blocking.
631 973
632=item last_heal (0|1) 974=item I<last_heal> (0|1)
633 975
634If last_heal is 1 the matching item will be removed if the inventory checker 976If I<last_heal> is 1 the matching item will be removed if the inventory checker
635activates a connection and finds the item in the inventory. 977activates a connection and finds the item in the inventory.
636 978
637(A inventory checker that blocks a space won't remove anything from inventories) 979(A inventory checker that blocks a space won't remove anything from inventories)
638 980
639=item hp <number> 981=item I<hp> <number>
640 982
641If this field is not 0 the inventory checker will search for an object 983If this field is not 0 the inventory checker will search for an object
642with the type id <number>. 984with the type id <number>.
643 985
644=item slaying <string> 986=item I<slaying> <string>
645 987
646If this field is set the inventory checker will search for an object that 988If this field is set the inventory checker will search for an object that
647has the same string in the slaying field (for example a key string of a key). 989has the same string in the I<slaying> field (for example a key string of a key).
648 990
649=item race <string> 991=item I<race> <string>
650 992
651If this field is set the inventory checker will search for an object which 993If this field is set the inventory checker will search for an object which
652has the archetype name that matches <string>. 994has the archetype name that matches <string>.
653 995
654=item connected <connection id> 996=item I<connected> <connection id>
655 997
656This is the connection that will be activated. 998This is the connection that will be activated. The connection is
999'pushed' when someone enters the space with the inventory checker,
1000and it is 'released' when he leaves it.
657 1001
658=back 1002See also the description of the I<connected> field in the generic object field
1003section.
659 1004
1005=back
1006
660=head3 FLESH - type 72 - Organs and body parts 1007=head3 B<FLESH> - type 72 - Organs and body parts
661 1008
662See FOOD description. 1009See B<FOOD> description.
663 1010
1011=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1012
1013A type for any object that has no special behaviour.
1014
1015=head3 B<LAMP> - type 82 - A lamp
1016
1017This object makes light.
1018
1019=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1020
1021This type of objects multiplies objects that are above it when it is activated.
1022You can even multiply by 0, which will destroy the object.
1023
1024=over 4
1025
1026=item I<level> <number>
1027
1028The multiplicator, if set to 0 or lower it will destroy the objects above it.
1029
1030=item I<other_arch> <string>
1031
1032The archetype name of the objects that should be multiplied.
1033
1034=item I<connected> <number>
1035
1036See generic object field description.
1037
1038=back
1039
664=head3 HOLE - type 94 - Holes 1040=head3 B<HOLE> - type 94 - Holes
665 1041
666Holes are holes in the ground where objects can fall through. When the hole 1042B<HOLE>s are holes in the ground where objects can fall through. When the hole
667opens and/or is completly open all objects above it fall through (more 1043opens and/or is completly open all objects above it fall through (more
668precisely: if their head is above the hole). 1044precisely: if their head is above the hole).
669 1045
1046When the B<HOLE> is activated it's speed is set to 0.5.
1047
670Trapdoors can only transfer the one who falls through to other coordinates 1048These holes can only transfer the one who falls through to other coordinates
671on the B<same> map. 1049on the same map.
672 1050
673=over 4 1051=over 4
674 1052
675=item maxsp (0|1) 1053=item I<maxsp> (0|1)
676 1054
677This field negates the state of the connection: When maxsp is 1 the pit will 1055This field negates the state of the connection: When maxsp is 1 the pit will
678open/close when the connection is deactivated. Otherwise it will open/close 1056open/close when the connection is deactivated. Otherwise it will open/close
679when the connection is activated. This field only has effect when the 1057when the connection is activated. This field only has effect when the
680connection is triggered. So if you put a closed hole on a map, and the 1058connection is triggered. So if you put a closed hole on a map, and the
681connection is deactivated, and maxsp is 1 the hole will remain closed until the 1059connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
682connection was triggered once. 1060connection was triggered once.
683 1061
684=item connected <connection id> 1062=item I<connected> <connection id>
685 1063
686This is the connection id, which lets the hole opening or closing when 1064This is the connection id, which lets the hole opening or closing when
687activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1065activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
688at which connection state the object is activated. 1066at which connection state the object is activated.
689 1067
690For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1068For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
691the connection is released. 1069the connection is released.
692 1070
693=item wc <number> (internal) 1071=item I<wc> <number> (internal)
694 1072
695This is an internal flag. If it is greater than 0 it means that the hole is not 1073This is an internal field. If it is greater than 0 it means that the hole is not
696yet fully open. More preciesly: this field is the animation-step and if it is 1074yet fully open. More preciesly: this field is the animation-step and if it is
697set to the 'closed' step of the animation the hole is closed and if it is on 1075set to the 'closed' step of the animation the hole is closed and if it is on
698the 'open' animation step (wc = 0), the hole is open. 1076the 'open' animation step (I<wc> = 0), the hole is open.
699 1077
700=item sp <number> 1078=item I<sp> <number>
701 1079
702The destination y coordinates on the same map. 1080The destination y coordinates on the same map.
703 1081
704=item hp <number> 1082=item I<hp> <number>
705 1083
706The destination x coordinates on the same map. 1084The destination x coordinates on the same map.
707 1085
708=back 1086=back
709 1087
710=head3 POISONING - type 105 - The poisoning of players and monsters 1088=head3 B<POISONING> - type 105 - The poisoning of players and monsters
711 1089
712This type is doing the actual damage to the ones who were attacked 1090This type is doing the actual damage to the ones who were attacked
713via AT_POISON (or drank POISON). 1091via AT_POISON (or drank B<POISON>).
714 1092
715The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1093The duration is handled via the FLAG_IS_USED_UP mechanism (please look
716there for details). 1094there for details).
717 1095
718=over 4 1096=over 4
719 1097
720=item dam <number> 1098=item I<dam> <number>
721 1099
722Each time the poisoning is processed (which is determined by the speed and speed_left 1100Each time the poisoning is proccessed (which is determined by the I<speed> and
723fields, see the general object attributes above) it hits the player with 1101I<speed_left> fields, see the general object fields description above) it hits
724<number> damage and the AT_INTERNAL attacktype (means: it will simply 1102the player with <number> damage and the AT_INTERNAL attacktype (means: it will
725hit the player with no strings attached). 1103simply hit the player with no strings attached).
726 1104
727=item food <number> 1105=item I<food> <number>
728 1106
729Just a note: The posion is removed when food == 1 and not when 1107Just a note: The posioning is removed if I<food> == 1 and not if
730the whole duration is up, because the POISONING code has to remove 1108the whole I<duration> is up, because the B<POISONING> code has to remove
731the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1109the poison-effects from the player before the FLAG_IS_USED_UP mechanism
732deletes the POISONING object. 1110deletes the B<POISONING> object.
733 1111
734=back 1112=back
735 1113
736=head3 FORCE - type 114 - Forces 1114=head3 B<FORCE> - type 114 - Forces
737 1115
738Forces are a very 'thin' type. They don't have much behaviour other than 1116Forces are a very 'thin' type. They don't have much behaviour other than
739disappearing after a time and/or affecting the player if they are in his 1117disappearing after a time and/or affecting the player if they are in his
740inventory. 1118inventory.
741 1119
742Forces only take effect on the player if they have set FLAG_APPLIED. 1120Forces only take effect on the player if they have FLAG_APPLIED set.
743 1121
744Whether the duration field is processed or not a tick is controlled via the 1122Whether the I<duration> field is processed or not per tick is controlled by the
745speed and speed_left field. Look above at the generic description of these 1123I<speed> and I<speed_left> fields. Look above in the generic object field description.
746fields.
747 1124
748NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1125NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
749like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1126interpreter like described in the description of the FLAG_IS_USED_UP flag.
7500 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1127BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
751If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1128will still last for I<duration>. If the FLAG_APPLIED is not set the force is
752Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1129removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1130have good semantics on forces, try to avoid it.
753 1131
754=over 4 1132=over 4
755 1133
756=item duration 1134=item I<duration>
757 1135
758While this field is greater than 0 the force/object is not destroyed. It is 1136While this field is greater than 0 the force/object is not destroyed. It is
759decreased each tick by 1. 1137decreased each tick by 1.
760 1138
761If it reaches 0 the force/object is destroyed. 1139If it reaches 0 the force/object is destroyed.
764FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1142FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
765what happens then. 1143what happens then.
766 1144
767=back 1145=back
768 1146
769=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1147=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
770 1148
771This object is generated by the POTION code when the potion is a resistance 1149This object is generated by the B<POTION> code when the potion is a resistance
772giving potion. It has mainly the same behaviour as a FORCE. 1150giving potion. It has mainly the same behaviour as a B<FORCE>.
773 1151
774The specialty of the potion effect is that the resistancy it gives is absolute, 1152The specialty of the potion effect is that the resistancy it gives is absolute,
775so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1153so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
776fire. 1154fire.
777 1155
778Multiple potion effects only give you the maximum of their resistancy. 1156Multiple potion effects only give you the maximum of their resistancy.

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