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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
20 face button_sma.111 41 face button_sma.x11
21 anim 42 anim
22 button_sma.111 43 button_sma.x11
23 button_sma.112 44 button_sma.x12
24 mina 45 mina
25 is_animated 0 46 is_animated 0
26 exp 30 47 exp 30
27 no_pick 1 48 no_pick 1
28 walk_on 1 49 walk_on 1
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
54=over 4 76These are the fields that most of the objects have and/or their
77default behaviour.
55 78
56=back 79=over 4
57 80
58=head2 Description of type specific attributes 81=item I<name> <string>
82
83The name of the object.
84
85=item I<name_pl> <string>
86
87The name of a collection of these objects (the plural of the name).
88
89=item I<face> <facename>
90
91The graphical appearance of this object.
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
105=item I<invisible> <number>
106
107If the <number> is greater than 0 the object is invisible.
108For players this field reflects the duration of the invisibility
109and is decreased every tick by 1.
110
111For non-player objects this field is not changed by server ticks.
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
119=item I<speed> <float>
120
121If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
122on the active object list and will be processed each tick (see also speed_left!).
123
124If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
125from the active object list and it won't experience any processing per tick.
126
127Negative speed settings in archetypes and files cause a speed_left
128randomisation on load or instantiatian, but for calculations, the absolute
129value is used always.
130
131=item I<speed_left> <float>
132
133If this field is greater than 0 and the object is on the
134active list (mostly means it's speed is also greater than 0):
135
136 - speed_left is decreased by 1
137 - and this object is processed and experiences a server tick.
138
139If the object is on the active list and I<speed_left> is lower or
140equal to 0 the absolute value of the I<speed> is added to I<speed_left>
141on the end of the tick.
142
143This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
144the more seldom the object is processed. And the higher I<speed> is
145the more often the object is processed.
146
147=item I<connected> <identifier>
148
149When this field is set the object will be linked to a connection with the
150same <identifier>. What happens when the connection is 'activated' depends on the
151type of the object.
152
153FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
154when to activate the object, see description of these below for further details.
155
156=item I<no_drop> (0|1)
157
158Sets the flag FLAG_NO_DROP.
159See Flags section below.
160
161=item I<applied> (0|1)
162
163Sets the flag FLAG_APPLIED.
164See Flags section below.
165
166=item I<is_used_up> (0|1)
167
168Sets the flag FLAG_IS_USED_UP.
169See Flags section below.
170
171=item I<changing> (0|1)
172
173Sets the flag FLAG_CHANGING.
174See Flags section below.
175
176=item I<auto_apply> (0|1)
177
178Sets the flag FLAG_AUTO_APPLY.
179See Flags section below.
180
181=item I<no_steal> (0|1)
182
183Sets the flag FLAG_NO_STEAL.
184See Flags section below.
185
186=item I<reflecting> (0|1)
187
188Sets the flag FLAG_REFLECTING.
189See Flags section below.
190
191=item I<reflect_spell> (0|1)
192
193Sets the flag FLAG_REFL_SPELL.
194See Flags section below.
195
196=item I<no_skill_ident> (0|1)
197
198Sets the flag FLAG_NO_SKILL_IDENT.
199See Flags section below.
200
201=item I<activate_on_push> (0|1) (default: 1)
202
203Sets the flag FLAG_ACTIVATE_ON_PUSH.
204See Flags section below.
205
206=item I<activate_on_release> (0|1) (default: 1)
207
208Sets the flag FLAG_ACTIVATE_ON_RELEASE.
209See Flags section below.
210
211=item I<is_lightable> (0|1)
212
213Sets the flag FLAG_IS_LIGHTABLE.
214See Flags section below.
215
216=item I<editable> (more than deprecated)
217
218This field had a special meaning for crossedit, which used parts
219of the server code for editing. Wherever you see this field being
220set in an archetype ignore it and/or remove it. No code interprets this
221field anymore.
222
223=back
224
225=head3 Flags
226
227Here are the effects of the flags described.
228
229=over 4
230
231=item FLAG_NO_DROP
232
233An object can't be picked up and dropped.
234
235=item FLAG_APPLIED
236
237This flag mostly states whether this object has been 'applied' by the player.
238For objects that are applied by the code or have this flag set in the archetype
239it mostly means 'this object is active'.
240
241For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
242of flags from objects in his inventory is toggled by this flag.
243
244=item FLAG_IS_USED_UP
245
246This flag controls whether an object is 'used up'. If it is set I<food>
247is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
248
249If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
250this object is removed or not, see the B<FORCE> type below for the meaning
251of the duration field in this context.
252
253If FLAG_APPLIED is not set the object is destroyed.
254
255=item FLAG_CHANGING
256
257If the I<state> field of the object is 0 the object will be processed periodically
258(if I<speed> is set). If the I<state> field is 1 it won't be processed.
259
260This flag indicates that the object is changing into a different object.
261The object has to have the I<other_arch> field set. The object the changing object
262changes into is derived from the archetype in I<other_arch>.
263
264When the object does not have FLAG_ALIVE set the I<food> field will be decremented
265each time the object is processed, and if I<food> reaches 0 one new object will be generated.
266
267When the object has FLAG_ALIVE set the I<food> field is the number of objects that
268will be generated.
269
270After the new object is created the I<hp> field from the old object is copied into
271the new one.
272
273=item FLAG_IS_A_TEMPLATE (internal use)
274
275This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
276or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
277
278=item FLAG_AUTO_APPLY
279
280This flag has currently only meaning for the B<TREASURE> type, see below.
281
282=item FLAG_ACTIVATE_ON_PUSH
283
284This flag has only meaning for objects that can be linked together
285by the I<connected> field and controls wether the object should
286be activated when the connection is 'pushed' or it is 'released'.
287
288What 'pushed' and 'released' means depends on the object that
289activates the connection.
290
291This flag is by default on.
292
293=item FLAG_ACTIVATE_ON_RELEASE
294
295This flag has only meaning for objects that can be linked together
296by the I<connected> field and controls wether the object should
297be activated when the connection is 'pushed' or it is 'released'.
298
299What 'pushed' and 'released' means depends on the object that
300activates the connection.
301
302This flag is by default on.
303
304=item FLAG_NO_STEAL
305
306When this flag is set this object can't be stolen. The flag will be
307reset once the object is placed on a map.
308
309When this flag is set on a monster it can defend attempts at stealing
310(but in this context the flag is only used internally).
311
312=item FLAG_NO_SKILL_IDENT
313
314This flag is mostly used internal and prevents unidentified objects
315(objects which don't have FLAG_IDENTIFIED set) being identified
316multiple times by skills.
317
318This flag is used to mark objects which were unsuccessfully identified by a
319players skill. So that multiple tries of identifying aren't more effective than
320one.
321
322=item FLAG_REFLECTING
323
324This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
325to indicate whether this object reflects off walls.
326
327=item FLAG_REFL_SPELL
328
329This flag indicates whether something reflects spells, like spell reflecting
330amuletts.
331
332=item FLAG_IS_LIGHTABLE
333
334This flag indicates whether a B<LIGHTER> can light this object. See also the
335description of the B<LIGHTER> type. How easy you can light an item depends
336partially on the material of the object.
337
338=item FLAG_MONSTER
339
340Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
341change their meaning, including:
342
343=over 4
344
345=item I<wis>
346
347Governs the "wake-up radius" - the radius within a monster detects an enemy.
348
349Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
350will partake in basic smell finding. 10 and up additionally spreads smell
351knowledge, and 15 and up additionally will try to perturb the path as to
352find shortcuts.
353
354=back
355
356=back
357
358=head2 Description of type specific fields and behaviour
59 359
60The beginning of the headers of the following subsection 360The beginning of the headers of the following subsection
61are the server internal names for the objects types, see include/define.h. 361are the server internal names for the objects types, see include/define.h.
62The numeric values are maybe not 100% accurate, as the code is a changing
63target, please consult include/define.h in doubt :-)
64 362
363=head3 B<TRANSPORT> - type 2 - Player transports
364
365This type is implemented by the transport extension and has currently no special
366fields that affect it.
367
368=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
369
370Rods contain spells and can be fired by a player.
371
372=over 4
373
374=item I<level> <number>
375
376This field is used for calculating the spell level that can be fired
377with this rod, it's also the maximum level of the spell that can be fired.
378The level of the spell that is being fired depends mostly on
379the 'use magic item' skill level of the player and 1/10 of the level of the
380rod is added as bonus.
381
382=item I<hp> <number>
383
384The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
385maxhp/10> per tick.
386
387=item I<maxhp> <number>
388
389The maximum amount of spellpoints this rod has.
390
391=item I<skill> <skill name>
392
393This field determines which skill you need to apply this object.
394
395=back
396
397=head3 B<TREASURE> - type 4 - Treasures
398
399This type of objects are for random treasure generation in maps.
400If this object is applied by a player it will replace itself with it's
401inventory. If it is automatically applied
402generate a treasure and replace itself with the generated treasure.
403
404Chests are also of this type, their treasures are generated by
405the auto apply code on map instantiation.
406
407=over 4
408
409=item I<hp> <number>
410
411The number of treasures to generate.
412
413=item I<exp> <level>
414
415If FLAG_AUTO_APPLY is not set the exp field has no further meaning
416and the difficulty for the treasurecode only depends on the maps difficulty,
417otherwise the exp field has the following meaning:
418
419If this field is not 0 it is passed as the difficulty
420to the treasure generation code to determine how good, how much
421worth a treasure is or what bonuses it is given by the treasure code.
422
423If this field is not set or 0 the difficulty of the map is passed to the treasure
424generation code.
425
426=item I<randomitems> <treasurelist>
427
428The treasurelist to use to generate the treasure which is put in the
429treasure objects inventory.
430
431=back
432
433=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
434
435These objects contain a spell and will emit it on apply, which most
436of the time has the meaning of 'drinking'.
437
438If no resistancy field, stat field or attacktype is set and no spell
439is put in the potion by the sp field or the randomitems the
440potion will become an artifact and the artifact code decides which kind
441of potion will be generated.
442
443If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
444will yield an explosion and hurt the player.
445
446=over 4
447
448=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
449
450These stat fields determine how many stat points the player gets
451when he applies this potion.
452
453If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
454
455=item I<sp> <number>
456
457If this field is set and the randomitems field is not set
458the field is interpreted as spell number, please look the right
459number up in common/loader.C.
460
461If this field is set the randomitems field will be unset by the
462map loading code.
463
464=item I<attacktype> <attacktype>
465
466This field has some special meaning in potions, currently the
467bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
468restoration potion or improvement potion.
469See include/attackinc.h for the bits of these types.
470
471If AT_DEPLETE is set the player will be restored and the "depletion"
472will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
473set the player will be drained a random stat by inserting an "depletion"
474into him.
475
476If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
477When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
478
479=item I<resist_RESISTANCY> <number>
480
481If this stat is set and no spell is in the potion the potion
482will create a force that give the player this specific resistancy.
483The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
484and the potion will last 10 times longer than the default force archetype
485FORCE_NAME (at the moment of this writing spell/force.arc).
486
487=item I<randomitems> <treasurelist>
488
489The inventory/spell of the potion will be created by calling the treasure code
490with the treasurelist specified here. (I guess it's highly undefined what
491happens if there is not a spell in the potions inventory).
492
493=item I<on_use_yield> <archetype>
494
495When this object is applied an instance of <archetype> will be created.
496
497=item I<subtypes> <potion subtype>
498
499see include/spells.h for possible potion subtypes, there are currently 4:
500
501=over 4
502
503=item POT_SPELL
504
505Unused, default behaiour of a potion.
506
507=item POT_DUST
508
509This potion can be thrown to cast the spell that it has in it's inventory,
510the behaviour is not defined if there is not a B<SPELL> in the inventory and the
511server will log an error.
512
513=item POT_FIGURINE
514
515Unused, default behaiour of a potion.
516
517=item POT_BALM
518
519Unused, default behaiour of a potion.
520
521=back
522
523=back
524
525=head3 B<FOOD> - type 6 - Edible stuff
526
527This is for objects that are representing general eatables like
528beef or bread.
529
530The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
531give different messages.
532
533The specialty of B<FLESH> is that it inherits the resistancies of the
534monsters it was generated in and will let dragons raise their resistancies
535with that. If the monster has the B<POISON> attacktype the B<FLESH>
536will change into B<POISON>.
537
538If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
539and if he doesn't find any of that he will start eating B<FLESH>.
540
541=over 4
542
543=item I<title> <string>
544
545If the food has B<title> set or is cursed it is considered 'special', which
546means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
547I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
548on the player.
549
550The higher the I<food> field is the longer the improvement of the player lasts
551(except for I<hp> and I<sp>).
552
553=item I<food> <number>
554
555This is the amount of food points the player gets when he eats this.
556
557=item I<on_use_yield> <archetype>
558
559When this object is applied an instance of <archetype> will be created.
560
561=back
562
563=head3 B<POISON> - type 7 - Poisonous stuff
564
565This type is for objects that can poison the player when he drinks/applies it.
566When applied it will hit the attacked with AT_POISON and will create
567a B<POISONING> object in the one who was hit.
568
569=over 4
570
571=item I<level> <number>
572
573This field affects the probability of poisoning. The higher the level difference
574between the one who is hit and the poision the more probable it is the attacked
575one will be poisoned.
576
577=item I<slaying> <race>
578
579This field has the usual meaning of 'slaying', when the
580poisoned's race matches the I<slaying> field the damage done by the poison
581is multiplied by 3.
582
583=item I<hp> <number>
584
585This is the amount of damage the player will receive from applying this. The
586attacktype AT_POISON will be used to hit the player and the damage will
587determine the strenght, duration and depletion of stats of the poisoning. The
588created B<POISONING> object which is being placed in the one who was attacked will
589get the damage from this field (which is maybe adjusted by slaying or the
590resistancies).
591
592=item I<food> <number>
593
5941/4 of <number> will be drained from the players I<food>.
595
596=item I<on_use_yield> <archetype>
597
598When this object is applied an instance of <archetype> will be created.
599
600=back
601
602=head3 B<BOOK> - type 8 - Readable books
603
604This type is basically for representing text books in the game.
605
606Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
607
608=over 4
609
610=item I<msg> <text>
611
612This is the contents of the book. When this field is unset
613at treasure generation a random text will be inserted.
614
615=item I<skill> <skill name>
616
617The skill required to read this book. (The most resonable
618skill would be literacy).
619
620=item I<exp> <number>
621
622The experience points the player get for reading this book.
623
624=item I<subtype> <readable subtype>
625
626This field determines the type of the readable.
627Please see common/readable.C in the readable_message_types table.
628
629=back
630
631=head3 B<CLOCK> - type 9 - Clocks
632
633This type of objects just display the time when being applied.
634
635=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
636
637This is a spell effect of a moving bolt. It moves straigt forward
638through the map until something blocks it.
639If FLAG_REFLECTING is set it even reflects on walls.
640
641FLAG_IS_TURNABLE should be set on these objects.
642
643=over 4
644
645=item I<move_type> <movetype>
646
647This field affects the move type with which the lightning moves through
648the map and which map cells will reflect or block it.
649
650=item I<attacktype> <attacktype>
651
652The attacktype with which it hits the objects on the map.
653
654=item I<dam> <number>
655
656The damage this bolt inflicts when it hits objects on the map.
657
658=item I<Dex> <number>
659
660This is the fork percentage, it is reduced by 10 per fork.
661And the I<dam> field is halved on each fork.
662
663=item I<Con> (internal)
664
665This value is a percentage of which the forking lightning
666is deflected to the left. This value should be mostly used internally.
667
668=item I<duration> <number>
669
670The duration the bolt stays on a map cell. This field is decreased each time
671the object is processed (see the meaning of I<speed> and I<speed_left> fields in
672the generic object field description).
673
674=item I<range> <number>
675
676This is the range of the bolt, each space it advances this field is decreased.
677
678=back
679
680=head3 B<ARROW> - type 13 - Arrows
681
682This is the type for objects that represent projectiles like arrows.
683The movement of B<THROWN_OBJ>s behave similar to this type.
684
685Flying arrows are stopped either when they hit something blocking
686(I<move_block>) or something which is alive.
687If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
688set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
689damage with a small chance which is affected by the I<level> field of the arrow.
690
691If FLAG_REFLECTING is set on the arrow it will bounce off everything
692that is not alive and blocks it's movement.
693
694When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
695fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
696the object, to restore them once the arrow has been stopped.
697
698=over 4
699
700=item I<dam> <number>
701
702The amount of damage that is being done to the victim that gets hit.
703This field is recomputed when the arrow is fired and will consist
704of the sum of a damage bonus (see description of the B<BOW> type),
705the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
706and the arrows I<magic> field.
707
708=item I<wc> <number>
709
710The weapon class of the arrow, which has effect on the probability of hitting.
711
712It is recomputed when the arrow is being fired by this formula:
713
714 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
715 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
716
717When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
718level is not added.
719
720wc_mod is dependend on the fire mode of the bow. For a more detailed
721explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
722
723=item I<magic> <number>
724
725This field is added to the damage of the arrow when it is shot and
726will also improve it's I<speed> by 1/5 of it's value.
727
728=item I<attacktype> <attacktype>
729
730Bitfield which decides the attacktype of the damage, see include/attackinc.h
731On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
732
733=item I<level> <number> (interally used)
734
735The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
736see above in the B<ARROW> description.
737
738The I<level> is set when the arrow is fired to either the skill level or the
739shooters level.
740
741=item I<speed> <number> (internal)
742
743This field shouldn't be set directly in the archetype, the arrow will get it's
744I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
745arrow will be stopped immediatly.
746
747On fireing the I<speed> of the arrow is computed of 1/5 of the
748sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
749of the bows I<dam> field is added to the I<speed> of the arrow.
750
751The minimum I<speed> of an arrow is 1.0.
752
753While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
754
755If the I<speed> is above 10.0 it goes straight through the creature it hits and
756its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
757stopped and either stuck into the victim (see I<weight> field description) or
758put on its map square (if it didn't break, see description of the I<food> field).
759
760=item I<weight> <number>
761
762This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
763the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
764
765=item I<food> <number>
766
767The breaking percentage. 100 (%) means: breaks on usage for sure.
768
769=item I<inventory> (internal)
770
771If the flying/moving object has something in it's inventory and it stops, it
772will be replaced with it's inventory. Otherwise it will be handled as usual,
773which means: it will be calculated whether the arrow breaks and it will be
774reset for reuse.
775
776=item I<slaying> <string>
777
778When the bow that fires this arrow has it's I<slaying> field set it is copied
779to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
780
781=item I<move_type> <movetype> (internally used)
782
783This field is set when the arrow is shot to MOVE_FLY_LOW.
784
785=item I<move_on> <movetype> (internally used)
786
787This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
788
789=item I<race> <string>
790
791The I<race> field is a unique key that assigns arrows, bows and quivers. When
792shooting an arrow the bows I<race> is used to search for arrows (which have the
793same I<race> as the bow) in the players inventory and will recursively search in
794the containers (which are applied and have the same I<race> as the bow and the arrow).
795
796=back
797
798=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
799
800TODO, but take into account B<ARROW> description above!
801
65=head3 WEAPON - type 15 - Weapons 802=head3 B<WEAPON> - type 15 - Weapons
66 803
67This type is for general hack and slash weapons like swords, maces 804This type is for general hack and slash weapons like swords, maces
68and daggers and and .... 805and daggers and and ....
69 806
70=over 4 807=over 4
71 808
72=item weapontype <type id> 809=item I<weapontype> <type id>
73 810
74decides what attackmessages are generated, see include/define.h 811decides what attackmessages are generated, see include/define.h
75 812
76=item attacktype <bitmask> 813=item I<attacktype> <bitmask>
77 814
78bitfield which decides the attacktype of the damage, see include/attackinc.h 815bitfield which decides the attacktype of the damage, see include/attackinc.h
79 816
80=item dam <integer> 817=item I<dam> <number>
81 818
82amount of damage being done with the attacktype 819amount of damage being done with the attacktype
83 820
84=item item_power <level> 821=item I<item_power> <level>
85 822
86the itempower of this weapon. 823the itempower of this weapon.
87 824
88=item name 825=item I<name>
89 826
90the name of the weapon. 827the name of the weapon.
91 828
92=item level (internal) 829=item I<level> (internal)
93 830
94The improvement state of the weapon. 831The improvement state of the weapon.
95If this field is greater than 0 the 'name' field starts with the 832If this field is greater than 0 the I<name> field starts with the
96characters name who improved this weapon. 833characters name who improved this weapon.
97 834
98=item last_eat (internal) 835=item I<last_eat> (internal)
99 836
100seems to be the amount of improvements of a weapon, 837This seems to be the amount of improvements of a weapon,
101the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 838the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
102 839
103 ((who->level / 5) + 5) >= op->last_eat 840 ((who->level / 5) + 5) >= op->last_eat
104 841
105=item last_sp 842=item I<last_sp>
106 843
107the weapon speed (see magic description) 844the weapon speed (see magic description)
108 845
109=item food <integer> 846=item I<food> <number>
110 847
111addition to food regeneration of the player 848addition to food regeneration of the player
112 849
113=item hp <integer> 850=item I<hp> <number>
114 851
115addition to health regeneration 852addition to health regeneration
116 853
117=item sp <integer> 854=item I<sp> <number>
118 855
119addition to mana regeneration 856addition to mana regeneration
120 857
121=item grace <integer> 858=item I<grace> <number>
122 859
123addititon to grace regeneration 860addititon to grace regeneration
124 861
125=item gen_sp_armour <integer> 862=item I<gen_sp_armour> <number>
126 863
127the players gen_sp_armour field (which is per default 10) is added the <integer> amount. 864the players I<gen_sp_armour> field (which is per default 10) is being added the
128gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 865<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
129is multiplied: gen_sp *= 10/<integer> 866do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
130meaning: values > 10 of gen_sp_armour limits the amout of regenerated 867I<gen_sp_armour> limits the amout of regenerated spellpoints.
131spellpoints.
132 868
133generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 869Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
134sp regeneration. 870I<sp> regeneration.
135 871
136=item body_<body slot/part> 872=item I<body_BODYSLOT>
137 873
138the part of the body you need to use this weapon, possible values should be 874The part/slot of the body you need to use this weapon, possible values for
139looked up in common/item.C at body_locations. 875C<BODYSLOT> should be looked up in common/item.C at body_locations.
140 876
141=item resist_<resistnacy> <integer> 877The value (in the range C<-7..7>) gives the number of those body slots
878used up by the item (if negative) or the number of body slots this object
879has (if positive, e.g. for monsters or players). The special value C<0>
880indicates that this object cannot equip items requiring these body slots.
881
882=item I<resist_RESISTANCY> <number>
142 883
143this is the factor with which the difference of the players resistancy and 100% 884this is the factor with which the difference of the players resistancy and 100%
144is multiplied, something like this: 885is multiplied, something like this:
145 886
146 additional_resistancy = (100 - current_resistanct) * (<integer>/100) 887 additional_resistancy = (100 - current_resistancy) * (<number>/100)
147 888
148if <integer> is negative it is added to the total vulnerabilities, 889if <number> is negative it is added to the total vulnerabilities,
149and later the total resistance is decided by: 890and later the total resistance is decided by:
150 891
151 'total resistance = total protections - total vulnerabilities' 892 'total resistance = total protections - total vulnerabilities'
152 893
153see also common/living.C:fix_player 894see also common/living.C:fix_player.
154 895
155=item patch_(attuned|repelled|denied) 896=item I<path_(attuned|repelled|denied)>
156 897
157this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 898this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
158for the pathes. 899for the pathes.
159 900
160=item luck <integer> 901=item I<luck> <number>
161 902
162this luck is added to the players luck 903this luck is added to the players I<luck>
163 904
164=item move_type 905=item I<move_type>
165 906
166if the weapon has a move_type set the player inherits it's move_type 907if the weapon has a I<move_type> set the player inherits it's I<move_type>
167 908
168=item exp <integer> 909=item I<exp> <number>
169 910
170the added_speed and bonus_speed of the player is raised by <integer>/3. 911the added_speed and bonus_speed of the player is raised by <number>/3.
171if <integer> < 0 then the added_speed is decreased by <integer> 912if <number> < 0 then the added_speed is decreased by <number>
172 913
173=item weight 914=item I<weight>
174 915
175the weight of the weapon 916the weight of the weapon
176 917
177=item magic 918=item I<magic>
178 919
179the magic field affects the amounts of the following fields: 920the I<magic> field affects the amounts of the following fields:
180 921
181 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 922 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
182 923
183 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 924 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
184 925
185 - dam: the players dam is adjusted by: player->dam += (dam + magic) 926 - dam: the players dam is adjusted by: player->dam += (dam + magic)
186 927
187 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 928 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
188 (minium is 0) 929 (minium is 0)
189 930
190=item ac <integer> 931=item I<ac> <number>
191 932
192the amount of ac points the player's ac is decreased 933the amount of ac points the player's I<ac> is decreased when applying this object.
193 934
194=item wc <integer> 935=item I<wc> <number>
195 936
196the amount of wc points the player's ac is decreased 937the amount of wc points the player's I<wc> is decreased when applying this object.
197 938
198=back 939=back
199 940
200=head4 Player inherits following flags from weapons: 941=head4 Player inherits following flags from weapons:
201 942
202 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, 943 FLAG_LIFESAVE
203 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD 944 FLAG_REFL_SPELL
945 FLAG_REFL_MISSILE
946 FLAG_STEALTH
947 FLAG_XRAYS
948 FLAG_BLIND
949 FLAG_SEE_IN_DARK
950 FLAG_UNDEAD
951
952=head3 B<GRIMREAPER> - type 28 - Grimreapers
953
954These type are mostly used for monsters, they give the
955monster the ability to dissapear after 10 hits with AT_DRAIN.
956
957=over 4
958
959=item I<value> <number>
960
961This field stores the hits the monster did yet.
962
963=back
964
965=head3 B<CREATOR> - type 42 - Object creators
966
967Once a creator is activated by a connection it creates a number of objects
968(cloned from it's inventory or a new object derived from the archetype
969named in the other_arch slot).
970
971If FLAG_LIVESAFE is set the number of uses is unlimited.
972
973=over 4
974
975=item I<hp> <number>
976
977If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
978be used.
979
980=item I<speed> <float>
981
982If I<speed> is set the creator will create an object periodically,
983see I<speed> and I<speed_left> fields in the general object field description
984for more details.
985
986=item I<slaying> <string>
987
988If set the generated object's name and title will be set to this.
989
990=item I<other_arch> <string>
991
992If the inventory of the creator is empty new objects will be derived from the
993archetype named by <string>.
994
995=item I<connected> <identifier>
996
997See generic object field description.
998
999=back
1000
1001=head3 B<SKILL> - type 43 - Skills
1002
1003This type is basically for representing skills in the game.
1004
1005=over 4
1006
1007=item I<subtype> <skill number>
1008
1009=item I<weapontype> <type of tool>
1010
1011The type of weapon or ranged item compatible with this skill (For ranged
1012and combat attacks).
1013
1014=item I<skill> <string>
1015
1016The skill identifier used by other items, usually the skill name
1017
1018=item I<level> <percentage>
1019
1020not used?
1021
1022=item I<exp> <number>
1023
1024Base amount of experience in a skill, for skills not starting at zero.
1025
1026=item I<expmul> <float>
1027
1028Experience is multiplied by this factor.
1029
1030=back
1031
1032=head3 B<DRINK> - type 54 - Drinkable stuff
1033
1034See B<FOOD> description.
1035
1036=head3 B<CHECK_INV> - type 64 - Inventory checkers
1037
1038This object checks whether the player has a specific item in his
1039inventory when he moves above the inventory checker. If the player has
1040the item (or not, which can be controlled with a flag) a connection will be triggered.
1041
1042If you set I<move_block> you can deny players and monsters to reach the space where
1043the inventory checker is on, see I<move_block> description below.
1044
1045The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1046So matching one of those conditions is enough.
1047
1048=over 4
1049
1050=item I<move_block> <move type bitmask>
1051
1052If you set this field to block a movetype the move code will block any moves
1053onto the space with the inventory checker, IF the moving object doesn't have
1054(or has - if I<last_sp> = 0) the item that the checker is searching for.
1055
1056=item I<last_sp> (0|1)
1057
1058If I<last_sp> is 1 'having' the item that is being checked for will
1059activate the connection or make the space with the checker non-blocking.
1060If I<last_sp> is 0 'not having' the item will activate the connection
1061or make the space with the checker non-blocking.
1062
1063=item I<last_heal> (0|1)
1064
1065If I<last_heal> is 1 the matching item will be removed if the inventory checker
1066activates a connection and finds the item in the inventory.
1067
1068(A inventory checker that blocks a space won't remove anything from inventories)
1069
1070=item I<hp> <number>
1071
1072If this field is not 0 the inventory checker will search for an object
1073with the type id <number>.
1074
1075=item I<slaying> <string>
1076
1077If this field is set the inventory checker will search for an object that
1078has the same string in the I<slaying> field (for example a key string of a key).
1079
1080=item I<race> <string>
1081
1082If this field is set the inventory checker will search for an object which
1083has the archetype name that matches <string>.
1084
1085=item I<connected> <identifier>
1086
1087This is the connection that will be activated. The connection is
1088'pushed' when someone enters the space with the inventory checker,
1089and it is 'released' when he leaves it.
1090
1091See also the description of the I<connected> field in the generic object
1092field section.
1093
1094=back
1095
1096=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1097
1098speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1099changes.
1100
1101 (based on value that last_sp takes):
1102 0: 'furious' Makes all monsters aggressive
1103 1: 'angry' As above but pets are unaffected
1104 2: 'calm' Makes all monsters unaggressive
1105 3: 'sleep' Puts all monsters to sleep
1106 4: 'charm' Makes monster into a pet of person
1107 who triggers the square. This setting
1108 is not enabled for continous operation
1109 5: 'destroy mons' destroy any monsters on this space
1110 6: 'destroy pets' destroy friendly monsters on this space
1111
1112=head3 B<FLESH> - type 72 - Organs and body parts
1113
1114See B<FOOD> description.
1115
1116=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1117
1118A type for any object that has no special behaviour.
1119
1120=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1121
1122This type of objects multiplies objects that are above it when it is activated.
1123You can even multiply by 0, which will destroy the object.
1124
1125=over 4
1126
1127=item I<level> <number>
1128
1129The multiplicator, if set to 0 or lower it will destroy the objects above it.
1130
1131=item I<other_arch> <string>
1132
1133The archetype name of the objects that should be multiplied.
1134
1135=item I<connected> <identifier>
1136
1137See generic object field description.
1138
1139=back
1140
1141=head3 B<HOLE> - type 94 - Holes
1142
1143B<HOLE>s are holes in the ground where objects can fall through. When the hole
1144opens and/or is completly open all objects above it fall through (more
1145precisely: if their head is above the hole).
1146
1147When the B<HOLE> is activated it's speed is set to 0.5.
1148
1149These holes can only transfer the one who falls through to other coordinates
1150on the same map.
1151
1152=over 4
1153
1154=item I<maxsp> (0|1)
1155
1156This field negates the state of the connection: When maxsp is 1 the pit will
1157open/close when the connection is deactivated. Otherwise it will open/close
1158when the connection is activated. This field only has effect when the
1159connection is triggered. So if you put a closed hole on a map, and the
1160connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1161connection was triggered once.
1162
1163=item I<connected> <identifier>
1164
1165This is the connection id, which lets the hole opening or closing when
1166activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1167at which connection state the object is activated.
1168
1169For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1170the connection is released.
1171
1172=item I<wc> <number> (internal)
1173
1174This is an internal field. If it is greater than 0 it means that the hole is not
1175yet fully open. More preciesly: this field is the animation-step and if it is
1176set to the 'closed' step of the animation the hole is closed and if it is on
1177the 'open' animation step (I<wc> = 0), the hole is open.
1178
1179=item I<sp> <number>
1180
1181The destination y coordinates on the same map.
1182
1183=item I<hp> <number>
1184
1185The destination x coordinates on the same map.
1186
1187=back
1188
1189=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1190
1191This type is doing the actual damage to the ones who were attacked
1192via AT_POISON (or drank B<POISON>).
1193
1194The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1195there for details).
1196
1197=over 4
1198
1199=item I<dam> <number>
1200
1201Each time the poisoning is proccessed (which is determined by the I<speed> and
1202I<speed_left> fields, see the general object fields description above) it hits
1203the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1204simply hit the player with no strings attached).
1205
1206=item I<food> <number>
1207
1208Just a note: The posioning is removed if I<food> == 1 and not if
1209the whole I<duration> is up, because the B<POISONING> code has to remove
1210the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1211deletes the B<POISONING> object.
1212
1213=back
1214
1215=head3 B<FORCE> - type 114 - Forces
1216
1217Forces are a very 'thin' type. They don't have much behaviour other than
1218disappearing after a time and/or affecting the player if they are in his
1219inventory.
1220
1221Forces only take effect on the player if they have FLAG_APPLIED set.
1222
1223Whether the I<duration> field is processed or not per tick is controlled by the
1224I<speed> and I<speed_left> fields. Look above in the generic object field description.
1225
1226NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1227interpreter like described in the description of the FLAG_IS_USED_UP flag.
1228BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1229will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1230removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1231have good semantics on forces, try to avoid it.
1232
1233=over 4
1234
1235=item I<duration>
1236
1237While this field is greater than 0 the force/object is not destroyed. It is
1238decreased each tick by 1.
1239
1240If it reaches 0 the force/object is destroyed.
1241
1242This field can have this meaning for B<any> object if that object has
1243FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1244what happens then.
1245
1246=back
1247
1248=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1249
1250This object is generated by the B<POTION> code when the potion is a resistance
1251giving potion. It has mainly the same behaviour as a B<FORCE>.
1252
1253The specialty of the potion effect is that the resistancy it gives is absolute,
1254so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1255fire.
1256
1257Multiple potion effects only give you the maximum of their resistancy.

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