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Revision 1.19 by root, Mon Jan 29 15:22:24 2007 UTC vs.
Revision 1.36 by root, Fri Mar 26 20:30:32 2010 UTC

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
33This document does explain the behaviour of the objects and the meaning of 33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes. 34their fields in the server engine, which are derived from archetypes.
35 35
36This is an example of an archetype: 36This is an example of an archetype:
37 37
38 Object button_trigger 38 object button_trigger
39 name button 39 name button
40 type 30 40 type 30
41 face button_sma.111 41 face button_sma.x11
42 anim 42 anim
43 button_sma.111 43 button_sma.x11
44 button_sma.112 44 button_sma.x12
45 mina 45 mina
46 is_animated 0 46 is_animated 0
47 exp 30 47 exp 30
48 no_pick 1 48 no_pick 1
49 walk_on 1 49 walk_on 1
111For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
112 112
113=item I<glow_radius> <number> 113=item I<glow_radius> <number>
114 114
115This field indicates how far an object glows. Default is a radius of 0 (no 115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all). 116glowing at all). Negative glow radii darken areas - currently, negative
117glow radii are stronger than positive ones.
117 118
118=item I<speed> <number> 119=item I<speed> <float>
119 120
120If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 121If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
121on the active object list and will be processed each tick (see also speed_left!). 122on the active object list and will be processed each tick (see also speed_left!).
122 123
123If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed 124If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
124from the active object list and it won't experience any processing per tick. 125from the active object list and it won't experience any processing per tick.
125 126
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
126=item I<speed_left> <number> 131=item I<speed_left> <float>
127 132
128If this field is greater than 0 and the object is on the 133If this field is greater than 0 and the object is on the
129active list (mostly means it's speed is also greater than 0): 134active list (mostly means it's speed is also greater than 0):
130 135
131 - speed_left is decreased by 1 136 - speed_left is decreased by 1
137 142
138This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) 143This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
139the more seldom the object is processed. And the higher I<speed> is 144the more seldom the object is processed. And the higher I<speed> is
140the more often the object is processed. 145the more often the object is processed.
141 146
142=item I<connected> <number> 147=item I<connected> <identifier>
143 148
144When this field is set the object will be linked to a connection with the 149When this field is set the object will be linked to a connection with the
145id <number>. What happens when the connection is 'activated' depends on the 150same <identifier>. What happens when the connection is 'activated' depends on the
146type of the object. 151type of the object.
147 152
148FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control 153FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
149when to activate the object, see description of these below for further details. 154when to activate the object, see description of these below for further details.
150 155
263will be generated. 268will be generated.
264 269
265After the new object is created the I<hp> field from the old object is copied into 270After the new object is created the I<hp> field from the old object is copied into
266the new one. 271the new one.
267 272
268When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
269to the new object.
270
271=item FLAG_IS_A_TEMPLATE (internal use) 273=item FLAG_IS_A_TEMPLATE (internal use)
272 274
273This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, 275This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
274or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 276or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
275 277
300This flag is by default on. 302This flag is by default on.
301 303
302=item FLAG_NO_STEAL 304=item FLAG_NO_STEAL
303 305
304When this flag is set this object can't be stolen. The flag will be 306When this flag is set this object can't be stolen. The flag will be
305resetted once the object is placed on a map. 307reset once the object is placed on a map.
306 308
307When this flag is set on a monster it can defent attempts of stealing 309When this flag is set on a monster it can defend attempts at stealing
308(but in this context the flag is only used internally). 310(but in this context the flag is only used internally).
309 311
310=item FLAG_NO_SKILL_IDENT 312=item FLAG_NO_SKILL_IDENT
311 313
312This flag is mostly used internal and prevents unidentified objects 314This flag is mostly used internal and prevents unidentified objects
331 333
332This flag indicates whether a B<LIGHTER> can light this object. See also the 334This flag indicates whether a B<LIGHTER> can light this object. See also the
333description of the B<LIGHTER> type. How easy you can light an item depends 335description of the B<LIGHTER> type. How easy you can light an item depends
334partially on the material of the object. 336partially on the material of the object.
335 337
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
336=back 356=back
337 357
338=head2 Description of type specific fields and behaviour 358=head2 Description of type specific fields and behaviour
339 359
340The beginning of the headers of the following subsection 360The beginning of the headers of the following subsection
341are 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.
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
802=head3 B<WEAPON> - type 15 - Weapons
803
804This type is for general hack and slash weapons like swords, maces
805and daggers and and ....
806
807=over 4
808
809=item I<weapontype> <type id>
810
811decides what attackmessages are generated, see include/define.h
812
813=item I<attacktype> <bitmask>
814
815bitfield which decides the attacktype of the damage, see include/attackinc.h
816
817=item I<dam> <number>
818
819amount of damage being done with the attacktype
820
821=item I<item_power> <level>
822
823the itempower of this weapon.
824
825=item I<name>
826
827the name of the weapon.
828
829=item I<level> (internal)
830
831The improvement state of the weapon.
832If this field is greater than 0 the I<name> field starts with the
833characters name who improved this weapon.
834
835=item I<last_eat> (internal)
836
837This seems to be the amount of improvements of a weapon,
838the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
839
840 ((who->level / 5) + 5) >= op->last_eat
841
842=item I<last_sp>
843
844the weapon speed (see magic description)
845
846=item I<food> <number>
847
848addition to food regeneration of the player
849
850=item I<hp> <number>
851
852addition to health regeneration
853
854=item I<sp> <number>
855
856addition to mana regeneration
857
858=item I<grace> <number>
859
860addititon to grace regeneration
861
862=item I<gen_sp_armour> <number>
863
864the players I<gen_sp_armour> field (which is per default 10) is being added the
865<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
866do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
867I<gen_sp_armour> limits the amout of regenerated spellpoints.
868
869Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
870I<sp> regeneration.
871
872=item I<body_BODYSLOT>
873
874The part/slot of the body you need to use this weapon, possible values for
875C<BODYSLOT> should be looked up in common/item.C at body_locations.
876
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>
883
884this is the factor with which the difference of the players resistancy and 100%
885is multiplied, something like this:
886
887 additional_resistancy = (100 - current_resistancy) * (<number>/100)
888
889if <number> is negative it is added to the total vulnerabilities,
890and later the total resistance is decided by:
891
892 'total resistance = total protections - total vulnerabilities'
893
894see also common/living.C:fix_player.
895
896=item I<path_(attuned|repelled|denied)>
897
898this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
899for the pathes.
900
901=item I<luck> <number>
902
903this luck is added to the players I<luck>
904
905=item I<move_type>
906
907if the weapon has a I<move_type> set the player inherits it's I<move_type>
908
909=item I<exp> <number>
910
911the added_speed and bonus_speed of the player is raised by <number>/3.
912if <number> < 0 then the added_speed is decreased by <number>
913
914=item I<weight>
915
916the weight of the weapon
917
918=item I<magic>
919
920the I<magic> field affects the amounts of the following fields:
921
922 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
923
924 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
925
926 - dam: the players dam is adjusted by: player->dam += (dam + magic)
927
928 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
929 (minium is 0)
930
931=item I<ac> <number>
932
933the amount of ac points the player's I<ac> is decreased when applying this object.
934
935=item I<wc> <number>
936
937the amount of wc points the player's I<wc> is decreased when applying this object.
938
939=back
940
941=head4 Player inherits following flags from weapons:
942
943 FLAG_LIFESAVE
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
342 1095
343=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters 1096=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
344 1097
345speed == 0 for triggered mood changes, speed != 0 for non-triggered mood 1098speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
346changes. 1099changes.
354 who triggers the square. This setting 1107 who triggers the square. This setting
355 is not enabled for continous operation 1108 is not enabled for continous operation
356 5: 'destroy mons' destroy any monsters on this space 1109 5: 'destroy mons' destroy any monsters on this space
357 6: 'destroy pets' destroy friendly monsters on this space 1110 6: 'destroy pets' destroy friendly monsters on this space
358 1111
359=head3 B<TRANSPORT> - type 2 - Player transports 1112=head3 B<FLESH> - type 72 - Organs and body parts
360
361This type is implemented by the transport extension and has currently no special
362fields that affect it.
363
364=head3 B<ROD> - type 3 - Rods that fire spells
365
366Rods contain spells and can be fired by a player.
367
368=over 4
369
370=item I<level> <number>
371
372This field is used for calculating the spell level that can be fired
373with this rod, it's also the maximum level of the spell that can be fired.
374The level of the spell that is being fired depends mostly on
375the 'use magic item' skill level of the player and 1/10 of the level of the
376rod is added as bonus.
377
378=item I<hp> <number>
379
380The amount of spellpoints this rod has left.
381
382=item I<maxhp> <number>
383
384The maximum amount of spellpoints this rod has.
385
386=item I<skill> <skill name>
387
388This field determines which skill you need to apply this object.
389
390=back
391
392=head3 B<TREASURE> - type 4 - Treasures
393
394This type of objects are for random treasure generation in maps.
395If this object is applied by a player it will replace itself with it's
396inventory. If it is automatically applied
397generate a treasure and replace itself with the generated treasure.
398
399Chests are also of this type, their treasures are generated by
400the auto apply code on map instantiation.
401
402=over 4
403
404=item I<hp> <number>
405
406The number of treasures to generate.
407
408=item I<exp> <level>
409
410If FLAG_AUTO_APPLY is not set the exp field has no further meaning
411and the difficulty for the treasurecode only depends on the maps difficulty,
412otherwise the exp field has the following meaning:
413
414If this field is not 0 it is passed as the difficulty
415to the treasure generation code to determine how good, how much
416worth a treasure is or what bonuses it is given by the treasure code.
417
418If this field is not set or 0 the difficulty of the map is passed to the treasure
419generation code.
420
421=item I<randomitems> <treasurelist>
422
423The treasurelist to use to generate the treasure which is put in the
424treasure objects inventory.
425
426=back
427
428=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
429
430These objects contain a spell and will emit it on apply, which most
431of the time has the meaning of 'drinking'.
432
433If no resistancy field, stat field or attacktype is set and no spell
434is put in the potion by the sp field or the randomitems the
435potion will become an artifact and the artifact code decides which kind
436of potion will be generated.
437
438If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
439will yield an explosion and hurt the player.
440
441=over 4
442
443=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
444
445These stat fields determine how many stat points the player gets
446when he applies this potion.
447
448If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
449
450=item I<sp> <number>
451
452If this field is set and the randomitems field is not set
453the field is interpreted as spell number, please look the right
454number up in common/loader.C.
455
456If this field is set the randomitems field will be unset by the
457map loading code.
458
459=item I<attacktype> <attacktype>
460
461This field has some special meaning in potions, currently the
462bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
463restoration potion or improvement potion.
464See include/attackinc.h for the bits of these types.
465
466If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
467will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
468set the player will be drained a random stat by inserting an ARCH_DEPLETION
469into him.
470
471If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
472When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
473
474=item I<resist_RESISTANCY> <number>
475
476If this stat is set and no spell is in the potion the potion
477will create a force that give the player this specific resistancy.
478The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
479and the potion will last 10 times longer than the default force archetype
480FORCE_NAME (at the moment of this writing spell/force.arc).
481
482=item I<randomitems> <treasurelist>
483
484The inventory/spell of the potion will be created by calling the treasure code
485with the treasurelist specified here. (I guess it's highly undefined what
486happens if there is not a spell in the potions inventory).
487
488=item I<on_use_yield> <archetype>
489
490When this object is applied an instance of <archetype> will be created.
491
492=item I<subtypes> <potion subtype>
493
494see include/spells.h for possible potion subtypes, there are currently 4:
495
496=over 4
497
498=item POT_SPELL
499
500Unused, default behaiour of a potion.
501
502=item POT_DUST
503
504This potion can be thrown to cast the spell that it has in it's inventory,
505the behaviour is not defined if there is not a B<SPELL> in the inventory and the
506server will log an error.
507
508=item POT_FIGURINE
509
510Unused, default behaiour of a potion.
511
512=item POT_BALM
513
514Unused, default behaiour of a potion.
515
516=back
517
518=back
519
520=head3 B<FOOD> - type 6 - Eatable stuff
521
522This is for objects that are representing general eatables like
523beef or bread.
524
525The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
526give different messages.
527
528The specialty of B<FLESH> is that it inherits the resistancies of the
529monsters it was generated in and will let dragons raise their resistancies
530with that. If the monster has the B<POISON> attacktype the B<FLESH>
531will change into B<POISON>.
532
533If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
534and if he doesn't find any of that he will start eating B<FLESH>.
535
536=over 4
537
538=item I<title> <string>
539
540If the food has B<title> set or is cursed it is considered 'special', which
541means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
542I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
543on the player.
544
545The higher the I<food> field is the longer the improvement of the player lasts
546(except for I<hp> and I<sp>).
547
548=item I<food> <number>
549
550This is the amount of food points the player gets when he eats this.
551
552=item I<on_use_yield> <archetype>
553
554When this object is applied an instance of <archetype> will be created.
555
556=back
557
558=head3 B<POISON> - type 7 - Poisonous stuff
559
560This type is for objects that can poison the player when he drinks/applies it.
561When applied it will hit the attacked with AT_POISON and will create
562a B<POISONING> object in the one who was hit.
563
564=over 4
565
566=item I<level> <number>
567
568This field affects the propability of poisoning. The higher the level difference
569between the one who is hit and the poision the more propable it is the attacked
570one will be poisoned.
571
572=item I<slaying> <race>
573
574This field has the usual meaning of 'slaying', when the
575poisoned's race matches the I<slaying> field the damage done by the poison
576is multiplied by 3.
577
578=item I<hp> <number>
579
580This is the amount of damage the player will receive from applying this. The
581attacktype AT_POISON will be used to hit the player and the damage will
582determine the strenght, duration and depletion of stats of the poisoning. The
583created B<POISONING> object which is being placed in the one who was attacked will
584get the damage from this field (which is maybe adjusted by slaying or the
585resistancies).
586
587=item I<food> <number>
588
5891/4 of <number> will be drained from the players I<food>.
590
591=item I<on_use_yield> <archetype>
592
593When this object is applied an instance of <archetype> will be created.
594
595=back
596
597=head3 B<BOOK> - type 8 - Readable books
598
599This type is basically for representing text books in the game.
600
601Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
602
603=over 4
604
605=item I<msg> <text>
606
607This is the contents of the book. When this field is unset
608at treasure generation a random text will be inserted.
609
610=item I<skill> <skill name>
611
612The skill required to read this book. (The most resonable
613skill would be literacy).
614
615=item I<exp> <number>
616
617The experience points the player get for reading this book.
618
619=item I<subtype> <readable subtype>
620
621This field determines the type of the readable.
622Please see common/readable.C in the readable_message_types table.
623
624=back
625
626=head3 B<CLOCK> - type 9 - Clocks
627
628This type of objects just display the time when being applied.
629
630=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
631
632This is a spell effect of a moving bolt. It moves straigt forward
633through the map until something blocks it.
634If FLAG_REFLECTING is set it even reflects on walls.
635
636FLAG_IS_TURNABLE should be set on these objects.
637
638=over 4
639
640=item I<move_type> <movetype>
641
642This field affects the move type with which the lightning moves through
643the map and which map cells will reflect or block it.
644
645=item I<attacktype> <attacktype>
646
647The attacktype with which it hits the objects on the map.
648
649=item I<dam> <number>
650
651The damage this bolt inflicts when it hits objects on the map.
652
653=item I<Dex> <number>
654
655This is the fork percentage, it is reduced by 10 per fork.
656And the I<dam> field is halved on each fork.
657
658=item I<Con> (internal)
659
660This value is a percentage of which the forking lightning
661is deflected to the left. This value should be mostly used internally.
662
663=item I<duration> <number>
664
665The duration the bolt stays on a map cell. This field is decreased each time
666the object is processed (see the meaning of I<speed> and I<speed_left> fields in
667the generic object field description).
668
669=item I<range> <number>
670
671This is the range of the bolt, each space it advances this field is decreased.
672
673=back
674
675=head3 B<ARROW> - type 13 - Arrows
676
677This is the type for objects that represent projectiles like arrows.
678The movement of B<THROWN_OBJ>s behave similar to this type.
679
680Flying arrows are stopped either when they hit something blocking
681(I<move_block>) or something which is alive.
682If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
683set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
684damage with a small chance which is affected by the I<level> field of the arrow.
685
686If FLAG_REFLECTING is set on the arrow it will bounce off everything
687that is not alive and blocks it's movement.
688
689When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
690fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
691the object, to restore them once the arrow has been stopped.
692
693=over 4
694
695=item I<dam> <number>
696
697The amount of damage that is being done to the victim that gets hit.
698This field is recomputed when the arrow is fired and will consist
699of the sum of a damage bonus (see description of the B<BOW> type),
700the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
701and the arrows I<magic> field.
702
703=item I<wc> <number>
704
705The weapon class of the arrow, which has effect on the propability of hitting.
706
707It is recomputed when the arrow is being fired by this formula:
708
709 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
710 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
711
712When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
713level is not added.
714
715wc_mod is dependend on the fire mode of the bow. For a more detailed
716explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
717
718=item I<magic> <number>
719
720This field is added to the damage of the arrow when it is shot and
721will also improve it's I<speed> by 1/5 of it's value.
722
723=item I<attacktype> <attacktype>
724
725Bitfield which decides the attacktype of the damage, see include/attackinc.h
726On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
727
728=item I<level> <number> (interally used)
729
730The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
731see above in the B<ARROW> description.
732
733The I<level> is set when the arrow is fired to either the skill level or the
734shooters level.
735
736=item I<speed> <number> (internal)
737
738This field shouldn't be set directly in the archetype, the arrow will get it's
739I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
740arrow will be stopped immediatly.
741
742On fireing the I<speed> of the arrow is computed of 1/5 of the
743sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
744of the bows I<dam> field is added to the I<speed> of the arrow.
745
746The minimum I<speed> of an arrow is 1.0.
747
748While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
749
750If the I<speed> is above 10.0 it goes straight through the creature it hits and
751it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
752stopped and either sticked into the victim (see I<weight> field description) or
753put on it's map square (if it didn't break, see description of the I<food> field).
754
755=item I<weight> <number>
756
757This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
758the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
759
760=item I<food> <number>
761
762The breaking percentage. 100 (%) means: breaks on usage for sure.
763
764=item I<inventory> (internal)
765
766If the flying/moving object has something in it's inventory and it stops, it
767will be replaced with it's inventory. Otherwise it will be handled as usual,
768which means: it will be calculated whether the arrow breaks and it will be
769reset for reuse.
770
771=item I<slaying> <string>
772
773When the bow that fires this arrow has it's I<slaying> field set it is copied
774to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
775
776=item I<move_type> <movetype> (internally used)
777
778This field is set when the arrow is shot to MOVE_FLY_LOW.
779
780=item I<move_on> <movetype> (internally used)
781
782This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
783
784=item I<race> <string>
785
786The I<race> field is a unique key that assigns arrows, bows and quivers. When
787shooting an arrow the bows I<race> is used to search for arrows (which have the
788same I<race> as the bow) in the players inventory and will recursively search in
789the containers (which are applied and have the same I<race> as the bow and the arrow).
790
791=back
792
793=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
794
795TODO, but take into account B<ARROW> description above!
796
797=head3 B<WEAPON> - type 15 - Weapons
798
799This type is for general hack and slash weapons like swords, maces
800and daggers and and ....
801
802=over 4
803
804=item I<weapontype> <type id>
805
806decides what attackmessages are generated, see include/define.h
807
808=item I<attacktype> <bitmask>
809
810bitfield which decides the attacktype of the damage, see include/attackinc.h
811
812=item I<dam> <number>
813
814amount of damage being done with the attacktype
815
816=item I<item_power> <level>
817
818the itempower of this weapon.
819
820=item I<name>
821
822the name of the weapon.
823
824=item I<level> (internal)
825
826The improvement state of the weapon.
827If this field is greater than 0 the I<name> field starts with the
828characters name who improved this weapon.
829
830=item I<last_eat> (internal)
831
832This seems to be the amount of improvements of a weapon,
833the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
834
835 ((who->level / 5) + 5) >= op->last_eat
836
837=item I<last_sp>
838
839the weapon speed (see magic description)
840
841=item I<food> <number>
842
843addition to food regeneration of the player
844
845=item I<hp> <number>
846
847addition to health regeneration
848
849=item I<sp> <number>
850
851addition to mana regeneration
852
853=item I<grace> <number>
854
855addititon to grace regeneration
856
857=item I<gen_sp_armour> <number>
858
859the players I<gen_sp_armour> field (which is per default 10) is being added the
860<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
861do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
862I<gen_sp_armour> limits the amout of regenerated spellpoints.
863
864Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
865I<sp> regeneration.
866
867=item I<body_BODYSLOT>
868
869The part of the body you need to use this weapon, possible values should be
870looked up in common/item.C at body_locations.
871
872=item I<resist_RESISTNACY> <number>
873
874this is the factor with which the difference of the players resistancy and 100%
875is multiplied, something like this:
876
877 additional_resistancy = (100 - current_resistanct) * (<number>/100)
878
879if <number> is negative it is added to the total vulnerabilities,
880and later the total resistance is decided by:
881
882 'total resistance = total protections - total vulnerabilities'
883
884see also common/living.C:fix_player
885
886=item I<path_(attuned|repelled|denied)>
887
888this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
889for the pathes.
890
891=item I<luck> <number>
892
893this luck is added to the players I<luck>
894
895=item I<move_type>
896
897if the weapon has a I<move_type> set the player inherits it's I<move_type>
898
899=item I<exp> <number>
900
901the added_speed and bonus_speed of the player is raised by <number>/3.
902if <number> < 0 then the added_speed is decreased by <number>
903
904=item I<weight>
905
906the weight of the weapon
907
908=item I<magic>
909
910the I<magic> field affects the amounts of the following fields:
911
912 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
913
914 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
915
916 - dam: the players dam is adjusted by: player->dam += (dam + magic)
917
918 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
919 (minium is 0)
920
921=item I<ac> <number>
922
923the amount of ac points the player's I<ac> is decreased when applying this object.
924
925=item I<wc> <number>
926
927the amount of wc points the player's I<wc> is decreased when applying this object.
928
929=back
930
931=head4 Player inherits following flags from weapons:
932
933 FLAG_LIFESAVE
934 FLAG_REFL_SPELL
935 FLAG_REFL_MISSILE
936 FLAG_STEALTH
937 FLAG_XRAYS
938 FLAG_BLIND
939 FLAG_SEE_IN_DARK
940 FLAG_UNDEAD
941
942=head3 B<GRIMREAPER> - type 28 - Grimreapers
943
944These type are mostly used for monsters, they give the
945monster the ability to dissapear after 10 hits with AT_DRAIN.
946
947=over 4
948
949=item I<value> <number>
950
951This field stores the hits the monster did yet.
952
953=back
954
955=head3 B<CREATOR> - type 42 - Object creators
956
957Once a creator is activated by a connection it creates a number of objects
958(cloned from it's inventory or a new object derived from the archetype
959named in the other_arch slot).
960
961If FLAG_LIVESAFE is set the number of uses is unlimited.
962
963=over 4
964
965=item I<hp> <number>
966
967If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
968be used.
969
970=item I<speed> <number>
971
972If I<speed> is set the creator will create an object periodically,
973see I<speed> and I<speed_left> fields in the general object field description
974for more details.
975
976=item I<slaying> <string>
977
978If set the generated object's name and title will be set to this.
979
980=item I<other_arch> <string>
981
982If the inventory of the creator is empty new objects will be derived from the
983archetype named by <string>.
984
985=item I<connected> <number>
986
987See generic object field description.
988
989=back
990
991=head3 B<DRINK> - type 54 - Drinkable stuff
992 1113
993See B<FOOD> description. 1114See B<FOOD> description.
994 1115
995=head3 B<CHECK_INV> - type 64 - Inventory checkers
996
997This object checks whether the player has a specific item in his
998inventory when he moves above the inventory checker. If the player has
999the item (or not, which can be controlled with a flag) a connection will be triggered.
1000
1001If you set I<move_block> you can deny players and monsters to reach the space where
1002the inventory checker is on, see I<move_block> description below.
1003
1004The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1005So matching one of those conditions is enough.
1006
1007=over 4
1008
1009=item I<move_block> <move type bitmask>
1010
1011If you set this field to block a movetype the move code will block any moves
1012onto the space with the inventory checker, IF the moving object doesn't have
1013(or has - if I<last_sp> = 0) the item that the checker is searching for.
1014
1015=item I<last_sp> (0|1)
1016
1017If I<last_sp> is 1 'having' the item that is being checked for will
1018activate the connection or make the space with the checker non-blocking.
1019If I<last_sp> is 0 'not having' the item will activate the connection
1020or make the space with the checker non-blocking.
1021
1022=item I<last_heal> (0|1)
1023
1024If I<last_heal> is 1 the matching item will be removed if the inventory checker
1025activates a connection and finds the item in the inventory.
1026
1027(A inventory checker that blocks a space won't remove anything from inventories)
1028
1029=item I<hp> <number>
1030
1031If this field is not 0 the inventory checker will search for an object
1032with the type id <number>.
1033
1034=item I<slaying> <string>
1035
1036If this field is set the inventory checker will search for an object that
1037has the same string in the I<slaying> field (for example a key string of a key).
1038
1039=item I<race> <string>
1040
1041If this field is set the inventory checker will search for an object which
1042has the archetype name that matches <string>.
1043
1044=item I<connected> <connection id>
1045
1046This is the connection that will be activated. The connection is
1047'pushed' when someone enters the space with the inventory checker,
1048and it is 'released' when he leaves it.
1049
1050See also the description of the I<connected> field in the generic object field
1051section.
1052
1053=back
1054
1055=head3 B<FLESH> - type 72 - Organs and body parts
1056
1057See B<FOOD> description.
1058
1059=head3 B<MISC_OBJECT> - type 79 - Misc. objects 1116=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1060 1117
1061A type for any object that has no special behaviour. 1118A type for any object that has no special behaviour.
1062
1063=head3 B<LAMP> - type 82 - A lamp
1064
1065This object represents a lamp, that can be carried and switched
1066on and off and has a certain amount of fuel in it.
1067
1068A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1069Each of them should point at the other one with it's I<other_arch> field.
1070
1071See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1072
1073If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1074with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1075
1076=over 4
1077
1078=item I<glow_radius> <number>
1079
1080The radius of the light that the lamp emits, see also I<glow_radius> in the
1081generic object flags description.
1082
1083=item I<speed> <number>
1084
1085If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1086lamp burns it's fuel (I<food>).
1087
1088Setting FLAG_CHANGING makes only sense on the archetype which represents
1089the 'on' state of the lamp.
1090
1091See also the description of FLAG_CHANGING.
1092
1093Lamps which have no FLAG_CHANGING set would also make sense and represent
1094lamps that never burn up.
1095
1096=item I<other_arch> <number>
1097
1098This is the field that points to the 'other' archetype which represents the
1099opposite state of the lamp. The newly from I<other_arch> derived object will
1100replace the current object and will get the value of I<food> of the replaced object.
1101
1102Rationale:
1103
1104When the lamp (on) is applied a new object is derived from the archetype
1105in I<other_arch> and the I<food> value is copied to it ('the fuel is
1106transferred'). The new lamp (off) object has to have a I<other_arch> field
1107which points to the archetype from which a lamp (on) can be derived.
1108
1109=item I<food> <number>
1110
1111This fields stands for the fuel of the lamp.
1112
1113=back
1114 1119
1115=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators 1120=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1116 1121
1117This type of objects multiplies objects that are above it when it is activated. 1122This type of objects multiplies objects that are above it when it is activated.
1118You can even multiply by 0, which will destroy the object. 1123You can even multiply by 0, which will destroy the object.
1125 1130
1126=item I<other_arch> <string> 1131=item I<other_arch> <string>
1127 1132
1128The archetype name of the objects that should be multiplied. 1133The archetype name of the objects that should be multiplied.
1129 1134
1130=item I<connected> <number> 1135=item I<connected> <identifier>
1131 1136
1132See generic object field description. 1137See generic object field description.
1133 1138
1134=back 1139=back
1135 1140
1153when the connection is activated. This field only has effect when the 1158when the connection is activated. This field only has effect when the
1154connection is triggered. So if you put a closed hole on a map, and the 1159connection is triggered. So if you put a closed hole on a map, and the
1155connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the 1160connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1156connection was triggered once. 1161connection was triggered once.
1157 1162
1158=item I<connected> <connection id> 1163=item I<connected> <identifier>
1159 1164
1160This is the connection id, which lets the hole opening or closing when 1165This is the connection id, which lets the hole opening or closing when
1161activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1166activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1162at which connection state the object is activated. 1167at which connection state the object is activated.
1163 1168

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