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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
29 walk_off 1
30 editable 48 49 editable 48
31 visibility 50 50 visibility 50
32 weight 1 51 weight 1
33 end 52 end
34 53
35This archetype has the name 'button_trigger' and the objects that 54The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 55instances (objects) that are created/derived from this archetype have the
56name 'button' (which means that the field I<name> of the object will be set
57to the same value as the archetypes field I<name>).
37 58
38The next field 'type' decides the main behaviour of this archetype. 59The 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 60For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 61you might find a line like:
41 62
42 #define TRIGGER_BUTTON        30 63 #define TRIGGER_BUTTON        30
43 64
44The server internally works with objects that 'inherit' attributes from 65The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 66For more information on this look in the Flags subsection in the next section
46 67
47The following documentation will also document the meaning of code internal 68The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 69fields 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 70or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 71
52=head2 Description of generic archetype and object attributes 72=head2 Description of (mostly) generic object fields
53 73
54These are the fields that most of the objects have and/or their 74These are the fields that most of the objects have and/or their
55default behaviour. 75default behaviour.
56 76
57=over 4 77=over 4
58 78
59=item name <string> 79=item I<name> <string>
60 80
61The name of the object. 81The name of the object.
62 82
63=item name_pl <string> 83=item I<name_pl> <string>
64 84
65The name of a collection of these objects (the plural of the name). 85The name of a collection of these objects (the plural of the name).
66 86
67=item face <facename> 87=item I<face> <facename>
68 88
69The graphical appearance of this object. 89The graphical appearance of this object.
70 90
91=item I<x> <number>
92
93The x position of the object when it is on a map.
94
95=item I<y> <number>
96
97The y position of the object when it is on a map.
98
99=item I<map> (internal)
100
101The map the object is on.
102
71=item invisible <number> 103=item I<invisible> <number>
72 104
73If the <number> is greater than 0 the object is invisible. 105If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 106For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 107and is decreased every tick by 1.
76 108
77For non-player objects this field is not changed by server ticks. 109For non-player objects this field is not changed by server ticks.
78 110
79=item speed <number> 111=item I<glow_radius> <number>
112
113This field indicates how far an object glows. Default is a radius of 0 (no
114glowing at all). Negative glow radii darken areas - currently, negative
115glow radii are stronger than positive ones.
116
117=item I<speed> <float>
80 118
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 119If 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!). 120on the active object list and will be processed each tick (see also speed_left!).
83 121
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 122If 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. 123from the active object list and it won't experience any processing per tick.
86 124
87=item speed_left <number> 125Negative speed settings in archetypes and files cause a speed_left
126randomisation on load or instantiatian, but for calculations, the absolute
127value is used always.
128
129=item I<speed_left> <float>
88 130
89If this field is greater than 0 and the object is on the 131If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 132active list (mostly means it's speed is also greater than 0):
91 133
92 - speed_left is decreased by 1 134 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 135 - and this object is processed and experiences a server tick.
94 136
95If the object is on the active list and speed_left is lower or 137If 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 138equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 139on the end of the tick.
98 140
141This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
142the more seldom the object is processed. And the higher I<speed> is
143the more often the object is processed.
144
145=item I<connected> <identifier>
146
147When this field is set the object will be linked to a connection with the
148same <identifier>. What happens when the connection is 'activated' depends on the
149type of the object.
150
151FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
152when to activate the object, see description of these below for further details.
153
99=item no_drop (0|1) 154=item I<no_drop> (0|1)
100 155
101Sets the flag FLAG_NO_DROP. 156Sets the flag FLAG_NO_DROP.
102See Flags section below. 157See Flags section below.
103 158
104=item applied (0|1) 159=item I<applied> (0|1)
105 160
106Sets the flag FLAG_APPLIED. 161Sets the flag FLAG_APPLIED.
107See Flags section below. 162See Flags section below.
108 163
109=item is_used_up (0|1) 164=item I<is_used_up> (0|1)
110 165
111Sets the flag FLAG_IS_USED_UP. 166Sets the flag FLAG_IS_USED_UP.
112See Flags section below. 167See Flags section below.
113 168
169=item I<changing> (0|1)
170
171Sets the flag FLAG_CHANGING.
172See Flags section below.
173
114=item auto_apply (0|1) 174=item I<auto_apply> (0|1)
115 175
116Sets the flag FLAG_AUTO_APPLY. 176Sets the flag FLAG_AUTO_APPLY.
117See Flags section below. 177See Flags section below.
118 178
179=item I<no_steal> (0|1)
180
181Sets the flag FLAG_NO_STEAL.
182See Flags section below.
183
184=item I<reflecting> (0|1)
185
186Sets the flag FLAG_REFLECTING.
187See Flags section below.
188
189=item I<reflect_spell> (0|1)
190
191Sets the flag FLAG_REFL_SPELL.
192See Flags section below.
193
194=item I<no_skill_ident> (0|1)
195
196Sets the flag FLAG_NO_SKILL_IDENT.
197See Flags section below.
198
119=item activate_on_push (0|1) (default: 1) 199=item I<activate_on_push> (0|1) (default: 1)
120 200
121Sets the flag FLAG_ACTIVATE_ON_PUSH. 201Sets the flag FLAG_ACTIVATE_ON_PUSH.
122See Flags section below. 202See Flags section below.
123 203
124=item activate_on_release (0|1) (default: 1) 204=item I<activate_on_release> (0|1) (default: 1)
125 205
126Sets the flag FLAG_ACTIVATE_ON_RELEASE. 206Sets the flag FLAG_ACTIVATE_ON_RELEASE.
127See Flags section below. 207See Flags section below.
128 208
209=item I<is_lightable> (0|1)
210
211Sets the flag FLAG_IS_LIGHTABLE.
212See Flags section below.
213
129=item editable (more than deprecated) 214=item I<editable> (more than deprecated)
130 215
131This field had a special meaning for crossedit, which used parts 216This field had a special meaning for crossedit, which used parts
132of the server code for editing. Wherever you see this attribute being 217of 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 218set in an archetype ignore it and/or remove it. No code interprets this
134field anymore. 219field anymore.
220
221=item I<last_heal>, I<last_sp>
222
223For monsters and other living stuff that heals or regenarates hp or sp,
224these contain the fractional part of any healing that couldn't be applied
225to hp and sp yet.
135 226
136=back 227=back
137 228
138=head3 Flags 229=head3 Flags
139 230
149 240
150This flag mostly states whether this object has been 'applied' by the player. 241This flag mostly states whether this object has been 'applied' by the player.
151For objects that are applied by the code or have this flag set in the archetype 242For objects that are applied by the code or have this flag set in the archetype
152it mostly means 'this object is active'. 243it mostly means 'this object is active'.
153 244
154For example the player adjustments of the hp/sp/grace fields and inheritance 245For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
155of flags from objects in his inventory is toggled by this flag. 246of flags from objects in his inventory is toggled by this flag.
156 247
157=item FLAG_IS_USED_UP 248=item FLAG_IS_USED_UP
158 249
159This flag controls whether an object is 'used up'. If it is set the 'food' field 250This flag controls whether an object is 'used up'. If it is set I<food>
160of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 251is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
161it is removed.
162 252
163If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 253If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
164this object is removed or not, see the Force type below for the meaning 254this object is removed or not, see the B<FORCE> type below for the meaning
165of the duration field in this context. 255of the duration field in this context.
166 256
167If FLAG_APPLIED is not set the object is destroyed. 257If FLAG_APPLIED is not set the object is destroyed.
168 258
259=item FLAG_CHANGING
260
261If the I<state> field of the object is 0 the object will be processed periodically
262(if I<speed> is set). If the I<state> field is 1 it won't be processed.
263
264This flag indicates that the object is changing into a different object.
265The object has to have the I<other_arch> field set. The object the changing object
266changes into is derived from the archetype in I<other_arch>.
267
268When the object does not have FLAG_ALIVE set the I<food> field will be decremented
269each time the object is processed, and if I<food> reaches 0 one new object will be generated.
270
271When the object has FLAG_ALIVE set the I<food> field is the number of objects that
272will be generated.
273
274After the new object is created the I<hp> field from the old object is copied into
275the new one.
276
169=item FLAG_IS_A_TEMPLATE (internal use) 277=item FLAG_IS_A_TEMPLATE (internal use)
170 278
171This flag is set on the inventory of generators like CREATORs and CONVERTERs, 279This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
172or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 280or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
173 281
174=item FLAG_AUTO_APPLY 282=item FLAG_AUTO_APPLY
175 283
176This flag has currently only meaning for the TREASURE type, see below. 284This flag has currently only meaning for the B<TREASURE> type, see below.
177 285
178=item FLAG_ACTIVATE_ON_PUSH 286=item FLAG_ACTIVATE_ON_PUSH
179 287
180This flag has only meaning for objects that can be linked together 288This flag has only meaning for objects that can be linked together
181with the 'connected' field and controls wether the object should 289by the I<connected> field and controls wether the object should
182be activated when the connection is 'pushed' or it is 'released'. 290be activated when the connection is 'pushed' or it is 'released'.
183 291
292What 'pushed' and 'released' means depends on the object that
293activates the connection.
294
184This flag is by default on. 295This flag is by default on.
185 296
186=item FLAG_ACTIVATE_ON_RELEASE 297=item FLAG_ACTIVATE_ON_RELEASE
187 298
188This flag has only meaning for objects that can be linked together 299This flag has only meaning for objects that can be linked together
189with the 'connected' field and controls wether the object should 300by the I<connected> field and controls wether the object should
190be activated when the connection is 'pushed' or it is 'released'. 301be activated when the connection is 'pushed' or it is 'released'.
191 302
303What 'pushed' and 'released' means depends on the object that
304activates the connection.
305
192This flag is by default on. 306This flag is by default on.
193 307
194=back 308=item FLAG_NO_STEAL
195 309
196=head2 Description of type specific attributes 310When this flag is set this object can't be stolen. The flag will be
311reset once the object is placed on a map.
312
313When this flag is set on a monster it can defend attempts at stealing
314(but in this context the flag is only used internally).
315
316=item FLAG_NO_SKILL_IDENT
317
318This flag is mostly used internal and prevents unidentified objects
319(objects which don't have FLAG_IDENTIFIED set) being identified
320multiple times by skills.
321
322This flag is used to mark objects which were unsuccessfully identified by a
323players skill. So that multiple tries of identifying aren't more effective than
324one.
325
326=item FLAG_REFLECTING
327
328This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
329to indicate whether this object reflects off walls.
330
331=item FLAG_REFL_SPELL
332
333This flag indicates whether something reflects spells, like spell reflecting
334amuletts.
335
336=item FLAG_IS_LIGHTABLE
337
338This flag indicates whether a B<LIGHTER> can light this object. See also the
339description of the B<LIGHTER> type. How easy you can light an item depends
340partially on the material of the object.
341
342=item FLAG_MONSTER
343
344Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
345change their meaning, including:
346
347=over 4
348
349=item I<wis>
350
351Governs the "wake-up radius" - the radius within a monster detects an enemy.
352
353Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
354will partake in basic smell finding. 10 and up additionally spreads smell
355knowledge, and 15 and up additionally will try to perturb the path as to
356find shortcuts.
357
358=back
359
360=back
361
362=head2 Description of type specific fields and behaviour
197 363
198The beginning of the headers of the following subsection 364The beginning of the headers of the following subsection
199are the server internal names for the objects types, see include/define.h. 365are the server internal names for the objects types, see include/define.h.
200 366
201=head3 TRANSPORT - type 2 - Player transports 367=head3 B<TRANSPORT> - type 2 - Player transports
202 368
203This type is implemented by the transport extension and has currently no special 369This type is implemented by the transport extension and has currently no special
204attributes that affect it. 370fields that affect it.
205 371
206=head3 ROD - type 3 - Rods that fire spells 372=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
207 373
208Rods contain spells and can be fired by a player. 374Rods contain spells and can be fired by a player.
209 375
210=over 4 376=over 4
211 377
212=item level <number> 378=item I<level> <number>
213 379
214This attribute is used for calculating the spell level that can be fired 380This 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. 381with 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 382The 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 383the 'use magic item' skill level of the player and 1/10 of the level of the
218rod is added as bonus. 384rod is added as bonus.
219 385
220=item hp <number> 386=item I<hp> <number>
221 387
222The amount of spellpoints this rod has left. 388The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
389maxhp/10> per tick.
223 390
224=item maxhp <number> 391=item I<maxhp> <number>
225 392
226The maximum amount of spellpoints this rod has. 393The maximum amount of spellpoints this rod has.
227 394
228=item skill <skill name> 395=item I<skill> <skill name>
229 396
230This field determines which skill you need to apply this object. 397This field determines which skill you need to apply this object.
231 398
232=back 399=back
233 400
234=head3 TREASURE - type 4 - Treasures 401=head3 B<TREASURE> - type 4 - Treasures
235 402
236This type of objects are for random treasure generation in maps. 403This type of objects are for random treasure generation in maps.
237If this object is applied by a player it will replace itself with it's 404If this object is applied by a player it will replace itself with it's
238inventory. If it is automatically applied 405inventory. If it is automatically applied
239generate a treasure and replace itself with the generated treasure. 406generate a treasure and replace itself with the generated treasure.
241Chests are also of this type, their treasures are generated by 408Chests are also of this type, their treasures are generated by
242the auto apply code on map instantiation. 409the auto apply code on map instantiation.
243 410
244=over 4 411=over 4
245 412
246=item hp <number> 413=item I<hp> <number>
247 414
248The number of treasures to generate. 415The number of treasures to generate.
249 416
250=item exp <level> 417=item I<exp> <level>
251 418
252If FLAG_AUTO_APPLY is not set the exp field has no further meaning 419If FLAG_AUTO_APPLY is not set the exp field has no further meaning
253and the difficulty for the treasurecode only depends on the maps difficulty, 420and the difficulty for the treasurecode only depends on the maps difficulty,
254otherwise the exp field has the following meaning: 421otherwise the exp field has the following meaning:
255 422
258worth a treasure is or what bonuses it is given by the treasure code. 425worth a treasure is or what bonuses it is given by the treasure code.
259 426
260If this field is not set or 0 the difficulty of the map is passed to the treasure 427If this field is not set or 0 the difficulty of the map is passed to the treasure
261generation code. 428generation code.
262 429
263=item randomitems <treasurelist> 430=item I<randomitems> <treasurelist>
264 431
265The treasurelist to use to generate the treasure which is put in the 432The treasurelist to use to generate the treasure which is put in the
266treasure objects inventory. 433treasure objects inventory.
267 434
268=back 435=back
269 436
270=head3 POTION - type 5 - Potions for drinking and other nastynesses 437=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
271 438
272These objects contain a spell and will emit it on apply, which most 439These objects contain a spell and will emit it on apply, which most
273of the time has the meaning of 'drinking'. 440of the time has the meaning of 'drinking'.
274 441
275If no resistancy field, stat field or attacktype is set and no spell 442If no resistancy field, stat field or attacktype is set and no spell
280If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 447If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
281will yield an explosion and hurt the player. 448will yield an explosion and hurt the player.
282 449
283=over 4 450=over 4
284 451
285=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 452=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
286 453
287These stat fields determine how many stat points the player gets 454These stat fields determine how many stat points the player gets
288when he applies this potion. 455when he applies this potion.
289 456
290If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 457If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
291 458
292=item sp <number> 459=item I<sp> <number>
293 460
294If this field is set and the randomitems field is not set 461If this field is set and the randomitems field is not set
295the field is interpreted as spell number, please look the right 462the field is interpreted as spell number, please look the right
296number up in common/loader.C. 463number up in common/loader.C.
297 464
298If this field is set the randomitems field will be unset by the 465If this field is set the randomitems field will be unset by the
299map loading code. 466map loading code.
300 467
301=item attacktype <attacktype> 468=item I<attacktype> <attacktype>
302 469
303This field has some special meaning in potions, currently the 470This field has some special meaning in potions, currently the
304bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 471bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
305restoration potion or improvement potion. 472restoration potion or improvement potion.
306See include/attackinc.h for the bits of these types. 473See include/attackinc.h for the bits of these types.
307 474
308If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION 475If AT_DEPLETE is set the player will be restored and the "depletion"
309will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED 476will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
310set the player will be drained a random stat by inserting an ARCH_DEPLETION 477set the player will be drained a random stat by inserting an "depletion"
311into him. 478into him.
312 479
313If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 480If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
314When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 481When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
315 482
316=item resist_<resistancy> <number> 483=item I<resist_RESISTANCY> <number>
317 484
318If this stat is set and no spell is in the potion the potion 485If this stat is set and no spell is in the potion the potion
319will create a force that give the player this specific resistancy. 486will create a force that give the player this specific resistancy.
320The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 487The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
321and the potion will last 10 times longer than the default force archetype 488and the potion will last 10 times longer than the default force archetype
322FORCE_NAME (at the moment of this writing spell/force.arc). 489FORCE_NAME (at the moment of this writing spell/force.arc).
323 490
324=item randomitems <treasurelist> 491=item I<randomitems> <treasurelist>
325 492
326The inventory/spell of the potion will be created by calling the treasure code 493The inventory/spell of the potion will be created by calling the treasure code
327with the treasurelist specified here. (I guess it's highly undefined what 494with the treasurelist specified here. (I guess it's highly undefined what
328happens if there is not a spell in the potions inventory). 495happens if there is not a spell in the potions inventory).
329 496
330=item on_use_yield <archetype> 497=item I<on_use_yield> <archetype>
331 498
332When this object is applied this object will be created. 499When this object is applied an instance of <archetype> will be created.
333This field is also used by FOOD and POISON.
334 500
335=item subtypes <potion subtype> 501=item I<subtypes> <potion subtype>
336 502
337see include/spells.h for possible potion subtypes, there are currently 4: 503see include/spells.h for possible potion subtypes, there are currently 4:
338 504
339=over 4 505=over 4
340 506
343Unused, default behaiour of a potion. 509Unused, default behaiour of a potion.
344 510
345=item POT_DUST 511=item POT_DUST
346 512
347This potion can be thrown to cast the spell that it has in it's inventory, 513This potion can be thrown to cast the spell that it has in it's inventory,
348the behaviour is not defined if there is not a spell in the inventory and the 514the behaviour is not defined if there is not a B<SPELL> in the inventory and the
349server will log an error. 515server will log an error.
350 516
351=item POT_FIGURINE 517=item POT_FIGURINE
352 518
353Unused, default behaiour of a potion. 519Unused, default behaiour of a potion.
358 524
359=back 525=back
360 526
361=back 527=back
362 528
529=head3 B<FOOD> - type 6 - Edible stuff
530
531This is for objects that are representing general eatables like
532beef or bread.
533
534The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
535give different messages.
536
537The specialty of B<FLESH> is that it inherits the resistancies of the
538monsters it was generated in and will let dragons raise their resistancies
539with that. If the monster has the B<POISON> attacktype the B<FLESH>
540will change into B<POISON>.
541
542If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
543and if he doesn't find any of that he will start eating B<FLESH>.
544
545=over 4
546
547=item I<title> <string>
548
549If the food has B<title> set or is cursed it is considered 'special', which
550means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
551I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
552on the player.
553
554The higher the I<food> field is the longer the improvement of the player lasts
555(except for I<hp> and I<sp>).
556
557=item I<food> <number>
558
559This is the amount of food points the player gets when he eats this.
560
561=item I<on_use_yield> <archetype>
562
563When this object is applied an instance of <archetype> will be created.
564
565=back
566
567=head3 B<POISON> - type 7 - Poisonous stuff
568
569This type is for objects that can poison the player when he drinks/applies it.
570When applied it will hit the attacked with AT_POISON and will create
571a B<POISONING> object in the one who was hit.
572
573=over 4
574
575=item I<level> <number>
576
577This field affects the probability of poisoning. The higher the level difference
578between the one who is hit and the poision the more probable it is the attacked
579one will be poisoned.
580
581=item I<slaying> <race>
582
583This field has the usual meaning of 'slaying', when the
584poisoned's race matches the I<slaying> field the damage done by the poison
585is multiplied by 3.
586
587=item I<hp> <number>
588
589This is the amount of damage the player will receive from applying this. The
590attacktype AT_POISON will be used to hit the player and the damage will
591determine the strenght, duration and depletion of stats of the poisoning. The
592created B<POISONING> object which is being placed in the one who was attacked will
593get the damage from this field (which is maybe adjusted by slaying or the
594resistancies).
595
596=item I<food> <number>
597
5981/4 of <number> will be drained from the players I<food>.
599
600=item I<on_use_yield> <archetype>
601
602When this object is applied an instance of <archetype> will be created.
603
604=back
605
606=head3 B<BOOK> - type 8 - Readable books
607
608This type is basically for representing text books in the game.
609
610Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
611
612=over 4
613
614=item I<msg> <text>
615
616This is the contents of the book. When this field is unset
617at treasure generation a random text will be inserted.
618
619=item I<skill> <skill name>
620
621The skill required to read this book. (The most resonable
622skill would be literacy).
623
624=item I<exp> <number>
625
626The experience points the player get for reading this book.
627
628=item I<subtype> <readable subtype>
629
630This field determines the type of the readable.
631Please see common/readable.C in the readable_message_types table.
632
633=back
634
635=head3 B<CLOCK> - type 9 - Clocks
636
637This type of objects just display the time when being applied.
638
639=head3 B<VEIN> - type 10 - item veins for mining
640
641Provides a place to apply to mining skill to.
642
643=item I<other_arch> <archname>
644
645The architecture to create on a successful mine.
646
647=item I<food> <number>
648
649The number of items to produce from this vein.
650
651=item I<ac> <percentage>
652
653The base chance of getting an item.
654
655=item I<race> <identifier>
656
657Race of required extraction tools.
658
659=back
660
661=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
662
663This is a spell effect of a moving bolt. It moves straigt forward
664through the map until something blocks it.
665If FLAG_REFLECTING is set it even reflects on walls.
666
667FLAG_IS_TURNABLE should be set on these objects.
668
669=over 4
670
671=item I<move_type> <movetype>
672
673This field affects the move type with which the lightning moves through
674the map and which map cells will reflect or block it.
675
676=item I<attacktype> <attacktype>
677
678The attacktype with which it hits the objects on the map.
679
680=item I<dam> <number>
681
682The damage this bolt inflicts when it hits objects on the map.
683
684=item I<Dex> <number>
685
686This is the fork percentage, it is reduced by 10 per fork.
687And the I<dam> field is halved on each fork.
688
689=item I<Con> (internal)
690
691This value is a percentage of which the forking lightning
692is deflected to the left. This value should be mostly used internally.
693
694=item I<duration> <number>
695
696The duration the bolt stays on a map cell. This field is decreased each time
697the object is processed (see the meaning of I<speed> and I<speed_left> fields in
698the generic object field description).
699
700=item I<range> <number>
701
702This is the range of the bolt, each space it advances this field is decreased.
703
704=back
705
706=head3 B<ARROW> - type 13 - Arrows
707
708This is the type for objects that represent projectiles like arrows.
709The movement of B<THROWN_OBJ>s behave similar to this type.
710
711Flying arrows are stopped either when they hit something blocking
712(I<move_block>) or something which is alive.
713If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
714set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
715damage with a small chance which is affected by the I<level> field of the arrow.
716
717If FLAG_REFLECTING is set on the arrow it will bounce off everything
718that is not alive and blocks it's movement.
719
720When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
721fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
722the object, to restore them once the arrow has been stopped.
723
724=over 4
725
726=item I<dam> <number>
727
728The amount of damage that is being done to the victim that gets hit.
729This field is recomputed when the arrow is fired and will consist
730of the sum of a damage bonus (see description of the B<BOW> type),
731the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
732and the arrows I<magic> field.
733
734=item I<wc> <number>
735
736The weapon class of the arrow, which has effect on the probability of hitting.
737
738It is recomputed when the arrow is being fired by this formula:
739
740 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
741 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
742
743When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
744level is not added.
745
746wc_mod is dependend on the fire mode of the bow. For a more detailed
747explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
748
749=item I<magic> <number>
750
751This field is added to the damage of the arrow when it is shot and
752will also improve it's I<speed> by 1/5 of it's value.
753
754=item I<attacktype> <attacktype>
755
756Bitfield which decides the attacktype of the damage, see include/attackinc.h
757On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
758
759=item I<level> <number> (interally used)
760
761The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
762see above in the B<ARROW> description.
763
764The I<level> is set when the arrow is fired to either the skill level or the
765shooters level.
766
767=item I<speed> <number> (internal)
768
769This field shouldn't be set directly in the archetype, the arrow will get it's
770I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
771arrow will be stopped immediatly.
772
773On fireing the I<speed> of the arrow is computed of 1/5 of the
774sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
775of the bows I<dam> field is added to the I<speed> of the arrow.
776
777The minimum I<speed> of an arrow is 1.0.
778
779While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
780
781If the I<speed> is above 10.0 it goes straight through the creature it hits and
782its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
783stopped and either stuck into the victim (see I<weight> field description) or
784put on its map square (if it didn't break, see description of the I<food> field).
785
786=item I<weight> <number>
787
788This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
789the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
790
791=item I<food> <number>
792
793The breaking percentage. 100 (%) means: breaks on usage for sure.
794
795=item I<inventory> (internal)
796
797If the flying/moving object has something in it's inventory and it stops, it
798will be replaced with it's inventory. Otherwise it will be handled as usual,
799which means: it will be calculated whether the arrow breaks and it will be
800reset for reuse.
801
802=item I<slaying> <string>
803
804When the bow that fires this arrow has it's I<slaying> field set it is copied
805to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
806
807=item I<move_type> <movetype> (internally used)
808
809This field is set when the arrow is shot to MOVE_FLY_LOW.
810
811=item I<move_on> <movetype> (internally used)
812
813This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
814
815=item I<race> <string>
816
817The I<race> field is a unique key that assigns arrows, bows and quivers. When
818shooting an arrow the bows I<race> is used to search for arrows (which have the
819same I<race> as the bow) in the players inventory and will recursively search in
820the containers (which are applied and have the same I<race> as the bow and the arrow).
821
822=back
823
824=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
825
826TODO, but take into account B<ARROW> description above!
827
363=head3 WEAPON - type 15 - Weapons 828=head3 B<WEAPON> - type 15 - Weapons
364 829
365This type is for general hack and slash weapons like swords, maces 830This type is for general hack and slash weapons like swords, maces
366and daggers and and .... 831and daggers and and ....
367 832
368=over 4 833=over 4
369 834
370=item weapontype <type id> 835=item I<weapontype> <type id>
371 836
372decides what attackmessages are generated, see include/define.h 837decides what attackmessages are generated, see include/define.h
373 838
374=item attacktype <bitmask> 839=item I<attacktype> <bitmask>
375 840
376bitfield which decides the attacktype of the damage, see include/attackinc.h 841bitfield which decides the attacktype of the damage, see include/attackinc.h
377 842
378=item dam <number> 843=item I<dam> <number>
379 844
380amount of damage being done with the attacktype 845amount of damage being done with the attacktype
381 846
382=item item_power <level> 847=item I<item_power> <level>
383 848
384the itempower of this weapon. 849the itempower of this weapon.
385 850
386=item name 851=item I<name>
387 852
388the name of the weapon. 853the name of the weapon.
389 854
390=item level (internal) 855=item I<level> (internal)
391 856
392The improvement state of the weapon. 857The improvement state of the weapon.
393If this field is greater than 0 the 'name' field starts with the 858If this field is greater than 0 the I<name> field starts with the
394characters name who improved this weapon. 859characters name who improved this weapon.
395 860
396=item last_eat (internal) 861=item I<last_eat> (internal)
397 862
398seems to be the amount of improvements of a weapon, 863This seems to be the amount of improvements of a weapon,
399the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 864the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
400 865
401 ((who->level / 5) + 5) >= op->last_eat 866 ((who->level / 5) + 5) >= op->last_eat
402 867
403=item last_sp 868=item I<last_sp>
404 869
405the weapon speed (see magic description) 870the weapon speed (see magic description)
406 871
407=item food <number> 872=item I<food> <number>
408 873
409addition to food regeneration of the player 874addition to food regeneration of the player
410 875
411=item hp <number> 876=item I<hp> <number>
412 877
413addition to health regeneration 878addition to health regeneration
414 879
415=item sp <number> 880=item I<sp> <number>
416 881
417addition to mana regeneration 882addition to mana regeneration
418 883
419=item grace <number> 884=item I<grace> <number>
420 885
421addititon to grace regeneration 886addititon to grace regeneration
422 887
423=item gen_sp_armour <number> 888=item I<gen_sp_armour> <number>
424 889
425the players gen_sp_armour field (which is per default 10) is added the <number> amount. 890the players I<gen_sp_armour> field (which is per default 10) is being added the
426gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 891<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
427is multiplied: gen_sp *= 10/<number> 892do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
428meaning: values > 10 of gen_sp_armour limits the amout of regenerated 893I<gen_sp_armour> limits the amout of regenerated spellpoints.
429spellpoints.
430 894
431generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 895Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
432sp regeneration. 896I<sp> regeneration.
433 897
434=item body_<body slot/part> 898=item I<body_BODYSLOT>
435 899
436the part of the body you need to use this weapon, possible values should be 900The part/slot of the body you need to use this weapon, possible values for
437looked up in common/item.C at body_locations. 901C<BODYSLOT> should be looked up in common/item.C at body_locations.
438 902
439=item resist_<resistnacy> <number> 903The value (in the range C<-7..7>) gives the number of those body slots
904used up by the item (if negative) or the number of body slots this object
905has (if positive, e.g. for monsters or players). The special value C<0>
906indicates that this object cannot equip items requiring these body slots.
907
908=item I<resist_RESISTANCY> <number>
440 909
441this is the factor with which the difference of the players resistancy and 100% 910this is the factor with which the difference of the players resistancy and 100%
442is multiplied, something like this: 911is multiplied, something like this:
443 912
444 additional_resistancy = (100 - current_resistanct) * (<number>/100) 913 additional_resistancy = (100 - current_resistancy) * (<number>/100)
445 914
446if <number> is negative it is added to the total vulnerabilities, 915if <number> is negative it is added to the total vulnerabilities,
447and later the total resistance is decided by: 916and later the total resistance is decided by:
448 917
449 'total resistance = total protections - total vulnerabilities' 918 'total resistance = total protections - total vulnerabilities'
450 919
451see also common/living.C:fix_player 920see also common/living.C:fix_player.
452 921
453=item patch_(attuned|repelled|denied) 922=item I<path_(attuned|repelled|denied)>
454 923
455this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 924this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
456for the pathes. 925for the pathes.
457 926
458=item luck <number> 927=item I<luck> <number>
459 928
460this luck is added to the players luck 929this luck is added to the players I<luck>
461 930
462=item move_type 931=item I<move_type>
463 932
464if the weapon has a move_type set the player inherits it's move_type 933if the weapon has a I<move_type> set the player inherits it's I<move_type>
465 934
466=item exp <number> 935=item I<exp> <number>
467 936
468the added_speed and bonus_speed of the player is raised by <number>/3. 937the added_speed and bonus_speed of the player is raised by <number>/3.
469if <number> < 0 then the added_speed is decreased by <number> 938if <number> < 0 then the added_speed is decreased by <number>
470 939
471=item weight 940=item I<weight>
472 941
473the weight of the weapon 942the weight of the weapon
474 943
475=item magic 944=item I<magic>
476 945
477the magic field affects the amounts of the following fields: 946the I<magic> field affects the amounts of the following fields:
478 947
479 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 948 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
480 949
481 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 950 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
482 951
483 - dam: the players dam is adjusted by: player->dam += (dam + magic) 952 - dam: the players dam is adjusted by: player->dam += (dam + magic)
484 953
485 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 954 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
486 (minium is 0) 955 (minium is 0)
487 956
488=item ac <number> 957=item I<ac> <number>
489 958
490the amount of ac points the player's ac is decreased 959the amount of ac points the player's I<ac> is decreased when applying this object.
491 960
492=item wc <number> 961=item I<wc> <number>
493 962
494the amount of wc points the player's wc is decreased 963the amount of wc points the player's I<wc> is decreased when applying this object.
495 964
496=back 965=back
497 966
498=head4 Player inherits following flags from weapons: 967=head4 Player inherits following flags from weapons:
499 968
504 FLAG_XRAYS 973 FLAG_XRAYS
505 FLAG_BLIND 974 FLAG_BLIND
506 FLAG_SEE_IN_DARK 975 FLAG_SEE_IN_DARK
507 FLAG_UNDEAD 976 FLAG_UNDEAD
508 977
978=head3 B<GRIMREAPER> - type 28 - Grimreapers
979
980These type are mostly used for monsters, they give the
981monster the ability to dissapear after 10 hits with AT_DRAIN.
982
983=over 4
984
985=item I<value> <number>
986
987This field stores the hits the monster did yet.
988
989=back
990
991=head3 B<CREATOR> - type 42 - Object creators
992
993Once a creator is activated by a connection it creates a number of objects
994(cloned from it's inventory or a new object derived from the archetype
995named in the other_arch slot).
996
997If FLAG_LIVESAFE is set the number of uses is unlimited.
998
999=over 4
1000
1001=item I<hp> <number>
1002
1003If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
1004be used.
1005
1006=item I<speed> <float>
1007
1008If I<speed> is set the creator will create an object periodically,
1009see I<speed> and I<speed_left> fields in the general object field description
1010for more details.
1011
1012=item I<slaying> <string>
1013
1014If set the generated object's name and title will be set to this.
1015
1016=item I<other_arch> <string>
1017
1018If the inventory of the creator is empty new objects will be derived from the
1019archetype named by <string>.
1020
1021=item I<connected> <identifier>
1022
1023See generic object field description.
1024
1025=back
1026
1027=head3 B<SKILL> - type 43 - Skills
1028
1029This type is basically for representing skills in the game.
1030
1031=over 4
1032
1033=item I<subtype> <skill number>
1034
1035=item I<skill> <string>
1036
1037The skill identifier used by other items, usually the skill name
1038
1039=item I<level> <percentage>
1040
1041not used?
1042
1043=item I<exp> <number>
1044
1045Base amount of experience in a skill, for skills not starting at zero.
1046
1047=item I<expmul> <float>
1048
1049Experience is multiplied by this factor.
1050
1051=item I<cached_sp> <integer>
1052
1053Used internally by the server (cannot be used in files).
1054
1055=back
1056
1057=head3 B<DRINK> - type 54 - Drinkable stuff
1058
1059See B<FOOD> description.
1060
509=head3 CHECK_INV - type 64 - Inventory checkers 1061=head3 B<CHECK_INV> - type 64 - Inventory checkers
510 1062
511This object checks whether the player has a specific item in his 1063This object checks whether the player has a specific item in his
512inventory when he moves above the inventory checker. If the player has 1064inventory 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. 1065the item (or not, which can be controlled with a flag) a connection will be triggered.
514 1066
515If you set move_block you can deny players and monsters to reach the space where 1067If you set I<move_block> you can deny players and monsters to reach the space where
516the inventory checker is on, see 'move_block' description below. 1068the inventory checker is on, see I<move_block> description below.
517 1069
518The conditions specified by hp, slaying and race are concationated with OR. 1070The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
519So matching one of those conditions is enough. 1071So matching one of those conditions is enough.
520 1072
521=over 4 1073=over 4
522 1074
523=item move_block <move type bitmask> 1075=item I<move_block> <move type bitmask>
524 1076
525If you set this field to block a movetype the move code will block any moves 1077If you set this field to block a movetype the move code will block any moves
526onto the space with the inventory checker, IF the moving object doesn't have 1078onto the space with the inventory checker, IF the moving object doesn't have
527(or has - if last_sp = 0) the item that the checker is searching for. 1079(or has - if I<last_sp> = 0) the item that the checker is searching for.
528 1080
529=item last_sp (0|1) 1081=item I<last_sp> (0|1)
530 1082
531If last_sp is 1 'having' the item that is being checked for will 1083If I<last_sp> is 1 'having' the item that is being checked for will
532activate the connection or make the space with the checker non-blocking. 1084activate the connection or make the space with the checker non-blocking.
533If last_sp is 0 'not having' the item will activate the connection 1085If I<last_sp> is 0 'not having' the item will activate the connection
534or make the space with the checker non-blocking. 1086or make the space with the checker non-blocking.
535 1087
536=item last_heal (0|1) 1088=item I<last_heal> (0|1)
537 1089
538If last_heal is 1 the matching item will be removed if the inventory checker 1090If I<last_heal> is 1 the matching item will be removed if the inventory checker
539activates a connection and finds the item in the inventory. 1091activates a connection and finds the item in the inventory.
540 1092
541(A inventory checker that blocks a space won't remove anything from inventories) 1093(A inventory checker that blocks a space won't remove anything from inventories)
542 1094
543=item hp <number> 1095=item I<hp> <number>
544 1096
545If this field is not 0 the inventory checker will search for an object 1097If this field is not 0 the inventory checker will search for an object
546with the type id <number>. 1098with the type id <number>.
547 1099
548=item slaying <string> 1100=item I<slaying> <string>
549 1101
550If this field is set the inventory checker will search for an object that 1102If this field is set the inventory checker will search for an object that
551has the same string in the slaying field (for example a key string of a key). 1103has the same string in the I<slaying> field (for example a key string of a key).
552 1104
553=item race <string> 1105=item I<race> <string>
554 1106
555If this field is set the inventory checker will search for an object which 1107If this field is set the inventory checker will search for an object which
556has the archetype name that matches <string>. 1108has the archetype name that matches <string>.
557 1109
558=item connected <connection id> 1110=item I<connected> <identifier>
559 1111
560This is the connection that will be activated. 1112This is the connection that will be activated. The connection is
1113'pushed' when someone enters the space with the inventory checker,
1114and it is 'released' when he leaves it.
561 1115
562=back 1116See also the description of the I<connected> field in the generic object
1117field section.
563 1118
1119=back
1120
1121=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1122
1123speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1124changes.
1125
1126 (based on value that last_sp takes):
1127 0: 'furious' Makes all monsters aggressive
1128 1: 'angry' As above but pets are unaffected
1129 2: 'calm' Makes all monsters unaggressive
1130 3: 'sleep' Puts all monsters to sleep
1131 4: 'charm' Makes monster into a pet of person
1132 who triggers the square. This setting
1133 is not enabled for continous operation
1134 5: 'destroy mons' destroy any monsters on this space
1135 6: 'destroy pets' destroy friendly monsters on this space
1136
1137=head3 B<FLESH> - type 72 - Organs and body parts
1138
1139See B<FOOD> description.
1140
1141=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1142
1143A type for any object that has no special behaviour.
1144
1145=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1146
1147This type of objects multiplies objects that are above it when it is activated.
1148You can even multiply by 0, which will destroy the object.
1149
1150=over 4
1151
1152=item I<level> <number>
1153
1154The multiplicator, if set to 0 or lower it will destroy the objects above it.
1155
1156=item I<other_arch> <string>
1157
1158The archetype name of the objects that should be multiplied.
1159
1160=item I<connected> <identifier>
1161
1162See generic object field description.
1163
1164=back
1165
564=head3 HOLE - type 94 - Holes 1166=head3 B<HOLE> - type 94 - Holes
565 1167
566Holes are holes in the ground where objects can fall through. When the hole 1168B<HOLE>s 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 1169opens and/or is completly open all objects above it fall through (more
568precisely: if their head is above the hole). 1170precisely: if their head is above the hole).
569 1171
1172When the B<HOLE> is activated it's speed is set to 0.5.
1173
570Trapdoors can only transfer the one who falls through to other coordinates 1174These holes can only transfer the one who falls through to other coordinates
571on the B<same> map. 1175on the same map.
572 1176
573=over 4 1177=over 4
574 1178
575=item maxsp (0|1) 1179=item I<maxsp> (0|1)
576 1180
577This field negates the state of the connection: When maxsp is 1 the pit will 1181This field negates the state of the connection: When maxsp is 1 the pit will
578open/close when the connection is deactivated. Otherwise it will open/close 1182open/close when the connection is deactivated. Otherwise it will open/close
579when the connection is activated. This field only has effect when the 1183when the connection is activated. This field only has effect when the
580connection is triggered. So if you put a closed hole on a map, and the 1184connection is triggered. So if you put a closed hole on a map, and the
581connection is deactivated, and maxsp is 1 the hole will remain closed until the 1185connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
582connection was triggered once. 1186connection was triggered once.
583 1187
584=item connected <connection id> 1188=item I<connected> <identifier>
585 1189
586This is the connection id, which lets the hole opening or closing when 1190This is the connection id, which lets the hole opening or closing when
587activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1191activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
588at which connection state the object is activated. 1192at which connection state the object is activated.
589 1193
590For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1194For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
591the connection is released. 1195the connection is released.
592 1196
593=item wc <number> (internal) 1197=item I<wc> <number> (internal)
594 1198
595This is an internal flag. If it is greater than 0 it means that the hole is not 1199This is an internal field. If it is greater than 0 it means that the hole is not
596yet fully open. More preciesly: this field is the animation-step and if it is 1200yet fully open. More preciesly: this field is the animation-step and if it is
597set to the 'closed' step of the animation the hole is closed and if it is on 1201set to the 'closed' step of the animation the hole is closed and if it is on
598the 'open' animation step (wc = 0), the hole is open. 1202the 'open' animation step (I<wc> = 0), the hole is open.
599 1203
600=item sp <number> 1204=item I<sp> <number>
601 1205
602The destination y coordinates on the same map. 1206The destination y coordinates on the same map.
603 1207
604=item hp <number> 1208=item I<hp> <number>
605 1209
606The destination x coordinates on the same map. 1210The destination x coordinates on the same map.
607 1211
608=back 1212=back
609 1213
1214=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1215
1216This type is doing the actual damage to the ones who were attacked
1217via AT_POISON (or drank B<POISON>).
1218
1219The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1220there for details).
1221
1222=over 4
1223
1224=item I<dam> <number>
1225
1226Each time the poisoning is proccessed (which is determined by the I<speed> and
1227I<speed_left> fields, see the general object fields description above) it hits
1228the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1229simply hit the player with no strings attached).
1230
1231=item I<food> <number>
1232
1233Just a note: The posioning is removed if I<food> == 1 and not if
1234the whole I<duration> is up, because the B<POISONING> code has to remove
1235the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1236deletes the B<POISONING> object.
1237
1238=back
1239
610=head3 FORCE - type 114 - Forces 1240=head3 B<FORCE> - type 114 - Forces
611 1241
612Forces are a very 'thin' type. They don't have much behaviour other than 1242Forces 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 1243disappearing after a time and/or affecting the player if they are in his
614inventory. 1244inventory.
615 1245
616Forces only take effect on the player if they have set FLAG_APPLIED. 1246Forces only take effect on the player if they have FLAG_APPLIED set.
617 1247
618Whether the duration field is processed or not a tick is controlled via the 1248Whether the I<duration> field is processed or not per tick is controlled by the
619speed and speed_left field. Look above at the generic description of these 1249I<speed> and I<speed_left> fields. Look above in the generic object field description.
620fields.
621 1250
622=over 4 1251NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1252interpreter like described in the description of the FLAG_IS_USED_UP flag.
1253BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1254will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1255removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1256have good semantics on forces, try to avoid it.
623 1257
1258=over 4
1259
624=item duration 1260=item I<duration>
625 1261
626While this field is greater than 0 the force/object is not destroyed. It is 1262While this field is greater than 0 the force/object is not destroyed. It is
627decreased each tick by 1. 1263decreased each tick by 1.
628 1264
629If it reaches 0 the force/object is destroyed. 1265If it reaches 0 the force/object is destroyed.
632FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1268FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
633what happens then. 1269what happens then.
634 1270
635=back 1271=back
636 1272
637=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1273=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
638 1274
639This object is generated by the POTION code when the potion is a resistance 1275This object is generated by the B<POTION> code when the potion is a resistance
640giving potion. It has mainly the same behaviour as a FORCE. 1276giving potion. It has mainly the same behaviour as a B<FORCE>.
641 1277
642The specialty of the potion effect is that the resistancy it gives is absolute, 1278The specialty of the potion effect is that the resistancy it gives is absolute,
643so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1279so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
644fire. 1280fire.
645 1281
646Multiple potion effects only give you the maximum of their resistancy. 1282Multiple potion effects only give you the maximum of their resistancy.

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