… | |
… | |
7 | |
7 | |
8 | This documentation is in a sketchy state. It's mostly |
8 | This documentation is in a sketchy state. It's mostly |
9 | used to collect notes about the internal behaviour of the |
9 | used to collect notes about the internal behaviour of the |
10 | objects. |
10 | objects. |
11 | |
11 | |
|
|
12 | =head2 About the notation and terms |
|
|
13 | |
|
|
14 | The term 'archetype' stands for a collection of fields. |
|
|
15 | The term 'object' stands for an archetype instance. |
|
|
16 | The term 'field' is used for an object fields and archetype fields. |
|
|
17 | |
|
|
18 | Field names will be displayed like this: I<fieldname> |
|
|
19 | |
|
|
20 | Type names will be displayed like this: B<TYPENAME> |
|
|
21 | |
|
|
22 | Flag names will be displayer like this: FLAG_NAME |
|
|
23 | |
12 | =head2 About archetypes and objects |
24 | =head2 About archetypes and objects |
13 | |
25 | |
14 | Field denotes an attribute of an archetype. |
26 | Archetypes are 'templates' of objects. If an object is derived |
|
|
27 | from an archetype the object fields will be set to the corresponding |
|
|
28 | fields in the archetype. |
|
|
29 | |
|
|
30 | When a map is instanciated (loaded), the 'object' description on the |
|
|
31 | map are considered patches of the archetype. |
|
|
32 | |
|
|
33 | This document does explain the behaviour of the objects and the meaning of |
|
|
34 | their fields in the server engine, which are derived from archetypes. |
|
|
35 | |
15 | This is an example of an archetype: |
36 | This 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 | |
35 | This archetype has the name 'button_trigger' and the objects that |
56 | The first B<field> is I<name>: 'button_trigger', which basically means that |
36 | inherit from this archetype have the name 'button'. |
57 | instances (objects) that are created/derived from this archetype have the |
|
|
58 | name 'button' (which means that the field I<name> of the object will be set |
|
|
59 | to the same value as the archetypes field I<name>). |
37 | |
60 | |
38 | The next field 'type' decides the main behaviour of this archetype. |
61 | The next field I<type> decides the behaviour of objects derived from this archetype. |
39 | For a comprehensive list of types see include/define.h. For this case |
62 | For a comprehensive list of types see include/define.h. For this case |
40 | you might find a line like: |
63 | you might find a line like: |
41 | |
64 | |
42 | #define TRIGGER_BUTTON 30 |
65 | #define TRIGGER_BUTTON 30 |
43 | |
66 | |
44 | The server internally works with objects that 'inherit' attributes from |
67 | The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED. |
45 | an archetype. They have a similar set of attributes. |
68 | For more information on this look in the Flags subsection in the next section |
46 | |
69 | |
47 | The following documentation will also document the meaning of code internal |
70 | The following documentation will also document the meaning of internal used |
48 | attributes of objects. These attributes are marked as '(internal)' and can't |
71 | fields of objects. These fields are marked as (internal) and can't |
49 | or shouldn't be set by an archetype. If the internal names differs the |
72 | or shouldn't be set by an archetype. |
50 | external 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 | |
54 | These are the fields that most of the objects have and/or their |
76 | These are the fields that most of the objects have and/or their |
55 | default behaviour. |
77 | default behaviour. |
56 | |
78 | |
57 | =over 4 |
79 | =over 4 |
58 | |
80 | |
59 | =item name <string> |
81 | =item I<name> <string> |
60 | |
82 | |
61 | The name of the object. |
83 | The name of the object. |
62 | |
84 | |
63 | =item name_pl <string> |
85 | =item I<name_pl> <string> |
64 | |
86 | |
65 | The name of a collection of these objects (the plural of the name). |
87 | The 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 | |
69 | The graphical appearance of this object. |
91 | The graphical appearance of this object. |
70 | |
92 | |
|
|
93 | =item I<x> <number> |
|
|
94 | |
|
|
95 | The x position of the object when it is on a map. |
|
|
96 | |
|
|
97 | =item I<y> <number> |
|
|
98 | |
|
|
99 | The y position of the object when it is on a map. |
|
|
100 | |
|
|
101 | =item I<map> (internal) |
|
|
102 | |
|
|
103 | The map the object is on. |
|
|
104 | |
71 | =item invisible <number> |
105 | =item I<invisible> <number> |
72 | |
106 | |
73 | If the <number> is greater than 0 the object is invisible. |
107 | If the <number> is greater than 0 the object is invisible. |
74 | For players this field reflects the duration of the invisibility |
108 | For players this field reflects the duration of the invisibility |
75 | and is decreased every tick by 1. |
109 | and is decreased every tick by 1. |
76 | |
110 | |
77 | For non-player objects this field is not changed by server ticks. |
111 | For non-player objects this field is not changed by server ticks. |
78 | |
112 | |
79 | =item speed <number> |
113 | =item I<speed> <number> |
80 | |
114 | |
81 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
115 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
82 | on the active object list and will be processed each tick (see also speed_left!). |
116 | on the active object list and will be processed each tick (see also speed_left!). |
83 | |
117 | |
84 | If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
118 | If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed |
85 | from the active object list and it won't experience any processing per tick. |
119 | from 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 | |
89 | If this field is greater than 0 and the object is on the |
123 | If this field is greater than 0 and the object is on the |
90 | active list (mostly means it's speed is also greater than 0): |
124 | active 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 | |
95 | If the object is on the active list and speed_left is lower or |
129 | If the object is on the active list and I<speed_left> is lower or |
96 | equal to 0 the absolute value of the speed field is added to speed_left |
130 | equal to 0 the absolute value of the I<speed> is added to I<speed_left> |
97 | on the end of the tick. |
131 | on the end of the tick. |
98 | |
132 | |
99 | This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
133 | This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) |
100 | the more seldom the object is processed. And the higher the speed field is |
134 | the more seldom the object is processed. And the higher I<speed> is |
101 | the more often the object is processed. |
135 | the more often the object is processed. |
102 | |
136 | |
|
|
137 | =item I<connected> <number> |
|
|
138 | |
|
|
139 | When this field is set the object will be linked to a connection with the |
|
|
140 | id <number>. What happens when the connection is 'activated' depends on the |
|
|
141 | type of the object. |
|
|
142 | |
|
|
143 | FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control |
|
|
144 | when 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 | |
105 | Sets the flag FLAG_NO_DROP. |
148 | Sets the flag FLAG_NO_DROP. |
106 | See Flags section below. |
149 | See Flags section below. |
107 | |
150 | |
108 | =item applied (0|1) |
151 | =item I<applied> (0|1) |
109 | |
152 | |
110 | Sets the flag FLAG_APPLIED. |
153 | Sets the flag FLAG_APPLIED. |
111 | See Flags section below. |
154 | See Flags section below. |
112 | |
155 | |
113 | =item is_used_up (0|1) |
156 | =item I<is_used_up> (0|1) |
114 | |
157 | |
115 | Sets the flag FLAG_IS_USED_UP. |
158 | Sets the flag FLAG_IS_USED_UP. |
116 | See Flags section below. |
159 | See Flags section below. |
117 | |
160 | |
|
|
161 | =item I<changing> (0|1) |
|
|
162 | |
|
|
163 | Sets the flag FLAG_CHANGING. |
|
|
164 | See Flags section below. |
|
|
165 | |
118 | =item auto_apply (0|1) |
166 | =item I<auto_apply> (0|1) |
119 | |
167 | |
120 | Sets the flag FLAG_AUTO_APPLY. |
168 | Sets the flag FLAG_AUTO_APPLY. |
121 | See Flags section below. |
169 | See Flags section below. |
122 | |
170 | |
123 | =item no_steal (0|1) |
171 | =item I<no_steal> (0|1) |
124 | |
172 | |
125 | Sets the flag FLAG_NO_STEAL. |
173 | Sets the flag FLAG_NO_STEAL. |
126 | See Flags section below. |
174 | See Flags section below. |
127 | |
175 | |
128 | =item reflecting (0|1) |
176 | =item I<reflecting> (0|1) |
129 | |
177 | |
130 | Sets the flag FLAG_REFLECTING. |
178 | Sets the flag FLAG_REFLECTING. |
131 | See Flags section below. |
179 | See Flags section below. |
132 | |
180 | |
133 | =item reflect_spell (0|1) |
181 | =item I<reflect_spell> (0|1) |
134 | |
182 | |
135 | Sets the flag FLAG_REFL_SPELL. |
183 | Sets the flag FLAG_REFL_SPELL. |
136 | See Flags section below. |
184 | See Flags section below. |
137 | |
185 | |
138 | =item no_skill_ident (0|1) |
186 | =item I<no_skill_ident> (0|1) |
139 | |
187 | |
140 | Sets the flag FLAG_NO_SKILL_IDENT. |
188 | Sets the flag FLAG_NO_SKILL_IDENT. |
141 | See Flags section below. |
189 | See 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 | |
145 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
193 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
146 | See Flags section below. |
194 | See 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 | |
150 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
198 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
151 | See Flags section below. |
199 | See Flags section below. |
152 | |
200 | |
153 | =item editable (more than deprecated) |
201 | =item I<editable> (more than deprecated) |
154 | |
202 | |
155 | This field had a special meaning for crossedit, which used parts |
203 | This field had a special meaning for crossedit, which used parts |
156 | of the server code for editing. Wherever you see this attribute being |
204 | of the server code for editing. Wherever you see this field being |
157 | set in an archetype ignore it and/or remove it. No code interprets this |
205 | set in an archetype ignore it and/or remove it. No code interprets this |
158 | field anymore. |
206 | field anymore. |
159 | |
207 | |
160 | =back |
208 | =back |
161 | |
209 | |
… | |
… | |
173 | |
221 | |
174 | This flag mostly states whether this object has been 'applied' by the player. |
222 | This flag mostly states whether this object has been 'applied' by the player. |
175 | For objects that are applied by the code or have this flag set in the archetype |
223 | For objects that are applied by the code or have this flag set in the archetype |
176 | it mostly means 'this object is active'. |
224 | it mostly means 'this object is active'. |
177 | |
225 | |
178 | For example the player adjustments of the hp/sp/grace fields and inheritance |
226 | For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance |
179 | of flags from objects in his inventory is toggled by this flag. |
227 | of 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 | |
183 | This flag controls whether an object is 'used up'. If it is set the 'food' field |
231 | This flag controls whether an object is 'used up'. If it is set I<food> |
184 | of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha |
232 | is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0. |
185 | it is removed. |
|
|
186 | |
233 | |
187 | If also the flag FLAG_APPLIED is set, the 'duration' field controls whether |
234 | If also the flag FLAG_APPLIED is set, the I<duration> field controls whether |
188 | this object is removed or not, see the Force type below for the meaning |
235 | this object is removed or not, see the B<FORCE> type below for the meaning |
189 | of the duration field in this context. |
236 | of the duration field in this context. |
190 | |
237 | |
191 | If FLAG_APPLIED is not set the object is destroyed. |
238 | If FLAG_APPLIED is not set the object is destroyed. |
192 | |
239 | |
|
|
240 | =item FLAG_CHANGING |
|
|
241 | |
|
|
242 | If the I<state> field of the object is 0 the object will be processed periodically |
|
|
243 | (if I<speed> is set). If the I<state> field is 1 it won't be processed. |
|
|
244 | |
|
|
245 | This flag indicates that the object is changing into a different object. |
|
|
246 | The object has to have the I<other_arch> field set. The object the changing object |
|
|
247 | changes into is derived from the archetype in I<other_arch>. |
|
|
248 | |
|
|
249 | When the object does not have FLAG_ALIVE set the I<food> field will be decremented |
|
|
250 | each time the object is processed, and if I<food> reaches 0 one new object will be generated. |
|
|
251 | |
|
|
252 | When the object has FLAG_ALIVE set the I<food> field is the number of objects that |
|
|
253 | will be generated. |
|
|
254 | |
|
|
255 | After the new object is created the I<hp> field from the old object is copied into |
|
|
256 | the new one. |
|
|
257 | |
|
|
258 | When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied |
|
|
259 | to the new object. |
|
|
260 | |
193 | =item FLAG_IS_A_TEMPLATE (internal use) |
261 | =item FLAG_IS_A_TEMPLATE (internal use) |
194 | |
262 | |
195 | This flag is set on the inventory of generators like CREATORs and CONVERTERs, |
263 | This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, |
196 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
264 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
197 | |
265 | |
198 | =item FLAG_AUTO_APPLY |
266 | =item FLAG_AUTO_APPLY |
199 | |
267 | |
200 | This flag has currently only meaning for the TREASURE type, see below. |
268 | This flag has currently only meaning for the B<TREASURE> type, see below. |
201 | |
269 | |
202 | =item FLAG_ACTIVATE_ON_PUSH |
270 | =item FLAG_ACTIVATE_ON_PUSH |
203 | |
271 | |
204 | This flag has only meaning for objects that can be linked together |
272 | This flag has only meaning for objects that can be linked together |
205 | with the 'connected' field and controls wether the object should |
273 | by the I<connected> field and controls wether the object should |
206 | be activated when the connection is 'pushed' or it is 'released'. |
274 | be activated when the connection is 'pushed' or it is 'released'. |
207 | |
275 | |
|
|
276 | What 'pushed' and 'released' means depends on the object that |
|
|
277 | activates the connection. |
|
|
278 | |
208 | This flag is by default on. |
279 | This flag is by default on. |
209 | |
280 | |
210 | =item FLAG_ACTIVATE_ON_RELEASE |
281 | =item FLAG_ACTIVATE_ON_RELEASE |
211 | |
282 | |
212 | This flag has only meaning for objects that can be linked together |
283 | This flag has only meaning for objects that can be linked together |
213 | with the 'connected' field and controls wether the object should |
284 | by the I<connected> field and controls wether the object should |
214 | be activated when the connection is 'pushed' or it is 'released'. |
285 | be activated when the connection is 'pushed' or it is 'released'. |
|
|
286 | |
|
|
287 | What 'pushed' and 'released' means depends on the object that |
|
|
288 | activates the connection. |
215 | |
289 | |
216 | This flag is by default on. |
290 | This flag is by default on. |
217 | |
291 | |
218 | =item FLAG_NO_STEAL |
292 | =item FLAG_NO_STEAL |
219 | |
293 | |
… | |
… | |
224 | (but in this context the flag is only used internally). |
298 | (but in this context the flag is only used internally). |
225 | |
299 | |
226 | =item FLAG_NO_SKILL_IDENT |
300 | =item FLAG_NO_SKILL_IDENT |
227 | |
301 | |
228 | This flag is mostly used internal and prevents unidentified objects |
302 | This flag is mostly used internal and prevents unidentified objects |
229 | (objects which don't have FLAG_IDENTIFIED set) being identified by |
303 | (objects which don't have FLAG_IDENTIFIED set) being identified |
230 | skills. |
304 | multiple times by skills. |
231 | |
305 | |
232 | This flag is used to mark objects to never being identified by a skill |
306 | This flag is used to mark objects which were unsuccessfully identified by a |
233 | once a player failed to identify an object. So that multiple tries |
307 | players skill. So that multiple tries of identifying aren't more effective than |
234 | of identifying aren't more effective than one. |
308 | one. |
235 | |
309 | |
236 | =item FLAG_REFLECTING |
310 | =item FLAG_REFLECTING |
237 | |
311 | |
238 | This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW |
312 | This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW> |
239 | to indicate whether this object reflects off walls. |
313 | to indicate whether this object reflects off walls. |
240 | |
314 | |
241 | =item FLAG_REFL_SPELL |
315 | =item FLAG_REFL_SPELL |
242 | |
316 | |
243 | This flag indicates whether something reflects spells, like spell reflecting |
317 | This flag indicates whether something reflects spells, like spell reflecting |
244 | amuletts. |
318 | amuletts. |
245 | |
319 | |
246 | =back |
320 | =back |
247 | |
321 | |
248 | =head2 Description of type specific attributes |
322 | =head2 Description of type specific fields and behaviour |
249 | |
323 | |
250 | The beginning of the headers of the following subsection |
324 | The beginning of the headers of the following subsection |
251 | are the server internal names for the objects types, see include/define.h. |
325 | are the server internal names for the objects types, see include/define.h. |
252 | |
326 | |
253 | =head3 TRANSPORT - type 2 - Player transports |
327 | =head3 B<TRANSPORT> - type 2 - Player transports |
254 | |
328 | |
255 | This type is implemented by the transport extension and has currently no special |
329 | This type is implemented by the transport extension and has currently no special |
256 | attributes that affect it. |
330 | fields that affect it. |
257 | |
331 | |
258 | =head3 ROD - type 3 - Rods that fire spells |
332 | =head3 B<ROD> - type 3 - Rods that fire spells |
259 | |
333 | |
260 | Rods contain spells and can be fired by a player. |
334 | Rods contain spells and can be fired by a player. |
261 | |
335 | |
262 | =over 4 |
336 | =over 4 |
263 | |
337 | |
264 | =item level <number> |
338 | =item I<level> <number> |
265 | |
339 | |
266 | This attribute is used for calculating the spell level that can be fired |
340 | This field is used for calculating the spell level that can be fired |
267 | with this rod, it's also the maximum level of the spell that can be fired. |
341 | with this rod, it's also the maximum level of the spell that can be fired. |
268 | The level of the spell that is being fired depends mostly on |
342 | The level of the spell that is being fired depends mostly on |
269 | the 'use magic item' skill level of the player and 1/10 of the level of the |
343 | the 'use magic item' skill level of the player and 1/10 of the level of the |
270 | rod is added as bonus. |
344 | rod is added as bonus. |
271 | |
345 | |
272 | =item hp <number> |
346 | =item I<hp> <number> |
273 | |
347 | |
274 | The amount of spellpoints this rod has left. |
348 | The amount of spellpoints this rod has left. |
275 | |
349 | |
276 | =item maxhp <number> |
350 | =item I<maxhp> <number> |
277 | |
351 | |
278 | The maximum amount of spellpoints this rod has. |
352 | The maximum amount of spellpoints this rod has. |
279 | |
353 | |
280 | =item skill <skill name> |
354 | =item I<skill> <skill name> |
281 | |
355 | |
282 | This field determines which skill you need to apply this object. |
356 | This field determines which skill you need to apply this object. |
283 | |
357 | |
284 | =back |
358 | =back |
285 | |
359 | |
286 | =head3 TREASURE - type 4 - Treasures |
360 | =head3 B<TREASURE> - type 4 - Treasures |
287 | |
361 | |
288 | This type of objects are for random treasure generation in maps. |
362 | This type of objects are for random treasure generation in maps. |
289 | If this object is applied by a player it will replace itself with it's |
363 | If this object is applied by a player it will replace itself with it's |
290 | inventory. If it is automatically applied |
364 | inventory. If it is automatically applied |
291 | generate a treasure and replace itself with the generated treasure. |
365 | generate a treasure and replace itself with the generated treasure. |
… | |
… | |
293 | Chests are also of this type, their treasures are generated by |
367 | Chests are also of this type, their treasures are generated by |
294 | the auto apply code on map instantiation. |
368 | the auto apply code on map instantiation. |
295 | |
369 | |
296 | =over 4 |
370 | =over 4 |
297 | |
371 | |
298 | =item hp <number> |
372 | =item I<hp> <number> |
299 | |
373 | |
300 | The number of treasures to generate. |
374 | The number of treasures to generate. |
301 | |
375 | |
302 | =item exp <level> |
376 | =item I<exp> <level> |
303 | |
377 | |
304 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
378 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
305 | and the difficulty for the treasurecode only depends on the maps difficulty, |
379 | and the difficulty for the treasurecode only depends on the maps difficulty, |
306 | otherwise the exp field has the following meaning: |
380 | otherwise the exp field has the following meaning: |
307 | |
381 | |
… | |
… | |
310 | worth a treasure is or what bonuses it is given by the treasure code. |
384 | worth a treasure is or what bonuses it is given by the treasure code. |
311 | |
385 | |
312 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
386 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
313 | generation code. |
387 | generation code. |
314 | |
388 | |
315 | =item randomitems <treasurelist> |
389 | =item I<randomitems> <treasurelist> |
316 | |
390 | |
317 | The treasurelist to use to generate the treasure which is put in the |
391 | The treasurelist to use to generate the treasure which is put in the |
318 | treasure objects inventory. |
392 | treasure objects inventory. |
319 | |
393 | |
320 | =back |
394 | =back |
321 | |
395 | |
322 | =head3 POTION - type 5 - Potions for drinking and other nastynesses |
396 | =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses |
323 | |
397 | |
324 | These objects contain a spell and will emit it on apply, which most |
398 | These objects contain a spell and will emit it on apply, which most |
325 | of the time has the meaning of 'drinking'. |
399 | of the time has the meaning of 'drinking'. |
326 | |
400 | |
327 | If no resistancy field, stat field or attacktype is set and no spell |
401 | If no resistancy field, stat field or attacktype is set and no spell |
… | |
… | |
332 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
406 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
333 | will yield an explosion and hurt the player. |
407 | will yield an explosion and hurt the player. |
334 | |
408 | |
335 | =over 4 |
409 | =over 4 |
336 | |
410 | |
337 | =item Str, Dex, Con, Int, Wis, Cha, Pow <number> |
411 | =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number> |
338 | |
412 | |
339 | These stat fields determine how many stat points the player gets |
413 | These stat fields determine how many stat points the player gets |
340 | when he applies this potion. |
414 | when he applies this potion. |
341 | |
415 | |
342 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
416 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
343 | |
417 | |
344 | =item sp <number> |
418 | =item I<sp> <number> |
345 | |
419 | |
346 | If this field is set and the randomitems field is not set |
420 | If this field is set and the randomitems field is not set |
347 | the field is interpreted as spell number, please look the right |
421 | the field is interpreted as spell number, please look the right |
348 | number up in common/loader.C. |
422 | number up in common/loader.C. |
349 | |
423 | |
350 | If this field is set the randomitems field will be unset by the |
424 | If this field is set the randomitems field will be unset by the |
351 | map loading code. |
425 | map loading code. |
352 | |
426 | |
353 | =item attacktype <attacktype> |
427 | =item I<attacktype> <attacktype> |
354 | |
428 | |
355 | This field has some special meaning in potions, currently the |
429 | This field has some special meaning in potions, currently the |
356 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
430 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
357 | restoration potion or improvement potion. |
431 | restoration potion or improvement potion. |
358 | See include/attackinc.h for the bits of these types. |
432 | See include/attackinc.h for the bits of these types. |
… | |
… | |
363 | into him. |
437 | into him. |
364 | |
438 | |
365 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
439 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
366 | When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
440 | When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
367 | |
441 | |
368 | =item resist_<resistancy> <number> |
442 | =item I<resist_RESISTANCY> <number> |
369 | |
443 | |
370 | If this stat is set and no spell is in the potion the potion |
444 | If this stat is set and no spell is in the potion the potion |
371 | will create a force that give the player this specific resistancy. |
445 | will create a force that give the player this specific resistancy. |
372 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
446 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
373 | and the potion will last 10 times longer than the default force archetype |
447 | and the potion will last 10 times longer than the default force archetype |
374 | FORCE_NAME (at the moment of this writing spell/force.arc). |
448 | FORCE_NAME (at the moment of this writing spell/force.arc). |
375 | |
449 | |
376 | =item randomitems <treasurelist> |
450 | =item I<randomitems> <treasurelist> |
377 | |
451 | |
378 | The inventory/spell of the potion will be created by calling the treasure code |
452 | The inventory/spell of the potion will be created by calling the treasure code |
379 | with the treasurelist specified here. (I guess it's highly undefined what |
453 | with the treasurelist specified here. (I guess it's highly undefined what |
380 | happens if there is not a spell in the potions inventory). |
454 | happens if there is not a spell in the potions inventory). |
381 | |
455 | |
382 | =item on_use_yield <archetype> |
456 | =item I<on_use_yield> <archetype> |
383 | |
457 | |
384 | When this object is applied an instance of <archetype> will be created. |
458 | When this object is applied an instance of <archetype> will be created. |
385 | |
459 | |
386 | =item subtypes <potion subtype> |
460 | =item I<subtypes> <potion subtype> |
387 | |
461 | |
388 | see include/spells.h for possible potion subtypes, there are currently 4: |
462 | see include/spells.h for possible potion subtypes, there are currently 4: |
389 | |
463 | |
390 | =over 4 |
464 | =over 4 |
391 | |
465 | |
… | |
… | |
394 | Unused, default behaiour of a potion. |
468 | Unused, default behaiour of a potion. |
395 | |
469 | |
396 | =item POT_DUST |
470 | =item POT_DUST |
397 | |
471 | |
398 | This potion can be thrown to cast the spell that it has in it's inventory, |
472 | This potion can be thrown to cast the spell that it has in it's inventory, |
399 | the behaviour is not defined if there is not a spell in the inventory and the |
473 | the behaviour is not defined if there is not a B<SPELL> in the inventory and the |
400 | server will log an error. |
474 | server will log an error. |
401 | |
475 | |
402 | =item POT_FIGURINE |
476 | =item POT_FIGURINE |
403 | |
477 | |
404 | Unused, default behaiour of a potion. |
478 | Unused, default behaiour of a potion. |
… | |
… | |
409 | |
483 | |
410 | =back |
484 | =back |
411 | |
485 | |
412 | =back |
486 | =back |
413 | |
487 | |
414 | =head3 FOOD - type 6 - Eatable stuff |
488 | =head3 B<FOOD> - type 6 - Eatable stuff |
415 | |
489 | |
416 | This is for objects that are representing general eatables like |
490 | This is for objects that are representing general eatables like |
417 | beef or bread. |
491 | beef or bread. |
418 | |
492 | |
419 | The main difference between FOOD, FLESH and DRINK is that they |
493 | The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they |
420 | give different messages. |
494 | give different messages. |
421 | |
495 | |
422 | The specialty of FLESH is that it inherits the resistancies of the |
496 | The specialty of B<FLESH> is that it inherits the resistancies of the |
423 | monsters it was generated in and will let dragons raise their resistancies |
497 | monsters it was generated in and will let dragons raise their resistancies |
424 | with that. If the monster has the POISON attacktype the FLESH |
498 | with that. If the monster has the B<POISON> attacktype the B<FLESH> |
425 | will change into POISON. |
499 | will change into B<POISON>. |
426 | |
500 | |
427 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
501 | If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON> |
428 | and if he doesn't find any of that he will start eating FLESH. |
502 | and if he doesn't find any of that he will start eating B<FLESH>. |
429 | |
503 | |
430 | =over 4 |
504 | =over 4 |
431 | |
505 | |
432 | =item title <string> |
506 | =item I<title> <string> |
433 | |
507 | |
434 | If the food has a title or is cursed it is considered 'special', which means that the |
508 | If the food has B<title> set or is cursed it is considered 'special', which |
435 | fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
509 | means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>, |
436 | are interpreted and have further effects on the player. |
510 | I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects |
|
|
511 | on the player. |
437 | |
512 | |
438 | The higher the food field is the longer the improvement of the player lasts |
513 | The higher the I<food> field is the longer the improvement of the player lasts |
439 | (except for hp and sp). |
514 | (except for I<hp> and I<sp>). |
440 | |
515 | |
441 | =item food <number> |
516 | =item I<food> <number> |
442 | |
517 | |
443 | This is the amount of food points the player gets when he eats this. |
518 | This is the amount of food points the player gets when he eats this. |
444 | |
519 | |
445 | =item on_use_yield <archetype> |
520 | =item I<on_use_yield> <archetype> |
446 | |
521 | |
447 | When this object is applied an instance of <archetype> will be created. |
522 | When this object is applied an instance of <archetype> will be created. |
448 | |
523 | |
449 | =back |
524 | =back |
450 | |
525 | |
451 | =head3 POISON - type 7 - Poisonous stuff |
526 | =head3 B<POISON> - type 7 - Poisonous stuff |
452 | |
527 | |
453 | This type is for objects that can poison the player when drinking. |
528 | This type is for objects that can poison the player when he drinks/applies it. |
454 | When applied it will hit the attacked with AT_POISON and will create |
529 | When applied it will hit the attacked with AT_POISON and will create |
455 | a POISONING object in the one who was hit. |
530 | a B<POISONING> object in the one who was hit. |
456 | |
531 | |
457 | =over 4 |
532 | =over 4 |
458 | |
533 | |
459 | =item level <number> |
534 | =item I<level> <number> |
460 | |
535 | |
461 | This field affects the propability of poisoning. The higher the level difference |
536 | This field affects the propability of poisoning. The higher the level difference |
462 | between the one who is hit and the poision the mose propable it is the attacked |
537 | between the one who is hit and the poision the more propable it is the attacked |
463 | one will be poisoned. |
538 | one will be poisoned. |
464 | |
539 | |
465 | =item slaying <race> |
540 | =item I<slaying> <race> |
466 | |
541 | |
467 | On poison this field has the usual meaning of 'slaying', when the |
542 | This field has the usual meaning of 'slaying', when the |
468 | ones race matches the slaying field the damage done by the poison |
543 | poisoned's race matches the I<slaying> field the damage done by the poison |
469 | is multiplied by 3. |
544 | is multiplied by 3. |
470 | |
545 | |
471 | =item hp <number> |
546 | =item I<hp> <number> |
472 | |
547 | |
473 | This is the amount of damage the player will receive from applying this. The |
548 | This is the amount of damage the player will receive from applying this. The |
474 | attacktype AT_POISON will be used to hit the player and the damage will |
549 | attacktype AT_POISON will be used to hit the player and the damage will |
475 | determine the strenght, duration and depletion of stats of the poisoning. The |
550 | determine the strenght, duration and depletion of stats of the poisoning. The |
476 | created POISONING object which is being placed in the one who was attacked will |
551 | created B<POISONING> object which is being placed in the one who was attacked will |
477 | get the damage from this field (which is maybe adjusted by slaying or the |
552 | get the damage from this field (which is maybe adjusted by slaying or the |
478 | resistancies). |
553 | resistancies). |
479 | |
554 | |
480 | =item food <number> |
555 | =item I<food> <number> |
481 | |
556 | |
482 | 1/4 of <number> will be drained from the players food. |
557 | 1/4 of <number> will be drained from the players I<food>. |
483 | |
558 | |
484 | =item on_use_yield <archetype> |
559 | =item I<on_use_yield> <archetype> |
485 | |
560 | |
486 | When this object is applied an instance of <archetype> will be created. |
561 | When this object is applied an instance of <archetype> will be created. |
487 | |
562 | |
488 | =back |
563 | =back |
489 | |
564 | |
490 | =head3 BOOK - type 8 - Readable books |
565 | =head3 B<BOOK> - type 8 - Readable books |
491 | |
566 | |
492 | This type is basically for representing text books in the game. |
567 | This type is basically for representing text books in the game. |
493 | |
568 | |
494 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
569 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
495 | |
570 | |
496 | =over 4 |
571 | =over 4 |
497 | |
572 | |
498 | =item msg <text> |
573 | =item I<msg> <text> |
499 | |
574 | |
500 | This is the contents of the book. When this field is unset |
575 | This is the contents of the book. When this field is unset |
501 | at treasure generation a random text will be inserted. |
576 | at treasure generation a random text will be inserted. |
502 | |
577 | |
503 | =item skill <skill name> |
578 | =item I<skill> <skill name> |
504 | |
579 | |
505 | The skill required to read this book. (The most resonable |
580 | The skill required to read this book. (The most resonable |
506 | skill would be literacy). |
581 | skill would be literacy). |
507 | |
582 | |
508 | =item exp <number> |
583 | =item I<exp> <number> |
509 | |
584 | |
510 | The experience points the player get for reading this book. |
585 | The experience points the player get for reading this book. |
511 | |
586 | |
512 | =item subtype <readable subtype> |
587 | =item I<subtype> <readable subtype> |
513 | |
588 | |
514 | This field determines the type of the readable. |
589 | This field determines the type of the readable. |
515 | Please see common/readable.C in the readable_message_types table. |
590 | Please see common/readable.C in the readable_message_types table. |
516 | |
591 | |
517 | =back |
592 | =back |
518 | |
593 | |
519 | =head3 CLOCK - type 9 - Clocks |
594 | =head3 B<CLOCK> - type 9 - Clocks |
520 | |
595 | |
521 | This type of objects just display the time when being applied. |
596 | This type of objects just display the time when being applied. |
522 | |
597 | |
523 | =head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) |
598 | =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT) |
524 | |
599 | |
525 | This is a spell effect of a moving bolt. It moves straigt forward |
600 | This is a spell effect of a moving bolt. It moves straigt forward |
526 | through the map until something blocks it. |
601 | through the map until something blocks it. |
527 | If FLAG_REFLECTING is set it even reflects on walls. |
602 | If FLAG_REFLECTING is set it even reflects on walls. |
528 | |
603 | |
529 | FLAG_IS_TURNABLE should be set on these objects. |
604 | FLAG_IS_TURNABLE should be set on these objects. |
530 | |
605 | |
531 | =over 4 |
606 | =over 4 |
532 | |
607 | |
533 | =item move_type <movetype> |
608 | =item I<move_type> <movetype> |
534 | |
609 | |
535 | This field affects the move type with which the lightning moves through |
610 | This field affects the move type with which the lightning moves through |
536 | the map and which map cells will reflect or block it. |
611 | the map and which map cells will reflect or block it. |
537 | |
612 | |
538 | =item attacktype <attacktype> |
613 | =item I<attacktype> <attacktype> |
539 | |
614 | |
540 | The attacktype with which it hits the objects on the map. |
615 | The attacktype with which it hits the objects on the map. |
541 | |
616 | |
542 | =item dam <number> |
617 | =item I<dam> <number> |
543 | |
618 | |
544 | The damage this bolt inflicts when it hits objects on the map. |
619 | The damage this bolt inflicts when it hits objects on the map. |
545 | |
620 | |
546 | =item Dex <number> |
621 | =item I<Dex> <number> |
547 | |
622 | |
548 | This is the fork percentage, it is reduced by 10 per fork. |
623 | This is the fork percentage, it is reduced by 10 per fork. |
549 | And the damage is halved on each fork. |
624 | And the I<dam> field is halved on each fork. |
550 | |
625 | |
551 | =item Con <number> |
626 | =item I<Con> (internal) |
552 | |
627 | |
553 | This value is a percentage of which the forking lightning |
628 | This value is a percentage of which the forking lightning |
554 | is deflected to the left. This value should be mostly used internally. |
629 | is deflected to the left. This value should be mostly used internally. |
555 | |
630 | |
556 | =item duration <number> |
631 | =item I<duration> <number> |
557 | |
632 | |
558 | The duration the bolt stays on a map cell. This field is decreased each time |
633 | The duration the bolt stays on a map cell. This field is decreased each time |
559 | the object is processed (see the meaning of speed and speed_left fields in |
634 | the object is processed (see the meaning of I<speed> and I<speed_left> fields in |
560 | the object general description). |
635 | the generic object field description). |
561 | |
636 | |
562 | =item range <number> |
637 | =item I<range> <number> |
563 | |
638 | |
564 | This is the range of the bolt, each space it advances this field is decreased. |
639 | This is the range of the bolt, each space it advances this field is decreased. |
565 | |
640 | |
566 | =back |
641 | =back |
567 | |
642 | |
|
|
643 | =head3 B<ARROW> - type 13 - Arrows |
568 | |
644 | |
|
|
645 | This is the type for objects that represent projectiles like arrows. |
|
|
646 | The movement of B<THROWN_OBJ>s behave similar to this type. |
|
|
647 | |
|
|
648 | Flying arrows are stopped either when they hit something blocking |
|
|
649 | (I<move_block>) or something which is alive. |
|
|
650 | If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE |
|
|
651 | set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict |
|
|
652 | damage with a small chance which is affected by the I<level> field of the arrow. |
|
|
653 | |
|
|
654 | If FLAG_REFLECTING is set on the arrow it will bounce off everything |
|
|
655 | that is not alive and blocks it's movement. |
|
|
656 | |
|
|
657 | When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying> |
|
|
658 | fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of |
|
|
659 | the object, to restore them once the arrow has been stopped. |
|
|
660 | |
|
|
661 | =over 4 |
|
|
662 | |
|
|
663 | =item I<dam> <number> |
|
|
664 | |
|
|
665 | The amount of damage that is being done to the victim that gets hit. |
|
|
666 | This field is recomputed when the arrow is fired and will consist |
|
|
667 | of the sum of a damage bonus (see description of the B<BOW> type), |
|
|
668 | the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field |
|
|
669 | and the arrows I<magic> field. |
|
|
670 | |
|
|
671 | =item I<wc> <number> |
|
|
672 | |
|
|
673 | The weapon class of the arrow, which has effect on the propability of hitting. |
|
|
674 | |
|
|
675 | It is recomputed when the arrow is being fired by this formula: |
|
|
676 | |
|
|
677 | wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
|
|
678 | - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
|
|
679 | |
|
|
680 | When the arrow is not being shot by an player dex_bonus and thaco_bonus and the |
|
|
681 | level is not added. |
|
|
682 | |
|
|
683 | wc_mod is dependend on the fire mode of the bow. For a more detailed |
|
|
684 | explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. |
|
|
685 | |
|
|
686 | =item I<magic> <number> |
|
|
687 | |
|
|
688 | This field is added to the damage of the arrow when it is shot and |
|
|
689 | will also improve it's I<speed> by 1/5 of it's value. |
|
|
690 | |
|
|
691 | =item I<attacktype> <attacktype> |
|
|
692 | |
|
|
693 | Bitfield which decides the attacktype of the damage, see include/attackinc.h |
|
|
694 | On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. |
|
|
695 | |
|
|
696 | =item I<level> <number> (interally used) |
|
|
697 | |
|
|
698 | The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, |
|
|
699 | see above in the B<ARROW> description. |
|
|
700 | |
|
|
701 | The I<level> is set when the arrow is fired to either the skill level or the |
|
|
702 | shooters level. |
|
|
703 | |
|
|
704 | =item I<speed> <number> (internal) |
|
|
705 | |
|
|
706 | This field shouldn't be set directly in the archetype, the arrow will get it's |
|
|
707 | I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the |
|
|
708 | arrow will be stopped immediatly. |
|
|
709 | |
|
|
710 | On fireing the I<speed> of the arrow is computed of 1/5 of the |
|
|
711 | sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7 |
|
|
712 | of the bows I<dam> field is added to the I<speed> of the arrow. |
|
|
713 | |
|
|
714 | The minimum I<speed> of an arrow is 1.0. |
|
|
715 | |
|
|
716 | While flying the arrows I<speed> is decreased by 0.05 each time it's moved. |
|
|
717 | |
|
|
718 | If the I<speed> is above 10.0 it goes straight through the creature it hits and |
|
|
719 | it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is |
|
|
720 | stopped and either sticked into the victim (see I<weight> field description) or |
|
|
721 | put on it's map square (if it didn't break, see description of the I<food> field). |
|
|
722 | |
|
|
723 | =item I<weight> <number> |
|
|
724 | |
|
|
725 | This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) |
|
|
726 | the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
|
|
727 | |
|
|
728 | =item I<food> <number> |
|
|
729 | |
|
|
730 | The breaking percentage. 100 (%) means: breaks on usage for sure. |
|
|
731 | |
|
|
732 | =item I<inventory> (internal) |
|
|
733 | |
|
|
734 | If the flying/moving object has something in it's inventory and it stops, it |
|
|
735 | will be replaced with it's inventory. Otherwise it will be handled as usual, |
|
|
736 | which means: it will be calculated whether the arrow breaks and it will be |
|
|
737 | reset for reuse. |
|
|
738 | |
|
|
739 | =item I<slaying> <string> |
|
|
740 | |
|
|
741 | When the bow that fires this arrow has it's I<slaying> field set it is copied |
|
|
742 | to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains. |
|
|
743 | |
|
|
744 | =item I<move_type> <movetype> (internally used) |
|
|
745 | |
|
|
746 | This field is set when the arrow is shot to MOVE_FLY_LOW. |
|
|
747 | |
|
|
748 | =item I<move_on> <movetype> (internally used) |
|
|
749 | |
|
|
750 | This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. |
|
|
751 | |
|
|
752 | =item I<race> <string> |
|
|
753 | |
|
|
754 | The I<race> field is a unique key that assigns arrows, bows and quivers. When |
|
|
755 | shooting an arrow the bows I<race> is used to search for arrows (which have the |
|
|
756 | same I<race> as the bow) in the players inventory and will recursively search in |
|
|
757 | the containers (which are applied and have the same I<race> as the bow and the arrow). |
|
|
758 | |
|
|
759 | =back |
|
|
760 | |
|
|
761 | =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s |
|
|
762 | |
|
|
763 | TODO, but take into account B<ARROW> description above! |
|
|
764 | |
569 | =head3 WEAPON - type 15 - Weapons |
765 | =head3 B<WEAPON> - type 15 - Weapons |
570 | |
766 | |
571 | This type is for general hack and slash weapons like swords, maces |
767 | This type is for general hack and slash weapons like swords, maces |
572 | and daggers and and .... |
768 | and daggers and and .... |
573 | |
769 | |
574 | =over 4 |
770 | =over 4 |
575 | |
771 | |
576 | =item weapontype <type id> |
772 | =item I<weapontype> <type id> |
577 | |
773 | |
578 | decides what attackmessages are generated, see include/define.h |
774 | decides what attackmessages are generated, see include/define.h |
579 | |
775 | |
580 | =item attacktype <bitmask> |
776 | =item I<attacktype> <bitmask> |
581 | |
777 | |
582 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
778 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
583 | |
779 | |
584 | =item dam <number> |
780 | =item I<dam> <number> |
585 | |
781 | |
586 | amount of damage being done with the attacktype |
782 | amount of damage being done with the attacktype |
587 | |
783 | |
588 | =item item_power <level> |
784 | =item I<item_power> <level> |
589 | |
785 | |
590 | the itempower of this weapon. |
786 | the itempower of this weapon. |
591 | |
787 | |
592 | =item name |
788 | =item I<name> |
593 | |
789 | |
594 | the name of the weapon. |
790 | the name of the weapon. |
595 | |
791 | |
596 | =item level (internal) |
792 | =item I<level> (internal) |
597 | |
793 | |
598 | The improvement state of the weapon. |
794 | The improvement state of the weapon. |
599 | If this field is greater than 0 the 'name' field starts with the |
795 | If this field is greater than 0 the I<name> field starts with the |
600 | characters name who improved this weapon. |
796 | characters name who improved this weapon. |
601 | |
797 | |
602 | =item last_eat (internal) |
798 | =item I<last_eat> (internal) |
603 | |
799 | |
604 | seems to be the amount of improvements of a weapon, |
800 | This seems to be the amount of improvements of a weapon, |
605 | the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
801 | the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
606 | |
802 | |
607 | ((who->level / 5) + 5) >= op->last_eat |
803 | ((who->level / 5) + 5) >= op->last_eat |
608 | |
804 | |
609 | =item last_sp |
805 | =item I<last_sp> |
610 | |
806 | |
611 | the weapon speed (see magic description) |
807 | the weapon speed (see magic description) |
612 | |
808 | |
613 | =item food <number> |
809 | =item I<food> <number> |
614 | |
810 | |
615 | addition to food regeneration of the player |
811 | addition to food regeneration of the player |
616 | |
812 | |
617 | =item hp <number> |
813 | =item I<hp> <number> |
618 | |
814 | |
619 | addition to health regeneration |
815 | addition to health regeneration |
620 | |
816 | |
621 | =item sp <number> |
817 | =item I<sp> <number> |
622 | |
818 | |
623 | addition to mana regeneration |
819 | addition to mana regeneration |
624 | |
820 | |
625 | =item grace <number> |
821 | =item I<grace> <number> |
626 | |
822 | |
627 | addititon to grace regeneration |
823 | addititon to grace regeneration |
628 | |
824 | |
629 | =item gen_sp_armour <number> |
825 | =item I<gen_sp_armour> <number> |
630 | |
826 | |
631 | the players gen_sp_armour field (which is per default 10) is added the <number> amount. |
827 | the players I<gen_sp_armour> field (which is per default 10) is being added the |
632 | gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
828 | <number> amount. gen_sp_armour seems to be a factor with which gen_sp in |
633 | is multiplied: gen_sp *= 10/<number> |
829 | do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of |
634 | meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
830 | I<gen_sp_armour> limits the amout of regenerated spellpoints. |
635 | spellpoints. |
|
|
636 | |
831 | |
637 | generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
832 | Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
638 | sp regeneration. |
833 | I<sp> regeneration. |
639 | |
834 | |
640 | =item body_<body slot/part> |
835 | =item I<body_BODYSLOT> |
641 | |
836 | |
642 | the part of the body you need to use this weapon, possible values should be |
837 | The part of the body you need to use this weapon, possible values should be |
643 | looked up in common/item.C at body_locations. |
838 | looked up in common/item.C at body_locations. |
644 | |
839 | |
645 | =item resist_<resistnacy> <number> |
840 | =item I<resist_RESISTNACY> <number> |
646 | |
841 | |
647 | this is the factor with which the difference of the players resistancy and 100% |
842 | this is the factor with which the difference of the players resistancy and 100% |
648 | is multiplied, something like this: |
843 | is multiplied, something like this: |
649 | |
844 | |
650 | additional_resistancy = (100 - current_resistanct) * (<number>/100) |
845 | additional_resistancy = (100 - current_resistanct) * (<number>/100) |
… | |
… | |
654 | |
849 | |
655 | 'total resistance = total protections - total vulnerabilities' |
850 | 'total resistance = total protections - total vulnerabilities' |
656 | |
851 | |
657 | see also common/living.C:fix_player |
852 | see also common/living.C:fix_player |
658 | |
853 | |
659 | =item patch_(attuned|repelled|denied) |
854 | =item I<path_(attuned|repelled|denied)> |
660 | |
855 | |
661 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
856 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
662 | for the pathes. |
857 | for the pathes. |
663 | |
858 | |
664 | =item luck <number> |
859 | =item I<luck> <number> |
665 | |
860 | |
666 | this luck is added to the players luck |
861 | this luck is added to the players I<luck> |
667 | |
862 | |
668 | =item move_type |
863 | =item I<move_type> |
669 | |
864 | |
670 | if the weapon has a move_type set the player inherits it's move_type |
865 | if the weapon has a I<move_type> set the player inherits it's I<move_type> |
671 | |
866 | |
672 | =item exp <number> |
867 | =item I<exp> <number> |
673 | |
868 | |
674 | the added_speed and bonus_speed of the player is raised by <number>/3. |
869 | the added_speed and bonus_speed of the player is raised by <number>/3. |
675 | if <number> < 0 then the added_speed is decreased by <number> |
870 | if <number> < 0 then the added_speed is decreased by <number> |
676 | |
871 | |
677 | =item weight |
872 | =item I<weight> |
678 | |
873 | |
679 | the weight of the weapon |
874 | the weight of the weapon |
680 | |
875 | |
681 | =item magic |
876 | =item I<magic> |
682 | |
877 | |
683 | the magic field affects the amounts of the following fields: |
878 | the I<magic> field affects the amounts of the following fields: |
684 | |
879 | |
685 | - wc : the players wc is adjusted by: player->wc -= (wc + magic) |
880 | - wc : the players wc is adjusted by: player->wc -= (wc + magic) |
686 | |
881 | |
687 | - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
882 | - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
688 | |
883 | |
689 | - dam: the players dam is adjusted by: player->dam += (dam + magic) |
884 | - dam: the players dam is adjusted by: player->dam += (dam + magic) |
690 | |
885 | |
691 | - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
886 | - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
692 | (minium is 0) |
887 | (minium is 0) |
693 | |
888 | |
694 | =item ac <number> |
889 | =item I<ac> <number> |
695 | |
890 | |
696 | the amount of ac points the player's ac is decreased |
891 | the amount of ac points the player's I<ac> is decreased when applying this object. |
697 | |
892 | |
698 | =item wc <number> |
893 | =item I<wc> <number> |
699 | |
894 | |
700 | the amount of wc points the player's wc is decreased |
895 | the amount of wc points the player's I<wc> is decreased when applying this object. |
701 | |
896 | |
702 | =back |
897 | =back |
703 | |
898 | |
704 | =head4 Player inherits following flags from weapons: |
899 | =head4 Player inherits following flags from weapons: |
705 | |
900 | |
… | |
… | |
710 | FLAG_XRAYS |
905 | FLAG_XRAYS |
711 | FLAG_BLIND |
906 | FLAG_BLIND |
712 | FLAG_SEE_IN_DARK |
907 | FLAG_SEE_IN_DARK |
713 | FLAG_UNDEAD |
908 | FLAG_UNDEAD |
714 | |
909 | |
715 | =head3 GRIMREAPER - type 28 - Grimreapers |
910 | =head3 B<GRIMREAPER> - type 28 - Grimreapers |
716 | |
911 | |
717 | These type are mostly used for monsters, they give the |
912 | These type are mostly used for monsters, they give the |
718 | monster the ability to dissapear after 10 hits with AT_DRAIN. |
913 | monster the ability to dissapear after 10 hits with AT_DRAIN. |
719 | |
914 | |
720 | =over 4 |
915 | =over 4 |
721 | |
916 | |
722 | =item value <number> |
917 | =item I<value> <number> |
723 | |
918 | |
724 | This field stores the hits the monster did yet. |
919 | This field stores the hits the monster did yet. |
725 | |
920 | |
726 | =back |
921 | =back |
727 | |
922 | |
|
|
923 | =head3 B<CREATOR> - type 42 - Object creators |
|
|
924 | |
|
|
925 | Once a creator is activated by a connection it creates a number of objects |
|
|
926 | (cloned from it's inventory or a new object derived from the archetype |
|
|
927 | named in the other_arch slot). |
|
|
928 | |
|
|
929 | If FLAG_LIVESAFE is set the number of uses is unlimited. |
|
|
930 | |
|
|
931 | =over 4 |
|
|
932 | |
|
|
933 | =item I<hp> <number> |
|
|
934 | |
|
|
935 | If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
|
|
936 | be used. |
|
|
937 | |
|
|
938 | =item I<speed> <number> |
|
|
939 | |
|
|
940 | If I<speed> is set the creator will create an object periodically, |
|
|
941 | see I<speed> and I<speed_left> fields in the general object field description |
|
|
942 | for more details. |
|
|
943 | |
|
|
944 | =item I<slaying> <string> |
|
|
945 | |
|
|
946 | If set the generated object's name and title will be set to this. |
|
|
947 | |
|
|
948 | =item I<other_arch> <string> |
|
|
949 | |
|
|
950 | If the inventory of the creator is empty new objects will be derived from the |
|
|
951 | archetype named by <string>. |
|
|
952 | |
|
|
953 | =item I<connected> <number> |
|
|
954 | |
|
|
955 | See generic object field description. |
|
|
956 | |
|
|
957 | =back |
|
|
958 | |
728 | =head3 DRINK - type 54 - Drinkable stuff |
959 | =head3 B<DRINK> - type 54 - Drinkable stuff |
729 | |
960 | |
730 | See FOOD description. |
961 | See B<FOOD> description. |
731 | |
962 | |
732 | =head3 CHECK_INV - type 64 - Inventory checkers |
963 | =head3 B<CHECK_INV> - type 64 - Inventory checkers |
733 | |
964 | |
734 | This object checks whether the player has a specific item in his |
965 | This object checks whether the player has a specific item in his |
735 | inventory when he moves above the inventory checker. If the player has |
966 | inventory when he moves above the inventory checker. If the player has |
736 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
967 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
737 | |
968 | |
738 | If you set move_block you can deny players and monsters to reach the space where |
969 | If you set I<move_block> you can deny players and monsters to reach the space where |
739 | the inventory checker is on, see 'move_block' description below. |
970 | the inventory checker is on, see I<move_block> description below. |
740 | |
971 | |
741 | The conditions specified by hp, slaying and race are concationated with OR. |
972 | The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated. |
742 | So matching one of those conditions is enough. |
973 | So matching one of those conditions is enough. |
743 | |
974 | |
744 | =over 4 |
975 | =over 4 |
745 | |
976 | |
746 | =item move_block <move type bitmask> |
977 | =item I<move_block> <move type bitmask> |
747 | |
978 | |
748 | If you set this field to block a movetype the move code will block any moves |
979 | If you set this field to block a movetype the move code will block any moves |
749 | onto the space with the inventory checker, IF the moving object doesn't have |
980 | onto 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. |
981 | (or has - if I<last_sp> = 0) the item that the checker is searching for. |
751 | |
982 | |
752 | =item last_sp (0|1) |
983 | =item I<last_sp> (0|1) |
753 | |
984 | |
754 | If last_sp is 1 'having' the item that is being checked for will |
985 | If I<last_sp> is 1 'having' the item that is being checked for will |
755 | activate the connection or make the space with the checker non-blocking. |
986 | activate the connection or make the space with the checker non-blocking. |
756 | If last_sp is 0 'not having' the item will activate the connection |
987 | If I<last_sp> is 0 'not having' the item will activate the connection |
757 | or make the space with the checker non-blocking. |
988 | or make the space with the checker non-blocking. |
758 | |
989 | |
759 | =item last_heal (0|1) |
990 | =item I<last_heal> (0|1) |
760 | |
991 | |
761 | If last_heal is 1 the matching item will be removed if the inventory checker |
992 | If I<last_heal> is 1 the matching item will be removed if the inventory checker |
762 | activates a connection and finds the item in the inventory. |
993 | activates a connection and finds the item in the inventory. |
763 | |
994 | |
764 | (A inventory checker that blocks a space won't remove anything from inventories) |
995 | (A inventory checker that blocks a space won't remove anything from inventories) |
765 | |
996 | |
766 | =item hp <number> |
997 | =item I<hp> <number> |
767 | |
998 | |
768 | If this field is not 0 the inventory checker will search for an object |
999 | If this field is not 0 the inventory checker will search for an object |
769 | with the type id <number>. |
1000 | with the type id <number>. |
770 | |
1001 | |
771 | =item slaying <string> |
1002 | =item I<slaying> <string> |
772 | |
1003 | |
773 | If this field is set the inventory checker will search for an object that |
1004 | If this field is set the inventory checker will search for an object that |
774 | has the same string in the slaying field (for example a key string of a key). |
1005 | has the same string in the I<slaying> field (for example a key string of a key). |
775 | |
1006 | |
776 | =item race <string> |
1007 | =item I<race> <string> |
777 | |
1008 | |
778 | If this field is set the inventory checker will search for an object which |
1009 | If this field is set the inventory checker will search for an object which |
779 | has the archetype name that matches <string>. |
1010 | has the archetype name that matches <string>. |
780 | |
1011 | |
781 | =item connected <connection id> |
1012 | =item I<connected> <connection id> |
782 | |
1013 | |
783 | This is the connection that will be activated. |
1014 | This is the connection that will be activated. The connection is |
|
|
1015 | 'pushed' when someone enters the space with the inventory checker, |
|
|
1016 | and it is 'released' when he leaves it. |
784 | |
1017 | |
785 | =back |
1018 | See also the description of the I<connected> field in the generic object field |
|
|
1019 | section. |
786 | |
1020 | |
|
|
1021 | =back |
|
|
1022 | |
787 | =head3 FLESH - type 72 - Organs and body parts |
1023 | =head3 B<FLESH> - type 72 - Organs and body parts |
788 | |
1024 | |
789 | See FOOD description. |
1025 | See B<FOOD> description. |
790 | |
1026 | |
791 | =head3 MISC_OBJECT - type 79 - Misc. objects |
1027 | =head3 B<MISC_OBJECT> - type 79 - Misc. objects |
792 | |
1028 | |
793 | A type for any object that has no special behaviour. |
1029 | A type for any object that has no special behaviour. |
794 | |
1030 | |
|
|
1031 | =head3 B<LAMP> - type 82 - A lamp |
|
|
1032 | |
|
|
1033 | This object represents a lamp, that can be carried and switched |
|
|
1034 | on and off and has a certain amount of fuel in it. |
|
|
1035 | |
|
|
1036 | A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype. |
|
|
1037 | Each of them should point at the other one with it's I<other_arch> field. |
|
|
1038 | |
|
|
1039 | See the I<other_arch> field for the behaviour of a lamp object when it is applied. |
|
|
1040 | |
|
|
1041 | =over 4 |
|
|
1042 | |
|
|
1043 | =item I<speed> <number> |
|
|
1044 | |
|
|
1045 | If FLAG_CHANGING is set the I<speed> field will indicate how fast the |
|
|
1046 | lamp burns it's fuel (I<food>). |
|
|
1047 | |
|
|
1048 | Setting FLAG_CHANGING makes only sense on the archetype which represents |
|
|
1049 | the 'on' state of the lamp. |
|
|
1050 | |
|
|
1051 | See also the description of FLAG_CHANGING. |
|
|
1052 | |
|
|
1053 | Lamps which have no FLAG_CHANGING set would also make sense and represent |
|
|
1054 | lamps that never burn up. |
|
|
1055 | |
|
|
1056 | =item I<other_arch> <number> |
|
|
1057 | |
|
|
1058 | This is the field that points to the 'other' archetype which represents the |
|
|
1059 | opposite state of the lamp. The newly from I<other_arch> derived object will |
|
|
1060 | replace the current object and will get the value of I<food> of the replaced object. |
|
|
1061 | |
|
|
1062 | Rationale: |
|
|
1063 | |
|
|
1064 | When the lamp (on) is applied a new object is derived from the archetype |
|
|
1065 | in I<other_arch> and the I<food> value is copied to it ('the fuel is |
|
|
1066 | transferred'). The new lamp (off) object has to have a I<other_arch> field |
|
|
1067 | which points to the archetype from which a lamp (on) can be derived. |
|
|
1068 | |
|
|
1069 | =item I<food> <number> |
|
|
1070 | |
|
|
1071 | This fields stands for the fuel of the lamp. |
|
|
1072 | |
|
|
1073 | =back |
|
|
1074 | |
|
|
1075 | =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators |
|
|
1076 | |
|
|
1077 | This type of objects multiplies objects that are above it when it is activated. |
|
|
1078 | You can even multiply by 0, which will destroy the object. |
|
|
1079 | |
|
|
1080 | =over 4 |
|
|
1081 | |
|
|
1082 | =item I<level> <number> |
|
|
1083 | |
|
|
1084 | The multiplicator, if set to 0 or lower it will destroy the objects above it. |
|
|
1085 | |
|
|
1086 | =item I<other_arch> <string> |
|
|
1087 | |
|
|
1088 | The archetype name of the objects that should be multiplied. |
|
|
1089 | |
|
|
1090 | =item I<connected> <number> |
|
|
1091 | |
|
|
1092 | See generic object field description. |
|
|
1093 | |
|
|
1094 | =back |
|
|
1095 | |
795 | =head3 HOLE - type 94 - Holes |
1096 | =head3 B<HOLE> - type 94 - Holes |
796 | |
1097 | |
797 | Holes are holes in the ground where objects can fall through. When the hole |
1098 | B<HOLE>s are holes in the ground where objects can fall through. When the hole |
798 | opens and/or is completly open all objects above it fall through (more |
1099 | opens and/or is completly open all objects above it fall through (more |
799 | precisely: if their head is above the hole). |
1100 | precisely: if their head is above the hole). |
800 | |
1101 | |
|
|
1102 | When the B<HOLE> is activated it's speed is set to 0.5. |
|
|
1103 | |
801 | Trapdoors can only transfer the one who falls through to other coordinates |
1104 | These holes can only transfer the one who falls through to other coordinates |
802 | on the B<same> map. |
1105 | on the same map. |
803 | |
1106 | |
804 | =over 4 |
1107 | =over 4 |
805 | |
1108 | |
806 | =item maxsp (0|1) |
1109 | =item I<maxsp> (0|1) |
807 | |
1110 | |
808 | This field negates the state of the connection: When maxsp is 1 the pit will |
1111 | This field negates the state of the connection: When maxsp is 1 the pit will |
809 | open/close when the connection is deactivated. Otherwise it will open/close |
1112 | open/close when the connection is deactivated. Otherwise it will open/close |
810 | when the connection is activated. This field only has effect when the |
1113 | when the connection is activated. This field only has effect when the |
811 | connection is triggered. So if you put a closed hole on a map, and the |
1114 | connection is triggered. So if you put a closed hole on a map, and the |
812 | connection is deactivated, and maxsp is 1 the hole will remain closed until the |
1115 | connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the |
813 | connection was triggered once. |
1116 | connection was triggered once. |
814 | |
1117 | |
815 | =item connected <connection id> |
1118 | =item I<connected> <connection id> |
816 | |
1119 | |
817 | This is the connection id, which lets the hole opening or closing when |
1120 | This is the connection id, which lets the hole opening or closing when |
818 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
1121 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
819 | at which connection state the object is activated. |
1122 | at which connection state the object is activated. |
820 | |
1123 | |
821 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
1124 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
822 | the connection is released. |
1125 | the connection is released. |
823 | |
1126 | |
824 | =item wc <number> (internal) |
1127 | =item I<wc> <number> (internal) |
825 | |
1128 | |
826 | This is an internal flag. If it is greater than 0 it means that the hole is not |
1129 | This is an internal field. If it is greater than 0 it means that the hole is not |
827 | yet fully open. More preciesly: this field is the animation-step and if it is |
1130 | yet fully open. More preciesly: this field is the animation-step and if it is |
828 | set to the 'closed' step of the animation the hole is closed and if it is on |
1131 | set to the 'closed' step of the animation the hole is closed and if it is on |
829 | the 'open' animation step (wc = 0), the hole is open. |
1132 | the 'open' animation step (I<wc> = 0), the hole is open. |
830 | |
1133 | |
831 | =item sp <number> |
1134 | =item I<sp> <number> |
832 | |
1135 | |
833 | The destination y coordinates on the same map. |
1136 | The destination y coordinates on the same map. |
834 | |
1137 | |
835 | =item hp <number> |
1138 | =item I<hp> <number> |
836 | |
1139 | |
837 | The destination x coordinates on the same map. |
1140 | The destination x coordinates on the same map. |
838 | |
1141 | |
839 | =back |
1142 | =back |
840 | |
1143 | |
841 | =head3 POISONING - type 105 - The poisoning of players and monsters |
1144 | =head3 B<POISONING> - type 105 - The poisoning of players and monsters |
842 | |
1145 | |
843 | This type is doing the actual damage to the ones who were attacked |
1146 | This type is doing the actual damage to the ones who were attacked |
844 | via AT_POISON (or drank POISON). |
1147 | via AT_POISON (or drank B<POISON>). |
845 | |
1148 | |
846 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
1149 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
847 | there for details). |
1150 | there for details). |
848 | |
1151 | |
849 | =over 4 |
1152 | =over 4 |
850 | |
1153 | |
851 | =item dam <number> |
1154 | =item I<dam> <number> |
852 | |
1155 | |
853 | Each time the poisoning is processed (which is determined by the speed and speed_left |
1156 | Each time the poisoning is proccessed (which is determined by the I<speed> and |
854 | fields, see the general object attributes above) it hits the player with |
1157 | I<speed_left> fields, see the general object fields description above) it hits |
855 | <number> damage and the AT_INTERNAL attacktype (means: it will simply |
1158 | the player with <number> damage and the AT_INTERNAL attacktype (means: it will |
856 | hit the player with no strings attached). |
1159 | simply hit the player with no strings attached). |
857 | |
1160 | |
858 | =item food <number> |
1161 | =item I<food> <number> |
859 | |
1162 | |
860 | Just a note: The posion is removed when food == 1 and not when |
1163 | Just a note: The posioning is removed if I<food> == 1 and not if |
861 | the whole duration is up, because the POISONING code has to remove |
1164 | the whole I<duration> is up, because the B<POISONING> code has to remove |
862 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
1165 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
863 | deletes the POISONING object. |
1166 | deletes the B<POISONING> object. |
864 | |
1167 | |
865 | =back |
1168 | =back |
866 | |
1169 | |
867 | =head3 FORCE - type 114 - Forces |
1170 | =head3 B<FORCE> - type 114 - Forces |
868 | |
1171 | |
869 | Forces are a very 'thin' type. They don't have much behaviour other than |
1172 | Forces are a very 'thin' type. They don't have much behaviour other than |
870 | disappearing after a time and/or affecting the player if they are in his |
1173 | disappearing after a time and/or affecting the player if they are in his |
871 | inventory. |
1174 | inventory. |
872 | |
1175 | |
873 | Forces only take effect on the player if they have set FLAG_APPLIED. |
1176 | Forces only take effect on the player if they have FLAG_APPLIED set. |
874 | |
1177 | |
875 | Whether the duration field is processed or not a tick is controlled via the |
1178 | Whether the I<duration> field is processed or not per tick is controlled by the |
876 | speed and speed_left field. Look above at the generic description of these |
1179 | I<speed> and I<speed_left> fields. Look above in the generic object field description. |
877 | fields. |
|
|
878 | |
1180 | |
879 | NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
1181 | NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also |
880 | like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
1182 | interpreter like described in the description of the FLAG_IS_USED_UP flag. |
881 | 0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
1183 | BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force |
882 | If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
1184 | will still last for I<duration>. If the FLAG_APPLIED is not set the force is |
883 | Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
1185 | removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't |
|
|
1186 | have good semantics on forces, try to avoid it. |
884 | |
1187 | |
885 | =over 4 |
1188 | =over 4 |
886 | |
1189 | |
887 | =item duration |
1190 | =item I<duration> |
888 | |
1191 | |
889 | While this field is greater than 0 the force/object is not destroyed. It is |
1192 | While this field is greater than 0 the force/object is not destroyed. It is |
890 | decreased each tick by 1. |
1193 | decreased each tick by 1. |
891 | |
1194 | |
892 | If it reaches 0 the force/object is destroyed. |
1195 | If it reaches 0 the force/object is destroyed. |
… | |
… | |
895 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
1198 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
896 | what happens then. |
1199 | what happens then. |
897 | |
1200 | |
898 | =back |
1201 | =back |
899 | |
1202 | |
900 | =head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
1203 | =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies) |
901 | |
1204 | |
902 | This object is generated by the POTION code when the potion is a resistance |
1205 | This object is generated by the B<POTION> code when the potion is a resistance |
903 | giving potion. It has mainly the same behaviour as a FORCE. |
1206 | giving potion. It has mainly the same behaviour as a B<FORCE>. |
904 | |
1207 | |
905 | The specialty of the potion effect is that the resistancy it gives is absolute, |
1208 | The specialty of the potion effect is that the resistancy it gives is absolute, |
906 | so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
1209 | so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to |
907 | fire. |
1210 | fire. |
908 | |
1211 | |
909 | Multiple potion effects only give you the maximum of their resistancy. |
1212 | Multiple potion effects only give you the maximum of their resistancy. |