… | |
… | |
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 | |
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12 | =head2 About the notation and terms |
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13 | |
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14 | The term 'archetype' stands for a collection of fields. |
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15 | The term 'object' stands for an archetype instance. |
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16 | The term 'field' is used for an object fields and archetype fields. |
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17 | |
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18 | Field names will be displayed like this: I<fieldname> |
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19 | |
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20 | Type names will be displayed like this: B<TYPENAME> |
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21 | |
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22 | Flag names will be displayer like this: FLAG_NAME |
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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 |
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27 | from an archetype the object fields will be set to the corresponding |
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28 | fields in the archetype. |
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29 | |
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30 | When a map is instanciated (loaded), the 'object' description on the |
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31 | map are considered patches of the archetype. |
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32 | |
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33 | This document does explain the behaviour of the objects and the meaning of |
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34 | their fields in the server engine, which are derived from archetypes. |
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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 |
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58 | name 'button' (which means that the field I<name> of the object will be set |
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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. |
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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 | |
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93 | =item I<x> <number> |
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94 | |
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95 | The x position of the object when it is on a map. |
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96 | |
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97 | =item I<y> <number> |
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98 | |
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99 | The y position of the object when it is on a map. |
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100 | |
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101 | =item I<map> (internal) |
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102 | |
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103 | The map the object is on. |
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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 | |
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113 | =item I<glow_radius> <number> |
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114 | |
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115 | This field indicates how far an object glows. Default is a radius of 0 (no |
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116 | glowing at all). |
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117 | |
79 | =item speed <numeric> |
118 | =item I<speed> <number> |
80 | |
119 | |
81 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
120 | 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!). |
121 | on the active object list and will be processed each tick (see also speed_left!). |
83 | |
122 | |
84 | If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
123 | 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. |
124 | from the active object list and it won't experience any processing per tick. |
86 | |
125 | |
87 | =item speed_left <number> |
126 | =item I<speed_left> <number> |
88 | |
127 | |
89 | If this field is greater than 0 and the object is on the |
128 | 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): |
129 | active list (mostly means it's speed is also greater than 0): |
91 | |
130 | |
92 | - speed_left is decreased by 1 |
131 | - speed_left is decreased by 1 |
93 | - and this object is processed and experiences a server tick. |
132 | - and this object is processed and experiences a server tick. |
94 | |
133 | |
95 | If the object is on the active list and speed_left is lower or |
134 | 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 |
135 | equal to 0 the absolute value of the I<speed> is added to I<speed_left> |
97 | on the end of the tick. |
136 | on the end of the tick. |
98 | |
137 | |
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138 | This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) |
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139 | the more seldom the object is processed. And the higher I<speed> is |
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140 | the more often the object is processed. |
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141 | |
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142 | =item I<connected> <number> |
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143 | |
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144 | When this field is set the object will be linked to a connection with the |
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145 | id <number>. What happens when the connection is 'activated' depends on the |
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146 | type of the object. |
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147 | |
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148 | FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control |
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149 | when to activate the object, see description of these below for further details. |
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150 | |
99 | =item no_drop (0|1) |
151 | =item I<no_drop> (0|1) |
100 | |
152 | |
101 | Sets the flag FLAG_NO_DROP. See the Flags section below. |
153 | Sets the flag FLAG_NO_DROP. |
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154 | See Flags section below. |
102 | |
155 | |
103 | =item applied (0|1) |
156 | =item I<applied> (0|1) |
104 | |
157 | |
105 | Sets the flag FLAG_APPLIED. See the Flags section below. |
158 | Sets the flag FLAG_APPLIED. |
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159 | See Flags section below. |
106 | |
160 | |
107 | =item is_used_up (0|1) |
161 | =item I<is_used_up> (0|1) |
108 | |
162 | |
109 | Sets the flag FLAG_IS_USED_UP. See Flags section below. |
163 | Sets the flag FLAG_IS_USED_UP. |
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164 | See Flags section below. |
110 | |
165 | |
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166 | =item I<changing> (0|1) |
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167 | |
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168 | Sets the flag FLAG_CHANGING. |
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169 | See Flags section below. |
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170 | |
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171 | =item I<auto_apply> (0|1) |
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172 | |
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173 | Sets the flag FLAG_AUTO_APPLY. |
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174 | See Flags section below. |
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175 | |
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176 | =item I<no_steal> (0|1) |
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177 | |
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178 | Sets the flag FLAG_NO_STEAL. |
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179 | See Flags section below. |
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180 | |
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181 | =item I<reflecting> (0|1) |
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182 | |
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183 | Sets the flag FLAG_REFLECTING. |
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184 | See Flags section below. |
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185 | |
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186 | =item I<reflect_spell> (0|1) |
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187 | |
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188 | Sets the flag FLAG_REFL_SPELL. |
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189 | See Flags section below. |
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190 | |
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191 | =item I<no_skill_ident> (0|1) |
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192 | |
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193 | Sets the flag FLAG_NO_SKILL_IDENT. |
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194 | See Flags section below. |
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195 | |
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196 | =item I<activate_on_push> (0|1) (default: 1) |
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197 | |
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198 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
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199 | See Flags section below. |
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200 | |
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201 | =item I<activate_on_release> (0|1) (default: 1) |
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202 | |
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203 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
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204 | See Flags section below. |
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205 | |
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206 | =item I<is_lightable> (0|1) |
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207 | |
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208 | Sets the flag FLAG_IS_LIGHTABLE. |
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209 | See Flags section below. |
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210 | |
111 | =item editable (more than deprecated) |
211 | =item I<editable> (more than deprecated) |
112 | |
212 | |
113 | This field had a special meaning for crossedit, which used parts |
213 | This field had a special meaning for crossedit, which used parts |
114 | of the server code for editing. Wherever you see this attribute being |
214 | of the server code for editing. Wherever you see this field being |
115 | set in an archetype ignore it and/or remove it. No code interprets this |
215 | set in an archetype ignore it and/or remove it. No code interprets this |
116 | field anymore. |
216 | field anymore. |
117 | |
217 | |
118 | =back |
218 | =back |
119 | |
219 | |
… | |
… | |
131 | |
231 | |
132 | This flag mostly states whether this object has been 'applied' by the player. |
232 | This flag mostly states whether this object has been 'applied' by the player. |
133 | For objects that are applied by the code or have this flag set in the archetype |
233 | For objects that are applied by the code or have this flag set in the archetype |
134 | it mostly means 'this object is active'. |
234 | it mostly means 'this object is active'. |
135 | |
235 | |
136 | For example the player adjustments of the hp/sp/grace fields and inheritance |
236 | For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance |
137 | of flags from objects in his inventory is toggled by this flag. |
237 | of flags from objects in his inventory is toggled by this flag. |
138 | |
238 | |
139 | =item FLAG_IS_USED_UP |
239 | =item FLAG_IS_USED_UP |
140 | |
240 | |
141 | This flag controls whether an object is 'used up'. If it is set the 'food' field |
241 | This flag controls whether an object is 'used up'. If it is set I<food> |
142 | of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha |
242 | is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0. |
143 | it is removed. |
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144 | |
243 | |
145 | If also the flag FLAG_APPLIED is set, the 'duration' field controls whether |
244 | If also the flag FLAG_APPLIED is set, the I<duration> field controls whether |
146 | this object is removed or not, see the Force type below for the meaning |
245 | this object is removed or not, see the B<FORCE> type below for the meaning |
147 | of the duration field in this context. |
246 | of the duration field in this context. |
148 | |
247 | |
149 | If FLAG_APPLIED is not set the object is destroyed. |
248 | If FLAG_APPLIED is not set the object is destroyed. |
150 | |
249 | |
151 | =back |
250 | =item FLAG_CHANGING |
152 | |
251 | |
153 | =head2 Description of type specific attributes |
252 | If the I<state> field of the object is 0 the object will be processed periodically |
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253 | (if I<speed> is set). If the I<state> field is 1 it won't be processed. |
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254 | |
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255 | This flag indicates that the object is changing into a different object. |
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256 | The object has to have the I<other_arch> field set. The object the changing object |
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257 | changes into is derived from the archetype in I<other_arch>. |
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258 | |
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259 | When the object does not have FLAG_ALIVE set the I<food> field will be decremented |
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260 | each time the object is processed, and if I<food> reaches 0 one new object will be generated. |
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261 | |
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262 | When the object has FLAG_ALIVE set the I<food> field is the number of objects that |
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263 | will be generated. |
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264 | |
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265 | After the new object is created the I<hp> field from the old object is copied into |
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266 | the new one. |
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267 | |
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268 | When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied |
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269 | to the new object. |
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270 | |
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271 | =item FLAG_IS_A_TEMPLATE (internal use) |
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272 | |
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273 | This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, |
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274 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
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275 | |
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276 | =item FLAG_AUTO_APPLY |
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277 | |
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278 | This flag has currently only meaning for the B<TREASURE> type, see below. |
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279 | |
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280 | =item FLAG_ACTIVATE_ON_PUSH |
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281 | |
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282 | This flag has only meaning for objects that can be linked together |
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283 | by the I<connected> field and controls wether the object should |
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284 | be activated when the connection is 'pushed' or it is 'released'. |
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285 | |
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286 | What 'pushed' and 'released' means depends on the object that |
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287 | activates the connection. |
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288 | |
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289 | This flag is by default on. |
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290 | |
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291 | =item FLAG_ACTIVATE_ON_RELEASE |
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292 | |
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293 | This flag has only meaning for objects that can be linked together |
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294 | by the I<connected> field and controls wether the object should |
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295 | be activated when the connection is 'pushed' or it is 'released'. |
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296 | |
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297 | What 'pushed' and 'released' means depends on the object that |
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298 | activates the connection. |
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299 | |
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300 | This flag is by default on. |
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301 | |
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302 | =item FLAG_NO_STEAL |
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303 | |
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304 | When this flag is set this object can't be stolen. The flag will be |
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305 | resetted once the object is placed on a map. |
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306 | |
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307 | When this flag is set on a monster it can defent attempts of stealing |
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308 | (but in this context the flag is only used internally). |
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309 | |
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310 | =item FLAG_NO_SKILL_IDENT |
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311 | |
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312 | This flag is mostly used internal and prevents unidentified objects |
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313 | (objects which don't have FLAG_IDENTIFIED set) being identified |
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314 | multiple times by skills. |
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315 | |
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316 | This flag is used to mark objects which were unsuccessfully identified by a |
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317 | players skill. So that multiple tries of identifying aren't more effective than |
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318 | one. |
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319 | |
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320 | =item FLAG_REFLECTING |
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321 | |
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322 | This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW> |
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323 | to indicate whether this object reflects off walls. |
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324 | |
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325 | =item FLAG_REFL_SPELL |
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326 | |
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327 | This flag indicates whether something reflects spells, like spell reflecting |
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328 | amuletts. |
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329 | |
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330 | =item FLAG_IS_LIGHTABLE |
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331 | |
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332 | This flag indicates whether a B<LIGHTER> can light this object. See also the |
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333 | description of the B<LIGHTER> type. How easy you can light an item depends |
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334 | partially on the material of the object. |
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335 | |
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336 | =back |
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337 | |
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338 | =head2 Description of type specific fields and behaviour |
154 | |
339 | |
155 | The beginning of the headers of the following subsection |
340 | The beginning of the headers of the following subsection |
156 | are the server internal names for the objects types, see include/define.h. |
341 | are the server internal names for the objects types, see include/define.h. |
157 | The numeric values are maybe not 100% accurate, as the code is a changing |
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158 | target, please consult include/define.h in doubt :-) |
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159 | |
342 | |
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343 | =head3 B<TRANSPORT> - type 2 - Player transports |
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344 | |
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345 | This type is implemented by the transport extension and has currently no special |
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346 | fields that affect it. |
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347 | |
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348 | =head3 B<ROD> - type 3 - Rods that fire spells |
|
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349 | |
|
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350 | Rods contain spells and can be fired by a player. |
|
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351 | |
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352 | =over 4 |
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353 | |
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354 | =item I<level> <number> |
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355 | |
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356 | This field is used for calculating the spell level that can be fired |
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357 | with this rod, it's also the maximum level of the spell that can be fired. |
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358 | The level of the spell that is being fired depends mostly on |
|
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359 | the 'use magic item' skill level of the player and 1/10 of the level of the |
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360 | rod is added as bonus. |
|
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361 | |
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362 | =item I<hp> <number> |
|
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363 | |
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364 | The amount of spellpoints this rod has left. |
|
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365 | |
|
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366 | =item I<maxhp> <number> |
|
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367 | |
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368 | The maximum amount of spellpoints this rod has. |
|
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369 | |
|
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370 | =item I<skill> <skill name> |
|
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371 | |
|
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372 | This field determines which skill you need to apply this object. |
|
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373 | |
|
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374 | =back |
|
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375 | |
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|
376 | =head3 B<TREASURE> - type 4 - Treasures |
|
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377 | |
|
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378 | This type of objects are for random treasure generation in maps. |
|
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379 | If this object is applied by a player it will replace itself with it's |
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380 | inventory. If it is automatically applied |
|
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381 | generate a treasure and replace itself with the generated treasure. |
|
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382 | |
|
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383 | Chests are also of this type, their treasures are generated by |
|
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384 | the auto apply code on map instantiation. |
|
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385 | |
|
|
386 | =over 4 |
|
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387 | |
|
|
388 | =item I<hp> <number> |
|
|
389 | |
|
|
390 | The number of treasures to generate. |
|
|
391 | |
|
|
392 | =item I<exp> <level> |
|
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393 | |
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|
394 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
|
|
395 | and the difficulty for the treasurecode only depends on the maps difficulty, |
|
|
396 | otherwise the exp field has the following meaning: |
|
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397 | |
|
|
398 | If this field is not 0 it is passed as the difficulty |
|
|
399 | to the treasure generation code to determine how good, how much |
|
|
400 | worth a treasure is or what bonuses it is given by the treasure code. |
|
|
401 | |
|
|
402 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
|
|
403 | generation code. |
|
|
404 | |
|
|
405 | =item I<randomitems> <treasurelist> |
|
|
406 | |
|
|
407 | The treasurelist to use to generate the treasure which is put in the |
|
|
408 | treasure objects inventory. |
|
|
409 | |
|
|
410 | =back |
|
|
411 | |
|
|
412 | =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses |
|
|
413 | |
|
|
414 | These objects contain a spell and will emit it on apply, which most |
|
|
415 | of the time has the meaning of 'drinking'. |
|
|
416 | |
|
|
417 | If no resistancy field, stat field or attacktype is set and no spell |
|
|
418 | is put in the potion by the sp field or the randomitems the |
|
|
419 | potion will become an artifact and the artifact code decides which kind |
|
|
420 | of potion will be generated. |
|
|
421 | |
|
|
422 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
|
|
423 | will yield an explosion and hurt the player. |
|
|
424 | |
|
|
425 | =over 4 |
|
|
426 | |
|
|
427 | =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number> |
|
|
428 | |
|
|
429 | These stat fields determine how many stat points the player gets |
|
|
430 | when he applies this potion. |
|
|
431 | |
|
|
432 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
|
|
433 | |
|
|
434 | =item I<sp> <number> |
|
|
435 | |
|
|
436 | If this field is set and the randomitems field is not set |
|
|
437 | the field is interpreted as spell number, please look the right |
|
|
438 | number up in common/loader.C. |
|
|
439 | |
|
|
440 | If this field is set the randomitems field will be unset by the |
|
|
441 | map loading code. |
|
|
442 | |
|
|
443 | =item I<attacktype> <attacktype> |
|
|
444 | |
|
|
445 | This field has some special meaning in potions, currently the |
|
|
446 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
|
|
447 | restoration potion or improvement potion. |
|
|
448 | See include/attackinc.h for the bits of these types. |
|
|
449 | |
|
|
450 | If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
|
|
451 | will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
|
|
452 | set the player will be drained a random stat by inserting an ARCH_DEPLETION |
|
|
453 | into him. |
|
|
454 | |
|
|
455 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
|
|
456 | When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
|
|
457 | |
|
|
458 | =item I<resist_RESISTANCY> <number> |
|
|
459 | |
|
|
460 | If this stat is set and no spell is in the potion the potion |
|
|
461 | will create a force that give the player this specific resistancy. |
|
|
462 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
|
|
463 | and the potion will last 10 times longer than the default force archetype |
|
|
464 | FORCE_NAME (at the moment of this writing spell/force.arc). |
|
|
465 | |
|
|
466 | =item I<randomitems> <treasurelist> |
|
|
467 | |
|
|
468 | The inventory/spell of the potion will be created by calling the treasure code |
|
|
469 | with the treasurelist specified here. (I guess it's highly undefined what |
|
|
470 | happens if there is not a spell in the potions inventory). |
|
|
471 | |
|
|
472 | =item I<on_use_yield> <archetype> |
|
|
473 | |
|
|
474 | When this object is applied an instance of <archetype> will be created. |
|
|
475 | |
|
|
476 | =item I<subtypes> <potion subtype> |
|
|
477 | |
|
|
478 | see include/spells.h for possible potion subtypes, there are currently 4: |
|
|
479 | |
|
|
480 | =over 4 |
|
|
481 | |
|
|
482 | =item POT_SPELL |
|
|
483 | |
|
|
484 | Unused, default behaiour of a potion. |
|
|
485 | |
|
|
486 | =item POT_DUST |
|
|
487 | |
|
|
488 | This potion can be thrown to cast the spell that it has in it's inventory, |
|
|
489 | the behaviour is not defined if there is not a B<SPELL> in the inventory and the |
|
|
490 | server will log an error. |
|
|
491 | |
|
|
492 | =item POT_FIGURINE |
|
|
493 | |
|
|
494 | Unused, default behaiour of a potion. |
|
|
495 | |
|
|
496 | =item POT_BALM |
|
|
497 | |
|
|
498 | Unused, default behaiour of a potion. |
|
|
499 | |
|
|
500 | =back |
|
|
501 | |
|
|
502 | =back |
|
|
503 | |
|
|
504 | =head3 B<FOOD> - type 6 - Eatable stuff |
|
|
505 | |
|
|
506 | This is for objects that are representing general eatables like |
|
|
507 | beef or bread. |
|
|
508 | |
|
|
509 | The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they |
|
|
510 | give different messages. |
|
|
511 | |
|
|
512 | The specialty of B<FLESH> is that it inherits the resistancies of the |
|
|
513 | monsters it was generated in and will let dragons raise their resistancies |
|
|
514 | with that. If the monster has the B<POISON> attacktype the B<FLESH> |
|
|
515 | will change into B<POISON>. |
|
|
516 | |
|
|
517 | If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON> |
|
|
518 | and if he doesn't find any of that he will start eating B<FLESH>. |
|
|
519 | |
|
|
520 | =over 4 |
|
|
521 | |
|
|
522 | =item I<title> <string> |
|
|
523 | |
|
|
524 | If the food has B<title> set or is cursed it is considered 'special', which |
|
|
525 | means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>, |
|
|
526 | I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects |
|
|
527 | on the player. |
|
|
528 | |
|
|
529 | The higher the I<food> field is the longer the improvement of the player lasts |
|
|
530 | (except for I<hp> and I<sp>). |
|
|
531 | |
|
|
532 | =item I<food> <number> |
|
|
533 | |
|
|
534 | This is the amount of food points the player gets when he eats this. |
|
|
535 | |
|
|
536 | =item I<on_use_yield> <archetype> |
|
|
537 | |
|
|
538 | When this object is applied an instance of <archetype> will be created. |
|
|
539 | |
|
|
540 | =back |
|
|
541 | |
|
|
542 | =head3 B<POISON> - type 7 - Poisonous stuff |
|
|
543 | |
|
|
544 | This type is for objects that can poison the player when he drinks/applies it. |
|
|
545 | When applied it will hit the attacked with AT_POISON and will create |
|
|
546 | a B<POISONING> object in the one who was hit. |
|
|
547 | |
|
|
548 | =over 4 |
|
|
549 | |
|
|
550 | =item I<level> <number> |
|
|
551 | |
|
|
552 | This field affects the propability of poisoning. The higher the level difference |
|
|
553 | between the one who is hit and the poision the more propable it is the attacked |
|
|
554 | one will be poisoned. |
|
|
555 | |
|
|
556 | =item I<slaying> <race> |
|
|
557 | |
|
|
558 | This field has the usual meaning of 'slaying', when the |
|
|
559 | poisoned's race matches the I<slaying> field the damage done by the poison |
|
|
560 | is multiplied by 3. |
|
|
561 | |
|
|
562 | =item I<hp> <number> |
|
|
563 | |
|
|
564 | This is the amount of damage the player will receive from applying this. The |
|
|
565 | attacktype AT_POISON will be used to hit the player and the damage will |
|
|
566 | determine the strenght, duration and depletion of stats of the poisoning. The |
|
|
567 | created B<POISONING> object which is being placed in the one who was attacked will |
|
|
568 | get the damage from this field (which is maybe adjusted by slaying or the |
|
|
569 | resistancies). |
|
|
570 | |
|
|
571 | =item I<food> <number> |
|
|
572 | |
|
|
573 | 1/4 of <number> will be drained from the players I<food>. |
|
|
574 | |
|
|
575 | =item I<on_use_yield> <archetype> |
|
|
576 | |
|
|
577 | When this object is applied an instance of <archetype> will be created. |
|
|
578 | |
|
|
579 | =back |
|
|
580 | |
|
|
581 | =head3 B<BOOK> - type 8 - Readable books |
|
|
582 | |
|
|
583 | This type is basically for representing text books in the game. |
|
|
584 | |
|
|
585 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
|
|
586 | |
|
|
587 | =over 4 |
|
|
588 | |
|
|
589 | =item I<msg> <text> |
|
|
590 | |
|
|
591 | This is the contents of the book. When this field is unset |
|
|
592 | at treasure generation a random text will be inserted. |
|
|
593 | |
|
|
594 | =item I<skill> <skill name> |
|
|
595 | |
|
|
596 | The skill required to read this book. (The most resonable |
|
|
597 | skill would be literacy). |
|
|
598 | |
|
|
599 | =item I<exp> <number> |
|
|
600 | |
|
|
601 | The experience points the player get for reading this book. |
|
|
602 | |
|
|
603 | =item I<subtype> <readable subtype> |
|
|
604 | |
|
|
605 | This field determines the type of the readable. |
|
|
606 | Please see common/readable.C in the readable_message_types table. |
|
|
607 | |
|
|
608 | =back |
|
|
609 | |
|
|
610 | =head3 B<CLOCK> - type 9 - Clocks |
|
|
611 | |
|
|
612 | This type of objects just display the time when being applied. |
|
|
613 | |
|
|
614 | =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT) |
|
|
615 | |
|
|
616 | This is a spell effect of a moving bolt. It moves straigt forward |
|
|
617 | through the map until something blocks it. |
|
|
618 | If FLAG_REFLECTING is set it even reflects on walls. |
|
|
619 | |
|
|
620 | FLAG_IS_TURNABLE should be set on these objects. |
|
|
621 | |
|
|
622 | =over 4 |
|
|
623 | |
|
|
624 | =item I<move_type> <movetype> |
|
|
625 | |
|
|
626 | This field affects the move type with which the lightning moves through |
|
|
627 | the map and which map cells will reflect or block it. |
|
|
628 | |
|
|
629 | =item I<attacktype> <attacktype> |
|
|
630 | |
|
|
631 | The attacktype with which it hits the objects on the map. |
|
|
632 | |
|
|
633 | =item I<dam> <number> |
|
|
634 | |
|
|
635 | The damage this bolt inflicts when it hits objects on the map. |
|
|
636 | |
|
|
637 | =item I<Dex> <number> |
|
|
638 | |
|
|
639 | This is the fork percentage, it is reduced by 10 per fork. |
|
|
640 | And the I<dam> field is halved on each fork. |
|
|
641 | |
|
|
642 | =item I<Con> (internal) |
|
|
643 | |
|
|
644 | This value is a percentage of which the forking lightning |
|
|
645 | is deflected to the left. This value should be mostly used internally. |
|
|
646 | |
|
|
647 | =item I<duration> <number> |
|
|
648 | |
|
|
649 | The duration the bolt stays on a map cell. This field is decreased each time |
|
|
650 | the object is processed (see the meaning of I<speed> and I<speed_left> fields in |
|
|
651 | the generic object field description). |
|
|
652 | |
|
|
653 | =item I<range> <number> |
|
|
654 | |
|
|
655 | This is the range of the bolt, each space it advances this field is decreased. |
|
|
656 | |
|
|
657 | =back |
|
|
658 | |
|
|
659 | =head3 B<ARROW> - type 13 - Arrows |
|
|
660 | |
|
|
661 | This is the type for objects that represent projectiles like arrows. |
|
|
662 | The movement of B<THROWN_OBJ>s behave similar to this type. |
|
|
663 | |
|
|
664 | Flying arrows are stopped either when they hit something blocking |
|
|
665 | (I<move_block>) or something which is alive. |
|
|
666 | If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE |
|
|
667 | set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict |
|
|
668 | damage with a small chance which is affected by the I<level> field of the arrow. |
|
|
669 | |
|
|
670 | If FLAG_REFLECTING is set on the arrow it will bounce off everything |
|
|
671 | that is not alive and blocks it's movement. |
|
|
672 | |
|
|
673 | When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying> |
|
|
674 | fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of |
|
|
675 | the object, to restore them once the arrow has been stopped. |
|
|
676 | |
|
|
677 | =over 4 |
|
|
678 | |
|
|
679 | =item I<dam> <number> |
|
|
680 | |
|
|
681 | The amount of damage that is being done to the victim that gets hit. |
|
|
682 | This field is recomputed when the arrow is fired and will consist |
|
|
683 | of the sum of a damage bonus (see description of the B<BOW> type), |
|
|
684 | the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field |
|
|
685 | and the arrows I<magic> field. |
|
|
686 | |
|
|
687 | =item I<wc> <number> |
|
|
688 | |
|
|
689 | The weapon class of the arrow, which has effect on the propability of hitting. |
|
|
690 | |
|
|
691 | It is recomputed when the arrow is being fired by this formula: |
|
|
692 | |
|
|
693 | wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
|
|
694 | - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
|
|
695 | |
|
|
696 | When the arrow is not being shot by an player dex_bonus and thaco_bonus and the |
|
|
697 | level is not added. |
|
|
698 | |
|
|
699 | wc_mod is dependend on the fire mode of the bow. For a more detailed |
|
|
700 | explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. |
|
|
701 | |
|
|
702 | =item I<magic> <number> |
|
|
703 | |
|
|
704 | This field is added to the damage of the arrow when it is shot and |
|
|
705 | will also improve it's I<speed> by 1/5 of it's value. |
|
|
706 | |
|
|
707 | =item I<attacktype> <attacktype> |
|
|
708 | |
|
|
709 | Bitfield which decides the attacktype of the damage, see include/attackinc.h |
|
|
710 | On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. |
|
|
711 | |
|
|
712 | =item I<level> <number> (interally used) |
|
|
713 | |
|
|
714 | The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, |
|
|
715 | see above in the B<ARROW> description. |
|
|
716 | |
|
|
717 | The I<level> is set when the arrow is fired to either the skill level or the |
|
|
718 | shooters level. |
|
|
719 | |
|
|
720 | =item I<speed> <number> (internal) |
|
|
721 | |
|
|
722 | This field shouldn't be set directly in the archetype, the arrow will get it's |
|
|
723 | I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the |
|
|
724 | arrow will be stopped immediatly. |
|
|
725 | |
|
|
726 | On fireing the I<speed> of the arrow is computed of 1/5 of the |
|
|
727 | sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7 |
|
|
728 | of the bows I<dam> field is added to the I<speed> of the arrow. |
|
|
729 | |
|
|
730 | The minimum I<speed> of an arrow is 1.0. |
|
|
731 | |
|
|
732 | While flying the arrows I<speed> is decreased by 0.05 each time it's moved. |
|
|
733 | |
|
|
734 | If the I<speed> is above 10.0 it goes straight through the creature it hits and |
|
|
735 | it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is |
|
|
736 | stopped and either sticked into the victim (see I<weight> field description) or |
|
|
737 | put on it's map square (if it didn't break, see description of the I<food> field). |
|
|
738 | |
|
|
739 | =item I<weight> <number> |
|
|
740 | |
|
|
741 | This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) |
|
|
742 | the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
|
|
743 | |
|
|
744 | =item I<food> <number> |
|
|
745 | |
|
|
746 | The breaking percentage. 100 (%) means: breaks on usage for sure. |
|
|
747 | |
|
|
748 | =item I<inventory> (internal) |
|
|
749 | |
|
|
750 | If the flying/moving object has something in it's inventory and it stops, it |
|
|
751 | will be replaced with it's inventory. Otherwise it will be handled as usual, |
|
|
752 | which means: it will be calculated whether the arrow breaks and it will be |
|
|
753 | reset for reuse. |
|
|
754 | |
|
|
755 | =item I<slaying> <string> |
|
|
756 | |
|
|
757 | When the bow that fires this arrow has it's I<slaying> field set it is copied |
|
|
758 | to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains. |
|
|
759 | |
|
|
760 | =item I<move_type> <movetype> (internally used) |
|
|
761 | |
|
|
762 | This field is set when the arrow is shot to MOVE_FLY_LOW. |
|
|
763 | |
|
|
764 | =item I<move_on> <movetype> (internally used) |
|
|
765 | |
|
|
766 | This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. |
|
|
767 | |
|
|
768 | =item I<race> <string> |
|
|
769 | |
|
|
770 | The I<race> field is a unique key that assigns arrows, bows and quivers. When |
|
|
771 | shooting an arrow the bows I<race> is used to search for arrows (which have the |
|
|
772 | same I<race> as the bow) in the players inventory and will recursively search in |
|
|
773 | the containers (which are applied and have the same I<race> as the bow and the arrow). |
|
|
774 | |
|
|
775 | =back |
|
|
776 | |
|
|
777 | =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s |
|
|
778 | |
|
|
779 | TODO, but take into account B<ARROW> description above! |
|
|
780 | |
|
|
781 | =head3 B<WEAPON> - type 15 - Weapons |
|
|
782 | |
|
|
783 | This type is for general hack and slash weapons like swords, maces |
|
|
784 | and daggers and and .... |
|
|
785 | |
|
|
786 | =over 4 |
|
|
787 | |
|
|
788 | =item I<weapontype> <type id> |
|
|
789 | |
|
|
790 | decides what attackmessages are generated, see include/define.h |
|
|
791 | |
|
|
792 | =item I<attacktype> <bitmask> |
|
|
793 | |
|
|
794 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
|
|
795 | |
|
|
796 | =item I<dam> <number> |
|
|
797 | |
|
|
798 | amount of damage being done with the attacktype |
|
|
799 | |
|
|
800 | =item I<item_power> <level> |
|
|
801 | |
|
|
802 | the itempower of this weapon. |
|
|
803 | |
|
|
804 | =item I<name> |
|
|
805 | |
|
|
806 | the name of the weapon. |
|
|
807 | |
|
|
808 | =item I<level> (internal) |
|
|
809 | |
|
|
810 | The improvement state of the weapon. |
|
|
811 | If this field is greater than 0 the I<name> field starts with the |
|
|
812 | characters name who improved this weapon. |
|
|
813 | |
|
|
814 | =item I<last_eat> (internal) |
|
|
815 | |
|
|
816 | This seems to be the amount of improvements of a weapon, |
|
|
817 | the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
|
|
818 | |
|
|
819 | ((who->level / 5) + 5) >= op->last_eat |
|
|
820 | |
|
|
821 | =item I<last_sp> |
|
|
822 | |
|
|
823 | the weapon speed (see magic description) |
|
|
824 | |
|
|
825 | =item I<food> <number> |
|
|
826 | |
|
|
827 | addition to food regeneration of the player |
|
|
828 | |
|
|
829 | =item I<hp> <number> |
|
|
830 | |
|
|
831 | addition to health regeneration |
|
|
832 | |
|
|
833 | =item I<sp> <number> |
|
|
834 | |
|
|
835 | addition to mana regeneration |
|
|
836 | |
|
|
837 | =item I<grace> <number> |
|
|
838 | |
|
|
839 | addititon to grace regeneration |
|
|
840 | |
|
|
841 | =item I<gen_sp_armour> <number> |
|
|
842 | |
|
|
843 | the players I<gen_sp_armour> field (which is per default 10) is being added the |
|
|
844 | <number> amount. gen_sp_armour seems to be a factor with which gen_sp in |
|
|
845 | do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of |
|
|
846 | I<gen_sp_armour> limits the amout of regenerated spellpoints. |
|
|
847 | |
|
|
848 | Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
|
|
849 | I<sp> regeneration. |
|
|
850 | |
|
|
851 | =item I<body_BODYSLOT> |
|
|
852 | |
|
|
853 | The part of the body you need to use this weapon, possible values should be |
|
|
854 | looked up in common/item.C at body_locations. |
|
|
855 | |
|
|
856 | =item I<resist_RESISTNACY> <number> |
|
|
857 | |
|
|
858 | this is the factor with which the difference of the players resistancy and 100% |
|
|
859 | is multiplied, something like this: |
|
|
860 | |
|
|
861 | additional_resistancy = (100 - current_resistanct) * (<number>/100) |
|
|
862 | |
|
|
863 | if <number> is negative it is added to the total vulnerabilities, |
|
|
864 | and later the total resistance is decided by: |
|
|
865 | |
|
|
866 | 'total resistance = total protections - total vulnerabilities' |
|
|
867 | |
|
|
868 | see also common/living.C:fix_player |
|
|
869 | |
|
|
870 | =item I<path_(attuned|repelled|denied)> |
|
|
871 | |
|
|
872 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
|
|
873 | for the pathes. |
|
|
874 | |
|
|
875 | =item I<luck> <number> |
|
|
876 | |
|
|
877 | this luck is added to the players I<luck> |
|
|
878 | |
|
|
879 | =item I<move_type> |
|
|
880 | |
|
|
881 | if the weapon has a I<move_type> set the player inherits it's I<move_type> |
|
|
882 | |
|
|
883 | =item I<exp> <number> |
|
|
884 | |
|
|
885 | the added_speed and bonus_speed of the player is raised by <number>/3. |
|
|
886 | if <number> < 0 then the added_speed is decreased by <number> |
|
|
887 | |
|
|
888 | =item I<weight> |
|
|
889 | |
|
|
890 | the weight of the weapon |
|
|
891 | |
|
|
892 | =item I<magic> |
|
|
893 | |
|
|
894 | the I<magic> field affects the amounts of the following fields: |
|
|
895 | |
|
|
896 | - wc : the players wc is adjusted by: player->wc -= (wc + magic) |
|
|
897 | |
|
|
898 | - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
|
|
899 | |
|
|
900 | - dam: the players dam is adjusted by: player->dam += (dam + magic) |
|
|
901 | |
|
|
902 | - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
|
|
903 | (minium is 0) |
|
|
904 | |
|
|
905 | =item I<ac> <number> |
|
|
906 | |
|
|
907 | the amount of ac points the player's I<ac> is decreased when applying this object. |
|
|
908 | |
|
|
909 | =item I<wc> <number> |
|
|
910 | |
|
|
911 | the amount of wc points the player's I<wc> is decreased when applying this object. |
|
|
912 | |
|
|
913 | =back |
|
|
914 | |
|
|
915 | =head4 Player inherits following flags from weapons: |
|
|
916 | |
|
|
917 | FLAG_LIFESAVE |
|
|
918 | FLAG_REFL_SPELL |
|
|
919 | FLAG_REFL_MISSILE |
|
|
920 | FLAG_STEALTH |
|
|
921 | FLAG_XRAYS |
|
|
922 | FLAG_BLIND |
|
|
923 | FLAG_SEE_IN_DARK |
|
|
924 | FLAG_UNDEAD |
|
|
925 | |
|
|
926 | =head3 B<GRIMREAPER> - type 28 - Grimreapers |
|
|
927 | |
|
|
928 | These type are mostly used for monsters, they give the |
|
|
929 | monster the ability to dissapear after 10 hits with AT_DRAIN. |
|
|
930 | |
|
|
931 | =over 4 |
|
|
932 | |
|
|
933 | =item I<value> <number> |
|
|
934 | |
|
|
935 | This field stores the hits the monster did yet. |
|
|
936 | |
|
|
937 | =back |
|
|
938 | |
|
|
939 | =head3 B<CREATOR> - type 42 - Object creators |
|
|
940 | |
|
|
941 | Once a creator is activated by a connection it creates a number of objects |
|
|
942 | (cloned from it's inventory or a new object derived from the archetype |
|
|
943 | named in the other_arch slot). |
|
|
944 | |
|
|
945 | If FLAG_LIVESAFE is set the number of uses is unlimited. |
|
|
946 | |
|
|
947 | =over 4 |
|
|
948 | |
|
|
949 | =item I<hp> <number> |
|
|
950 | |
|
|
951 | If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
|
|
952 | be used. |
|
|
953 | |
|
|
954 | =item I<speed> <number> |
|
|
955 | |
|
|
956 | If I<speed> is set the creator will create an object periodically, |
|
|
957 | see I<speed> and I<speed_left> fields in the general object field description |
|
|
958 | for more details. |
|
|
959 | |
|
|
960 | =item I<slaying> <string> |
|
|
961 | |
|
|
962 | If set the generated object's name and title will be set to this. |
|
|
963 | |
|
|
964 | =item I<other_arch> <string> |
|
|
965 | |
|
|
966 | If the inventory of the creator is empty new objects will be derived from the |
|
|
967 | archetype named by <string>. |
|
|
968 | |
|
|
969 | =item I<connected> <number> |
|
|
970 | |
|
|
971 | See generic object field description. |
|
|
972 | |
|
|
973 | =back |
|
|
974 | |
|
|
975 | =head3 B<DRINK> - type 54 - Drinkable stuff |
|
|
976 | |
|
|
977 | See B<FOOD> description. |
|
|
978 | |
|
|
979 | =head3 B<CHECK_INV> - type 64 - Inventory checkers |
|
|
980 | |
|
|
981 | This object checks whether the player has a specific item in his |
|
|
982 | inventory when he moves above the inventory checker. If the player has |
|
|
983 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
|
|
984 | |
|
|
985 | If you set I<move_block> you can deny players and monsters to reach the space where |
|
|
986 | the inventory checker is on, see I<move_block> description below. |
|
|
987 | |
|
|
988 | The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated. |
|
|
989 | So matching one of those conditions is enough. |
|
|
990 | |
|
|
991 | =over 4 |
|
|
992 | |
|
|
993 | =item I<move_block> <move type bitmask> |
|
|
994 | |
|
|
995 | If you set this field to block a movetype the move code will block any moves |
|
|
996 | onto the space with the inventory checker, IF the moving object doesn't have |
|
|
997 | (or has - if I<last_sp> = 0) the item that the checker is searching for. |
|
|
998 | |
|
|
999 | =item I<last_sp> (0|1) |
|
|
1000 | |
|
|
1001 | If I<last_sp> is 1 'having' the item that is being checked for will |
|
|
1002 | activate the connection or make the space with the checker non-blocking. |
|
|
1003 | If I<last_sp> is 0 'not having' the item will activate the connection |
|
|
1004 | or make the space with the checker non-blocking. |
|
|
1005 | |
|
|
1006 | =item I<last_heal> (0|1) |
|
|
1007 | |
|
|
1008 | If I<last_heal> is 1 the matching item will be removed if the inventory checker |
|
|
1009 | activates a connection and finds the item in the inventory. |
|
|
1010 | |
|
|
1011 | (A inventory checker that blocks a space won't remove anything from inventories) |
|
|
1012 | |
|
|
1013 | =item I<hp> <number> |
|
|
1014 | |
|
|
1015 | If this field is not 0 the inventory checker will search for an object |
|
|
1016 | with the type id <number>. |
|
|
1017 | |
|
|
1018 | =item I<slaying> <string> |
|
|
1019 | |
|
|
1020 | If this field is set the inventory checker will search for an object that |
|
|
1021 | has the same string in the I<slaying> field (for example a key string of a key). |
|
|
1022 | |
|
|
1023 | =item I<race> <string> |
|
|
1024 | |
|
|
1025 | If this field is set the inventory checker will search for an object which |
|
|
1026 | has the archetype name that matches <string>. |
|
|
1027 | |
|
|
1028 | =item I<connected> <connection id> |
|
|
1029 | |
|
|
1030 | This is the connection that will be activated. The connection is |
|
|
1031 | 'pushed' when someone enters the space with the inventory checker, |
|
|
1032 | and it is 'released' when he leaves it. |
|
|
1033 | |
|
|
1034 | See also the description of the I<connected> field in the generic object field |
|
|
1035 | section. |
|
|
1036 | |
|
|
1037 | =back |
|
|
1038 | |
|
|
1039 | =head3 B<FLESH> - type 72 - Organs and body parts |
|
|
1040 | |
|
|
1041 | See B<FOOD> description. |
|
|
1042 | |
|
|
1043 | =head3 B<MISC_OBJECT> - type 79 - Misc. objects |
|
|
1044 | |
|
|
1045 | A type for any object that has no special behaviour. |
|
|
1046 | |
|
|
1047 | =head3 B<LAMP> - type 82 - A lamp |
|
|
1048 | |
|
|
1049 | This object represents a lamp, that can be carried and switched |
|
|
1050 | on and off and has a certain amount of fuel in it. |
|
|
1051 | |
|
|
1052 | A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype. |
|
|
1053 | Each of them should point at the other one with it's I<other_arch> field. |
|
|
1054 | |
|
|
1055 | See the I<other_arch> field for the behaviour of a lamp object when it is applied. |
|
|
1056 | |
|
|
1057 | If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off |
|
|
1058 | with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE. |
|
|
1059 | |
|
|
1060 | =over 4 |
|
|
1061 | |
|
|
1062 | =item I<glow_radius> <number> |
|
|
1063 | |
|
|
1064 | The radius of the light that the lamp emits, see also I<glow_radius> in the |
|
|
1065 | generic object flags description. |
|
|
1066 | |
|
|
1067 | =item I<speed> <number> |
|
|
1068 | |
|
|
1069 | If FLAG_CHANGING is set the I<speed> field will indicate how fast the |
|
|
1070 | lamp burns it's fuel (I<food>). |
|
|
1071 | |
|
|
1072 | Setting FLAG_CHANGING makes only sense on the archetype which represents |
|
|
1073 | the 'on' state of the lamp. |
|
|
1074 | |
|
|
1075 | See also the description of FLAG_CHANGING. |
|
|
1076 | |
|
|
1077 | Lamps which have no FLAG_CHANGING set would also make sense and represent |
|
|
1078 | lamps that never burn up. |
|
|
1079 | |
|
|
1080 | =item I<other_arch> <number> |
|
|
1081 | |
|
|
1082 | This is the field that points to the 'other' archetype which represents the |
|
|
1083 | opposite state of the lamp. The newly from I<other_arch> derived object will |
|
|
1084 | replace the current object and will get the value of I<food> of the replaced object. |
|
|
1085 | |
|
|
1086 | Rationale: |
|
|
1087 | |
|
|
1088 | When the lamp (on) is applied a new object is derived from the archetype |
|
|
1089 | in I<other_arch> and the I<food> value is copied to it ('the fuel is |
|
|
1090 | transferred'). The new lamp (off) object has to have a I<other_arch> field |
|
|
1091 | which points to the archetype from which a lamp (on) can be derived. |
|
|
1092 | |
|
|
1093 | =item I<food> <number> |
|
|
1094 | |
|
|
1095 | This fields stands for the fuel of the lamp. |
|
|
1096 | |
|
|
1097 | =back |
|
|
1098 | |
|
|
1099 | =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators |
|
|
1100 | |
|
|
1101 | This type of objects multiplies objects that are above it when it is activated. |
|
|
1102 | You can even multiply by 0, which will destroy the object. |
|
|
1103 | |
|
|
1104 | =over 4 |
|
|
1105 | |
|
|
1106 | =item I<level> <number> |
|
|
1107 | |
|
|
1108 | The multiplicator, if set to 0 or lower it will destroy the objects above it. |
|
|
1109 | |
|
|
1110 | =item I<other_arch> <string> |
|
|
1111 | |
|
|
1112 | The archetype name of the objects that should be multiplied. |
|
|
1113 | |
|
|
1114 | =item I<connected> <number> |
|
|
1115 | |
|
|
1116 | See generic object field description. |
|
|
1117 | |
|
|
1118 | =back |
|
|
1119 | |
|
|
1120 | =head3 B<HOLE> - type 94 - Holes |
|
|
1121 | |
|
|
1122 | B<HOLE>s are holes in the ground where objects can fall through. When the hole |
|
|
1123 | opens and/or is completly open all objects above it fall through (more |
|
|
1124 | precisely: if their head is above the hole). |
|
|
1125 | |
|
|
1126 | When the B<HOLE> is activated it's speed is set to 0.5. |
|
|
1127 | |
|
|
1128 | These holes can only transfer the one who falls through to other coordinates |
|
|
1129 | on the same map. |
|
|
1130 | |
|
|
1131 | =over 4 |
|
|
1132 | |
|
|
1133 | =item I<maxsp> (0|1) |
|
|
1134 | |
|
|
1135 | This field negates the state of the connection: When maxsp is 1 the pit will |
|
|
1136 | open/close when the connection is deactivated. Otherwise it will open/close |
|
|
1137 | when the connection is activated. This field only has effect when the |
|
|
1138 | connection is triggered. So if you put a closed hole on a map, and the |
|
|
1139 | connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the |
|
|
1140 | connection was triggered once. |
|
|
1141 | |
|
|
1142 | =item I<connected> <connection id> |
|
|
1143 | |
|
|
1144 | This is the connection id, which lets the hole opening or closing when |
|
|
1145 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
|
|
1146 | at which connection state the object is activated. |
|
|
1147 | |
|
|
1148 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
|
|
1149 | the connection is released. |
|
|
1150 | |
|
|
1151 | =item I<wc> <number> (internal) |
|
|
1152 | |
|
|
1153 | This is an internal field. If it is greater than 0 it means that the hole is not |
|
|
1154 | yet fully open. More preciesly: this field is the animation-step and if it is |
|
|
1155 | set to the 'closed' step of the animation the hole is closed and if it is on |
|
|
1156 | the 'open' animation step (I<wc> = 0), the hole is open. |
|
|
1157 | |
|
|
1158 | =item I<sp> <number> |
|
|
1159 | |
|
|
1160 | The destination y coordinates on the same map. |
|
|
1161 | |
|
|
1162 | =item I<hp> <number> |
|
|
1163 | |
|
|
1164 | The destination x coordinates on the same map. |
|
|
1165 | |
|
|
1166 | =back |
|
|
1167 | |
|
|
1168 | =head3 B<POISONING> - type 105 - The poisoning of players and monsters |
|
|
1169 | |
|
|
1170 | This type is doing the actual damage to the ones who were attacked |
|
|
1171 | via AT_POISON (or drank B<POISON>). |
|
|
1172 | |
|
|
1173 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
|
|
1174 | there for details). |
|
|
1175 | |
|
|
1176 | =over 4 |
|
|
1177 | |
|
|
1178 | =item I<dam> <number> |
|
|
1179 | |
|
|
1180 | Each time the poisoning is proccessed (which is determined by the I<speed> and |
|
|
1181 | I<speed_left> fields, see the general object fields description above) it hits |
|
|
1182 | the player with <number> damage and the AT_INTERNAL attacktype (means: it will |
|
|
1183 | simply hit the player with no strings attached). |
|
|
1184 | |
|
|
1185 | =item I<food> <number> |
|
|
1186 | |
|
|
1187 | Just a note: The posioning is removed if I<food> == 1 and not if |
|
|
1188 | the whole I<duration> is up, because the B<POISONING> code has to remove |
|
|
1189 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
|
|
1190 | deletes the B<POISONING> object. |
|
|
1191 | |
|
|
1192 | =back |
|
|
1193 | |
160 | =head3 FORCE - type 114 - Forces |
1194 | =head3 B<FORCE> - type 114 - Forces |
161 | |
1195 | |
162 | Forces are a very 'thin' type. They don't have much behaviour other than |
1196 | Forces are a very 'thin' type. They don't have much behaviour other than |
163 | disappearing after a time and/or affecting the player if they are in his inventory. |
1197 | disappearing after a time and/or affecting the player if they are in his |
|
|
1198 | inventory. |
164 | |
1199 | |
165 | Forces only take effect on the player if they have set FLAG_APPLIED. |
1200 | Forces only take effect on the player if they have FLAG_APPLIED set. |
166 | |
1201 | |
167 | Whether the duration field is processed or not a tick is controlled via the |
1202 | Whether the I<duration> field is processed or not per tick is controlled by the |
168 | speed and speed_left field. Look above at the generic description of these |
1203 | I<speed> and I<speed_left> fields. Look above in the generic object field description. |
169 | fields. |
|
|
170 | |
1204 | |
171 | =over 4 |
1205 | NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also |
|
|
1206 | interpreter like described in the description of the FLAG_IS_USED_UP flag. |
|
|
1207 | BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force |
|
|
1208 | will still last for I<duration>. If the FLAG_APPLIED is not set the force is |
|
|
1209 | removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't |
|
|
1210 | have good semantics on forces, try to avoid it. |
172 | |
1211 | |
|
|
1212 | =over 4 |
|
|
1213 | |
173 | =item duration |
1214 | =item I<duration> |
174 | |
1215 | |
175 | While this field is greater than 0 the force/object is not destroyed. |
1216 | While this field is greater than 0 the force/object is not destroyed. It is |
176 | It is decreased each tick by 1. |
1217 | decreased each tick by 1. |
177 | |
1218 | |
178 | If it reaches 0 the force/object is destroyed. |
1219 | If it reaches 0 the force/object is destroyed. |
179 | |
1220 | |
180 | This field can have this meaning for B<any> object if that object has |
1221 | This field can have this meaning for B<any> object if that object has |
181 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
1222 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
182 | what happens then. |
1223 | what happens then. |
183 | |
1224 | |
184 | =back |
1225 | =back |
185 | |
1226 | |
186 | =head3 WEAPON - type 15 - Weapons |
1227 | =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies) |
187 | |
1228 | |
188 | This type is for general hack and slash weapons like swords, maces |
1229 | This object is generated by the B<POTION> code when the potion is a resistance |
189 | and daggers and and .... |
1230 | giving potion. It has mainly the same behaviour as a B<FORCE>. |
190 | |
1231 | |
191 | =over 4 |
1232 | The specialty of the potion effect is that the resistancy it gives is absolute, |
|
|
1233 | so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to |
|
|
1234 | fire. |
192 | |
1235 | |
193 | =item weapontype <type id> |
1236 | Multiple potion effects only give you the maximum of their resistancy. |
194 | |
|
|
195 | decides what attackmessages are generated, see include/define.h |
|
|
196 | |
|
|
197 | =item attacktype <bitmask> |
|
|
198 | |
|
|
199 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
|
|
200 | |
|
|
201 | =item dam <number> |
|
|
202 | |
|
|
203 | amount of damage being done with the attacktype |
|
|
204 | |
|
|
205 | =item item_power <level> |
|
|
206 | |
|
|
207 | the itempower of this weapon. |
|
|
208 | |
|
|
209 | =item name |
|
|
210 | |
|
|
211 | the name of the weapon. |
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212 | |
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213 | =item level (internal) |
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214 | |
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215 | The improvement state of the weapon. |
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216 | If this field is greater than 0 the 'name' field starts with the |
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217 | characters name who improved this weapon. |
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218 | |
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219 | =item last_eat (internal) |
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220 | |
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221 | seems to be the amount of improvements of a weapon, |
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222 | the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
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223 | |
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224 | ((who->level / 5) + 5) >= op->last_eat |
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225 | |
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226 | =item last_sp |
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227 | |
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228 | the weapon speed (see magic description) |
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229 | |
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230 | =item food <number> |
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231 | |
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232 | addition to food regeneration of the player |
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233 | |
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234 | =item hp <number> |
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235 | |
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236 | addition to health regeneration |
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237 | |
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238 | =item sp <number> |
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239 | |
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240 | addition to mana regeneration |
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241 | |
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242 | =item grace <number> |
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243 | |
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244 | addititon to grace regeneration |
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245 | |
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246 | =item gen_sp_armour <number> |
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247 | |
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248 | the players gen_sp_armour field (which is per default 10) is added the <number> amount. |
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249 | gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
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250 | is multiplied: gen_sp *= 10/<number> |
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251 | meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
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252 | spellpoints. |
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253 | |
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254 | generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
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255 | sp regeneration. |
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256 | |
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257 | =item body_<body slot/part> |
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258 | |
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259 | the part of the body you need to use this weapon, possible values should be |
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260 | looked up in common/item.C at body_locations. |
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261 | |
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262 | =item resist_<resistnacy> <number> |
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263 | |
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264 | this is the factor with which the difference of the players resistancy and 100% |
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265 | is multiplied, something like this: |
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266 | |
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267 | additional_resistancy = (100 - current_resistanct) * (<number>/100) |
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268 | |
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269 | if <number> is negative it is added to the total vulnerabilities, |
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270 | and later the total resistance is decided by: |
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271 | |
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272 | 'total resistance = total protections - total vulnerabilities' |
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273 | |
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274 | see also common/living.C:fix_player |
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275 | |
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276 | =item patch_(attuned|repelled|denied) |
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277 | |
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278 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
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279 | for the pathes. |
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280 | |
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281 | =item luck <number> |
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282 | |
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283 | this luck is added to the players luck |
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284 | |
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285 | =item move_type |
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286 | |
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287 | if the weapon has a move_type set the player inherits it's move_type |
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288 | |
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289 | =item exp <number> |
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290 | |
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291 | the added_speed and bonus_speed of the player is raised by <number>/3. |
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292 | if <number> < 0 then the added_speed is decreased by <number> |
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293 | |
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294 | =item weight |
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295 | |
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296 | the weight of the weapon |
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297 | |
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298 | =item magic |
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299 | |
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300 | the magic field affects the amounts of the following fields: |
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301 | |
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302 | - wc : the players wc is adjusted by: player->wc -= (wc + magic) |
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303 | |
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304 | - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
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305 | |
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306 | - dam: the players dam is adjusted by: player->dam += (dam + magic) |
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307 | |
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308 | - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
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309 | (minium is 0) |
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310 | |
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311 | =item ac <number> |
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312 | |
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313 | the amount of ac points the player's ac is decreased |
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314 | |
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315 | =item wc <number> |
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316 | |
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317 | the amount of wc points the player's ac is decreased |
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318 | |
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319 | =back |
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320 | |
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321 | =head4 Player inherits following flags from weapons: |
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322 | |
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323 | FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, |
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324 | FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD |
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