… | |
… | |
13 | |
13 | |
14 | The term 'archetype' stands for a collection of fields. |
14 | The term 'archetype' stands for a collection of fields. |
15 | The term 'object' stands for an archetype instance. |
15 | The term 'object' stands for an archetype instance. |
16 | The term 'field' is used for an object fields and archetype fields. |
16 | The term 'field' is used for an object fields and archetype fields. |
17 | |
17 | |
18 | Field names will be displayed like I<this>. |
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 |
19 | |
23 | |
20 | =head2 About archetypes and objects |
24 | =head2 About archetypes and objects |
21 | |
25 | |
22 | Archetypes are 'templates' of objects. If an object is derived |
26 | Archetypes are 'templates' of objects. If an object is derived |
23 | from an archetype the object fields will be set to the corresponding |
27 | from an archetype the object fields will be set to the corresponding |
… | |
… | |
72 | 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 |
73 | default behaviour. |
77 | default behaviour. |
74 | |
78 | |
75 | =over 4 |
79 | =over 4 |
76 | |
80 | |
77 | =item name <string> |
81 | =item I<name> <string> |
78 | |
82 | |
79 | The name of the object. |
83 | The name of the object. |
80 | |
84 | |
81 | =item name_pl <string> |
85 | =item I<name_pl> <string> |
82 | |
86 | |
83 | 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). |
84 | |
88 | |
85 | =item face <facename> |
89 | =item I<face> <facename> |
86 | |
90 | |
87 | The graphical appearance of this object. |
91 | The graphical appearance of this object. |
88 | |
92 | |
89 | =item x <number> |
93 | =item I<x> <number> |
90 | |
94 | |
91 | The x position of the object when it is on a map. |
95 | The x position of the object when it is on a map. |
92 | |
96 | |
93 | =item y <number> |
97 | =item I<y> <number> |
94 | |
98 | |
95 | The y position of the object when it is on a map. |
99 | The y position of the object when it is on a map. |
96 | |
100 | |
97 | =item map (internal) |
101 | =item I<map> (internal) |
98 | |
102 | |
99 | The map the object is on. |
103 | The map the object is on. |
100 | |
104 | |
101 | =item invisible <number> |
105 | =item I<invisible> <number> |
102 | |
106 | |
103 | If the <number> is greater than 0 the object is invisible. |
107 | If the <number> is greater than 0 the object is invisible. |
104 | For players this field reflects the duration of the invisibility |
108 | For players this field reflects the duration of the invisibility |
105 | and is decreased every tick by 1. |
109 | and is decreased every tick by 1. |
106 | |
110 | |
107 | 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. |
108 | |
112 | |
109 | =item speed <number> |
113 | =item I<speed> <number> |
110 | |
114 | |
111 | 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 |
112 | 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!). |
113 | |
117 | |
114 | 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 |
115 | 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. |
116 | |
120 | |
117 | =item speed_left <number> |
121 | =item I<speed_left> <number> |
118 | |
122 | |
119 | 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 |
120 | 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): |
121 | |
125 | |
122 | - speed_left is decreased by 1 |
126 | - speed_left is decreased by 1 |
123 | - and this object is processed and experiences a server tick. |
127 | - and this object is processed and experiences a server tick. |
124 | |
128 | |
125 | 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 |
126 | 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> |
127 | on the end of the tick. |
131 | on the end of the tick. |
128 | |
132 | |
129 | 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) |
130 | 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 |
131 | the more often the object is processed. |
135 | the more often the object is processed. |
132 | |
136 | |
133 | =item connected <number> |
137 | =item I<connected> <number> |
134 | |
138 | |
135 | When this field is set the object will be linked to a connection with the |
139 | When this field is set the object will be linked to a connection with the |
136 | id <number>. What happens when the connection is 'activated' depends on the |
140 | id <number>. What happens when the connection is 'activated' depends on the |
137 | type of the object. |
141 | type of the object. |
138 | |
142 | |
139 | When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control |
143 | FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control |
140 | when to activate the object, see description of these below for further details. |
144 | when to activate the object, see description of these below for further details. |
141 | |
145 | |
142 | =item no_drop (0|1) |
146 | =item I<no_drop> (0|1) |
143 | |
147 | |
144 | Sets the flag FLAG_NO_DROP. |
148 | Sets the flag FLAG_NO_DROP. |
145 | See Flags section below. |
149 | See Flags section below. |
146 | |
150 | |
147 | =item applied (0|1) |
151 | =item I<applied> (0|1) |
148 | |
152 | |
149 | Sets the flag FLAG_APPLIED. |
153 | Sets the flag FLAG_APPLIED. |
150 | See Flags section below. |
154 | See Flags section below. |
151 | |
155 | |
152 | =item is_used_up (0|1) |
156 | =item I<is_used_up> (0|1) |
153 | |
157 | |
154 | Sets the flag FLAG_IS_USED_UP. |
158 | Sets the flag FLAG_IS_USED_UP. |
155 | See Flags section below. |
159 | See Flags section below. |
156 | |
160 | |
157 | =item changing (0|1) |
161 | =item I<changing> (0|1) |
158 | |
162 | |
159 | Sets the flag FLAG_CHANGING. |
163 | Sets the flag FLAG_CHANGING. |
160 | See Flags section below. |
164 | See Flags section below. |
161 | |
165 | |
162 | =item auto_apply (0|1) |
166 | =item I<auto_apply> (0|1) |
163 | |
167 | |
164 | Sets the flag FLAG_AUTO_APPLY. |
168 | Sets the flag FLAG_AUTO_APPLY. |
165 | See Flags section below. |
169 | See Flags section below. |
166 | |
170 | |
167 | =item no_steal (0|1) |
171 | =item I<no_steal> (0|1) |
168 | |
172 | |
169 | Sets the flag FLAG_NO_STEAL. |
173 | Sets the flag FLAG_NO_STEAL. |
170 | See Flags section below. |
174 | See Flags section below. |
171 | |
175 | |
172 | =item reflecting (0|1) |
176 | =item I<reflecting> (0|1) |
173 | |
177 | |
174 | Sets the flag FLAG_REFLECTING. |
178 | Sets the flag FLAG_REFLECTING. |
175 | See Flags section below. |
179 | See Flags section below. |
176 | |
180 | |
177 | =item reflect_spell (0|1) |
181 | =item I<reflect_spell> (0|1) |
178 | |
182 | |
179 | Sets the flag FLAG_REFL_SPELL. |
183 | Sets the flag FLAG_REFL_SPELL. |
180 | See Flags section below. |
184 | See Flags section below. |
181 | |
185 | |
182 | =item no_skill_ident (0|1) |
186 | =item I<no_skill_ident> (0|1) |
183 | |
187 | |
184 | Sets the flag FLAG_NO_SKILL_IDENT. |
188 | Sets the flag FLAG_NO_SKILL_IDENT. |
185 | See Flags section below. |
189 | See Flags section below. |
186 | |
190 | |
187 | =item activate_on_push (0|1) (default: 1) |
191 | =item I<activate_on_push> (0|1) (default: 1) |
188 | |
192 | |
189 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
193 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
190 | See Flags section below. |
194 | See Flags section below. |
191 | |
195 | |
192 | =item activate_on_release (0|1) (default: 1) |
196 | =item I<activate_on_release> (0|1) (default: 1) |
193 | |
197 | |
194 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
198 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
195 | See Flags section below. |
199 | See Flags section below. |
196 | |
200 | |
197 | =item editable (more than deprecated) |
201 | =item I<editable> (more than deprecated) |
198 | |
202 | |
199 | This field had a special meaning for crossedit, which used parts |
203 | This field had a special meaning for crossedit, which used parts |
200 | of the server code for editing. Wherever you see this field being |
204 | of the server code for editing. Wherever you see this field being |
201 | 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 |
202 | field anymore. |
206 | field anymore. |
… | |
… | |
217 | |
221 | |
218 | 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. |
219 | 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 |
220 | it mostly means 'this object is active'. |
224 | it mostly means 'this object is active'. |
221 | |
225 | |
222 | 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 |
223 | 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. |
224 | |
228 | |
225 | =item FLAG_IS_USED_UP |
229 | =item FLAG_IS_USED_UP |
226 | |
230 | |
227 | 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> |
228 | 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. |
229 | it is removed. |
|
|
230 | |
233 | |
231 | 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 |
232 | 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 |
233 | of the duration field in this context. |
236 | of the duration field in this context. |
234 | |
237 | |
235 | If FLAG_APPLIED is not set the object is destroyed. |
238 | If FLAG_APPLIED is not set the object is destroyed. |
236 | |
239 | |
237 | =item FLAG_CHANGING |
240 | =item FLAG_CHANGING |
238 | |
241 | |
239 | If the 'state' field of the object is 0 the object will be processed periodically. |
242 | If the I<state> field of the object is 0 the object will be processed periodically |
240 | Otherwise it won't "change"; |
243 | (if speed is set). If the I<state> field is 1 it won't be processed. |
241 | |
244 | |
242 | =item FLAG_IS_A_TEMPLATE (internal use) |
245 | =item FLAG_IS_A_TEMPLATE (internal use) |
243 | |
246 | |
244 | This flag is set on the inventory of generators like CREATORs and CONVERTERs, |
247 | This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, |
245 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
248 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
246 | |
249 | |
247 | =item FLAG_AUTO_APPLY |
250 | =item FLAG_AUTO_APPLY |
248 | |
251 | |
249 | This flag has currently only meaning for the TREASURE type, see below. |
252 | This flag has currently only meaning for the B<TREASURE> type, see below. |
250 | |
253 | |
251 | =item FLAG_ACTIVATE_ON_PUSH |
254 | =item FLAG_ACTIVATE_ON_PUSH |
252 | |
255 | |
253 | This flag has only meaning for objects that can be linked together |
256 | This flag has only meaning for objects that can be linked together |
254 | with the 'connected' field and controls wether the object should |
257 | by the I<connected> field and controls wether the object should |
255 | be activated when the connection is 'pushed' or it is 'released'. |
258 | be activated when the connection is 'pushed' or it is 'released'. |
256 | |
259 | |
257 | What 'pushed' and 'released' means depends on the object that |
260 | What 'pushed' and 'released' means depends on the object that |
258 | activates the connection. |
261 | activates the connection. |
259 | |
262 | |
260 | This flag is by default on. |
263 | This flag is by default on. |
261 | |
264 | |
262 | =item FLAG_ACTIVATE_ON_RELEASE |
265 | =item FLAG_ACTIVATE_ON_RELEASE |
263 | |
266 | |
264 | This flag has only meaning for objects that can be linked together |
267 | This flag has only meaning for objects that can be linked together |
265 | with the 'connected' field and controls wether the object should |
268 | by the I<connected> field and controls wether the object should |
266 | be activated when the connection is 'pushed' or it is 'released'. |
269 | be activated when the connection is 'pushed' or it is 'released'. |
267 | |
270 | |
268 | What 'pushed' and 'released' means depends on the object that |
271 | What 'pushed' and 'released' means depends on the object that |
269 | activates the connection. |
272 | activates the connection. |
270 | |
273 | |
… | |
… | |
279 | (but in this context the flag is only used internally). |
282 | (but in this context the flag is only used internally). |
280 | |
283 | |
281 | =item FLAG_NO_SKILL_IDENT |
284 | =item FLAG_NO_SKILL_IDENT |
282 | |
285 | |
283 | This flag is mostly used internal and prevents unidentified objects |
286 | This flag is mostly used internal and prevents unidentified objects |
284 | (objects which don't have FLAG_IDENTIFIED set) being identified by |
287 | (objects which don't have FLAG_IDENTIFIED set) being identified |
285 | skills. |
288 | multiple times by skills. |
286 | |
289 | |
287 | This flag is used to mark objects to never being identified by a skill |
290 | This flag is used to mark objects which were unsuccessfully identified by a |
288 | once a player failed to identify an object. So that multiple tries |
291 | players skill. So that multiple tries of identifying aren't more effective than |
289 | of identifying aren't more effective than one. |
292 | one. |
290 | |
293 | |
291 | =item FLAG_REFLECTING |
294 | =item FLAG_REFLECTING |
292 | |
295 | |
293 | This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW |
296 | This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW> |
294 | to indicate whether this object reflects off walls. |
297 | to indicate whether this object reflects off walls. |
295 | |
298 | |
296 | =item FLAG_REFL_SPELL |
299 | =item FLAG_REFL_SPELL |
297 | |
300 | |
298 | This flag indicates whether something reflects spells, like spell reflecting |
301 | This flag indicates whether something reflects spells, like spell reflecting |
… | |
… | |
303 | =head2 Description of type specific fields and behaviour |
306 | =head2 Description of type specific fields and behaviour |
304 | |
307 | |
305 | The beginning of the headers of the following subsection |
308 | The beginning of the headers of the following subsection |
306 | are the server internal names for the objects types, see include/define.h. |
309 | are the server internal names for the objects types, see include/define.h. |
307 | |
310 | |
308 | =head3 TRANSPORT - type 2 - Player transports |
311 | =head3 B<TRANSPORT> - type 2 - Player transports |
309 | |
312 | |
310 | This type is implemented by the transport extension and has currently no special |
313 | This type is implemented by the transport extension and has currently no special |
311 | fields that affect it. |
314 | fields that affect it. |
312 | |
315 | |
313 | =head3 ROD - type 3 - Rods that fire spells |
316 | =head3 B<ROD> - type 3 - Rods that fire spells |
314 | |
317 | |
315 | Rods contain spells and can be fired by a player. |
318 | Rods contain spells and can be fired by a player. |
316 | |
319 | |
317 | =over 4 |
320 | =over 4 |
318 | |
321 | |
319 | =item level <number> |
322 | =item I<level> <number> |
320 | |
323 | |
321 | This field is used for calculating the spell level that can be fired |
324 | This field is used for calculating the spell level that can be fired |
322 | with this rod, it's also the maximum level of the spell that can be fired. |
325 | with this rod, it's also the maximum level of the spell that can be fired. |
323 | The level of the spell that is being fired depends mostly on |
326 | The level of the spell that is being fired depends mostly on |
324 | the 'use magic item' skill level of the player and 1/10 of the level of the |
327 | the 'use magic item' skill level of the player and 1/10 of the level of the |
325 | rod is added as bonus. |
328 | rod is added as bonus. |
326 | |
329 | |
327 | =item hp <number> |
330 | =item I<hp> <number> |
328 | |
331 | |
329 | The amount of spellpoints this rod has left. |
332 | The amount of spellpoints this rod has left. |
330 | |
333 | |
331 | =item maxhp <number> |
334 | =item I<maxhp> <number> |
332 | |
335 | |
333 | The maximum amount of spellpoints this rod has. |
336 | The maximum amount of spellpoints this rod has. |
334 | |
337 | |
335 | =item skill <skill name> |
338 | =item I<skill> <skill name> |
336 | |
339 | |
337 | This field determines which skill you need to apply this object. |
340 | This field determines which skill you need to apply this object. |
338 | |
341 | |
339 | =back |
342 | =back |
340 | |
343 | |
341 | =head3 TREASURE - type 4 - Treasures |
344 | =head3 B<TREASURE> - type 4 - Treasures |
342 | |
345 | |
343 | This type of objects are for random treasure generation in maps. |
346 | This type of objects are for random treasure generation in maps. |
344 | If this object is applied by a player it will replace itself with it's |
347 | If this object is applied by a player it will replace itself with it's |
345 | inventory. If it is automatically applied |
348 | inventory. If it is automatically applied |
346 | generate a treasure and replace itself with the generated treasure. |
349 | generate a treasure and replace itself with the generated treasure. |
… | |
… | |
348 | Chests are also of this type, their treasures are generated by |
351 | Chests are also of this type, their treasures are generated by |
349 | the auto apply code on map instantiation. |
352 | the auto apply code on map instantiation. |
350 | |
353 | |
351 | =over 4 |
354 | =over 4 |
352 | |
355 | |
353 | =item hp <number> |
356 | =item I<hp> <number> |
354 | |
357 | |
355 | The number of treasures to generate. |
358 | The number of treasures to generate. |
356 | |
359 | |
357 | =item exp <level> |
360 | =item I<exp> <level> |
358 | |
361 | |
359 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
362 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
360 | and the difficulty for the treasurecode only depends on the maps difficulty, |
363 | and the difficulty for the treasurecode only depends on the maps difficulty, |
361 | otherwise the exp field has the following meaning: |
364 | otherwise the exp field has the following meaning: |
362 | |
365 | |
… | |
… | |
365 | worth a treasure is or what bonuses it is given by the treasure code. |
368 | worth a treasure is or what bonuses it is given by the treasure code. |
366 | |
369 | |
367 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
370 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
368 | generation code. |
371 | generation code. |
369 | |
372 | |
370 | =item randomitems <treasurelist> |
373 | =item I<randomitems> <treasurelist> |
371 | |
374 | |
372 | The treasurelist to use to generate the treasure which is put in the |
375 | The treasurelist to use to generate the treasure which is put in the |
373 | treasure objects inventory. |
376 | treasure objects inventory. |
374 | |
377 | |
375 | =back |
378 | =back |
376 | |
379 | |
377 | =head3 POTION - type 5 - Potions for drinking and other nastynesses |
380 | =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses |
378 | |
381 | |
379 | These objects contain a spell and will emit it on apply, which most |
382 | These objects contain a spell and will emit it on apply, which most |
380 | of the time has the meaning of 'drinking'. |
383 | of the time has the meaning of 'drinking'. |
381 | |
384 | |
382 | If no resistancy field, stat field or attacktype is set and no spell |
385 | If no resistancy field, stat field or attacktype is set and no spell |
… | |
… | |
387 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
390 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
388 | will yield an explosion and hurt the player. |
391 | will yield an explosion and hurt the player. |
389 | |
392 | |
390 | =over 4 |
393 | =over 4 |
391 | |
394 | |
392 | =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> |
393 | |
396 | |
394 | These stat fields determine how many stat points the player gets |
397 | These stat fields determine how many stat points the player gets |
395 | when he applies this potion. |
398 | when he applies this potion. |
396 | |
399 | |
397 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
400 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
398 | |
401 | |
399 | =item sp <number> |
402 | =item I<sp> <number> |
400 | |
403 | |
401 | If this field is set and the randomitems field is not set |
404 | If this field is set and the randomitems field is not set |
402 | the field is interpreted as spell number, please look the right |
405 | the field is interpreted as spell number, please look the right |
403 | number up in common/loader.C. |
406 | number up in common/loader.C. |
404 | |
407 | |
405 | If this field is set the randomitems field will be unset by the |
408 | If this field is set the randomitems field will be unset by the |
406 | map loading code. |
409 | map loading code. |
407 | |
410 | |
408 | =item attacktype <attacktype> |
411 | =item I<attacktype> <attacktype> |
409 | |
412 | |
410 | This field has some special meaning in potions, currently the |
413 | This field has some special meaning in potions, currently the |
411 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
414 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
412 | restoration potion or improvement potion. |
415 | restoration potion or improvement potion. |
413 | See include/attackinc.h for the bits of these types. |
416 | See include/attackinc.h for the bits of these types. |
… | |
… | |
418 | into him. |
421 | into him. |
419 | |
422 | |
420 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
423 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
421 | When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
424 | When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
422 | |
425 | |
423 | =item resist_<resistancy> <number> |
426 | =item I<resist_RESISTANCY> <number> |
424 | |
427 | |
425 | If this stat is set and no spell is in the potion the potion |
428 | If this stat is set and no spell is in the potion the potion |
426 | will create a force that give the player this specific resistancy. |
429 | will create a force that give the player this specific resistancy. |
427 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
430 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
428 | and the potion will last 10 times longer than the default force archetype |
431 | and the potion will last 10 times longer than the default force archetype |
429 | FORCE_NAME (at the moment of this writing spell/force.arc). |
432 | FORCE_NAME (at the moment of this writing spell/force.arc). |
430 | |
433 | |
431 | =item randomitems <treasurelist> |
434 | =item I<randomitems> <treasurelist> |
432 | |
435 | |
433 | The inventory/spell of the potion will be created by calling the treasure code |
436 | The inventory/spell of the potion will be created by calling the treasure code |
434 | with the treasurelist specified here. (I guess it's highly undefined what |
437 | with the treasurelist specified here. (I guess it's highly undefined what |
435 | happens if there is not a spell in the potions inventory). |
438 | happens if there is not a spell in the potions inventory). |
436 | |
439 | |
437 | =item on_use_yield <archetype> |
440 | =item I<on_use_yield> <archetype> |
438 | |
441 | |
439 | When this object is applied an instance of <archetype> will be created. |
442 | When this object is applied an instance of <archetype> will be created. |
440 | |
443 | |
441 | =item subtypes <potion subtype> |
444 | =item I<subtypes> <potion subtype> |
442 | |
445 | |
443 | see include/spells.h for possible potion subtypes, there are currently 4: |
446 | see include/spells.h for possible potion subtypes, there are currently 4: |
444 | |
447 | |
445 | =over 4 |
448 | =over 4 |
446 | |
449 | |
… | |
… | |
449 | Unused, default behaiour of a potion. |
452 | Unused, default behaiour of a potion. |
450 | |
453 | |
451 | =item POT_DUST |
454 | =item POT_DUST |
452 | |
455 | |
453 | This potion can be thrown to cast the spell that it has in it's inventory, |
456 | This potion can be thrown to cast the spell that it has in it's inventory, |
454 | the behaviour is not defined if there is not a spell in the inventory and the |
457 | the behaviour is not defined if there is not a B<SPELL> in the inventory and the |
455 | server will log an error. |
458 | server will log an error. |
456 | |
459 | |
457 | =item POT_FIGURINE |
460 | =item POT_FIGURINE |
458 | |
461 | |
459 | Unused, default behaiour of a potion. |
462 | Unused, default behaiour of a potion. |
… | |
… | |
464 | |
467 | |
465 | =back |
468 | =back |
466 | |
469 | |
467 | =back |
470 | =back |
468 | |
471 | |
469 | =head3 FOOD - type 6 - Eatable stuff |
472 | =head3 B<FOOD> - type 6 - Eatable stuff |
470 | |
473 | |
471 | This is for objects that are representing general eatables like |
474 | This is for objects that are representing general eatables like |
472 | beef or bread. |
475 | beef or bread. |
473 | |
476 | |
474 | The main difference between FOOD, FLESH and DRINK is that they |
477 | The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they |
475 | give different messages. |
478 | give different messages. |
476 | |
479 | |
477 | The specialty of FLESH is that it inherits the resistancies of the |
480 | The specialty of B<FLESH> is that it inherits the resistancies of the |
478 | monsters it was generated in and will let dragons raise their resistancies |
481 | monsters it was generated in and will let dragons raise their resistancies |
479 | with that. If the monster has the POISON attacktype the FLESH |
482 | with that. If the monster has the B<POISON> attacktype the B<FLESH> |
480 | will change into POISON. |
483 | will change into B<POISON>. |
481 | |
484 | |
482 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
485 | If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON> |
483 | and if he doesn't find any of that he will start eating FLESH. |
486 | and if he doesn't find any of that he will start eating B<FLESH>. |
484 | |
487 | |
485 | =over 4 |
488 | =over 4 |
486 | |
489 | |
487 | =item title <string> |
490 | =item I<title> <string> |
488 | |
491 | |
489 | If the food has a title or is cursed it is considered 'special', which means that the |
492 | If the food has B<title> set or is cursed it is considered 'special', which |
490 | fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
493 | means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>, |
491 | are interpreted and have further effects on the player. |
494 | I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects |
|
|
495 | on the player. |
492 | |
496 | |
493 | The higher the food field is the longer the improvement of the player lasts |
497 | The higher the I<food> field is the longer the improvement of the player lasts |
494 | (except for hp and sp). |
498 | (except for I<hp> and I<sp>). |
495 | |
499 | |
496 | =item food <number> |
500 | =item I<food> <number> |
497 | |
501 | |
498 | This is the amount of food points the player gets when he eats this. |
502 | This is the amount of food points the player gets when he eats this. |
499 | |
503 | |
500 | =item on_use_yield <archetype> |
504 | =item I<on_use_yield> <archetype> |
501 | |
505 | |
502 | When this object is applied an instance of <archetype> will be created. |
506 | When this object is applied an instance of <archetype> will be created. |
503 | |
507 | |
504 | =back |
508 | =back |
505 | |
509 | |
506 | =head3 POISON - type 7 - Poisonous stuff |
510 | =head3 B<POISON> - type 7 - Poisonous stuff |
507 | |
511 | |
508 | This type is for objects that can poison the player when drinking. |
512 | This type is for objects that can poison the player when he drinks/applies it. |
509 | When applied it will hit the attacked with AT_POISON and will create |
513 | When applied it will hit the attacked with AT_POISON and will create |
510 | a POISONING object in the one who was hit. |
514 | a B<POISONING> object in the one who was hit. |
511 | |
515 | |
512 | =over 4 |
516 | =over 4 |
513 | |
517 | |
514 | =item level <number> |
518 | =item I<level> <number> |
515 | |
519 | |
516 | This field affects the propability of poisoning. The higher the level difference |
520 | This field affects the propability of poisoning. The higher the level difference |
517 | between the one who is hit and the poision the mose propable it is the attacked |
521 | between the one who is hit and the poision the more propable it is the attacked |
518 | one will be poisoned. |
522 | one will be poisoned. |
519 | |
523 | |
520 | =item slaying <race> |
524 | =item I<slaying> <race> |
521 | |
525 | |
522 | On poison this field has the usual meaning of 'slaying', when the |
526 | This field has the usual meaning of 'slaying', when the |
523 | ones race matches the slaying field the damage done by the poison |
527 | poisoned's race matches the I<slaying> field the damage done by the poison |
524 | is multiplied by 3. |
528 | is multiplied by 3. |
525 | |
529 | |
526 | =item hp <number> |
530 | =item I<hp> <number> |
527 | |
531 | |
528 | This is the amount of damage the player will receive from applying this. The |
532 | This is the amount of damage the player will receive from applying this. The |
529 | attacktype AT_POISON will be used to hit the player and the damage will |
533 | attacktype AT_POISON will be used to hit the player and the damage will |
530 | determine the strenght, duration and depletion of stats of the poisoning. The |
534 | determine the strenght, duration and depletion of stats of the poisoning. The |
531 | created POISONING object which is being placed in the one who was attacked will |
535 | created B<POISONING> object which is being placed in the one who was attacked will |
532 | get the damage from this field (which is maybe adjusted by slaying or the |
536 | get the damage from this field (which is maybe adjusted by slaying or the |
533 | resistancies). |
537 | resistancies). |
534 | |
538 | |
535 | =item food <number> |
539 | =item I<food> <number> |
536 | |
540 | |
537 | 1/4 of <number> will be drained from the players food. |
541 | 1/4 of <number> will be drained from the players I<food>. |
538 | |
542 | |
539 | =item on_use_yield <archetype> |
543 | =item I<on_use_yield> <archetype> |
540 | |
544 | |
541 | When this object is applied an instance of <archetype> will be created. |
545 | When this object is applied an instance of <archetype> will be created. |
542 | |
546 | |
543 | =back |
547 | =back |
544 | |
548 | |
545 | =head3 BOOK - type 8 - Readable books |
549 | =head3 B<BOOK> - type 8 - Readable books |
546 | |
550 | |
547 | This type is basically for representing text books in the game. |
551 | This type is basically for representing text books in the game. |
548 | |
552 | |
549 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
553 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
550 | |
554 | |
551 | =over 4 |
555 | =over 4 |
552 | |
556 | |
553 | =item msg <text> |
557 | =item I<msg> <text> |
554 | |
558 | |
555 | This is the contents of the book. When this field is unset |
559 | This is the contents of the book. When this field is unset |
556 | at treasure generation a random text will be inserted. |
560 | at treasure generation a random text will be inserted. |
557 | |
561 | |
558 | =item skill <skill name> |
562 | =item I<skill> <skill name> |
559 | |
563 | |
560 | The skill required to read this book. (The most resonable |
564 | The skill required to read this book. (The most resonable |
561 | skill would be literacy). |
565 | skill would be literacy). |
562 | |
566 | |
563 | =item exp <number> |
567 | =item I<exp> <number> |
564 | |
568 | |
565 | The experience points the player get for reading this book. |
569 | The experience points the player get for reading this book. |
566 | |
570 | |
567 | =item subtype <readable subtype> |
571 | =item I<subtype> <readable subtype> |
568 | |
572 | |
569 | This field determines the type of the readable. |
573 | This field determines the type of the readable. |
570 | Please see common/readable.C in the readable_message_types table. |
574 | Please see common/readable.C in the readable_message_types table. |
571 | |
575 | |
572 | =back |
576 | =back |
573 | |
577 | |
574 | =head3 CLOCK - type 9 - Clocks |
578 | =head3 B<CLOCK> - type 9 - Clocks |
575 | |
579 | |
576 | This type of objects just display the time when being applied. |
580 | This type of objects just display the time when being applied. |
577 | |
581 | |
578 | =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) |
579 | |
583 | |
580 | This is a spell effect of a moving bolt. It moves straigt forward |
584 | This is a spell effect of a moving bolt. It moves straigt forward |
581 | through the map until something blocks it. |
585 | through the map until something blocks it. |
582 | If FLAG_REFLECTING is set it even reflects on walls. |
586 | If FLAG_REFLECTING is set it even reflects on walls. |
583 | |
587 | |
584 | FLAG_IS_TURNABLE should be set on these objects. |
588 | FLAG_IS_TURNABLE should be set on these objects. |
585 | |
589 | |
586 | =over 4 |
590 | =over 4 |
587 | |
591 | |
588 | =item move_type <movetype> |
592 | =item I<move_type> <movetype> |
589 | |
593 | |
590 | This field affects the move type with which the lightning moves through |
594 | This field affects the move type with which the lightning moves through |
591 | the map and which map cells will reflect or block it. |
595 | the map and which map cells will reflect or block it. |
592 | |
596 | |
593 | =item attacktype <attacktype> |
597 | =item I<attacktype> <attacktype> |
594 | |
598 | |
595 | The attacktype with which it hits the objects on the map. |
599 | The attacktype with which it hits the objects on the map. |
596 | |
600 | |
597 | =item dam <number> |
601 | =item I<dam> <number> |
598 | |
602 | |
599 | The damage this bolt inflicts when it hits objects on the map. |
603 | The damage this bolt inflicts when it hits objects on the map. |
600 | |
604 | |
601 | =item Dex <number> |
605 | =item I<Dex> <number> |
602 | |
606 | |
603 | This is the fork percentage, it is reduced by 10 per fork. |
607 | This is the fork percentage, it is reduced by 10 per fork. |
604 | And the damage is halved on each fork. |
608 | And the I<dam> field is halved on each fork. |
605 | |
609 | |
606 | =item Con <number> |
610 | =item I<Con> (internal) |
607 | |
611 | |
608 | This value is a percentage of which the forking lightning |
612 | This value is a percentage of which the forking lightning |
609 | is deflected to the left. This value should be mostly used internally. |
613 | is deflected to the left. This value should be mostly used internally. |
610 | |
614 | |
611 | =item duration <number> |
615 | =item I<duration> <number> |
612 | |
616 | |
613 | The duration the bolt stays on a map cell. This field is decreased each time |
617 | The duration the bolt stays on a map cell. This field is decreased each time |
614 | the object is processed (see the meaning of speed and speed_left fields in |
618 | the object is processed (see the meaning of I<speed> and I<speed_left> fields in |
615 | the object general description). |
619 | the generic object field description). |
616 | |
620 | |
617 | =item range <number> |
621 | =item I<range> <number> |
618 | |
622 | |
619 | This is the range of the bolt, each space it advances this field is decreased. |
623 | This is the range of the bolt, each space it advances this field is decreased. |
620 | |
624 | |
621 | =back |
625 | =back |
622 | |
626 | |
623 | =head3 ARROW - type 13 - Arrows |
627 | =head3 B<ARROW> - type 13 - Arrows |
624 | |
628 | |
625 | This is the type for objects that represent projectiles like arrows. |
629 | This is the type for objects that represent projectiles like arrows. |
626 | The movement of THROWN_OBJs behave similar to this type. |
630 | The movement of B<THROWN_OBJ>s behave similar to this type. |
627 | |
631 | |
628 | Flying arrows are stopped either when they hit something blocking |
632 | Flying arrows are stopped either when they hit something blocking |
629 | (move_block) or something which is alive. |
633 | (I<move_block>) or something which is alive. |
630 | If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE |
634 | If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE |
631 | set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict |
635 | set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict |
632 | damage with a small chance which is affected by the 'level' field of the arrow. |
636 | damage with a small chance which is affected by the I<level> field of the arrow. |
633 | |
637 | |
634 | If FLAG_REFLECTING is set on the arrow it will bounce off everything |
638 | If FLAG_REFLECTING is set on the arrow it will bounce off everything |
635 | that is not alive and blocks it's movement. |
639 | that is not alive and blocks it's movement. |
636 | |
640 | |
637 | When an arrow is being shot it's dam, wc, attacktype, slaying fields will |
641 | When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying> |
638 | be saved in the sp, hp, grace and spellarg fields of the object, to restore them |
642 | fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of |
639 | once the arrow has been stopped. |
643 | the object, to restore them once the arrow has been stopped. |
640 | |
644 | |
641 | =over 4 |
645 | =over 4 |
642 | |
646 | |
643 | =item dam <number> |
647 | =item I<dam> <number> |
644 | |
648 | |
645 | The amount of damage that is being done to the victim that gets hit. |
649 | The amount of damage that is being done to the victim that gets hit. |
646 | This field is recomputed when the arrow is fired and will consist |
650 | This field is recomputed when the arrow is fired and will consist |
647 | of the sum of a damage bonus (see description of the BOW type), |
651 | of the sum of a damage bonus (see description of the B<BOW> type), |
648 | the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field |
652 | the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field |
649 | and the arrows magic field. |
653 | and the arrows I<magic> field. |
650 | |
654 | |
651 | =item wc <number> |
655 | =item I<wc> <number> |
652 | |
656 | |
653 | The weaponclass of the arrow, which has effect on the propability of hitting. |
657 | The weapon class of the arrow, which has effect on the propability of hitting. |
654 | |
658 | |
655 | It is recomputed when the arrow is being fired by this formula: |
659 | It is recomputed when the arrow is being fired by this formula: |
656 | |
660 | |
657 | wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
661 | wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
658 | - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
662 | - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
659 | |
663 | |
660 | When the arrow is not being shot by an player dex_bonus and thaco_bonus and the |
664 | When the arrow is not being shot by an player dex_bonus and thaco_bonus and the |
661 | level is not added. |
665 | level is not added. |
662 | |
666 | |
663 | The wc_mod is dependend on the fire mode of the bow. For a more detailed |
667 | wc_mod is dependend on the fire mode of the bow. For a more detailed |
664 | explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. |
668 | explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. |
665 | |
669 | |
666 | =item magic <number> |
670 | =item I<magic> <number> |
667 | |
671 | |
668 | This field is added to the damage of the arrow when it is shot and |
672 | This field is added to the damage of the arrow when it is shot and |
669 | will also improve it's speed by 1/5 of it's value. |
673 | will also improve it's I<speed> by 1/5 of it's value. |
670 | |
674 | |
671 | =item attacktype <attacktype> |
675 | =item I<attacktype> <attacktype> |
672 | |
676 | |
673 | Bitfield which decides the attacktype of the damage, see include/attackinc.h |
677 | Bitfield which decides the attacktype of the damage, see include/attackinc.h |
674 | On fireing the attacktype of the bow is added to the arrows attacktype. |
678 | On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. |
675 | |
679 | |
676 | =item level <number> (interally used) |
680 | =item I<level> <number> (interally used) |
677 | |
681 | |
678 | The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, |
682 | The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, |
679 | see above in the ARROW description. |
683 | see above in the B<ARROW> description. |
680 | |
684 | |
681 | The level is set when the arrow is fired to either the skill level or the |
685 | The I<level> is set when the arrow is fired to either the skill level or the |
682 | shooters level. |
686 | shooters level. |
683 | |
687 | |
684 | =item speed <number> (internal) |
688 | =item I<speed> <number> (internal) |
685 | |
689 | |
686 | This field shouldn't be set directly in the archetype, the arrow will get it's |
690 | This field shouldn't be set directly in the archetype, the arrow will get it's |
687 | speed from the bow. This fields value has to be atleast 0.5 or otherwise the |
691 | I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the |
688 | arrow will be stopped immediatly. |
692 | arrow will be stopped immediatly. |
689 | |
693 | |
690 | On fireing the speed of the arrow is computed of 1/5 of the |
694 | On fireing the I<speed> of the arrow is computed of 1/5 of the |
691 | sum of the damage bonus (see BOW), bow magic and arrow magic. After that 1/7 |
695 | sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7 |
692 | of the bows 'dam' field is added to the speed of the arrow. |
696 | of the bows I<dam> field is added to the I<speed> of the arrow. |
693 | |
697 | |
694 | The minimum speed of an arrow is 1.0. |
698 | The minimum I<speed> of an arrow is 1.0. |
695 | |
699 | |
696 | While flying the arrows speed is decreased by 0.05 each time it's moved. |
700 | While flying the arrows I<speed> is decreased by 0.05 each time it's moved. |
697 | |
701 | |
698 | If the speed is above 10.0 it goes straight through the creature it hits and |
702 | If the I<speed> is above 10.0 it goes straight through the creature it hits and |
699 | it's speed is reduced by 1. If the speed is lower or equal 10.0 the arrow is |
703 | it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is |
700 | stopped and either sticked into the victim (see weight field description) or |
704 | stopped and either sticked into the victim (see I<weight> field description) or |
701 | put on it's map square (if it didn't break, see description of the food field). |
705 | put on it's map square (if it didn't break, see description of the I<food> field). |
702 | |
706 | |
703 | =item weight <number> |
707 | =item I<weight> <number> |
704 | |
708 | |
705 | This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg) |
709 | This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) |
706 | the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
710 | the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
707 | |
711 | |
708 | =item food <number> |
712 | =item I<food> <number> |
709 | |
713 | |
710 | The breaking percentage. 100% means: breaks on usage for sure. |
714 | The breaking percentage. 100 (%) means: breaks on usage for sure. |
711 | |
715 | |
712 | =item inventory (internal) |
716 | =item I<inventory> (internal) |
713 | |
717 | |
714 | If the flying/moving object has something in it's inventory and it stops, it |
718 | If the flying/moving object has something in it's inventory and it stops, it |
715 | will be replaced with it's inventory. Otherwise it will be handled as usual, |
719 | will be replaced with it's inventory. Otherwise it will be handled as usual, |
716 | which means: it will be calculated whether the arrow breaks and it will be |
720 | which means: it will be calculated whether the arrow breaks and it will be |
717 | reset for reuse. |
721 | reset for reuse. |
718 | |
722 | |
719 | =item slaying <string> |
723 | =item I<slaying> <string> |
720 | |
724 | |
721 | When the bow that fires this arrow has it's slaying field set it is copied |
725 | When the bow that fires this arrow has it's I<slaying> field set it is copied |
722 | to the arrows slaying field. Otherwise the arrows slaying field remains. |
726 | to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains. |
723 | |
727 | |
724 | =item move_type <movetype> (internally used) |
728 | =item I<move_type> <movetype> (internally used) |
725 | |
729 | |
726 | This field is set when the arrow is shot to MOVE_FLY_LOW. |
730 | This field is set when the arrow is shot to MOVE_FLY_LOW. |
727 | |
731 | |
728 | =item move_on <movetype> (internally used) |
732 | =item I<move_on> <movetype> (internally used) |
729 | |
733 | |
730 | This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. |
734 | This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. |
731 | |
735 | |
732 | =item race <string> |
736 | =item I<race> <string> |
733 | |
737 | |
734 | The race field is a unique key that assigns arrows, bows and quivers. When |
738 | The I<race> field is a unique key that assigns arrows, bows and quivers. When |
735 | shooting an arrow the bows race is used to search for arrows (which have the |
739 | shooting an arrow the bows I<race> is used to search for arrows (which have the |
736 | same race as the bow) in the players inventory and will recursively search in |
740 | same I<race> as the bow) in the players inventory and will recursively search in |
737 | the containers (which are applied and have the same race as the bow and the arrow). |
741 | the containers (which are applied and have the same I<race> as the bow and the arrow). |
738 | |
742 | |
739 | =back |
743 | =back |
740 | |
744 | |
741 | =head3 BOW - type 14 - Bows, those that fire ARROWs |
745 | =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s |
742 | |
746 | |
743 | TODO, but take into account ARROW description above |
747 | TODO, but take into account B<ARROW> description above! |
744 | |
748 | |
745 | =head3 WEAPON - type 15 - Weapons |
749 | =head3 B<WEAPON> - type 15 - Weapons |
746 | |
750 | |
747 | This type is for general hack and slash weapons like swords, maces |
751 | This type is for general hack and slash weapons like swords, maces |
748 | and daggers and and .... |
752 | and daggers and and .... |
749 | |
753 | |
750 | =over 4 |
754 | =over 4 |
751 | |
755 | |
752 | =item weapontype <type id> |
756 | =item I<weapontype> <type id> |
753 | |
757 | |
754 | decides what attackmessages are generated, see include/define.h |
758 | decides what attackmessages are generated, see include/define.h |
755 | |
759 | |
756 | =item attacktype <bitmask> |
760 | =item I<attacktype> <bitmask> |
757 | |
761 | |
758 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
762 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
759 | |
763 | |
760 | =item dam <number> |
764 | =item I<dam> <number> |
761 | |
765 | |
762 | amount of damage being done with the attacktype |
766 | amount of damage being done with the attacktype |
763 | |
767 | |
764 | =item item_power <level> |
768 | =item I<item_power> <level> |
765 | |
769 | |
766 | the itempower of this weapon. |
770 | the itempower of this weapon. |
767 | |
771 | |
768 | =item name |
772 | =item I<name> |
769 | |
773 | |
770 | the name of the weapon. |
774 | the name of the weapon. |
771 | |
775 | |
772 | =item level (internal) |
776 | =item I<level> (internal) |
773 | |
777 | |
774 | The improvement state of the weapon. |
778 | The improvement state of the weapon. |
775 | If this field is greater than 0 the 'name' field starts with the |
779 | If this field is greater than 0 the I<name> field starts with the |
776 | characters name who improved this weapon. |
780 | characters name who improved this weapon. |
777 | |
781 | |
778 | =item last_eat (internal) |
782 | =item I<last_eat> (internal) |
779 | |
783 | |
780 | seems to be the amount of improvements of a weapon, |
784 | This seems to be the amount of improvements of a weapon, |
781 | the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
785 | the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
782 | |
786 | |
783 | ((who->level / 5) + 5) >= op->last_eat |
787 | ((who->level / 5) + 5) >= op->last_eat |
784 | |
788 | |
785 | =item last_sp |
789 | =item I<last_sp> |
786 | |
790 | |
787 | the weapon speed (see magic description) |
791 | the weapon speed (see magic description) |
788 | |
792 | |
789 | =item food <number> |
793 | =item I<food> <number> |
790 | |
794 | |
791 | addition to food regeneration of the player |
795 | addition to food regeneration of the player |
792 | |
796 | |
793 | =item hp <number> |
797 | =item I<hp> <number> |
794 | |
798 | |
795 | addition to health regeneration |
799 | addition to health regeneration |
796 | |
800 | |
797 | =item sp <number> |
801 | =item I<sp> <number> |
798 | |
802 | |
799 | addition to mana regeneration |
803 | addition to mana regeneration |
800 | |
804 | |
801 | =item grace <number> |
805 | =item I<grace> <number> |
802 | |
806 | |
803 | addititon to grace regeneration |
807 | addititon to grace regeneration |
804 | |
808 | |
805 | =item gen_sp_armour <number> |
809 | =item I<gen_sp_armour> <number> |
806 | |
810 | |
807 | the players gen_sp_armour field (which is per default 10) is added the <number> amount. |
811 | the players I<gen_sp_armour> field (which is per default 10) is being added the |
808 | gen_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 |
809 | is multiplied: gen_sp *= 10/<number> |
813 | do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of |
810 | meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
814 | I<gen_sp_armour> limits the amout of regenerated spellpoints. |
811 | spellpoints. |
|
|
812 | |
815 | |
813 | generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
816 | Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
814 | sp regeneration. |
817 | I<sp> regeneration. |
815 | |
818 | |
816 | =item body_<body slot/part> |
819 | =item I<body_BODYSLOT> |
817 | |
820 | |
818 | the part of the body you need to use this weapon, possible values should be |
821 | The part of the body you need to use this weapon, possible values should be |
819 | looked up in common/item.C at body_locations. |
822 | looked up in common/item.C at body_locations. |
820 | |
823 | |
821 | =item resist_<resistnacy> <number> |
824 | =item I<resist_RESISTNACY> <number> |
822 | |
825 | |
823 | this is the factor with which the difference of the players resistancy and 100% |
826 | this is the factor with which the difference of the players resistancy and 100% |
824 | is multiplied, something like this: |
827 | is multiplied, something like this: |
825 | |
828 | |
826 | additional_resistancy = (100 - current_resistanct) * (<number>/100) |
829 | additional_resistancy = (100 - current_resistanct) * (<number>/100) |
… | |
… | |
830 | |
833 | |
831 | 'total resistance = total protections - total vulnerabilities' |
834 | 'total resistance = total protections - total vulnerabilities' |
832 | |
835 | |
833 | see also common/living.C:fix_player |
836 | see also common/living.C:fix_player |
834 | |
837 | |
835 | =item patch_(attuned|repelled|denied) |
838 | =item I<path_(attuned|repelled|denied)> |
836 | |
839 | |
837 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
840 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
838 | for the pathes. |
841 | for the pathes. |
839 | |
842 | |
840 | =item luck <number> |
843 | =item I<luck> <number> |
841 | |
844 | |
842 | this luck is added to the players luck |
845 | this luck is added to the players I<luck> |
843 | |
846 | |
844 | =item move_type |
847 | =item I<move_type> |
845 | |
848 | |
846 | if the weapon has a move_type set the player inherits it's move_type |
849 | if the weapon has a I<move_type> set the player inherits it's I<move_type> |
847 | |
850 | |
848 | =item exp <number> |
851 | =item I<exp> <number> |
849 | |
852 | |
850 | the added_speed and bonus_speed of the player is raised by <number>/3. |
853 | the added_speed and bonus_speed of the player is raised by <number>/3. |
851 | if <number> < 0 then the added_speed is decreased by <number> |
854 | if <number> < 0 then the added_speed is decreased by <number> |
852 | |
855 | |
853 | =item weight |
856 | =item I<weight> |
854 | |
857 | |
855 | the weight of the weapon |
858 | the weight of the weapon |
856 | |
859 | |
857 | =item magic |
860 | =item I<magic> |
858 | |
861 | |
859 | the magic field affects the amounts of the following fields: |
862 | the I<magic> field affects the amounts of the following fields: |
860 | |
863 | |
861 | - wc : the players wc is adjusted by: player->wc -= (wc + magic) |
864 | - wc : the players wc is adjusted by: player->wc -= (wc + magic) |
862 | |
865 | |
863 | - 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 |
864 | |
867 | |
865 | - dam: the players dam is adjusted by: player->dam += (dam + magic) |
868 | - dam: the players dam is adjusted by: player->dam += (dam + magic) |
866 | |
869 | |
867 | - 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 |
868 | (minium is 0) |
871 | (minium is 0) |
869 | |
872 | |
870 | =item ac <number> |
873 | =item I<ac> <number> |
871 | |
874 | |
872 | the amount of ac points the player's ac is decreased when applying this object. |
875 | the amount of ac points the player's I<ac> is decreased when applying this object. |
873 | |
876 | |
874 | =item wc <number> |
877 | =item I<wc> <number> |
875 | |
878 | |
876 | the amount of wc points the player's wc is decreased when applying this object. |
879 | the amount of wc points the player's I<wc> is decreased when applying this object. |
877 | |
880 | |
878 | =back |
881 | =back |
879 | |
882 | |
880 | =head4 Player inherits following flags from weapons: |
883 | =head4 Player inherits following flags from weapons: |
881 | |
884 | |
… | |
… | |
886 | FLAG_XRAYS |
889 | FLAG_XRAYS |
887 | FLAG_BLIND |
890 | FLAG_BLIND |
888 | FLAG_SEE_IN_DARK |
891 | FLAG_SEE_IN_DARK |
889 | FLAG_UNDEAD |
892 | FLAG_UNDEAD |
890 | |
893 | |
891 | =head3 GRIMREAPER - type 28 - Grimreapers |
894 | =head3 B<GRIMREAPER> - type 28 - Grimreapers |
892 | |
895 | |
893 | These type are mostly used for monsters, they give the |
896 | These type are mostly used for monsters, they give the |
894 | monster the ability to dissapear after 10 hits with AT_DRAIN. |
897 | monster the ability to dissapear after 10 hits with AT_DRAIN. |
895 | |
898 | |
896 | =over 4 |
899 | =over 4 |
897 | |
900 | |
898 | =item value <number> |
901 | =item I<value> <number> |
899 | |
902 | |
900 | This field stores the hits the monster did yet. |
903 | This field stores the hits the monster did yet. |
901 | |
904 | |
902 | =back |
905 | =back |
903 | |
906 | |
904 | =head3 CREATOR - type 42 - Object creators |
907 | =head3 B<CREATOR> - type 42 - Object creators |
905 | |
908 | |
906 | Once a creator is activated by a connection it creates a number of objects |
909 | Once a creator is activated by a connection it creates a number of objects |
907 | (cloned from it's inventory or a new object derived from the archetype |
910 | (cloned from it's inventory or a new object derived from the archetype |
908 | named in the other_arch slot). |
911 | named in the other_arch slot). |
909 | |
912 | |
910 | If FLAG_LIVESAFE is set the number of uses is unlimited. |
913 | If FLAG_LIVESAFE is set the number of uses is unlimited. |
911 | |
914 | |
912 | =over 4 |
915 | =over 4 |
913 | |
916 | |
914 | =item hp <number> |
917 | =item I<hp> <number> |
915 | |
918 | |
916 | If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
919 | If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
917 | be used. |
920 | be used. |
918 | |
921 | |
919 | =item speed <number> |
922 | =item I<speed> <number> |
920 | |
923 | |
921 | If speed is set the creator will create an object periodically, |
924 | If I<speed> is set the creator will create an object periodically, |
922 | see speed and speed_left fields in general object field description |
925 | see I<speed> and I<speed_left> fields in the general object field description |
923 | for more details on how this period works. |
926 | for more details. |
924 | |
927 | |
925 | =item slaying <string> |
928 | =item I<slaying> <string> |
926 | |
929 | |
927 | If set the generated object's name and |
930 | If set the generated object's name and title will be set to this. |
928 | title will be set to this. |
|
|
929 | |
931 | |
930 | =item other_arch <string> |
932 | =item I<other_arch> <string> |
931 | |
933 | |
932 | If the inventory of the creator is empty new objects |
934 | If the inventory of the creator is empty new objects will be derived from the |
933 | will be derived from the archetype named by <string>. |
935 | archetype named by <string>. |
934 | |
936 | |
935 | =item connected <number> |
937 | =item I<connected> <number> |
936 | |
938 | |
937 | See generic object field section. |
939 | See generic object field description. |
938 | |
940 | |
939 | =back |
941 | =back |
940 | |
942 | |
941 | =head3 DRINK - type 54 - Drinkable stuff |
943 | =head3 B<DRINK> - type 54 - Drinkable stuff |
942 | |
944 | |
943 | See FOOD description. |
945 | See B<FOOD> description. |
944 | |
946 | |
945 | =head3 CHECK_INV - type 64 - Inventory checkers |
947 | =head3 B<CHECK_INV> - type 64 - Inventory checkers |
946 | |
948 | |
947 | This object checks whether the player has a specific item in his |
949 | This object checks whether the player has a specific item in his |
948 | inventory when he moves above the inventory checker. If the player has |
950 | inventory when he moves above the inventory checker. If the player has |
949 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
951 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
950 | |
952 | |
951 | If you set move_block you can deny players and monsters to reach the space where |
953 | If you set I<move_block> you can deny players and monsters to reach the space where |
952 | the inventory checker is on, see 'move_block' description below. |
954 | the inventory checker is on, see I<move_block> description below. |
953 | |
955 | |
954 | The conditions specified by hp, slaying and race are concationated with OR. |
956 | The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated. |
955 | So matching one of those conditions is enough. |
957 | So matching one of those conditions is enough. |
956 | |
958 | |
957 | =over 4 |
959 | =over 4 |
958 | |
960 | |
959 | =item move_block <move type bitmask> |
961 | =item I<move_block> <move type bitmask> |
960 | |
962 | |
961 | If you set this field to block a movetype the move code will block any moves |
963 | If you set this field to block a movetype the move code will block any moves |
962 | onto the space with the inventory checker, IF the moving object doesn't have |
964 | onto the space with the inventory checker, IF the moving object doesn't have |
963 | (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. |
964 | |
966 | |
965 | =item last_sp (0|1) |
967 | =item I<last_sp> (0|1) |
966 | |
968 | |
967 | If last_sp is 1 'having' the item that is being checked for will |
969 | If I<last_sp> is 1 'having' the item that is being checked for will |
968 | activate the connection or make the space with the checker non-blocking. |
970 | activate the connection or make the space with the checker non-blocking. |
969 | If last_sp is 0 'not having' the item will activate the connection |
971 | If I<last_sp> is 0 'not having' the item will activate the connection |
970 | or make the space with the checker non-blocking. |
972 | or make the space with the checker non-blocking. |
971 | |
973 | |
972 | =item last_heal (0|1) |
974 | =item I<last_heal> (0|1) |
973 | |
975 | |
974 | If last_heal is 1 the matching item will be removed if the inventory checker |
976 | If I<last_heal> is 1 the matching item will be removed if the inventory checker |
975 | activates a connection and finds the item in the inventory. |
977 | activates a connection and finds the item in the inventory. |
976 | |
978 | |
977 | (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) |
978 | |
980 | |
979 | =item hp <number> |
981 | =item I<hp> <number> |
980 | |
982 | |
981 | If this field is not 0 the inventory checker will search for an object |
983 | If this field is not 0 the inventory checker will search for an object |
982 | with the type id <number>. |
984 | with the type id <number>. |
983 | |
985 | |
984 | =item slaying <string> |
986 | =item I<slaying> <string> |
985 | |
987 | |
986 | If this field is set the inventory checker will search for an object that |
988 | If this field is set the inventory checker will search for an object that |
987 | has the same string in the slaying field (for example a key string of a key). |
989 | has the same string in the I<slaying> field (for example a key string of a key). |
988 | |
990 | |
989 | =item race <string> |
991 | =item I<race> <string> |
990 | |
992 | |
991 | If this field is set the inventory checker will search for an object which |
993 | If this field is set the inventory checker will search for an object which |
992 | has the archetype name that matches <string>. |
994 | has the archetype name that matches <string>. |
993 | |
995 | |
994 | =item connected <connection id> |
996 | =item I<connected> <connection id> |
995 | |
997 | |
996 | This is the connection that will be activated. The connection is |
998 | This is the connection that will be activated. The connection is |
997 | 'pushed' when someone enters the space with the inventory checker, |
999 | 'pushed' when someone enters the space with the inventory checker, |
998 | and it is 'released' when he leaves it. |
1000 | and it is 'released' when he leaves it. |
999 | |
1001 | |
1000 | See also the description of the connected field in the generic object field |
1002 | See also the description of the I<connected> field in the generic object field |
1001 | section. |
1003 | section. |
1002 | |
1004 | |
1003 | =back |
1005 | =back |
1004 | |
1006 | |
1005 | =head3 FLESH - type 72 - Organs and body parts |
1007 | =head3 B<FLESH> - type 72 - Organs and body parts |
1006 | |
1008 | |
1007 | See FOOD description. |
1009 | See B<FOOD> description. |
1008 | |
1010 | |
1009 | =head3 MISC_OBJECT - type 79 - Misc. objects |
1011 | =head3 B<MISC_OBJECT> - type 79 - Misc. objects |
1010 | |
1012 | |
1011 | A type for any object that has no special behaviour. |
1013 | A type for any object that has no special behaviour. |
1012 | |
1014 | |
1013 | =head3 LAMP - type 82 - A lamp |
1015 | =head3 B<LAMP> - type 82 - A lamp |
1014 | |
1016 | |
1015 | This object makes light. |
1017 | This object makes light. |
1016 | |
1018 | |
1017 | =head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators |
1019 | =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators |
1018 | |
1020 | |
1019 | This type of objects multiplies objects that are above it when it is activated. |
1021 | This type of objects multiplies objects that are above it when it is activated. |
1020 | You can even multiply by 0, which will destroy the object. |
1022 | You can even multiply by 0, which will destroy the object. |
1021 | |
1023 | |
1022 | =over 4 |
1024 | =over 4 |
1023 | |
1025 | |
1024 | =item level <number> |
1026 | =item I<level> <number> |
1025 | |
1027 | |
1026 | The multiplicator, if set to 0 or lower it will destroy the objects above it. |
1028 | The multiplicator, if set to 0 or lower it will destroy the objects above it. |
1027 | |
1029 | |
1028 | =item other_arch <string> |
1030 | =item I<other_arch> <string> |
1029 | |
1031 | |
1030 | The archetype name of the objects that should be multiplied. |
1032 | The archetype name of the objects that should be multiplied. |
1031 | |
1033 | |
1032 | =item connected <number> |
1034 | =item I<connected> <number> |
1033 | |
1035 | |
1034 | See generic object field section. |
1036 | See generic object field description. |
1035 | |
1037 | |
1036 | =back |
1038 | =back |
1037 | |
1039 | |
1038 | =head3 HOLE - type 94 - Holes |
1040 | =head3 B<HOLE> - type 94 - Holes |
1039 | |
1041 | |
1040 | Holes are holes in the ground where objects can fall through. When the hole |
1042 | B<HOLE>s are holes in the ground where objects can fall through. When the hole |
1041 | opens and/or is completly open all objects above it fall through (more |
1043 | opens and/or is completly open all objects above it fall through (more |
1042 | precisely: if their head is above the hole). |
1044 | precisely: if their head is above the hole). |
1043 | |
1045 | |
1044 | When the HOLE is activated it's speed is set to 0.5. |
1046 | When the B<HOLE> is activated it's speed is set to 0.5. |
1045 | |
1047 | |
1046 | Trapdoors can only transfer the one who falls through to other coordinates |
1048 | These holes can only transfer the one who falls through to other coordinates |
1047 | on the B<same> map. |
1049 | on the same map. |
1048 | |
1050 | |
1049 | =over 4 |
1051 | =over 4 |
1050 | |
1052 | |
1051 | =item maxsp (0|1) |
1053 | =item I<maxsp> (0|1) |
1052 | |
1054 | |
1053 | This field negates the state of the connection: When maxsp is 1 the pit will |
1055 | This field negates the state of the connection: When maxsp is 1 the pit will |
1054 | open/close when the connection is deactivated. Otherwise it will open/close |
1056 | open/close when the connection is deactivated. Otherwise it will open/close |
1055 | when the connection is activated. This field only has effect when the |
1057 | when the connection is activated. This field only has effect when the |
1056 | connection is triggered. So if you put a closed hole on a map, and the |
1058 | connection is triggered. So if you put a closed hole on a map, and the |
1057 | connection is deactivated, and maxsp is 1 the hole will remain closed until the |
1059 | connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the |
1058 | connection was triggered once. |
1060 | connection was triggered once. |
1059 | |
1061 | |
1060 | =item connected <connection id> |
1062 | =item I<connected> <connection id> |
1061 | |
1063 | |
1062 | This is the connection id, which lets the hole opening or closing when |
1064 | This is the connection id, which lets the hole opening or closing when |
1063 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
1065 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
1064 | at which connection state the object is activated. |
1066 | at which connection state the object is activated. |
1065 | |
1067 | |
1066 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
1068 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
1067 | the connection is released. |
1069 | the connection is released. |
1068 | |
1070 | |
1069 | =item wc <number> (internal) |
1071 | =item I<wc> <number> (internal) |
1070 | |
1072 | |
1071 | This is an internal flag. If it is greater than 0 it means that the hole is not |
1073 | This is an internal field. If it is greater than 0 it means that the hole is not |
1072 | yet fully open. More preciesly: this field is the animation-step and if it is |
1074 | yet fully open. More preciesly: this field is the animation-step and if it is |
1073 | set to the 'closed' step of the animation the hole is closed and if it is on |
1075 | set to the 'closed' step of the animation the hole is closed and if it is on |
1074 | the 'open' animation step (wc = 0), the hole is open. |
1076 | the 'open' animation step (I<wc> = 0), the hole is open. |
1075 | |
1077 | |
1076 | =item sp <number> |
1078 | =item I<sp> <number> |
1077 | |
1079 | |
1078 | The destination y coordinates on the same map. |
1080 | The destination y coordinates on the same map. |
1079 | |
1081 | |
1080 | =item hp <number> |
1082 | =item I<hp> <number> |
1081 | |
1083 | |
1082 | The destination x coordinates on the same map. |
1084 | The destination x coordinates on the same map. |
1083 | |
1085 | |
1084 | =back |
1086 | =back |
1085 | |
1087 | |
1086 | =head3 POISONING - type 105 - The poisoning of players and monsters |
1088 | =head3 B<POISONING> - type 105 - The poisoning of players and monsters |
1087 | |
1089 | |
1088 | This type is doing the actual damage to the ones who were attacked |
1090 | This type is doing the actual damage to the ones who were attacked |
1089 | via AT_POISON (or drank POISON). |
1091 | via AT_POISON (or drank B<POISON>). |
1090 | |
1092 | |
1091 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
1093 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
1092 | there for details). |
1094 | there for details). |
1093 | |
1095 | |
1094 | =over 4 |
1096 | =over 4 |
1095 | |
1097 | |
1096 | =item dam <number> |
1098 | =item I<dam> <number> |
1097 | |
1099 | |
1098 | Each time the poisoning is processed (which is determined by the speed and speed_left |
1100 | Each time the poisoning is proccessed (which is determined by the I<speed> and |
1099 | fields, see the general object fields above) it hits the player with |
1101 | I<speed_left> fields, see the general object fields description above) it hits |
1100 | <number> damage and the AT_INTERNAL attacktype (means: it will simply |
1102 | the player with <number> damage and the AT_INTERNAL attacktype (means: it will |
1101 | hit the player with no strings attached). |
1103 | simply hit the player with no strings attached). |
1102 | |
1104 | |
1103 | =item food <number> |
1105 | =item I<food> <number> |
1104 | |
1106 | |
1105 | Just a note: The posion is removed when food == 1 and not when |
1107 | Just a note: The posioning is removed if I<food> == 1 and not if |
1106 | the whole duration is up, because the POISONING code has to remove |
1108 | the whole I<duration> is up, because the B<POISONING> code has to remove |
1107 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
1109 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
1108 | deletes the POISONING object. |
1110 | deletes the B<POISONING> object. |
1109 | |
1111 | |
1110 | =back |
1112 | =back |
1111 | |
1113 | |
1112 | =head3 FORCE - type 114 - Forces |
1114 | =head3 B<FORCE> - type 114 - Forces |
1113 | |
1115 | |
1114 | Forces are a very 'thin' type. They don't have much behaviour other than |
1116 | Forces are a very 'thin' type. They don't have much behaviour other than |
1115 | disappearing after a time and/or affecting the player if they are in his |
1117 | disappearing after a time and/or affecting the player if they are in his |
1116 | inventory. |
1118 | inventory. |
1117 | |
1119 | |
1118 | Forces only take effect on the player if they have set FLAG_APPLIED. |
1120 | Forces only take effect on the player if they have FLAG_APPLIED set. |
1119 | |
1121 | |
1120 | Whether the duration field is processed or not a tick is controlled via the |
1122 | Whether the I<duration> field is processed or not per tick is controlled by the |
1121 | speed and speed_left field. Look above in the generic object field description. |
1123 | I<speed> and I<speed_left> fields. Look above in the generic object field description. |
1122 | |
1124 | |
1123 | NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
1125 | NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also |
1124 | like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
1126 | interpreter like described in the description of the FLAG_IS_USED_UP flag. |
1125 | 0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
1127 | BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force |
1126 | If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
1128 | will still last for I<duration>. If the FLAG_APPLIED is not set the force is |
1127 | Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
1129 | removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't |
|
|
1130 | have good semantics on forces, try to avoid it. |
1128 | |
1131 | |
1129 | =over 4 |
1132 | =over 4 |
1130 | |
1133 | |
1131 | =item duration |
1134 | =item I<duration> |
1132 | |
1135 | |
1133 | While this field is greater than 0 the force/object is not destroyed. It is |
1136 | While this field is greater than 0 the force/object is not destroyed. It is |
1134 | decreased each tick by 1. |
1137 | decreased each tick by 1. |
1135 | |
1138 | |
1136 | If it reaches 0 the force/object is destroyed. |
1139 | If it reaches 0 the force/object is destroyed. |
… | |
… | |
1139 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
1142 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
1140 | what happens then. |
1143 | what happens then. |
1141 | |
1144 | |
1142 | =back |
1145 | =back |
1143 | |
1146 | |
1144 | =head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
1147 | =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies) |
1145 | |
1148 | |
1146 | This object is generated by the POTION code when the potion is a resistance |
1149 | This object is generated by the B<POTION> code when the potion is a resistance |
1147 | giving potion. It has mainly the same behaviour as a FORCE. |
1150 | giving potion. It has mainly the same behaviour as a B<FORCE>. |
1148 | |
1151 | |
1149 | The specialty of the potion effect is that the resistancy it gives is absolute, |
1152 | The specialty of the potion effect is that the resistancy it gives is absolute, |
1150 | so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
1153 | so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to |
1151 | fire. |
1154 | fire. |
1152 | |
1155 | |
1153 | Multiple potion effects only give you the maximum of their resistancy. |
1156 | Multiple potion effects only give you the maximum of their resistancy. |