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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
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
93=item I<x> <number>
94
95The x position of the object when it is on a map.
96
97=item I<y> <number>
98
99The y position of the object when it is on a map.
100
101=item I<map> (internal)
102
103The map the object is on.
104
71=item invisible <number> 105=item I<invisible> <number>
72 106
73If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 109and is decreased every tick by 1.
76 110
77For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
78 112
79=item speed <number> 113=item I<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>
80 120
81If 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
82on 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!).
83 123
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 124If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick. 125from the active object list and it won't experience any processing per tick.
86 126
87=item speed_left <number> 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>
88 132
89If 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
90active list (mostly means it's speed is also greater than 0): 134active list (mostly means it's speed is also greater than 0):
91 135
92 - speed_left is decreased by 1 136 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 137 - and this object is processed and experiences a server tick.
94 138
95If the object is on the active list and speed_left is lower or 139If the object is on the active list and I<speed_left> is lower or
96equal to 0 the absolute value of the speed field is added to speed_left 140equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 141on the end of the tick.
98 142
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 143This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
100the more seldom the object is processed. And the higher the speed field is 144the more seldom the object is processed. And the higher I<speed> is
101the more often the object is processed. 145the more often the object is processed.
102 146
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
103=item no_drop (0|1) 156=item I<no_drop> (0|1)
104 157
105Sets the flag FLAG_NO_DROP. 158Sets the flag FLAG_NO_DROP.
106See Flags section below. 159See Flags section below.
107 160
108=item applied (0|1) 161=item I<applied> (0|1)
109 162
110Sets the flag FLAG_APPLIED. 163Sets the flag FLAG_APPLIED.
111See Flags section below. 164See Flags section below.
112 165
113=item is_used_up (0|1) 166=item I<is_used_up> (0|1)
114 167
115Sets the flag FLAG_IS_USED_UP. 168Sets the flag FLAG_IS_USED_UP.
116See Flags section below. 169See Flags section below.
117 170
171=item I<changing> (0|1)
172
173Sets the flag FLAG_CHANGING.
174See Flags section below.
175
118=item auto_apply (0|1) 176=item I<auto_apply> (0|1)
119 177
120Sets the flag FLAG_AUTO_APPLY. 178Sets the flag FLAG_AUTO_APPLY.
121See Flags section below. 179See Flags section below.
122 180
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
123=item activate_on_push (0|1) (default: 1) 201=item I<activate_on_push> (0|1) (default: 1)
124 202
125Sets the flag FLAG_ACTIVATE_ON_PUSH. 203Sets the flag FLAG_ACTIVATE_ON_PUSH.
126See Flags section below. 204See Flags section below.
127 205
128=item activate_on_release (0|1) (default: 1) 206=item I<activate_on_release> (0|1) (default: 1)
129 207
130Sets the flag FLAG_ACTIVATE_ON_RELEASE. 208Sets the flag FLAG_ACTIVATE_ON_RELEASE.
131See Flags section below. 209See Flags section below.
132 210
211=item I<is_lightable> (0|1)
212
213Sets the flag FLAG_IS_LIGHTABLE.
214See Flags section below.
215
133=item editable (more than deprecated) 216=item I<editable> (more than deprecated)
134 217
135This field had a special meaning for crossedit, which used parts 218This field had a special meaning for crossedit, which used parts
136of the server code for editing. Wherever you see this attribute being 219of the server code for editing. Wherever you see this field being
137set in an archetype ignore it and/or remove it. No code interprets this 220set in an archetype ignore it and/or remove it. No code interprets this
138field anymore. 221field anymore.
139 222
140=back 223=back
141 224
153 236
154This flag mostly states whether this object has been 'applied' by the player. 237This flag mostly states whether this object has been 'applied' by the player.
155For objects that are applied by the code or have this flag set in the archetype 238For objects that are applied by the code or have this flag set in the archetype
156it mostly means 'this object is active'. 239it mostly means 'this object is active'.
157 240
158For example the player adjustments of the hp/sp/grace fields and inheritance 241For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
159of flags from objects in his inventory is toggled by this flag. 242of flags from objects in his inventory is toggled by this flag.
160 243
161=item FLAG_IS_USED_UP 244=item FLAG_IS_USED_UP
162 245
163This flag controls whether an object is 'used up'. If it is set the 'food' field 246This flag controls whether an object is 'used up'. If it is set I<food>
164of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 247is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
165it is removed.
166 248
167If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 249If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
168this object is removed or not, see the Force type below for the meaning 250this object is removed or not, see the B<FORCE> type below for the meaning
169of the duration field in this context. 251of the duration field in this context.
170 252
171If FLAG_APPLIED is not set the object is destroyed. 253If FLAG_APPLIED is not set the object is destroyed.
172 254
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
173=item FLAG_IS_A_TEMPLATE (internal use) 273=item FLAG_IS_A_TEMPLATE (internal use)
174 274
175This flag is set on the inventory of generators like CREATORs and CONVERTERs, 275This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
176or 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.
177 277
178=item FLAG_AUTO_APPLY 278=item FLAG_AUTO_APPLY
179 279
180This flag has currently only meaning for the TREASURE type, see below. 280This flag has currently only meaning for the B<TREASURE> type, see below.
181 281
182=item FLAG_ACTIVATE_ON_PUSH 282=item FLAG_ACTIVATE_ON_PUSH
183 283
184This flag has only meaning for objects that can be linked together 284This flag has only meaning for objects that can be linked together
185with the 'connected' field and controls wether the object should 285by the I<connected> field and controls wether the object should
186be activated when the connection is 'pushed' or it is 'released'. 286be activated when the connection is 'pushed' or it is 'released'.
187 287
288What 'pushed' and 'released' means depends on the object that
289activates the connection.
290
188This flag is by default on. 291This flag is by default on.
189 292
190=item FLAG_ACTIVATE_ON_RELEASE 293=item FLAG_ACTIVATE_ON_RELEASE
191 294
192This flag has only meaning for objects that can be linked together 295This flag has only meaning for objects that can be linked together
193with the 'connected' field and controls wether the object should 296by the I<connected> field and controls wether the object should
194be activated when the connection is 'pushed' or it is 'released'. 297be activated when the connection is 'pushed' or it is 'released'.
195 298
299What 'pushed' and 'released' means depends on the object that
300activates the connection.
301
196This flag is by default on. 302This flag is by default on.
197 303
198=back 304=item FLAG_NO_STEAL
199 305
200=head2 Description of type specific attributes 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
201 359
202The beginning of the headers of the following subsection 360The beginning of the headers of the following subsection
203are 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.
204 362
205=head3 TRANSPORT - type 2 - Player transports 363=head3 B<TRANSPORT> - type 2 - Player transports
206 364
207This type is implemented by the transport extension and has currently no special 365This type is implemented by the transport extension and has currently no special
208attributes that affect it. 366fields that affect it.
209 367
210=head3 ROD - type 3 - Rods that fire spells 368=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
211 369
212Rods contain spells and can be fired by a player. 370Rods contain spells and can be fired by a player.
213 371
214=over 4 372=over 4
215 373
216=item level <number> 374=item I<level> <number>
217 375
218This attribute is used for calculating the spell level that can be fired 376This field is used for calculating the spell level that can be fired
219with this rod, it's also the maximum level of the spell that can be fired. 377with this rod, it's also the maximum level of the spell that can be fired.
220The level of the spell that is being fired depends mostly on 378The level of the spell that is being fired depends mostly on
221the 'use magic item' skill level of the player and 1/10 of the level of the 379the 'use magic item' skill level of the player and 1/10 of the level of the
222rod is added as bonus. 380rod is added as bonus.
223 381
224=item hp <number> 382=item I<hp> <number>
225 383
226The amount of spellpoints this rod has left. 384The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
385maxhp/10> per tick.
227 386
228=item maxhp <number> 387=item I<maxhp> <number>
229 388
230The maximum amount of spellpoints this rod has. 389The maximum amount of spellpoints this rod has.
231 390
232=item skill <skill name> 391=item I<skill> <skill name>
233 392
234This field determines which skill you need to apply this object. 393This field determines which skill you need to apply this object.
235 394
236=back 395=back
237 396
238=head3 TREASURE - type 4 - Treasures 397=head3 B<TREASURE> - type 4 - Treasures
239 398
240This type of objects are for random treasure generation in maps. 399This type of objects are for random treasure generation in maps.
241If this object is applied by a player it will replace itself with it's 400If this object is applied by a player it will replace itself with it's
242inventory. If it is automatically applied 401inventory. If it is automatically applied
243generate a treasure and replace itself with the generated treasure. 402generate a treasure and replace itself with the generated treasure.
245Chests are also of this type, their treasures are generated by 404Chests are also of this type, their treasures are generated by
246the auto apply code on map instantiation. 405the auto apply code on map instantiation.
247 406
248=over 4 407=over 4
249 408
250=item hp <number> 409=item I<hp> <number>
251 410
252The number of treasures to generate. 411The number of treasures to generate.
253 412
254=item exp <level> 413=item I<exp> <level>
255 414
256If FLAG_AUTO_APPLY is not set the exp field has no further meaning 415If FLAG_AUTO_APPLY is not set the exp field has no further meaning
257and the difficulty for the treasurecode only depends on the maps difficulty, 416and the difficulty for the treasurecode only depends on the maps difficulty,
258otherwise the exp field has the following meaning: 417otherwise the exp field has the following meaning:
259 418
262worth a treasure is or what bonuses it is given by the treasure code. 421worth a treasure is or what bonuses it is given by the treasure code.
263 422
264If this field is not set or 0 the difficulty of the map is passed to the treasure 423If this field is not set or 0 the difficulty of the map is passed to the treasure
265generation code. 424generation code.
266 425
267=item randomitems <treasurelist> 426=item I<randomitems> <treasurelist>
268 427
269The treasurelist to use to generate the treasure which is put in the 428The treasurelist to use to generate the treasure which is put in the
270treasure objects inventory. 429treasure objects inventory.
271 430
272=back 431=back
273 432
274=head3 POTION - type 5 - Potions for drinking and other nastynesses 433=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
275 434
276These objects contain a spell and will emit it on apply, which most 435These objects contain a spell and will emit it on apply, which most
277of the time has the meaning of 'drinking'. 436of the time has the meaning of 'drinking'.
278 437
279If no resistancy field, stat field or attacktype is set and no spell 438If no resistancy field, stat field or attacktype is set and no spell
284If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 443If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
285will yield an explosion and hurt the player. 444will yield an explosion and hurt the player.
286 445
287=over 4 446=over 4
288 447
289=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 448=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
290 449
291These stat fields determine how many stat points the player gets 450These stat fields determine how many stat points the player gets
292when he applies this potion. 451when he applies this potion.
293 452
294If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 453If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
295 454
296=item sp <number> 455=item I<sp> <number>
297 456
298If this field is set and the randomitems field is not set 457If this field is set and the randomitems field is not set
299the field is interpreted as spell number, please look the right 458the field is interpreted as spell number, please look the right
300number up in common/loader.C. 459number up in common/loader.C.
301 460
302If this field is set the randomitems field will be unset by the 461If this field is set the randomitems field will be unset by the
303map loading code. 462map loading code.
304 463
305=item attacktype <attacktype> 464=item I<attacktype> <attacktype>
306 465
307This field has some special meaning in potions, currently the 466This field has some special meaning in potions, currently the
308bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 467bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
309restoration potion or improvement potion. 468restoration potion or improvement potion.
310See include/attackinc.h for the bits of these types. 469See include/attackinc.h for the bits of these types.
311 470
312If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION 471If AT_DEPLETE is set the player will be restored and the "depletion"
313will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED 472will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
314set the player will be drained a random stat by inserting an ARCH_DEPLETION 473set the player will be drained a random stat by inserting an "depletion"
315into him. 474into him.
316 475
317If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 476If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
318When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 477When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
319 478
320=item resist_<resistancy> <number> 479=item I<resist_RESISTANCY> <number>
321 480
322If this stat is set and no spell is in the potion the potion 481If this stat is set and no spell is in the potion the potion
323will create a force that give the player this specific resistancy. 482will create a force that give the player this specific resistancy.
324The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 483The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
325and the potion will last 10 times longer than the default force archetype 484and the potion will last 10 times longer than the default force archetype
326FORCE_NAME (at the moment of this writing spell/force.arc). 485FORCE_NAME (at the moment of this writing spell/force.arc).
327 486
328=item randomitems <treasurelist> 487=item I<randomitems> <treasurelist>
329 488
330The inventory/spell of the potion will be created by calling the treasure code 489The inventory/spell of the potion will be created by calling the treasure code
331with the treasurelist specified here. (I guess it's highly undefined what 490with the treasurelist specified here. (I guess it's highly undefined what
332happens if there is not a spell in the potions inventory). 491happens if there is not a spell in the potions inventory).
333 492
334=item on_use_yield <archetype> 493=item I<on_use_yield> <archetype>
335 494
336When this object is applied an instance of <archetype> will be created. 495When this object is applied an instance of <archetype> will be created.
337 496
338=item subtypes <potion subtype> 497=item I<subtypes> <potion subtype>
339 498
340see include/spells.h for possible potion subtypes, there are currently 4: 499see include/spells.h for possible potion subtypes, there are currently 4:
341 500
342=over 4 501=over 4
343 502
346Unused, default behaiour of a potion. 505Unused, default behaiour of a potion.
347 506
348=item POT_DUST 507=item POT_DUST
349 508
350This potion can be thrown to cast the spell that it has in it's inventory, 509This potion can be thrown to cast the spell that it has in it's inventory,
351the behaviour is not defined if there is not a spell in the inventory and the 510the behaviour is not defined if there is not a B<SPELL> in the inventory and the
352server will log an error. 511server will log an error.
353 512
354=item POT_FIGURINE 513=item POT_FIGURINE
355 514
356Unused, default behaiour of a potion. 515Unused, default behaiour of a potion.
361 520
362=back 521=back
363 522
364=back 523=back
365 524
366=head3 FOOD - type 6 - Eatable stuff 525=head3 B<FOOD> - type 6 - Edible stuff
367 526
368This is for objects that are representing general eatables like 527This is for objects that are representing general eatables like
369beef or bread. 528beef or bread.
370 529
371The main difference between FOOD, FLESH and DRINK is that they 530The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
372give different messages. 531give different messages.
373 532
374The specialty of FLESH is that it inherits the resistancies of the 533The specialty of B<FLESH> is that it inherits the resistancies of the
375monsters it was generated in and will let dragons raise their resistancies 534monsters it was generated in and will let dragons raise their resistancies
376with that. 535with that. If the monster has the B<POISON> attacktype the B<FLESH>
536will change into B<POISON>.
377 537
378If a player runs low on food he will grab for FOOD, DRINK and POISON 538If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
379and if he doesn't find any of that he will start eating FLESH. 539and if he doesn't find any of that he will start eating B<FLESH>.
380 540
381=over 4 541=over 4
382 542
383=item title <string> 543=item I<title> <string>
384 544
385If the food has a title or is cursed it is considered 'special', which means that the 545If the food has B<title> set or is cursed it is considered 'special', which
386fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 546means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
387are interpreted and have further effects on the player. 547I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
548on the player.
388 549
389The higher the food field is the longer the improvement of the player lasts 550The higher the I<food> field is the longer the improvement of the player lasts
390(except for hp and sp). 551(except for I<hp> and I<sp>).
391 552
392=item food <number> 553=item I<food> <number>
393 554
394This is the amount of food points the player gets when he eats this. 555This is the amount of food points the player gets when he eats this.
395 556
396=item on_use_yield <archetype> 557=item I<on_use_yield> <archetype>
397 558
398When this object is applied an instance of <archetype> will be created. 559When this object is applied an instance of <archetype> will be created.
399 560
400=back 561=back
401 562
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
402=head3 WEAPON - type 15 - Weapons 802=head3 B<WEAPON> - type 15 - Weapons
403 803
404This type is for general hack and slash weapons like swords, maces 804This type is for general hack and slash weapons like swords, maces
405and daggers and and .... 805and daggers and and ....
406 806
407=over 4 807=over 4
408 808
409=item weapontype <type id> 809=item I<weapontype> <type id>
410 810
411decides what attackmessages are generated, see include/define.h 811decides what attackmessages are generated, see include/define.h
412 812
413=item attacktype <bitmask> 813=item I<attacktype> <bitmask>
414 814
415bitfield which decides the attacktype of the damage, see include/attackinc.h 815bitfield which decides the attacktype of the damage, see include/attackinc.h
416 816
417=item dam <number> 817=item I<dam> <number>
418 818
419amount of damage being done with the attacktype 819amount of damage being done with the attacktype
420 820
421=item item_power <level> 821=item I<item_power> <level>
422 822
423the itempower of this weapon. 823the itempower of this weapon.
424 824
425=item name 825=item I<name>
426 826
427the name of the weapon. 827the name of the weapon.
428 828
429=item level (internal) 829=item I<level> (internal)
430 830
431The improvement state of the weapon. 831The improvement state of the weapon.
432If 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
433characters name who improved this weapon. 833characters name who improved this weapon.
434 834
435=item last_eat (internal) 835=item I<last_eat> (internal)
436 836
437seems to be the amount of improvements of a weapon, 837This seems to be the amount of improvements of a weapon,
438the 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):
439 839
440 ((who->level / 5) + 5) >= op->last_eat 840 ((who->level / 5) + 5) >= op->last_eat
441 841
442=item last_sp 842=item I<last_sp>
443 843
444the weapon speed (see magic description) 844the weapon speed (see magic description)
445 845
446=item food <number> 846=item I<food> <number>
447 847
448addition to food regeneration of the player 848addition to food regeneration of the player
449 849
450=item hp <number> 850=item I<hp> <number>
451 851
452addition to health regeneration 852addition to health regeneration
453 853
454=item sp <number> 854=item I<sp> <number>
455 855
456addition to mana regeneration 856addition to mana regeneration
457 857
458=item grace <number> 858=item I<grace> <number>
459 859
460addititon to grace regeneration 860addititon to grace regeneration
461 861
462=item gen_sp_armour <number> 862=item I<gen_sp_armour> <number>
463 863
464the players gen_sp_armour field (which is per default 10) is added the <number> amount. 864the players I<gen_sp_armour> field (which is per default 10) is being added the
465gen_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
466is multiplied: gen_sp *= 10/<number> 866do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
467meaning: values > 10 of gen_sp_armour limits the amout of regenerated 867I<gen_sp_armour> limits the amout of regenerated spellpoints.
468spellpoints.
469 868
470generally 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
471sp regeneration. 870I<sp> regeneration.
472 871
473=item body_<body slot/part> 872=item I<body_BODYSLOT>
474 873
475the 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
476looked up in common/item.C at body_locations. 875C<BODYSLOT> should be looked up in common/item.C at body_locations.
477 876
478=item resist_<resistnacy> <number> 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>
479 883
480this 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%
481is multiplied, something like this: 885is multiplied, something like this:
482 886
483 additional_resistancy = (100 - current_resistanct) * (<number>/100) 887 additional_resistancy = (100 - current_resistancy) * (<number>/100)
484 888
485if <number> is negative it is added to the total vulnerabilities, 889if <number> is negative it is added to the total vulnerabilities,
486and later the total resistance is decided by: 890and later the total resistance is decided by:
487 891
488 'total resistance = total protections - total vulnerabilities' 892 'total resistance = total protections - total vulnerabilities'
489 893
490see also common/living.C:fix_player 894see also common/living.C:fix_player.
491 895
492=item patch_(attuned|repelled|denied) 896=item I<path_(attuned|repelled|denied)>
493 897
494this 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_*
495for the pathes. 899for the pathes.
496 900
497=item luck <number> 901=item I<luck> <number>
498 902
499this luck is added to the players luck 903this luck is added to the players I<luck>
500 904
501=item move_type 905=item I<move_type>
502 906
503if 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>
504 908
505=item exp <number> 909=item I<exp> <number>
506 910
507the added_speed and bonus_speed of the player is raised by <number>/3. 911the added_speed and bonus_speed of the player is raised by <number>/3.
508if <number> < 0 then the added_speed is decreased by <number> 912if <number> < 0 then the added_speed is decreased by <number>
509 913
510=item weight 914=item I<weight>
511 915
512the weight of the weapon 916the weight of the weapon
513 917
514=item magic 918=item I<magic>
515 919
516the magic field affects the amounts of the following fields: 920the I<magic> field affects the amounts of the following fields:
517 921
518 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 922 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
519 923
520 - 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
521 925
522 - dam: the players dam is adjusted by: player->dam += (dam + magic) 926 - dam: the players dam is adjusted by: player->dam += (dam + magic)
523 927
524 - 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
525 (minium is 0) 929 (minium is 0)
526 930
527=item ac <number> 931=item I<ac> <number>
528 932
529the 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.
530 934
531=item wc <number> 935=item I<wc> <number>
532 936
533the amount of wc points the player's wc is decreased 937the amount of wc points the player's I<wc> is decreased when applying this object.
534 938
535=back 939=back
536 940
537=head4 Player inherits following flags from weapons: 941=head4 Player inherits following flags from weapons:
538 942
543 FLAG_XRAYS 947 FLAG_XRAYS
544 FLAG_BLIND 948 FLAG_BLIND
545 FLAG_SEE_IN_DARK 949 FLAG_SEE_IN_DARK
546 FLAG_UNDEAD 950 FLAG_UNDEAD
547 951
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
548=head3 DRINK - type 54 - Drinkable stuff 1032=head3 B<DRINK> - type 54 - Drinkable stuff
549 1033
550See FOOD description. 1034See B<FOOD> description.
551 1035
552=head3 CHECK_INV - type 64 - Inventory checkers 1036=head3 B<CHECK_INV> - type 64 - Inventory checkers
553 1037
554This object checks whether the player has a specific item in his 1038This object checks whether the player has a specific item in his
555inventory when he moves above the inventory checker. If the player has 1039inventory when he moves above the inventory checker. If the player has
556the item (or not, which can be controlled with a flag) a connection will be triggered. 1040the item (or not, which can be controlled with a flag) a connection will be triggered.
557 1041
558If you set move_block you can deny players and monsters to reach the space where 1042If you set I<move_block> you can deny players and monsters to reach the space where
559the inventory checker is on, see 'move_block' description below. 1043the inventory checker is on, see I<move_block> description below.
560 1044
561The conditions specified by hp, slaying and race are concationated with OR. 1045The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
562So matching one of those conditions is enough. 1046So matching one of those conditions is enough.
563 1047
564=over 4 1048=over 4
565 1049
566=item move_block <move type bitmask> 1050=item I<move_block> <move type bitmask>
567 1051
568If you set this field to block a movetype the move code will block any moves 1052If you set this field to block a movetype the move code will block any moves
569onto the space with the inventory checker, IF the moving object doesn't have 1053onto the space with the inventory checker, IF the moving object doesn't have
570(or has - if last_sp = 0) the item that the checker is searching for. 1054(or has - if I<last_sp> = 0) the item that the checker is searching for.
571 1055
572=item last_sp (0|1) 1056=item I<last_sp> (0|1)
573 1057
574If last_sp is 1 'having' the item that is being checked for will 1058If I<last_sp> is 1 'having' the item that is being checked for will
575activate the connection or make the space with the checker non-blocking. 1059activate the connection or make the space with the checker non-blocking.
576If last_sp is 0 'not having' the item will activate the connection 1060If I<last_sp> is 0 'not having' the item will activate the connection
577or make the space with the checker non-blocking. 1061or make the space with the checker non-blocking.
578 1062
579=item last_heal (0|1) 1063=item I<last_heal> (0|1)
580 1064
581If last_heal is 1 the matching item will be removed if the inventory checker 1065If I<last_heal> is 1 the matching item will be removed if the inventory checker
582activates a connection and finds the item in the inventory. 1066activates a connection and finds the item in the inventory.
583 1067
584(A inventory checker that blocks a space won't remove anything from inventories) 1068(A inventory checker that blocks a space won't remove anything from inventories)
585 1069
586=item hp <number> 1070=item I<hp> <number>
587 1071
588If this field is not 0 the inventory checker will search for an object 1072If this field is not 0 the inventory checker will search for an object
589with the type id <number>. 1073with the type id <number>.
590 1074
591=item slaying <string> 1075=item I<slaying> <string>
592 1076
593If this field is set the inventory checker will search for an object that 1077If this field is set the inventory checker will search for an object that
594has the same string in the slaying field (for example a key string of a key). 1078has the same string in the I<slaying> field (for example a key string of a key).
595 1079
596=item race <string> 1080=item I<race> <string>
597 1081
598If this field is set the inventory checker will search for an object which 1082If this field is set the inventory checker will search for an object which
599has the archetype name that matches <string>. 1083has the archetype name that matches <string>.
600 1084
601=item connected <connection id> 1085=item I<connected> <identifier>
602 1086
603This is the connection that will be activated. 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.
604 1090
605=back 1091See also the description of the I<connected> field in the generic object
1092field section.
606 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
607=head3 FLESH - type 72 - Organs and body parts 1112=head3 B<FLESH> - type 72 - Organs and body parts
608 1113
609See FOOD description. 1114See B<FOOD> description.
610 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
611=head3 HOLE - type 94 - Holes 1141=head3 B<HOLE> - type 94 - Holes
612 1142
613Holes are holes in the ground where objects can fall through. When the hole 1143B<HOLE>s are holes in the ground where objects can fall through. When the hole
614opens and/or is completly open all objects above it fall through (more 1144opens and/or is completly open all objects above it fall through (more
615precisely: if their head is above the hole). 1145precisely: if their head is above the hole).
616 1146
1147When the B<HOLE> is activated it's speed is set to 0.5.
1148
617Trapdoors can only transfer the one who falls through to other coordinates 1149These holes can only transfer the one who falls through to other coordinates
618on the B<same> map. 1150on the same map.
619 1151
620=over 4 1152=over 4
621 1153
622=item maxsp (0|1) 1154=item I<maxsp> (0|1)
623 1155
624This field negates the state of the connection: When maxsp is 1 the pit will 1156This field negates the state of the connection: When maxsp is 1 the pit will
625open/close when the connection is deactivated. Otherwise it will open/close 1157open/close when the connection is deactivated. Otherwise it will open/close
626when the connection is activated. This field only has effect when the 1158when the connection is activated. This field only has effect when the
627connection 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
628connection is deactivated, and 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
629connection was triggered once. 1161connection was triggered once.
630 1162
631=item connected <connection id> 1163=item I<connected> <identifier>
632 1164
633This 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
634activated. 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
635at which connection state the object is activated. 1167at which connection state the object is activated.
636 1168
637For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1169For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
638the connection is released. 1170the connection is released.
639 1171
640=item wc <number> (internal) 1172=item I<wc> <number> (internal)
641 1173
642This is an internal flag. If it is greater than 0 it means that the hole is not 1174This is an internal field. If it is greater than 0 it means that the hole is not
643yet fully open. More preciesly: this field is the animation-step and if it is 1175yet fully open. More preciesly: this field is the animation-step and if it is
644set to the 'closed' step of the animation the hole is closed and if it is on 1176set to the 'closed' step of the animation the hole is closed and if it is on
645the 'open' animation step (wc = 0), the hole is open. 1177the 'open' animation step (I<wc> = 0), the hole is open.
646 1178
647=item sp <number> 1179=item I<sp> <number>
648 1180
649The destination y coordinates on the same map. 1181The destination y coordinates on the same map.
650 1182
651=item hp <number> 1183=item I<hp> <number>
652 1184
653The destination x coordinates on the same map. 1185The destination x coordinates on the same map.
654 1186
655=back 1187=back
656 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
657=head3 FORCE - type 114 - Forces 1215=head3 B<FORCE> - type 114 - Forces
658 1216
659Forces are a very 'thin' type. They don't have much behaviour other than 1217Forces are a very 'thin' type. They don't have much behaviour other than
660disappearing after a time and/or affecting the player if they are in his 1218disappearing after a time and/or affecting the player if they are in his
661inventory. 1219inventory.
662 1220
663Forces only take effect on the player if they have set FLAG_APPLIED. 1221Forces only take effect on the player if they have FLAG_APPLIED set.
664 1222
665Whether the duration field is processed or not a tick is controlled via the 1223Whether the I<duration> field is processed or not per tick is controlled by the
666speed and speed_left field. Look above at the generic description of these 1224I<speed> and I<speed_left> fields. Look above in the generic object field description.
667fields.
668 1225
669NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1226NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
670like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1227interpreter like described in the description of the FLAG_IS_USED_UP flag.
6710 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1228BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
672If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1229will still last for I<duration>. If the FLAG_APPLIED is not set the force is
673Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1230removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1231have good semantics on forces, try to avoid it.
674 1232
675=over 4 1233=over 4
676 1234
677=item duration 1235=item I<duration>
678 1236
679While this field is greater than 0 the force/object is not destroyed. It is 1237While this field is greater than 0 the force/object is not destroyed. It is
680decreased each tick by 1. 1238decreased each tick by 1.
681 1239
682If it reaches 0 the force/object is destroyed. 1240If it reaches 0 the force/object is destroyed.
685FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1243FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
686what happens then. 1244what happens then.
687 1245
688=back 1246=back
689 1247
690=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1248=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
691 1249
692This object is generated by the POTION code when the potion is a resistance 1250This object is generated by the B<POTION> code when the potion is a resistance
693giving potion. It has mainly the same behaviour as a FORCE. 1251giving potion. It has mainly the same behaviour as a B<FORCE>.
694 1252
695The specialty of the potion effect is that the resistancy it gives is absolute, 1253The specialty of the potion effect is that the resistancy it gives is absolute,
696so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1254so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
697fire. 1255fire.
698 1256
699Multiple potion effects only give you the maximum of their resistancy. 1257Multiple potion effects only give you the maximum of their resistancy.

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