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Revision 1.6 by elmex, Tue Dec 19 15:30:01 2006 UTC vs.
Revision 1.15 by elmex, Wed Dec 20 20:25:59 2006 UTC

7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like I<this>.
19
12=head2 About archetypes and objects 20=head2 About archetypes and objects
13 21
14Field denotes an attribute of an archetype. 22Archetypes are 'templates' of objects. If an object is derived
23from an archetype the object fields will be set to the corresponding
24fields in the archetype.
25
26When a map is instanciated (loaded), the 'object' description on the
27map are considered patches of the archetype.
28
29This document does explain the behaviour of the objects and the meaning of
30their fields in the server engine, which are derived from archetypes.
31
15This is an example of an archetype: 32This is an example of an archetype:
16 33
17 Object button_trigger 34 Object button_trigger
18 name button 35 name button
19 type 30 36 type 30
30 editable 48 47 editable 48
31 visibility 50 48 visibility 50
32 weight 1 49 weight 1
33 end 50 end
34 51
35This archetype has the name 'button_trigger' and the objects that 52The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 53instances (objects) that are created/derived from this archetype have the
54name 'button' (which means that the field I<name> of the object will be set
55to the same value as the archetypes field I<name>).
37 56
38The next field 'type' decides the main behaviour of this archetype. 57The 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 58For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 59you might find a line like:
41 60
42 #define TRIGGER_BUTTON        30 61 #define TRIGGER_BUTTON        30
43 62
44The server internally works with objects that 'inherit' attributes from 63The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 64For more information on this look in the Flags subsection in the next section
46 65
47The following documentation will also document the meaning of code internal 66The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 67fields 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 68or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 69
52=head2 Description of generic archetype and object attributes 70=head2 Description of (mostly) generic object fields
53 71
54These are the fields that most of the objects have and/or their 72These are the fields that most of the objects have and/or their
55default behaviour. 73default behaviour.
56 74
57=over 4 75=over 4
65The name of a collection of these objects (the plural of the name). 83The name of a collection of these objects (the plural of the name).
66 84
67=item face <facename> 85=item face <facename>
68 86
69The graphical appearance of this object. 87The graphical appearance of this object.
88
89=item x <number>
90
91The x position of the object when it is on a map.
92
93=item y <number>
94
95The y position of the object when it is on a map.
96
97=item map (internal)
98
99The map the object is on.
70 100
71=item invisible <number> 101=item invisible <number>
72 102
73If the <number> is greater than 0 the object is invisible. 103If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 104For players this field reflects the duration of the invisibility
94 124
95If the object is on the active list and speed_left is lower or 125If the object is on the active list and speed_left is lower or
96equal to 0 the absolute value of the speed field is added to speed_left 126equal to 0 the absolute value of the speed field is added to speed_left
97on the end of the tick. 127on the end of the tick.
98 128
129This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED)
130the more seldom the object is processed. And the higher the speed field is
131the more often the object is processed.
132
133=item connected <number>
134
135When this field is set the object will be linked to a connection with the
136id <number>. What happens when the connection is 'activated' depends on the
137type of the object.
138
139When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
140when to activate the object, see description of these below for further details.
141
99=item no_drop (0|1) 142=item no_drop (0|1)
100 143
101Sets the flag FLAG_NO_DROP. 144Sets the flag FLAG_NO_DROP.
102See Flags section below. 145See Flags section below.
103 146
109=item is_used_up (0|1) 152=item is_used_up (0|1)
110 153
111Sets the flag FLAG_IS_USED_UP. 154Sets the flag FLAG_IS_USED_UP.
112See Flags section below. 155See Flags section below.
113 156
157=item changing (0|1)
158
159Sets the flag FLAG_CHANGING.
160See Flags section below.
161
114=item auto_apply (0|1) 162=item auto_apply (0|1)
115 163
116Sets the flag FLAG_AUTO_APPLY. 164Sets the flag FLAG_AUTO_APPLY.
117See Flags section below. 165See Flags section below.
118 166
167=item no_steal (0|1)
168
169Sets the flag FLAG_NO_STEAL.
170See Flags section below.
171
172=item reflecting (0|1)
173
174Sets the flag FLAG_REFLECTING.
175See Flags section below.
176
177=item reflect_spell (0|1)
178
179Sets the flag FLAG_REFL_SPELL.
180See Flags section below.
181
182=item no_skill_ident (0|1)
183
184Sets the flag FLAG_NO_SKILL_IDENT.
185See Flags section below.
186
119=item activate_on_push (0|1) (default: 1) 187=item activate_on_push (0|1) (default: 1)
120 188
121Sets the flag FLAG_ACTIVATE_ON_PUSH. 189Sets the flag FLAG_ACTIVATE_ON_PUSH.
122See Flags section below. 190See Flags section below.
123 191
127See Flags section below. 195See Flags section below.
128 196
129=item editable (more than deprecated) 197=item editable (more than deprecated)
130 198
131This field had a special meaning for crossedit, which used parts 199This field had a special meaning for crossedit, which used parts
132of the server code for editing. Wherever you see this attribute being 200of the server code for editing. Wherever you see this field being
133set in an archetype ignore it and/or remove it. No code interprets this 201set in an archetype ignore it and/or remove it. No code interprets this
134field anymore. 202field anymore.
135 203
136=back 204=back
137 205
164this object is removed or not, see the Force type below for the meaning 232this object is removed or not, see the Force type below for the meaning
165of the duration field in this context. 233of the duration field in this context.
166 234
167If FLAG_APPLIED is not set the object is destroyed. 235If FLAG_APPLIED is not set the object is destroyed.
168 236
237=item FLAG_CHANGING
238
239If the 'state' field of the object is 0 the object will be processed periodically.
240Otherwise it won't "change";
241
169=item FLAG_IS_A_TEMPLATE (internal use) 242=item FLAG_IS_A_TEMPLATE (internal use)
170 243
171This flag is set on the inventory of generators like CREATORs and CONVERTERs, 244This flag is set on the inventory of generators like CREATORs and CONVERTERs,
172or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 245or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
173 246
179 252
180This flag has only meaning for objects that can be linked together 253This flag has only meaning for objects that can be linked together
181with the 'connected' field and controls wether the object should 254with the 'connected' field and controls wether the object should
182be activated when the connection is 'pushed' or it is 'released'. 255be activated when the connection is 'pushed' or it is 'released'.
183 256
257What 'pushed' and 'released' means depends on the object that
258activates the connection.
259
184This flag is by default on. 260This flag is by default on.
185 261
186=item FLAG_ACTIVATE_ON_RELEASE 262=item FLAG_ACTIVATE_ON_RELEASE
187 263
188This flag has only meaning for objects that can be linked together 264This flag has only meaning for objects that can be linked together
189with the 'connected' field and controls wether the object should 265with the 'connected' field and controls wether the object should
190be activated when the connection is 'pushed' or it is 'released'. 266be activated when the connection is 'pushed' or it is 'released'.
191 267
268What 'pushed' and 'released' means depends on the object that
269activates the connection.
270
192This flag is by default on. 271This flag is by default on.
193 272
194=back 273=item FLAG_NO_STEAL
195 274
196=head2 Description of type specific attributes 275When this flag is set this object can't be stolen. The flag will be
276resetted once the object is placed on a map.
277
278When this flag is set on a monster it can defent attempts of stealing
279(but in this context the flag is only used internally).
280
281=item FLAG_NO_SKILL_IDENT
282
283This flag is mostly used internal and prevents unidentified objects
284(objects which don't have FLAG_IDENTIFIED set) being identified by
285skills.
286
287This flag is used to mark objects to never being identified by a skill
288once a player failed to identify an object. So that multiple tries
289of identifying aren't more effective than one.
290
291=item FLAG_REFLECTING
292
293This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW
294to indicate whether this object reflects off walls.
295
296=item FLAG_REFL_SPELL
297
298This flag indicates whether something reflects spells, like spell reflecting
299amuletts.
300
301=back
302
303=head2 Description of type specific fields and behaviour
197 304
198The beginning of the headers of the following subsection 305The beginning of the headers of the following subsection
199are the server internal names for the objects types, see include/define.h. 306are the server internal names for the objects types, see include/define.h.
200 307
201=head3 TRANSPORT - type 2 - Player transports 308=head3 TRANSPORT - type 2 - Player transports
202 309
203This type is implemented by the transport extension and has currently no special 310This type is implemented by the transport extension and has currently no special
204attributes that affect it. 311fields that affect it.
205 312
206=head3 ROD - type 3 - Rods that fire spells 313=head3 ROD - type 3 - Rods that fire spells
207 314
208Rods contain spells and can be fired by a player. 315Rods contain spells and can be fired by a player.
209 316
210=over 4 317=over 4
211 318
212=item level <number> 319=item level <number>
213 320
214This attribute is used for calculating the spell level that can be fired 321This field is used for calculating the spell level that can be fired
215with this rod, it's also the maximum level of the spell that can be fired. 322with this rod, it's also the maximum level of the spell that can be fired.
216The level of the spell that is being fired depends mostly on 323The level of the spell that is being fired depends mostly on
217the 'use magic item' skill level of the player and 1/10 of the level of the 324the 'use magic item' skill level of the player and 1/10 of the level of the
218rod is added as bonus. 325rod is added as bonus.
219 326
327with the treasurelist specified here. (I guess it's highly undefined what 434with the treasurelist specified here. (I guess it's highly undefined what
328happens if there is not a spell in the potions inventory). 435happens if there is not a spell in the potions inventory).
329 436
330=item on_use_yield <archetype> 437=item on_use_yield <archetype>
331 438
332When this object is applied this object will be created. 439When this object is applied an instance of <archetype> will be created.
333This field is also used by FOOD and POISON.
334 440
335=item subtypes <potion subtype> 441=item subtypes <potion subtype>
336 442
337see include/spells.h for possible potion subtypes, there are currently 4: 443see include/spells.h for possible potion subtypes, there are currently 4:
338 444
357Unused, default behaiour of a potion. 463Unused, default behaiour of a potion.
358 464
359=back 465=back
360 466
361=back 467=back
468
469=head3 FOOD - type 6 - Eatable stuff
470
471This is for objects that are representing general eatables like
472beef or bread.
473
474The main difference between FOOD, FLESH and DRINK is that they
475give different messages.
476
477The specialty of FLESH is that it inherits the resistancies of the
478monsters it was generated in and will let dragons raise their resistancies
479with that. If the monster has the POISON attacktype the FLESH
480will change into POISON.
481
482If a player runs low on food he will grab for FOOD, DRINK and POISON
483and if he doesn't find any of that he will start eating FLESH.
484
485=over 4
486
487=item title <string>
488
489If the food has a title or is cursed it is considered 'special', which means that the
490fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp
491are interpreted and have further effects on the player.
492
493The higher the food field is the longer the improvement of the player lasts
494(except for hp and sp).
495
496=item food <number>
497
498This is the amount of food points the player gets when he eats this.
499
500=item on_use_yield <archetype>
501
502When this object is applied an instance of <archetype> will be created.
503
504=back
505
506=head3 POISON - type 7 - Poisonous stuff
507
508This type is for objects that can poison the player when drinking.
509When applied it will hit the attacked with AT_POISON and will create
510a POISONING object in the one who was hit.
511
512=over 4
513
514=item level <number>
515
516This field affects the propability of poisoning. The higher the level difference
517between the one who is hit and the poision the mose propable it is the attacked
518one will be poisoned.
519
520=item slaying <race>
521
522On poison this field has the usual meaning of 'slaying', when the
523ones race matches the slaying field the damage done by the poison
524is multiplied by 3.
525
526=item hp <number>
527
528This is the amount of damage the player will receive from applying this. The
529attacktype AT_POISON will be used to hit the player and the damage will
530determine the strenght, duration and depletion of stats of the poisoning. The
531created POISONING object which is being placed in the one who was attacked will
532get the damage from this field (which is maybe adjusted by slaying or the
533resistancies).
534
535=item food <number>
536
5371/4 of <number> will be drained from the players food.
538
539=item on_use_yield <archetype>
540
541When this object is applied an instance of <archetype> will be created.
542
543=back
544
545=head3 BOOK - type 8 - Readable books
546
547This type is basically for representing text books in the game.
548
549Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
550
551=over 4
552
553=item msg <text>
554
555This is the contents of the book. When this field is unset
556at treasure generation a random text will be inserted.
557
558=item skill <skill name>
559
560The skill required to read this book. (The most resonable
561skill would be literacy).
562
563=item exp <number>
564
565The experience points the player get for reading this book.
566
567=item subtype <readable subtype>
568
569This field determines the type of the readable.
570Please see common/readable.C in the readable_message_types table.
571
572=back
573
574=head3 CLOCK - type 9 - Clocks
575
576This type of objects just display the time when being applied.
577
578=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT)
579
580This is a spell effect of a moving bolt. It moves straigt forward
581through the map until something blocks it.
582If FLAG_REFLECTING is set it even reflects on walls.
583
584FLAG_IS_TURNABLE should be set on these objects.
585
586=over 4
587
588=item move_type <movetype>
589
590This field affects the move type with which the lightning moves through
591the map and which map cells will reflect or block it.
592
593=item attacktype <attacktype>
594
595The attacktype with which it hits the objects on the map.
596
597=item dam <number>
598
599The damage this bolt inflicts when it hits objects on the map.
600
601=item Dex <number>
602
603This is the fork percentage, it is reduced by 10 per fork.
604And the damage is halved on each fork.
605
606=item Con <number>
607
608This value is a percentage of which the forking lightning
609is deflected to the left. This value should be mostly used internally.
610
611=item duration <number>
612
613The duration the bolt stays on a map cell. This field is decreased each time
614the object is processed (see the meaning of speed and speed_left fields in
615the object general description).
616
617=item range <number>
618
619This is the range of the bolt, each space it advances this field is decreased.
620
621=back
622
623=head3 ARROW - type 13 - Arrows
624
625This is the type for objects that represent projectiles like arrows.
626The movement of THROWN_OBJs behave similar to this type.
627
628Flying arrows are stopped either when they hit something blocking
629(move_block) or something which is alive.
630If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
631set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
632damage with a small chance which is affected by the 'level' field of the arrow.
633
634If FLAG_REFLECTING is set on the arrow it will bounce off everything
635that is not alive and blocks it's movement.
636
637When an arrow is being shot it's dam, wc, attacktype, slaying fields will
638be saved in the sp, hp, grace and spellarg fields of the object, to restore them
639once the arrow has been stopped.
640
641=over 4
642
643=item dam <number>
644
645The amount of damage that is being done to the victim that gets hit.
646This field is recomputed when the arrow is fired and will consist
647of the sum of a damage bonus (see description of the BOW type),
648the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field
649and the arrows magic field.
650
651=item wc <number>
652
653The weaponclass of the arrow, which has effect on the propability of hitting.
654
655It is recomputed when the arrow is being fired by this formula:
656
657 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
658 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
659
660When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
661level is not added.
662
663The wc_mod is dependend on the fire mode of the bow. For a more detailed
664explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
665
666=item magic <number>
667
668This field is added to the damage of the arrow when it is shot and
669will also improve it's speed by 1/5 of it's value.
670
671=item attacktype <attacktype>
672
673Bitfield which decides the attacktype of the damage, see include/attackinc.h
674On fireing the attacktype of the bow is added to the arrows attacktype.
675
676=item level <number> (interally used)
677
678The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
679see above in the ARROW description.
680
681The level is set when the arrow is fired to either the skill level or the
682shooters level.
683
684=item speed <number> (internal)
685
686This field shouldn't be set directly in the archetype, the arrow will get it's
687speed from the bow. This fields value has to be atleast 0.5 or otherwise the
688arrow will be stopped immediatly.
689
690On fireing the speed of the arrow is computed of 1/5 of the
691sum of the damage bonus (see BOW), bow magic and arrow magic. After that 1/7
692of the bows 'dam' field is added to the speed of the arrow.
693
694The minimum speed of an arrow is 1.0.
695
696While flying the arrows speed is decreased by 0.05 each time it's moved.
697
698If the speed is above 10.0 it goes straight through the creature it hits and
699it's speed is reduced by 1. If the speed is lower or equal 10.0 the arrow is
700stopped and either sticked into the victim (see weight field description) or
701put on it's map square (if it didn't break, see description of the food field).
702
703=item weight <number>
704
705This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg)
706the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
707
708=item food <number>
709
710The breaking percentage. 100% means: breaks on usage for sure.
711
712=item inventory (internal)
713
714If the flying/moving object has something in it's inventory and it stops, it
715will be replaced with it's inventory. Otherwise it will be handled as usual,
716which means: it will be calculated whether the arrow breaks and it will be
717reset for reuse.
718
719=item slaying <string>
720
721When the bow that fires this arrow has it's slaying field set it is copied
722to the arrows slaying field. Otherwise the arrows slaying field remains.
723
724=item move_type <movetype> (internally used)
725
726This field is set when the arrow is shot to MOVE_FLY_LOW.
727
728=item move_on <movetype> (internally used)
729
730This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
731
732=item race <string>
733
734The race field is a unique key that assigns arrows, bows and quivers. When
735shooting an arrow the bows race is used to search for arrows (which have the
736same race as the bow) in the players inventory and will recursively search in
737the containers (which are applied and have the same race as the bow and the arrow).
738
739=back
740
741=head3 BOW - type 14 - Bows, those that fire ARROWs
742
743TODO, but take into account ARROW description above
362 744
363=head3 WEAPON - type 15 - Weapons 745=head3 WEAPON - type 15 - Weapons
364 746
365This type is for general hack and slash weapons like swords, maces 747This type is for general hack and slash weapons like swords, maces
366and daggers and and .... 748and daggers and and ....
485 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 867 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
486 (minium is 0) 868 (minium is 0)
487 869
488=item ac <number> 870=item ac <number>
489 871
490the amount of ac points the player's ac is decreased 872the amount of ac points the player's ac is decreased when applying this object.
491 873
492=item wc <number> 874=item wc <number>
493 875
494the amount of wc points the player's wc is decreased 876the amount of wc points the player's wc is decreased when applying this object.
495 877
496=back 878=back
497 879
498=head4 Player inherits following flags from weapons: 880=head4 Player inherits following flags from weapons:
499 881
504 FLAG_XRAYS 886 FLAG_XRAYS
505 FLAG_BLIND 887 FLAG_BLIND
506 FLAG_SEE_IN_DARK 888 FLAG_SEE_IN_DARK
507 FLAG_UNDEAD 889 FLAG_UNDEAD
508 890
891=head3 GRIMREAPER - type 28 - Grimreapers
892
893These type are mostly used for monsters, they give the
894monster the ability to dissapear after 10 hits with AT_DRAIN.
895
896=over 4
897
898=item value <number>
899
900This field stores the hits the monster did yet.
901
902=back
903
904=head3 CREATOR - type 42 - Object creators
905
906Once a creator is activated by a connection it creates a number of objects
907(cloned from it's inventory or a new object derived from the archetype
908named in the other_arch slot).
909
910If FLAG_LIVESAFE is set the number of uses is unlimited.
911
912=over 4
913
914=item hp <number>
915
916If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
917be used.
918
919=item speed <number>
920
921If speed is set the creator will create an object periodically,
922see speed and speed_left fields in general object field description
923for more details on how this period works.
924
925=item slaying <string>
926
927If set the generated object's name and
928title will be set to this.
929
930=item other_arch <string>
931
932If the inventory of the creator is empty new objects
933will be derived from the archetype named by <string>.
934
935=item connected <number>
936
937See generic object field section.
938
939=back
940
941=head3 DRINK - type 54 - Drinkable stuff
942
943See FOOD description.
944
509=head3 CHECK_INV - type 64 - Inventory checkers 945=head3 CHECK_INV - type 64 - Inventory checkers
510 946
511This object checks whether the player has a specific item in his 947This object checks whether the player has a specific item in his
512inventory when he moves above the inventory checker. If the player has 948inventory when he moves above the inventory checker. If the player has
513the item (or not, which can be controlled with a flag) a connection will be triggered. 949the item (or not, which can be controlled with a flag) a connection will be triggered.
555If this field is set the inventory checker will search for an object which 991If this field is set the inventory checker will search for an object which
556has the archetype name that matches <string>. 992has the archetype name that matches <string>.
557 993
558=item connected <connection id> 994=item connected <connection id>
559 995
560This is the connection that will be activated. 996This is the connection that will be activated. The connection is
997'pushed' when someone enters the space with the inventory checker,
998and it is 'released' when he leaves it.
999
1000See also the description of the connected field in the generic object field
1001section.
1002
1003=back
1004
1005=head3 FLESH - type 72 - Organs and body parts
1006
1007See FOOD description.
1008
1009=head3 MISC_OBJECT - type 79 - Misc. objects
1010
1011A type for any object that has no special behaviour.
1012
1013=head3 LAMP - type 82 - A lamp
1014
1015This object makes light.
1016
1017=head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators
1018
1019This type of objects multiplies objects that are above it when it is activated.
1020You can even multiply by 0, which will destroy the object.
1021
1022=over 4
1023
1024=item level <number>
1025
1026The multiplicator, if set to 0 or lower it will destroy the objects above it.
1027
1028=item other_arch <string>
1029
1030The archetype name of the objects that should be multiplied.
1031
1032=item connected <number>
1033
1034See generic object field section.
561 1035
562=back 1036=back
563 1037
564=head3 HOLE - type 94 - Holes 1038=head3 HOLE - type 94 - Holes
565 1039
566Holes are holes in the ground where objects can fall through. When the hole 1040Holes are holes in the ground where objects can fall through. When the hole
567opens and/or is completly open all objects above it fall through (more 1041opens and/or is completly open all objects above it fall through (more
568precisely: if their head is above the hole). 1042precisely: if their head is above the hole).
1043
1044When the HOLE is activated it's speed is set to 0.5.
569 1045
570Trapdoors can only transfer the one who falls through to other coordinates 1046Trapdoors can only transfer the one who falls through to other coordinates
571on the B<same> map. 1047on the B<same> map.
572 1048
573=over 4 1049=over 4
605 1081
606The destination x coordinates on the same map. 1082The destination x coordinates on the same map.
607 1083
608=back 1084=back
609 1085
1086=head3 POISONING - type 105 - The poisoning of players and monsters
1087
1088This type is doing the actual damage to the ones who were attacked
1089via AT_POISON (or drank POISON).
1090
1091The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1092there for details).
1093
1094=over 4
1095
1096=item dam <number>
1097
1098Each time the poisoning is processed (which is determined by the speed and speed_left
1099fields, see the general object fields above) it hits the player with
1100<number> damage and the AT_INTERNAL attacktype (means: it will simply
1101hit the player with no strings attached).
1102
1103=item food <number>
1104
1105Just a note: The posion is removed when food == 1 and not when
1106the whole duration is up, because the POISONING code has to remove
1107the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1108deletes the POISONING object.
1109
1110=back
1111
610=head3 FORCE - type 114 - Forces 1112=head3 FORCE - type 114 - Forces
611 1113
612Forces are a very 'thin' type. They don't have much behaviour other than 1114Forces are a very 'thin' type. They don't have much behaviour other than
613disappearing after a time and/or affecting the player if they are in his 1115disappearing after a time and/or affecting the player if they are in his
614inventory. 1116inventory.
615 1117
616Forces only take effect on the player if they have set FLAG_APPLIED. 1118Forces only take effect on the player if they have set FLAG_APPLIED.
617 1119
618Whether the duration field is processed or not a tick is controlled via the 1120Whether the duration field is processed or not a tick is controlled via the
619speed and speed_left field. Look above at the generic description of these 1121speed and speed_left field. Look above in the generic object field description.
620fields. 1122
1123NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field
1124like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches
11250 before duration and FLAG_APPLIED is set, the force will last for 'duration'.
1126If the FLAG_APPLIED is not set the force is removed when food reaches 0.
1127Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces.
621 1128
622=over 4 1129=over 4
623 1130
624=item duration 1131=item duration
625 1132

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