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Revision 1.12 by elmex, Wed Dec 20 11:20:50 2006 UTC vs.
Revision 1.16 by elmex, Wed Dec 20 21:30:42 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 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
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<speed> <number>
80 114
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 115If 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!). 116on the active object list and will be processed each tick (see also speed_left!).
83 117
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 118If 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. 119from the active object list and it won't experience any processing per tick.
86 120
87=item speed_left <number> 121=item I<speed_left> <number>
88 122
89If this field is greater than 0 and the object is on the 123If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 124active list (mostly means it's speed is also greater than 0):
91 125
92 - speed_left is decreased by 1 126 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 127 - and this object is processed and experiences a server tick.
94 128
95If the object is on the active list and speed_left is lower or 129If 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 130equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 131on the end of the tick.
98 132
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 133This 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 134the more seldom the object is processed. And the higher I<speed> is
101the more often the object is processed. 135the more often the object is processed.
102 136
137=item I<connected> <number>
138
139When this field is set the object will be linked to a connection with the
140id <number>. What happens when the connection is 'activated' depends on the
141type of the object.
142
143FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
144when to activate the object, see description of these below for further details.
145
103=item no_drop (0|1) 146=item I<no_drop> (0|1)
104 147
105Sets the flag FLAG_NO_DROP. 148Sets the flag FLAG_NO_DROP.
106See Flags section below. 149See Flags section below.
107 150
108=item applied (0|1) 151=item I<applied> (0|1)
109 152
110Sets the flag FLAG_APPLIED. 153Sets the flag FLAG_APPLIED.
111See Flags section below. 154See Flags section below.
112 155
113=item is_used_up (0|1) 156=item I<is_used_up> (0|1)
114 157
115Sets the flag FLAG_IS_USED_UP. 158Sets the flag FLAG_IS_USED_UP.
116See Flags section below. 159See Flags section below.
117 160
161=item I<changing> (0|1)
162
163Sets the flag FLAG_CHANGING.
164See Flags section below.
165
118=item auto_apply (0|1) 166=item I<auto_apply> (0|1)
119 167
120Sets the flag FLAG_AUTO_APPLY. 168Sets the flag FLAG_AUTO_APPLY.
121See Flags section below. 169See Flags section below.
122 170
123=item no_steal (0|1) 171=item I<no_steal> (0|1)
124 172
125Sets the flag FLAG_NO_STEAL. 173Sets the flag FLAG_NO_STEAL.
126See Flags section below. 174See Flags section below.
127 175
128=item reflecting (0|1) 176=item I<reflecting> (0|1)
129 177
130Sets the flag FLAG_REFLECTING. 178Sets the flag FLAG_REFLECTING.
131See Flags section below. 179See Flags section below.
132 180
133=item reflect_spell (0|1) 181=item I<reflect_spell> (0|1)
134 182
135Sets the flag FLAG_REFL_SPELL. 183Sets the flag FLAG_REFL_SPELL.
136See Flags section below. 184See Flags section below.
137 185
138=item no_skill_ident (0|1) 186=item I<no_skill_ident> (0|1)
139 187
140Sets the flag FLAG_NO_SKILL_IDENT. 188Sets the flag FLAG_NO_SKILL_IDENT.
141See Flags section below. 189See Flags section below.
142 190
143=item activate_on_push (0|1) (default: 1) 191=item I<activate_on_push> (0|1) (default: 1)
144 192
145Sets the flag FLAG_ACTIVATE_ON_PUSH. 193Sets the flag FLAG_ACTIVATE_ON_PUSH.
146See Flags section below. 194See Flags section below.
147 195
148=item activate_on_release (0|1) (default: 1) 196=item I<activate_on_release> (0|1) (default: 1)
149 197
150Sets the flag FLAG_ACTIVATE_ON_RELEASE. 198Sets the flag FLAG_ACTIVATE_ON_RELEASE.
151See Flags section below. 199See Flags section below.
152 200
153=item editable (more than deprecated) 201=item I<editable> (more than deprecated)
154 202
155This field had a special meaning for crossedit, which used parts 203This field had a special meaning for crossedit, which used parts
156of the server code for editing. Wherever you see this attribute being 204of the server code for editing. Wherever you see this field being
157set in an archetype ignore it and/or remove it. No code interprets this 205set in an archetype ignore it and/or remove it. No code interprets this
158field anymore. 206field anymore.
159 207
160=back 208=back
161 209
173 221
174This flag mostly states whether this object has been 'applied' by the player. 222This flag mostly states whether this object has been 'applied' by the player.
175For objects that are applied by the code or have this flag set in the archetype 223For objects that are applied by the code or have this flag set in the archetype
176it mostly means 'this object is active'. 224it mostly means 'this object is active'.
177 225
178For example the player adjustments of the hp/sp/grace fields and inheritance 226For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
179of flags from objects in his inventory is toggled by this flag. 227of flags from objects in his inventory is toggled by this flag.
180 228
181=item FLAG_IS_USED_UP 229=item FLAG_IS_USED_UP
182 230
183This flag controls whether an object is 'used up'. If it is set the 'food' field 231This flag controls whether an object is 'used up'. If it is set I<food>
184of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 232is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
185it is removed.
186 233
187If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 234If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
188this object is removed or not, see the Force type below for the meaning 235this object is removed or not, see the B<FORCE> type below for the meaning
189of the duration field in this context. 236of the duration field in this context.
190 237
191If FLAG_APPLIED is not set the object is destroyed. 238If FLAG_APPLIED is not set the object is destroyed.
192 239
240=item FLAG_CHANGING
241
242If the I<state> field of the object is 0 the object will be processed periodically
243(if speed is set). If the I<state> field is 1 it won't be processed.
244
193=item FLAG_IS_A_TEMPLATE (internal use) 245=item FLAG_IS_A_TEMPLATE (internal use)
194 246
195This flag is set on the inventory of generators like CREATORs and CONVERTERs, 247This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
196or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 248or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
197 249
198=item FLAG_AUTO_APPLY 250=item FLAG_AUTO_APPLY
199 251
200This flag has currently only meaning for the TREASURE type, see below. 252This flag has currently only meaning for the B<TREASURE> type, see below.
201 253
202=item FLAG_ACTIVATE_ON_PUSH 254=item FLAG_ACTIVATE_ON_PUSH
203 255
204This flag has only meaning for objects that can be linked together 256This flag has only meaning for objects that can be linked together
205with the 'connected' field and controls wether the object should 257by the I<connected> field and controls wether the object should
206be activated when the connection is 'pushed' or it is 'released'. 258be activated when the connection is 'pushed' or it is 'released'.
207 259
260What 'pushed' and 'released' means depends on the object that
261activates the connection.
262
208This flag is by default on. 263This flag is by default on.
209 264
210=item FLAG_ACTIVATE_ON_RELEASE 265=item FLAG_ACTIVATE_ON_RELEASE
211 266
212This flag has only meaning for objects that can be linked together 267This flag has only meaning for objects that can be linked together
213with the 'connected' field and controls wether the object should 268by the I<connected> field and controls wether the object should
214be activated when the connection is 'pushed' or it is 'released'. 269be activated when the connection is 'pushed' or it is 'released'.
270
271What 'pushed' and 'released' means depends on the object that
272activates the connection.
215 273
216This flag is by default on. 274This flag is by default on.
217 275
218=item FLAG_NO_STEAL 276=item FLAG_NO_STEAL
219 277
224(but in this context the flag is only used internally). 282(but in this context the flag is only used internally).
225 283
226=item FLAG_NO_SKILL_IDENT 284=item FLAG_NO_SKILL_IDENT
227 285
228This flag is mostly used internal and prevents unidentified objects 286This flag is mostly used internal and prevents unidentified objects
229(objects which don't have FLAG_IDENTIFIED set) being identified by 287(objects which don't have FLAG_IDENTIFIED set) being identified
230skills. 288multiple times by skills.
231 289
232This flag is used to mark objects to never being identified by a skill 290This flag is used to mark objects which were unsuccessfully identified by a
233once a player failed to identify an object. So that multiple tries 291players skill. So that multiple tries of identifying aren't more effective than
234of identifying aren't more effective than one. 292one.
235 293
236=item FLAG_REFLECTING 294=item FLAG_REFLECTING
237 295
238This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW 296This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
239to indicate whether this object reflects off walls. 297to indicate whether this object reflects off walls.
240 298
241=item FLAG_REFL_SPELL 299=item FLAG_REFL_SPELL
242 300
243This flag indicates whether something reflects spells, like spell reflecting 301This flag indicates whether something reflects spells, like spell reflecting
244amuletts. 302amuletts.
245 303
246=back 304=back
247 305
248=head2 Description of type specific attributes 306=head2 Description of type specific fields and behaviour
249 307
250The beginning of the headers of the following subsection 308The beginning of the headers of the following subsection
251are the server internal names for the objects types, see include/define.h. 309are the server internal names for the objects types, see include/define.h.
252 310
253=head3 TRANSPORT - type 2 - Player transports 311=head3 B<TRANSPORT> - type 2 - Player transports
254 312
255This type is implemented by the transport extension and has currently no special 313This type is implemented by the transport extension and has currently no special
256attributes that affect it. 314fields that affect it.
257 315
258=head3 ROD - type 3 - Rods that fire spells 316=head3 B<ROD> - type 3 - Rods that fire spells
259 317
260Rods contain spells and can be fired by a player. 318Rods contain spells and can be fired by a player.
261 319
262=over 4 320=over 4
263 321
264=item level <number> 322=item I<level> <number>
265 323
266This attribute is used for calculating the spell level that can be fired 324This field is used for calculating the spell level that can be fired
267with this rod, it's also the maximum level of the spell that can be fired. 325with this rod, it's also the maximum level of the spell that can be fired.
268The level of the spell that is being fired depends mostly on 326The level of the spell that is being fired depends mostly on
269the 'use magic item' skill level of the player and 1/10 of the level of the 327the 'use magic item' skill level of the player and 1/10 of the level of the
270rod is added as bonus. 328rod is added as bonus.
271 329
272=item hp <number> 330=item I<hp> <number>
273 331
274The amount of spellpoints this rod has left. 332The amount of spellpoints this rod has left.
275 333
276=item maxhp <number> 334=item I<maxhp> <number>
277 335
278The maximum amount of spellpoints this rod has. 336The maximum amount of spellpoints this rod has.
279 337
280=item skill <skill name> 338=item I<skill> <skill name>
281 339
282This field determines which skill you need to apply this object. 340This field determines which skill you need to apply this object.
283 341
284=back 342=back
285 343
286=head3 TREASURE - type 4 - Treasures 344=head3 B<TREASURE> - type 4 - Treasures
287 345
288This type of objects are for random treasure generation in maps. 346This type of objects are for random treasure generation in maps.
289If this object is applied by a player it will replace itself with it's 347If this object is applied by a player it will replace itself with it's
290inventory. If it is automatically applied 348inventory. If it is automatically applied
291generate a treasure and replace itself with the generated treasure. 349generate a treasure and replace itself with the generated treasure.
293Chests are also of this type, their treasures are generated by 351Chests are also of this type, their treasures are generated by
294the auto apply code on map instantiation. 352the auto apply code on map instantiation.
295 353
296=over 4 354=over 4
297 355
298=item hp <number> 356=item I<hp> <number>
299 357
300The number of treasures to generate. 358The number of treasures to generate.
301 359
302=item exp <level> 360=item I<exp> <level>
303 361
304If FLAG_AUTO_APPLY is not set the exp field has no further meaning 362If FLAG_AUTO_APPLY is not set the exp field has no further meaning
305and the difficulty for the treasurecode only depends on the maps difficulty, 363and the difficulty for the treasurecode only depends on the maps difficulty,
306otherwise the exp field has the following meaning: 364otherwise the exp field has the following meaning:
307 365
310worth a treasure is or what bonuses it is given by the treasure code. 368worth a treasure is or what bonuses it is given by the treasure code.
311 369
312If this field is not set or 0 the difficulty of the map is passed to the treasure 370If this field is not set or 0 the difficulty of the map is passed to the treasure
313generation code. 371generation code.
314 372
315=item randomitems <treasurelist> 373=item I<randomitems> <treasurelist>
316 374
317The treasurelist to use to generate the treasure which is put in the 375The treasurelist to use to generate the treasure which is put in the
318treasure objects inventory. 376treasure objects inventory.
319 377
320=back 378=back
321 379
322=head3 POTION - type 5 - Potions for drinking and other nastynesses 380=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
323 381
324These objects contain a spell and will emit it on apply, which most 382These objects contain a spell and will emit it on apply, which most
325of the time has the meaning of 'drinking'. 383of the time has the meaning of 'drinking'.
326 384
327If no resistancy field, stat field or attacktype is set and no spell 385If no resistancy field, stat field or attacktype is set and no spell
332If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 390If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
333will yield an explosion and hurt the player. 391will yield an explosion and hurt the player.
334 392
335=over 4 393=over 4
336 394
337=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 395=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
338 396
339These stat fields determine how many stat points the player gets 397These stat fields determine how many stat points the player gets
340when he applies this potion. 398when he applies this potion.
341 399
342If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 400If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
343 401
344=item sp <number> 402=item I<sp> <number>
345 403
346If this field is set and the randomitems field is not set 404If this field is set and the randomitems field is not set
347the field is interpreted as spell number, please look the right 405the field is interpreted as spell number, please look the right
348number up in common/loader.C. 406number up in common/loader.C.
349 407
350If this field is set the randomitems field will be unset by the 408If this field is set the randomitems field will be unset by the
351map loading code. 409map loading code.
352 410
353=item attacktype <attacktype> 411=item I<attacktype> <attacktype>
354 412
355This field has some special meaning in potions, currently the 413This field has some special meaning in potions, currently the
356bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 414bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
357restoration potion or improvement potion. 415restoration potion or improvement potion.
358See include/attackinc.h for the bits of these types. 416See include/attackinc.h for the bits of these types.
363into him. 421into him.
364 422
365If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 423If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
366When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 424When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
367 425
368=item resist_<resistancy> <number> 426=item I<resist_RESISTANCY> <number>
369 427
370If this stat is set and no spell is in the potion the potion 428If this stat is set and no spell is in the potion the potion
371will create a force that give the player this specific resistancy. 429will create a force that give the player this specific resistancy.
372The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 430The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
373and the potion will last 10 times longer than the default force archetype 431and the potion will last 10 times longer than the default force archetype
374FORCE_NAME (at the moment of this writing spell/force.arc). 432FORCE_NAME (at the moment of this writing spell/force.arc).
375 433
376=item randomitems <treasurelist> 434=item I<randomitems> <treasurelist>
377 435
378The inventory/spell of the potion will be created by calling the treasure code 436The inventory/spell of the potion will be created by calling the treasure code
379with the treasurelist specified here. (I guess it's highly undefined what 437with the treasurelist specified here. (I guess it's highly undefined what
380happens if there is not a spell in the potions inventory). 438happens if there is not a spell in the potions inventory).
381 439
382=item on_use_yield <archetype> 440=item I<on_use_yield> <archetype>
383 441
384When this object is applied an instance of <archetype> will be created. 442When this object is applied an instance of <archetype> will be created.
385 443
386=item subtypes <potion subtype> 444=item I<subtypes> <potion subtype>
387 445
388see include/spells.h for possible potion subtypes, there are currently 4: 446see include/spells.h for possible potion subtypes, there are currently 4:
389 447
390=over 4 448=over 4
391 449
394Unused, default behaiour of a potion. 452Unused, default behaiour of a potion.
395 453
396=item POT_DUST 454=item POT_DUST
397 455
398This potion can be thrown to cast the spell that it has in it's inventory, 456This potion can be thrown to cast the spell that it has in it's inventory,
399the behaviour is not defined if there is not a spell in the inventory and the 457the behaviour is not defined if there is not a B<SPELL> in the inventory and the
400server will log an error. 458server will log an error.
401 459
402=item POT_FIGURINE 460=item POT_FIGURINE
403 461
404Unused, default behaiour of a potion. 462Unused, default behaiour of a potion.
409 467
410=back 468=back
411 469
412=back 470=back
413 471
414=head3 FOOD - type 6 - Eatable stuff 472=head3 B<FOOD> - type 6 - Eatable stuff
415 473
416This is for objects that are representing general eatables like 474This is for objects that are representing general eatables like
417beef or bread. 475beef or bread.
418 476
419The main difference between FOOD, FLESH and DRINK is that they 477The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
420give different messages. 478give different messages.
421 479
422The specialty of FLESH is that it inherits the resistancies of the 480The specialty of B<FLESH> is that it inherits the resistancies of the
423monsters it was generated in and will let dragons raise their resistancies 481monsters it was generated in and will let dragons raise their resistancies
424with that. If the monster has the POISON attacktype the FLESH 482with that. If the monster has the B<POISON> attacktype the B<FLESH>
425will change into POISON. 483will change into B<POISON>.
426 484
427If a player runs low on food he will grab for FOOD, DRINK and POISON 485If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
428and if he doesn't find any of that he will start eating FLESH. 486and if he doesn't find any of that he will start eating B<FLESH>.
429 487
430=over 4 488=over 4
431 489
432=item title <string> 490=item I<title> <string>
433 491
434If the food has a title or is cursed it is considered 'special', which means that the 492If the food has B<title> set or is cursed it is considered 'special', which
435fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 493means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
436are interpreted and have further effects on the player. 494I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
495on the player.
437 496
438The higher the food field is the longer the improvement of the player lasts 497The higher the I<food> field is the longer the improvement of the player lasts
439(except for hp and sp). 498(except for I<hp> and I<sp>).
440 499
441=item food <number> 500=item I<food> <number>
442 501
443This is the amount of food points the player gets when he eats this. 502This is the amount of food points the player gets when he eats this.
444 503
445=item on_use_yield <archetype> 504=item I<on_use_yield> <archetype>
446 505
447When this object is applied an instance of <archetype> will be created. 506When this object is applied an instance of <archetype> will be created.
448 507
449=back 508=back
450 509
451=head3 POISON - type 7 - Poisonous stuff 510=head3 B<POISON> - type 7 - Poisonous stuff
452 511
453This type is for objects that can poison the player when drinking. 512This type is for objects that can poison the player when he drinks/applies it.
454When applied it will hit the attacked with AT_POISON and will create 513When applied it will hit the attacked with AT_POISON and will create
455a POISONING object in the one who was hit. 514a B<POISONING> object in the one who was hit.
456 515
457=over 4 516=over 4
458 517
459=item level <number> 518=item I<level> <number>
460 519
461This field affects the propability of poisoning. The higher the level difference 520This field affects the propability of poisoning. The higher the level difference
462between the one who is hit and the poision the mose propable it is the attacked 521between the one who is hit and the poision the more propable it is the attacked
463one will be poisoned. 522one will be poisoned.
464 523
465=item slaying <race> 524=item I<slaying> <race>
466 525
467On poison this field has the usual meaning of 'slaying', when the 526This field has the usual meaning of 'slaying', when the
468ones race matches the slaying field the damage done by the poison 527poisoned's race matches the I<slaying> field the damage done by the poison
469is multiplied by 3. 528is multiplied by 3.
470 529
471=item hp <number> 530=item I<hp> <number>
472 531
473This is the amount of damage the player will receive from applying this. The 532This is the amount of damage the player will receive from applying this. The
474attacktype AT_POISON will be used to hit the player and the damage will 533attacktype AT_POISON will be used to hit the player and the damage will
475determine the strenght, duration and depletion of stats of the poisoning. The 534determine the strenght, duration and depletion of stats of the poisoning. The
476created POISONING object which is being placed in the one who was attacked will 535created B<POISONING> object which is being placed in the one who was attacked will
477get the damage from this field (which is maybe adjusted by slaying or the 536get the damage from this field (which is maybe adjusted by slaying or the
478resistancies). 537resistancies).
479 538
480=item food <number> 539=item I<food> <number>
481 540
4821/4 of <number> will be drained from the players food. 5411/4 of <number> will be drained from the players I<food>.
483 542
484=item on_use_yield <archetype> 543=item I<on_use_yield> <archetype>
485 544
486When this object is applied an instance of <archetype> will be created. 545When this object is applied an instance of <archetype> will be created.
487 546
488=back 547=back
489 548
490=head3 BOOK - type 8 - Readable books 549=head3 B<BOOK> - type 8 - Readable books
491 550
492This type is basically for representing text books in the game. 551This type is basically for representing text books in the game.
493 552
494Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 553Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
495 554
496=over 4 555=over 4
497 556
498=item msg <text> 557=item I<msg> <text>
499 558
500This is the contents of the book. When this field is unset 559This is the contents of the book. When this field is unset
501at treasure generation a random text will be inserted. 560at treasure generation a random text will be inserted.
502 561
503=item skill <skill name> 562=item I<skill> <skill name>
504 563
505The skill required to read this book. (The most resonable 564The skill required to read this book. (The most resonable
506skill would be literacy). 565skill would be literacy).
507 566
508=item exp <number> 567=item I<exp> <number>
509 568
510The experience points the player get for reading this book. 569The experience points the player get for reading this book.
511 570
512=item subtype <readable subtype> 571=item I<subtype> <readable subtype>
513 572
514This field determines the type of the readable. 573This field determines the type of the readable.
515Please see common/readable.C in the readable_message_types table. 574Please see common/readable.C in the readable_message_types table.
516 575
517=back 576=back
518 577
519=head3 CLOCK - type 9 - Clocks 578=head3 B<CLOCK> - type 9 - Clocks
520 579
521This type of objects just display the time when being applied. 580This type of objects just display the time when being applied.
522 581
523=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) 582=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
524 583
525This is a spell effect of a moving bolt. It moves straigt forward 584This is a spell effect of a moving bolt. It moves straigt forward
526through the map until something blocks it. 585through the map until something blocks it.
527If FLAG_REFLECTING is set it even reflects on walls. 586If FLAG_REFLECTING is set it even reflects on walls.
528 587
529FLAG_IS_TURNABLE should be set on these objects. 588FLAG_IS_TURNABLE should be set on these objects.
530 589
531=over 4 590=over 4
532 591
533=item move_type <movetype> 592=item I<move_type> <movetype>
534 593
535This field affects the move type with which the lightning moves through 594This field affects the move type with which the lightning moves through
536the map and which map cells will reflect or block it. 595the map and which map cells will reflect or block it.
537 596
538=item attacktype <attacktype> 597=item I<attacktype> <attacktype>
539 598
540The attacktype with which it hits the objects on the map. 599The attacktype with which it hits the objects on the map.
541 600
542=item dam <number> 601=item I<dam> <number>
543 602
544The damage this bolt inflicts when it hits objects on the map. 603The damage this bolt inflicts when it hits objects on the map.
545 604
546=item Dex <number> 605=item I<Dex> <number>
547 606
548This is the fork percentage, it is reduced by 10 per fork. 607This is the fork percentage, it is reduced by 10 per fork.
549And the damage is halved on each fork. 608And the I<dam> field is halved on each fork.
550 609
551=item Con <number> 610=item I<Con> (internal)
552 611
553This value is a percentage of which the forking lightning 612This value is a percentage of which the forking lightning
554is deflected to the left. This value should be mostly used internally. 613is deflected to the left. This value should be mostly used internally.
555 614
556=item duration <number> 615=item I<duration> <number>
557 616
558The duration the bolt stays on a map cell. This field is decreased each time 617The duration the bolt stays on a map cell. This field is decreased each time
559the object is processed (see the meaning of speed and speed_left fields in 618the object is processed (see the meaning of I<speed> and I<speed_left> fields in
560the object general description). 619the generic object field description).
561 620
562=item range <number> 621=item I<range> <number>
563 622
564This is the range of the bolt, each space it advances this field is decreased. 623This is the range of the bolt, each space it advances this field is decreased.
565 624
566=back 625=back
567 626
627=head3 B<ARROW> - type 13 - Arrows
568 628
629This is the type for objects that represent projectiles like arrows.
630The movement of B<THROWN_OBJ>s behave similar to this type.
631
632Flying arrows are stopped either when they hit something blocking
633(I<move_block>) or something which is alive.
634If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
635set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
636damage with a small chance which is affected by the I<level> field of the arrow.
637
638If FLAG_REFLECTING is set on the arrow it will bounce off everything
639that is not alive and blocks it's movement.
640
641When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
642fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
643the object, to restore them once the arrow has been stopped.
644
645=over 4
646
647=item I<dam> <number>
648
649The amount of damage that is being done to the victim that gets hit.
650This field is recomputed when the arrow is fired and will consist
651of the sum of a damage bonus (see description of the B<BOW> type),
652the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
653and the arrows I<magic> field.
654
655=item I<wc> <number>
656
657The weapon class of the arrow, which has effect on the propability of hitting.
658
659It is recomputed when the arrow is being fired by this formula:
660
661 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
662 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
663
664When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
665level is not added.
666
667wc_mod is dependend on the fire mode of the bow. For a more detailed
668explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
669
670=item I<magic> <number>
671
672This field is added to the damage of the arrow when it is shot and
673will also improve it's I<speed> by 1/5 of it's value.
674
675=item I<attacktype> <attacktype>
676
677Bitfield which decides the attacktype of the damage, see include/attackinc.h
678On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
679
680=item I<level> <number> (interally used)
681
682The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
683see above in the B<ARROW> description.
684
685The I<level> is set when the arrow is fired to either the skill level or the
686shooters level.
687
688=item I<speed> <number> (internal)
689
690This field shouldn't be set directly in the archetype, the arrow will get it's
691I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
692arrow will be stopped immediatly.
693
694On fireing the I<speed> of the arrow is computed of 1/5 of the
695sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
696of the bows I<dam> field is added to the I<speed> of the arrow.
697
698The minimum I<speed> of an arrow is 1.0.
699
700While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
701
702If the I<speed> is above 10.0 it goes straight through the creature it hits and
703it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
704stopped and either sticked into the victim (see I<weight> field description) or
705put on it's map square (if it didn't break, see description of the I<food> field).
706
707=item I<weight> <number>
708
709This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
710the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
711
712=item I<food> <number>
713
714The breaking percentage. 100 (%) means: breaks on usage for sure.
715
716=item I<inventory> (internal)
717
718If the flying/moving object has something in it's inventory and it stops, it
719will be replaced with it's inventory. Otherwise it will be handled as usual,
720which means: it will be calculated whether the arrow breaks and it will be
721reset for reuse.
722
723=item I<slaying> <string>
724
725When the bow that fires this arrow has it's I<slaying> field set it is copied
726to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
727
728=item I<move_type> <movetype> (internally used)
729
730This field is set when the arrow is shot to MOVE_FLY_LOW.
731
732=item I<move_on> <movetype> (internally used)
733
734This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
735
736=item I<race> <string>
737
738The I<race> field is a unique key that assigns arrows, bows and quivers. When
739shooting an arrow the bows I<race> is used to search for arrows (which have the
740same I<race> as the bow) in the players inventory and will recursively search in
741the containers (which are applied and have the same I<race> as the bow and the arrow).
742
743=back
744
745=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
746
747TODO, but take into account B<ARROW> description above!
748
569=head3 WEAPON - type 15 - Weapons 749=head3 B<WEAPON> - type 15 - Weapons
570 750
571This type is for general hack and slash weapons like swords, maces 751This type is for general hack and slash weapons like swords, maces
572and daggers and and .... 752and daggers and and ....
573 753
574=over 4 754=over 4
575 755
576=item weapontype <type id> 756=item I<weapontype> <type id>
577 757
578decides what attackmessages are generated, see include/define.h 758decides what attackmessages are generated, see include/define.h
579 759
580=item attacktype <bitmask> 760=item I<attacktype> <bitmask>
581 761
582bitfield which decides the attacktype of the damage, see include/attackinc.h 762bitfield which decides the attacktype of the damage, see include/attackinc.h
583 763
584=item dam <number> 764=item I<dam> <number>
585 765
586amount of damage being done with the attacktype 766amount of damage being done with the attacktype
587 767
588=item item_power <level> 768=item I<item_power> <level>
589 769
590the itempower of this weapon. 770the itempower of this weapon.
591 771
592=item name 772=item I<name>
593 773
594the name of the weapon. 774the name of the weapon.
595 775
596=item level (internal) 776=item I<level> (internal)
597 777
598The improvement state of the weapon. 778The improvement state of the weapon.
599If this field is greater than 0 the 'name' field starts with the 779If this field is greater than 0 the I<name> field starts with the
600characters name who improved this weapon. 780characters name who improved this weapon.
601 781
602=item last_eat (internal) 782=item I<last_eat> (internal)
603 783
604seems to be the amount of improvements of a weapon, 784This seems to be the amount of improvements of a weapon,
605the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 785the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
606 786
607 ((who->level / 5) + 5) >= op->last_eat 787 ((who->level / 5) + 5) >= op->last_eat
608 788
609=item last_sp 789=item I<last_sp>
610 790
611the weapon speed (see magic description) 791the weapon speed (see magic description)
612 792
613=item food <number> 793=item I<food> <number>
614 794
615addition to food regeneration of the player 795addition to food regeneration of the player
616 796
617=item hp <number> 797=item I<hp> <number>
618 798
619addition to health regeneration 799addition to health regeneration
620 800
621=item sp <number> 801=item I<sp> <number>
622 802
623addition to mana regeneration 803addition to mana regeneration
624 804
625=item grace <number> 805=item I<grace> <number>
626 806
627addititon to grace regeneration 807addititon to grace regeneration
628 808
629=item gen_sp_armour <number> 809=item I<gen_sp_armour> <number>
630 810
631the players gen_sp_armour field (which is per default 10) is added the <number> amount. 811the players I<gen_sp_armour> field (which is per default 10) is being added the
632gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 812<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
633is multiplied: gen_sp *= 10/<number> 813do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
634meaning: values > 10 of gen_sp_armour limits the amout of regenerated 814I<gen_sp_armour> limits the amout of regenerated spellpoints.
635spellpoints.
636 815
637generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 816Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
638sp regeneration. 817I<sp> regeneration.
639 818
640=item body_<body slot/part> 819=item I<body_BODYSLOT>
641 820
642the part of the body you need to use this weapon, possible values should be 821The part of the body you need to use this weapon, possible values should be
643looked up in common/item.C at body_locations. 822looked up in common/item.C at body_locations.
644 823
645=item resist_<resistnacy> <number> 824=item I<resist_RESISTNACY> <number>
646 825
647this is the factor with which the difference of the players resistancy and 100% 826this is the factor with which the difference of the players resistancy and 100%
648is multiplied, something like this: 827is multiplied, something like this:
649 828
650 additional_resistancy = (100 - current_resistanct) * (<number>/100) 829 additional_resistancy = (100 - current_resistanct) * (<number>/100)
654 833
655 'total resistance = total protections - total vulnerabilities' 834 'total resistance = total protections - total vulnerabilities'
656 835
657see also common/living.C:fix_player 836see also common/living.C:fix_player
658 837
659=item patch_(attuned|repelled|denied) 838=item I<path_(attuned|repelled|denied)>
660 839
661this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 840this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
662for the pathes. 841for the pathes.
663 842
664=item luck <number> 843=item I<luck> <number>
665 844
666this luck is added to the players luck 845this luck is added to the players I<luck>
667 846
668=item move_type 847=item I<move_type>
669 848
670if the weapon has a move_type set the player inherits it's move_type 849if the weapon has a I<move_type> set the player inherits it's I<move_type>
671 850
672=item exp <number> 851=item I<exp> <number>
673 852
674the added_speed and bonus_speed of the player is raised by <number>/3. 853the added_speed and bonus_speed of the player is raised by <number>/3.
675if <number> < 0 then the added_speed is decreased by <number> 854if <number> < 0 then the added_speed is decreased by <number>
676 855
677=item weight 856=item I<weight>
678 857
679the weight of the weapon 858the weight of the weapon
680 859
681=item magic 860=item I<magic>
682 861
683the magic field affects the amounts of the following fields: 862the I<magic> field affects the amounts of the following fields:
684 863
685 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 864 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
686 865
687 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 866 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
688 867
689 - dam: the players dam is adjusted by: player->dam += (dam + magic) 868 - dam: the players dam is adjusted by: player->dam += (dam + magic)
690 869
691 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 870 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
692 (minium is 0) 871 (minium is 0)
693 872
694=item ac <number> 873=item I<ac> <number>
695 874
696the amount of ac points the player's ac is decreased 875the amount of ac points the player's I<ac> is decreased when applying this object.
697 876
698=item wc <number> 877=item I<wc> <number>
699 878
700the amount of wc points the player's wc is decreased 879the amount of wc points the player's I<wc> is decreased when applying this object.
701 880
702=back 881=back
703 882
704=head4 Player inherits following flags from weapons: 883=head4 Player inherits following flags from weapons:
705 884
710 FLAG_XRAYS 889 FLAG_XRAYS
711 FLAG_BLIND 890 FLAG_BLIND
712 FLAG_SEE_IN_DARK 891 FLAG_SEE_IN_DARK
713 FLAG_UNDEAD 892 FLAG_UNDEAD
714 893
715=head3 GRIMREAPER - type 28 - Grimreapers 894=head3 B<GRIMREAPER> - type 28 - Grimreapers
716 895
717These type are mostly used for monsters, they give the 896These type are mostly used for monsters, they give the
718monster the ability to dissapear after 10 hits with AT_DRAIN. 897monster the ability to dissapear after 10 hits with AT_DRAIN.
719 898
720=over 4 899=over 4
721 900
722=item value <number> 901=item I<value> <number>
723 902
724This field stores the hits the monster did yet. 903This field stores the hits the monster did yet.
725 904
726=back 905=back
727 906
907=head3 B<CREATOR> - type 42 - Object creators
908
909Once a creator is activated by a connection it creates a number of objects
910(cloned from it's inventory or a new object derived from the archetype
911named in the other_arch slot).
912
913If FLAG_LIVESAFE is set the number of uses is unlimited.
914
915=over 4
916
917=item I<hp> <number>
918
919If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
920be used.
921
922=item I<speed> <number>
923
924If I<speed> is set the creator will create an object periodically,
925see I<speed> and I<speed_left> fields in the general object field description
926for more details.
927
928=item I<slaying> <string>
929
930If set the generated object's name and title will be set to this.
931
932=item I<other_arch> <string>
933
934If the inventory of the creator is empty new objects will be derived from the
935archetype named by <string>.
936
937=item I<connected> <number>
938
939See generic object field description.
940
941=back
942
728=head3 DRINK - type 54 - Drinkable stuff 943=head3 B<DRINK> - type 54 - Drinkable stuff
729 944
730See FOOD description. 945See B<FOOD> description.
731 946
732=head3 CHECK_INV - type 64 - Inventory checkers 947=head3 B<CHECK_INV> - type 64 - Inventory checkers
733 948
734This object checks whether the player has a specific item in his 949This object checks whether the player has a specific item in his
735inventory when he moves above the inventory checker. If the player has 950inventory when he moves above the inventory checker. If the player has
736the item (or not, which can be controlled with a flag) a connection will be triggered. 951the item (or not, which can be controlled with a flag) a connection will be triggered.
737 952
738If you set move_block you can deny players and monsters to reach the space where 953If you set I<move_block> you can deny players and monsters to reach the space where
739the inventory checker is on, see 'move_block' description below. 954the inventory checker is on, see I<move_block> description below.
740 955
741The conditions specified by hp, slaying and race are concationated with OR. 956The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
742So matching one of those conditions is enough. 957So matching one of those conditions is enough.
743 958
744=over 4 959=over 4
745 960
746=item move_block <move type bitmask> 961=item I<move_block> <move type bitmask>
747 962
748If you set this field to block a movetype the move code will block any moves 963If you set this field to block a movetype the move code will block any moves
749onto the space with the inventory checker, IF the moving object doesn't have 964onto the space with the inventory checker, IF the moving object doesn't have
750(or has - if last_sp = 0) the item that the checker is searching for. 965(or has - if I<last_sp> = 0) the item that the checker is searching for.
751 966
752=item last_sp (0|1) 967=item I<last_sp> (0|1)
753 968
754If last_sp is 1 'having' the item that is being checked for will 969If I<last_sp> is 1 'having' the item that is being checked for will
755activate the connection or make the space with the checker non-blocking. 970activate the connection or make the space with the checker non-blocking.
756If last_sp is 0 'not having' the item will activate the connection 971If I<last_sp> is 0 'not having' the item will activate the connection
757or make the space with the checker non-blocking. 972or make the space with the checker non-blocking.
758 973
759=item last_heal (0|1) 974=item I<last_heal> (0|1)
760 975
761If last_heal is 1 the matching item will be removed if the inventory checker 976If I<last_heal> is 1 the matching item will be removed if the inventory checker
762activates a connection and finds the item in the inventory. 977activates a connection and finds the item in the inventory.
763 978
764(A inventory checker that blocks a space won't remove anything from inventories) 979(A inventory checker that blocks a space won't remove anything from inventories)
765 980
766=item hp <number> 981=item I<hp> <number>
767 982
768If this field is not 0 the inventory checker will search for an object 983If this field is not 0 the inventory checker will search for an object
769with the type id <number>. 984with the type id <number>.
770 985
771=item slaying <string> 986=item I<slaying> <string>
772 987
773If this field is set the inventory checker will search for an object that 988If this field is set the inventory checker will search for an object that
774has the same string in the slaying field (for example a key string of a key). 989has the same string in the I<slaying> field (for example a key string of a key).
775 990
776=item race <string> 991=item I<race> <string>
777 992
778If this field is set the inventory checker will search for an object which 993If this field is set the inventory checker will search for an object which
779has the archetype name that matches <string>. 994has the archetype name that matches <string>.
780 995
781=item connected <connection id> 996=item I<connected> <connection id>
782 997
783This is the connection that will be activated. 998This is the connection that will be activated. The connection is
999'pushed' when someone enters the space with the inventory checker,
1000and it is 'released' when he leaves it.
784 1001
785=back 1002See also the description of the I<connected> field in the generic object field
1003section.
786 1004
1005=back
1006
787=head3 FLESH - type 72 - Organs and body parts 1007=head3 B<FLESH> - type 72 - Organs and body parts
788 1008
789See FOOD description. 1009See B<FOOD> description.
790 1010
791=head3 MISC_OBJECT - type 79 - Misc. objects 1011=head3 B<MISC_OBJECT> - type 79 - Misc. objects
792 1012
793A type for any object that has no special behaviour. 1013A type for any object that has no special behaviour.
794 1014
795=head3 MONSTER - type 80 - Monsters 1015=head3 B<LAMP> - type 82 - A lamp
796 1016
797This is the main type for monsters. This type does almost 1017This object makes light.
798nothing except taking care of animations a bit.
799 1018
800The special behaviour of a monster is given to an object by FLAG_MONSTER and 1019=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
801FLAG_ALIVE, please consult the section about flags above in the general object
802section.
803 1020
1021This type of objects multiplies objects that are above it when it is activated.
1022You can even multiply by 0, which will destroy the object.
1023
1024=over 4
1025
1026=item I<level> <number>
1027
1028The multiplicator, if set to 0 or lower it will destroy the objects above it.
1029
1030=item I<other_arch> <string>
1031
1032The archetype name of the objects that should be multiplied.
1033
1034=item I<connected> <number>
1035
1036See generic object field description.
1037
1038=back
1039
804=head3 HOLE - type 94 - Holes 1040=head3 B<HOLE> - type 94 - Holes
805 1041
806Holes are holes in the ground where objects can fall through. When the hole 1042B<HOLE>s are holes in the ground where objects can fall through. When the hole
807opens and/or is completly open all objects above it fall through (more 1043opens and/or is completly open all objects above it fall through (more
808precisely: if their head is above the hole). 1044precisely: if their head is above the hole).
809 1045
1046When the B<HOLE> is activated it's speed is set to 0.5.
1047
810Trapdoors can only transfer the one who falls through to other coordinates 1048These holes can only transfer the one who falls through to other coordinates
811on the B<same> map. 1049on the same map.
812 1050
813=over 4 1051=over 4
814 1052
815=item maxsp (0|1) 1053=item I<maxsp> (0|1)
816 1054
817This field negates the state of the connection: When maxsp is 1 the pit will 1055This field negates the state of the connection: When maxsp is 1 the pit will
818open/close when the connection is deactivated. Otherwise it will open/close 1056open/close when the connection is deactivated. Otherwise it will open/close
819when the connection is activated. This field only has effect when the 1057when the connection is activated. This field only has effect when the
820connection is triggered. So if you put a closed hole on a map, and the 1058connection is triggered. So if you put a closed hole on a map, and the
821connection is deactivated, and maxsp is 1 the hole will remain closed until the 1059connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
822connection was triggered once. 1060connection was triggered once.
823 1061
824=item connected <connection id> 1062=item I<connected> <connection id>
825 1063
826This is the connection id, which lets the hole opening or closing when 1064This is the connection id, which lets the hole opening or closing when
827activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1065activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
828at which connection state the object is activated. 1066at which connection state the object is activated.
829 1067
830For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1068For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
831the connection is released. 1069the connection is released.
832 1070
833=item wc <number> (internal) 1071=item I<wc> <number> (internal)
834 1072
835This is an internal flag. If it is greater than 0 it means that the hole is not 1073This is an internal field. If it is greater than 0 it means that the hole is not
836yet fully open. More preciesly: this field is the animation-step and if it is 1074yet fully open. More preciesly: this field is the animation-step and if it is
837set to the 'closed' step of the animation the hole is closed and if it is on 1075set to the 'closed' step of the animation the hole is closed and if it is on
838the 'open' animation step (wc = 0), the hole is open. 1076the 'open' animation step (I<wc> = 0), the hole is open.
839 1077
840=item sp <number> 1078=item I<sp> <number>
841 1079
842The destination y coordinates on the same map. 1080The destination y coordinates on the same map.
843 1081
844=item hp <number> 1082=item I<hp> <number>
845 1083
846The destination x coordinates on the same map. 1084The destination x coordinates on the same map.
847 1085
848=back 1086=back
849 1087
850=head3 POISONING - type 105 - The poisoning of players and monsters 1088=head3 B<POISONING> - type 105 - The poisoning of players and monsters
851 1089
852This type is doing the actual damage to the ones who were attacked 1090This type is doing the actual damage to the ones who were attacked
853via AT_POISON (or drank POISON). 1091via AT_POISON (or drank B<POISON>).
854 1092
855The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1093The duration is handled via the FLAG_IS_USED_UP mechanism (please look
856there for details). 1094there for details).
857 1095
858=over 4 1096=over 4
859 1097
860=item dam <number> 1098=item I<dam> <number>
861 1099
862Each time the poisoning is processed (which is determined by the speed and speed_left 1100Each time the poisoning is proccessed (which is determined by the I<speed> and
863fields, see the general object attributes above) it hits the player with 1101I<speed_left> fields, see the general object fields description above) it hits
864<number> damage and the AT_INTERNAL attacktype (means: it will simply 1102the player with <number> damage and the AT_INTERNAL attacktype (means: it will
865hit the player with no strings attached). 1103simply hit the player with no strings attached).
866 1104
867=item food <number> 1105=item I<food> <number>
868 1106
869Just a note: The posion is removed when food == 1 and not when 1107Just a note: The posioning is removed if I<food> == 1 and not if
870the whole duration is up, because the POISONING code has to remove 1108the whole I<duration> is up, because the B<POISONING> code has to remove
871the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1109the poison-effects from the player before the FLAG_IS_USED_UP mechanism
872deletes the POISONING object. 1110deletes the B<POISONING> object.
873 1111
874=back 1112=back
875 1113
876=head3 FORCE - type 114 - Forces 1114=head3 B<FORCE> - type 114 - Forces
877 1115
878Forces are a very 'thin' type. They don't have much behaviour other than 1116Forces are a very 'thin' type. They don't have much behaviour other than
879disappearing after a time and/or affecting the player if they are in his 1117disappearing after a time and/or affecting the player if they are in his
880inventory. 1118inventory.
881 1119
882Forces only take effect on the player if they have set FLAG_APPLIED. 1120Forces only take effect on the player if they have FLAG_APPLIED set.
883 1121
884Whether the duration field is processed or not a tick is controlled via the 1122Whether the I<duration> field is processed or not per tick is controlled by the
885speed and speed_left field. Look above at the generic description of these 1123I<speed> and I<speed_left> fields. Look above in the generic object field description.
886fields.
887 1124
888NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1125NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
889like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1126interpreter like described in the description of the FLAG_IS_USED_UP flag.
8900 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1127BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
891If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1128will still last for I<duration>. If the FLAG_APPLIED is not set the force is
892Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1129removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1130have good semantics on forces, try to avoid it.
893 1131
894=over 4 1132=over 4
895 1133
896=item duration 1134=item I<duration>
897 1135
898While this field is greater than 0 the force/object is not destroyed. It is 1136While this field is greater than 0 the force/object is not destroyed. It is
899decreased each tick by 1. 1137decreased each tick by 1.
900 1138
901If it reaches 0 the force/object is destroyed. 1139If it reaches 0 the force/object is destroyed.
904FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1142FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
905what happens then. 1143what happens then.
906 1144
907=back 1145=back
908 1146
909=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1147=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
910 1148
911This object is generated by the POTION code when the potion is a resistance 1149This object is generated by the B<POTION> code when the potion is a resistance
912giving potion. It has mainly the same behaviour as a FORCE. 1150giving potion. It has mainly the same behaviour as a B<FORCE>.
913 1151
914The specialty of the potion effect is that the resistancy it gives is absolute, 1152The specialty of the potion effect is that the resistancy it gives is absolute,
915so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1153so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
916fire. 1154fire.
917 1155
918Multiple potion effects only give you the maximum of their resistancy. 1156Multiple potion effects only give you the maximum of their resistancy.

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