… | |
… | |
66 | |
66 | |
67 | =item face <facename> |
67 | =item face <facename> |
68 | |
68 | |
69 | The graphical appearance of this object. |
69 | The graphical appearance of this object. |
70 | |
70 | |
|
|
71 | =item x <number> |
|
|
72 | |
|
|
73 | The x position of the object when it is on a map. |
|
|
74 | |
|
|
75 | =item y <number> |
|
|
76 | |
|
|
77 | The y position of the object when it is on a map. |
|
|
78 | |
|
|
79 | =item map (internal) |
|
|
80 | |
|
|
81 | The map the object is on. |
|
|
82 | |
71 | =item invisible <number> |
83 | =item invisible <number> |
72 | |
84 | |
73 | If the <number> is greater than 0 the object is invisible. |
85 | If the <number> is greater than 0 the object is invisible. |
74 | For players this field reflects the duration of the invisibility |
86 | For players this field reflects the duration of the invisibility |
75 | and is decreased every tick by 1. |
87 | and is decreased every tick by 1. |
… | |
… | |
98 | |
110 | |
99 | This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
111 | This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
100 | the more seldom the object is processed. And the higher the speed field is |
112 | the more seldom the object is processed. And the higher the speed field is |
101 | the more often the object is processed. |
113 | the more often the object is processed. |
102 | |
114 | |
|
|
115 | =item connected <number> |
|
|
116 | |
|
|
117 | When this field is set the object will be linked to a connection with the |
|
|
118 | id <number>. What happens when the connection is 'activated' depends on the |
|
|
119 | type of the object. |
|
|
120 | |
|
|
121 | When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control |
|
|
122 | when to activate the object, see description of these below for further details. |
|
|
123 | |
103 | =item no_drop (0|1) |
124 | =item no_drop (0|1) |
104 | |
125 | |
105 | Sets the flag FLAG_NO_DROP. |
126 | Sets the flag FLAG_NO_DROP. |
106 | See Flags section below. |
127 | See Flags section below. |
107 | |
128 | |
… | |
… | |
116 | See Flags section below. |
137 | See Flags section below. |
117 | |
138 | |
118 | =item auto_apply (0|1) |
139 | =item auto_apply (0|1) |
119 | |
140 | |
120 | Sets the flag FLAG_AUTO_APPLY. |
141 | Sets the flag FLAG_AUTO_APPLY. |
|
|
142 | See Flags section below. |
|
|
143 | |
|
|
144 | =item no_steal (0|1) |
|
|
145 | |
|
|
146 | Sets the flag FLAG_NO_STEAL. |
|
|
147 | See Flags section below. |
|
|
148 | |
|
|
149 | =item reflecting (0|1) |
|
|
150 | |
|
|
151 | Sets the flag FLAG_REFLECTING. |
|
|
152 | See Flags section below. |
|
|
153 | |
|
|
154 | =item reflect_spell (0|1) |
|
|
155 | |
|
|
156 | Sets the flag FLAG_REFL_SPELL. |
|
|
157 | See Flags section below. |
|
|
158 | |
|
|
159 | =item no_skill_ident (0|1) |
|
|
160 | |
|
|
161 | Sets the flag FLAG_NO_SKILL_IDENT. |
121 | See Flags section below. |
162 | See Flags section below. |
122 | |
163 | |
123 | =item activate_on_push (0|1) (default: 1) |
164 | =item activate_on_push (0|1) (default: 1) |
124 | |
165 | |
125 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
166 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
… | |
… | |
183 | |
224 | |
184 | This flag has only meaning for objects that can be linked together |
225 | This flag has only meaning for objects that can be linked together |
185 | with the 'connected' field and controls wether the object should |
226 | with the 'connected' field and controls wether the object should |
186 | be activated when the connection is 'pushed' or it is 'released'. |
227 | be activated when the connection is 'pushed' or it is 'released'. |
187 | |
228 | |
|
|
229 | What 'pushed' and 'released' means depends on the object that |
|
|
230 | activates the connection. |
|
|
231 | |
188 | This flag is by default on. |
232 | This flag is by default on. |
189 | |
233 | |
190 | =item FLAG_ACTIVATE_ON_RELEASE |
234 | =item FLAG_ACTIVATE_ON_RELEASE |
191 | |
235 | |
192 | This flag has only meaning for objects that can be linked together |
236 | This flag has only meaning for objects that can be linked together |
193 | with the 'connected' field and controls wether the object should |
237 | with the 'connected' field and controls wether the object should |
194 | be activated when the connection is 'pushed' or it is 'released'. |
238 | be activated when the connection is 'pushed' or it is 'released'. |
195 | |
239 | |
|
|
240 | What 'pushed' and 'released' means depends on the object that |
|
|
241 | activates the connection. |
|
|
242 | |
196 | This flag is by default on. |
243 | This flag is by default on. |
|
|
244 | |
|
|
245 | =item FLAG_NO_STEAL |
|
|
246 | |
|
|
247 | When this flag is set this object can't be stolen. The flag will be |
|
|
248 | resetted once the object is placed on a map. |
|
|
249 | |
|
|
250 | When this flag is set on a monster it can defent attempts of stealing |
|
|
251 | (but in this context the flag is only used internally). |
|
|
252 | |
|
|
253 | =item FLAG_NO_SKILL_IDENT |
|
|
254 | |
|
|
255 | This flag is mostly used internal and prevents unidentified objects |
|
|
256 | (objects which don't have FLAG_IDENTIFIED set) being identified by |
|
|
257 | skills. |
|
|
258 | |
|
|
259 | This flag is used to mark objects to never being identified by a skill |
|
|
260 | once a player failed to identify an object. So that multiple tries |
|
|
261 | of identifying aren't more effective than one. |
|
|
262 | |
|
|
263 | =item FLAG_REFLECTING |
|
|
264 | |
|
|
265 | This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW |
|
|
266 | to indicate whether this object reflects off walls. |
|
|
267 | |
|
|
268 | =item FLAG_REFL_SPELL |
|
|
269 | |
|
|
270 | This flag indicates whether something reflects spells, like spell reflecting |
|
|
271 | amuletts. |
197 | |
272 | |
198 | =back |
273 | =back |
199 | |
274 | |
200 | =head2 Description of type specific attributes |
275 | =head2 Description of type specific attributes |
201 | |
276 | |
… | |
… | |
371 | The main difference between FOOD, FLESH and DRINK is that they |
446 | The main difference between FOOD, FLESH and DRINK is that they |
372 | give different messages. |
447 | give different messages. |
373 | |
448 | |
374 | The specialty of FLESH is that it inherits the resistancies of the |
449 | The specialty of FLESH is that it inherits the resistancies of the |
375 | monsters it was generated in and will let dragons raise their resistancies |
450 | monsters it was generated in and will let dragons raise their resistancies |
376 | with that. |
451 | with that. If the monster has the POISON attacktype the FLESH |
|
|
452 | will change into POISON. |
377 | |
453 | |
378 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
454 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
379 | and if he doesn't find any of that he will start eating FLESH. |
455 | and if he doesn't find any of that he will start eating FLESH. |
380 | |
456 | |
381 | =over 4 |
457 | =over 4 |
… | |
… | |
396 | =item on_use_yield <archetype> |
472 | =item on_use_yield <archetype> |
397 | |
473 | |
398 | When this object is applied an instance of <archetype> will be created. |
474 | When this object is applied an instance of <archetype> will be created. |
399 | |
475 | |
400 | =back |
476 | =back |
|
|
477 | |
|
|
478 | =head3 POISON - type 7 - Poisonous stuff |
|
|
479 | |
|
|
480 | This type is for objects that can poison the player when drinking. |
|
|
481 | When applied it will hit the attacked with AT_POISON and will create |
|
|
482 | a POISONING object in the one who was hit. |
|
|
483 | |
|
|
484 | =over 4 |
|
|
485 | |
|
|
486 | =item level <number> |
|
|
487 | |
|
|
488 | This field affects the propability of poisoning. The higher the level difference |
|
|
489 | between the one who is hit and the poision the mose propable it is the attacked |
|
|
490 | one will be poisoned. |
|
|
491 | |
|
|
492 | =item slaying <race> |
|
|
493 | |
|
|
494 | On poison this field has the usual meaning of 'slaying', when the |
|
|
495 | ones race matches the slaying field the damage done by the poison |
|
|
496 | is multiplied by 3. |
|
|
497 | |
|
|
498 | =item hp <number> |
|
|
499 | |
|
|
500 | This is the amount of damage the player will receive from applying this. The |
|
|
501 | attacktype AT_POISON will be used to hit the player and the damage will |
|
|
502 | determine the strenght, duration and depletion of stats of the poisoning. The |
|
|
503 | created POISONING object which is being placed in the one who was attacked will |
|
|
504 | get the damage from this field (which is maybe adjusted by slaying or the |
|
|
505 | resistancies). |
|
|
506 | |
|
|
507 | =item food <number> |
|
|
508 | |
|
|
509 | 1/4 of <number> will be drained from the players food. |
|
|
510 | |
|
|
511 | =item on_use_yield <archetype> |
|
|
512 | |
|
|
513 | When this object is applied an instance of <archetype> will be created. |
|
|
514 | |
|
|
515 | =back |
|
|
516 | |
|
|
517 | =head3 BOOK - type 8 - Readable books |
|
|
518 | |
|
|
519 | This type is basically for representing text books in the game. |
|
|
520 | |
|
|
521 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
|
|
522 | |
|
|
523 | =over 4 |
|
|
524 | |
|
|
525 | =item msg <text> |
|
|
526 | |
|
|
527 | This is the contents of the book. When this field is unset |
|
|
528 | at treasure generation a random text will be inserted. |
|
|
529 | |
|
|
530 | =item skill <skill name> |
|
|
531 | |
|
|
532 | The skill required to read this book. (The most resonable |
|
|
533 | skill would be literacy). |
|
|
534 | |
|
|
535 | =item exp <number> |
|
|
536 | |
|
|
537 | The experience points the player get for reading this book. |
|
|
538 | |
|
|
539 | =item subtype <readable subtype> |
|
|
540 | |
|
|
541 | This field determines the type of the readable. |
|
|
542 | Please see common/readable.C in the readable_message_types table. |
|
|
543 | |
|
|
544 | =back |
|
|
545 | |
|
|
546 | =head3 CLOCK - type 9 - Clocks |
|
|
547 | |
|
|
548 | This type of objects just display the time when being applied. |
|
|
549 | |
|
|
550 | =head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) |
|
|
551 | |
|
|
552 | This is a spell effect of a moving bolt. It moves straigt forward |
|
|
553 | through the map until something blocks it. |
|
|
554 | If FLAG_REFLECTING is set it even reflects on walls. |
|
|
555 | |
|
|
556 | FLAG_IS_TURNABLE should be set on these objects. |
|
|
557 | |
|
|
558 | =over 4 |
|
|
559 | |
|
|
560 | =item move_type <movetype> |
|
|
561 | |
|
|
562 | This field affects the move type with which the lightning moves through |
|
|
563 | the map and which map cells will reflect or block it. |
|
|
564 | |
|
|
565 | =item attacktype <attacktype> |
|
|
566 | |
|
|
567 | The attacktype with which it hits the objects on the map. |
|
|
568 | |
|
|
569 | =item dam <number> |
|
|
570 | |
|
|
571 | The damage this bolt inflicts when it hits objects on the map. |
|
|
572 | |
|
|
573 | =item Dex <number> |
|
|
574 | |
|
|
575 | This is the fork percentage, it is reduced by 10 per fork. |
|
|
576 | And the damage is halved on each fork. |
|
|
577 | |
|
|
578 | =item Con <number> |
|
|
579 | |
|
|
580 | This value is a percentage of which the forking lightning |
|
|
581 | is deflected to the left. This value should be mostly used internally. |
|
|
582 | |
|
|
583 | =item duration <number> |
|
|
584 | |
|
|
585 | The duration the bolt stays on a map cell. This field is decreased each time |
|
|
586 | the object is processed (see the meaning of speed and speed_left fields in |
|
|
587 | the object general description). |
|
|
588 | |
|
|
589 | =item range <number> |
|
|
590 | |
|
|
591 | This is the range of the bolt, each space it advances this field is decreased. |
|
|
592 | |
|
|
593 | =back |
|
|
594 | |
|
|
595 | =head3 ARROW - type 13 - Arrows |
|
|
596 | |
|
|
597 | This is the type for objects that represent projectiles like arrows. |
|
|
598 | The movement of THROWN_OBJs behave similar to this type. |
|
|
599 | |
|
|
600 | Flying arrows are stopped either when they hit something blocking |
|
|
601 | (move_block) or something which is alive. |
|
|
602 | If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE |
|
|
603 | set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict |
|
|
604 | damage with a small chance which is affected by the 'level' field of the arrow. |
|
|
605 | |
|
|
606 | If FLAG_REFLECTING is set on the arrow it will bounce off everything |
|
|
607 | that is not alive and blocks it's movement. |
|
|
608 | |
|
|
609 | When an arrow is being shot it's dam, wc, attacktype, slaying fields will |
|
|
610 | be saved in the sp, hp, grace and spellarg fields of the object, to restore them |
|
|
611 | once the arrow has been stopped. |
|
|
612 | |
|
|
613 | =over 4 |
|
|
614 | |
|
|
615 | =item dam <number> |
|
|
616 | |
|
|
617 | The amount of damage that is being done to the victim that gets hit. |
|
|
618 | This field is recomputed when the arrow is fired and will consist |
|
|
619 | of the sum of a damage bonus (see description of the BOW type), |
|
|
620 | the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field |
|
|
621 | and the arrows magic field. |
|
|
622 | |
|
|
623 | =item wc <number> |
|
|
624 | |
|
|
625 | The weaponclass of the arrow, which has effect on the propability of hitting. |
|
|
626 | |
|
|
627 | It is recomputed when the arrow is being fired by this formula: |
|
|
628 | |
|
|
629 | wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
|
|
630 | - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
|
|
631 | |
|
|
632 | When the arrow is not being shot by an player dex_bonus and thaco_bonus and the |
|
|
633 | level is not added. |
|
|
634 | |
|
|
635 | The wc_mod is dependend on the fire mode of the bow. For a more detailed |
|
|
636 | explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. |
|
|
637 | |
|
|
638 | =item magic <number> |
|
|
639 | |
|
|
640 | This field is added to the damage of the arrow when it is shot and |
|
|
641 | will also improve it's speed by 1/5 of it's value. |
|
|
642 | |
|
|
643 | =item attacktype <attacktype> |
|
|
644 | |
|
|
645 | Bitfield which decides the attacktype of the damage, see include/attackinc.h |
|
|
646 | On fireing the attacktype of the bow is added to the arrows attacktype. |
|
|
647 | |
|
|
648 | =item level <number> (interally used) |
|
|
649 | |
|
|
650 | The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, |
|
|
651 | see above in the ARROW description. |
|
|
652 | |
|
|
653 | The level is set when the arrow is fired to either the skill level or the |
|
|
654 | shooters level. |
|
|
655 | |
|
|
656 | =item speed <number> (internal) |
|
|
657 | |
|
|
658 | This field shouldn't be set directly in the archetype, the arrow will get it's |
|
|
659 | speed from the bow. This fields value has to be atleast 0.5 or otherwise the |
|
|
660 | arrow will be stopped immediatly. |
|
|
661 | |
|
|
662 | On fireing the speed of the arrow is computed of 1/5 of the |
|
|
663 | sum of the damage bonus (see BOW), bow magic and arrow magic. After that 1/7 |
|
|
664 | of the bows 'dam' field is added to the speed of the arrow. |
|
|
665 | |
|
|
666 | The minimum speed of an arrow is 1.0. |
|
|
667 | |
|
|
668 | While flying the arrows speed is decreased by 0.05 each time it's moved. |
|
|
669 | |
|
|
670 | If the speed is above 10.0 it goes straight through the creature it hits and |
|
|
671 | it's speed is reduced by 1. If the speed is lower or equal 10.0 the arrow is |
|
|
672 | stopped and either sticked into the victim (see weight field description) or |
|
|
673 | put on it's map square (if it didn't break, see description of the food field). |
|
|
674 | |
|
|
675 | =item weight <number> |
|
|
676 | |
|
|
677 | This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg) |
|
|
678 | the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
|
|
679 | |
|
|
680 | =item food <number> |
|
|
681 | |
|
|
682 | The breaking percentage. 100% means: breaks on usage for sure. |
|
|
683 | |
|
|
684 | =item inventory (internal) |
|
|
685 | |
|
|
686 | If the flying/moving object has something in it's inventory and it stops, it |
|
|
687 | will be replaced with it's inventory. Otherwise it will be handled as usual, |
|
|
688 | which means: it will be calculated whether the arrow breaks and it will be |
|
|
689 | reset for reuse. |
|
|
690 | |
|
|
691 | =item slaying <string> |
|
|
692 | |
|
|
693 | When the bow that fires this arrow has it's slaying field set it is copied |
|
|
694 | to the arrows slaying field. Otherwise the arrows slaying field remains. |
|
|
695 | |
|
|
696 | =item move_type <movetype> (internally used) |
|
|
697 | |
|
|
698 | This field is set when the arrow is shot to MOVE_FLY_LOW. |
|
|
699 | |
|
|
700 | =item move_on <movetype> (internally used) |
|
|
701 | |
|
|
702 | This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. |
|
|
703 | |
|
|
704 | =item race <string> |
|
|
705 | |
|
|
706 | The race field is a unique key that assigns arrows, bows and quivers. When |
|
|
707 | shooting an arrow the bows race is used to search for arrows (which have the |
|
|
708 | same race as the bow) in the players inventory and will recursively search in |
|
|
709 | the containers (which are applied and have the same race as the bow and the arrow). |
|
|
710 | |
|
|
711 | =back |
|
|
712 | |
|
|
713 | =head3 BOW - type 14 - Bows, those that fire ARROWs |
|
|
714 | |
|
|
715 | TODO, but take into account ARROW description above |
401 | |
716 | |
402 | =head3 WEAPON - type 15 - Weapons |
717 | =head3 WEAPON - type 15 - Weapons |
403 | |
718 | |
404 | This type is for general hack and slash weapons like swords, maces |
719 | This type is for general hack and slash weapons like swords, maces |
405 | and daggers and and .... |
720 | and daggers and and .... |
… | |
… | |
524 | - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
839 | - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
525 | (minium is 0) |
840 | (minium is 0) |
526 | |
841 | |
527 | =item ac <number> |
842 | =item ac <number> |
528 | |
843 | |
529 | the amount of ac points the player's ac is decreased |
844 | the amount of ac points the player's ac is decreased when applying this object. |
530 | |
845 | |
531 | =item wc <number> |
846 | =item wc <number> |
532 | |
847 | |
533 | the amount of wc points the player's wc is decreased |
848 | the amount of wc points the player's wc is decreased when applying this object. |
534 | |
849 | |
535 | =back |
850 | =back |
536 | |
851 | |
537 | =head4 Player inherits following flags from weapons: |
852 | =head4 Player inherits following flags from weapons: |
538 | |
853 | |
… | |
… | |
543 | FLAG_XRAYS |
858 | FLAG_XRAYS |
544 | FLAG_BLIND |
859 | FLAG_BLIND |
545 | FLAG_SEE_IN_DARK |
860 | FLAG_SEE_IN_DARK |
546 | FLAG_UNDEAD |
861 | FLAG_UNDEAD |
547 | |
862 | |
|
|
863 | =head3 GRIMREAPER - type 28 - Grimreapers |
|
|
864 | |
|
|
865 | These type are mostly used for monsters, they give the |
|
|
866 | monster the ability to dissapear after 10 hits with AT_DRAIN. |
|
|
867 | |
|
|
868 | =over 4 |
|
|
869 | |
|
|
870 | =item value <number> |
|
|
871 | |
|
|
872 | This field stores the hits the monster did yet. |
|
|
873 | |
|
|
874 | =back |
|
|
875 | |
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|
876 | =head3 CREATOR - type 42 - Object creators |
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877 | |
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878 | Once a creator is activated by a connection it creates a number of objects |
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879 | (cloned from it's inventory or a new archetype from the other_arch slot). |
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880 | |
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881 | If FLAG_LIVESAFE is set the number of uses is unlimited. |
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882 | |
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883 | =over 4 |
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884 | |
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885 | =item hp <number> |
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886 | |
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887 | If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
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888 | be used. |
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889 | |
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890 | =item speed <number> |
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891 | |
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892 | If speed is set the creator will create an object periodically, |
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893 | see speed and speed_left fields in general object attribute description |
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894 | for more details on how this period works. |
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895 | |
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896 | =item slaying <string> |
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897 | |
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898 | If set the generated object's name and |
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899 | title will be set to this. |
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900 | |
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901 | =item other_arch <string> |
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902 | |
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903 | If the inventory of the creator is empty objects of the |
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904 | archetype <string> will be generated. |
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905 | |
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906 | =item connected <number> |
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907 | |
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908 | See generic object attribute section. |
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909 | |
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910 | =back |
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911 | |
548 | =head3 DRINK - type 54 - Drinkable stuff |
912 | =head3 DRINK - type 54 - Drinkable stuff |
549 | |
913 | |
550 | See FOOD description. |
914 | See FOOD description. |
551 | |
915 | |
552 | =head3 CHECK_INV - type 64 - Inventory checkers |
916 | =head3 CHECK_INV - type 64 - Inventory checkers |
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… | |
598 | If this field is set the inventory checker will search for an object which |
962 | If this field is set the inventory checker will search for an object which |
599 | has the archetype name that matches <string>. |
963 | has the archetype name that matches <string>. |
600 | |
964 | |
601 | =item connected <connection id> |
965 | =item connected <connection id> |
602 | |
966 | |
603 | This is the connection that will be activated. |
967 | This is the connection that will be activated. The connection is |
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968 | 'pushed' when someone enters the space with the inventory checker, |
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969 | and it is 'released' when he leaves it. |
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970 | |
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971 | See also the description of the connected field in the generic object attribute |
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972 | section. |
604 | |
973 | |
605 | =back |
974 | =back |
606 | |
975 | |
607 | =head3 FLESH - type 72 - Organs and body parts |
976 | =head3 FLESH - type 72 - Organs and body parts |
608 | |
977 | |
609 | See FOOD description. |
978 | See FOOD description. |
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979 | |
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980 | =head3 MISC_OBJECT - type 79 - Misc. objects |
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981 | |
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982 | A type for any object that has no special behaviour. |
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983 | |
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984 | =head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators |
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985 | |
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986 | This type of objects multiplies objects that are above it when it is activated. |
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987 | You can even multiply by 0, which will destroy the object. |
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988 | |
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989 | =over 4 |
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990 | |
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991 | =item level <number> |
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992 | |
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993 | The multiplicator, if set to 0 or lower it will destroy the objects above it. |
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994 | |
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995 | =item other_arch <string> |
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996 | |
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997 | The archetype name of the objects which will be multiplied. |
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998 | |
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999 | =item connected <number> |
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1000 | |
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1001 | See generic object attribute section. |
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1002 | |
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1003 | =back |
610 | |
1004 | |
611 | =head3 HOLE - type 94 - Holes |
1005 | =head3 HOLE - type 94 - Holes |
612 | |
1006 | |
613 | Holes are holes in the ground where objects can fall through. When the hole |
1007 | Holes are holes in the ground where objects can fall through. When the hole |
614 | opens and/or is completly open all objects above it fall through (more |
1008 | opens and/or is completly open all objects above it fall through (more |
615 | precisely: if their head is above the hole). |
1009 | precisely: if their head is above the hole). |
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1010 | |
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1011 | When the HOLE is activated it's speed is set to 0.5. |
616 | |
1012 | |
617 | Trapdoors can only transfer the one who falls through to other coordinates |
1013 | Trapdoors can only transfer the one who falls through to other coordinates |
618 | on the B<same> map. |
1014 | on the B<same> map. |
619 | |
1015 | |
620 | =over 4 |
1016 | =over 4 |
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652 | |
1048 | |
653 | The destination x coordinates on the same map. |
1049 | The destination x coordinates on the same map. |
654 | |
1050 | |
655 | =back |
1051 | =back |
656 | |
1052 | |
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1053 | =head3 POISONING - type 105 - The poisoning of players and monsters |
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1054 | |
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1055 | This type is doing the actual damage to the ones who were attacked |
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1056 | via AT_POISON (or drank POISON). |
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1057 | |
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1058 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
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1059 | there for details). |
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1060 | |
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1061 | =over 4 |
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1062 | |
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1063 | =item dam <number> |
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1064 | |
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1065 | Each time the poisoning is processed (which is determined by the speed and speed_left |
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1066 | fields, see the general object attributes above) it hits the player with |
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1067 | <number> damage and the AT_INTERNAL attacktype (means: it will simply |
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1068 | hit the player with no strings attached). |
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1069 | |
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1070 | =item food <number> |
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1071 | |
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1072 | Just a note: The posion is removed when food == 1 and not when |
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1073 | the whole duration is up, because the POISONING code has to remove |
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1074 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
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1075 | deletes the POISONING object. |
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1076 | |
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1077 | =back |
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1078 | |
657 | =head3 FORCE - type 114 - Forces |
1079 | =head3 FORCE - type 114 - Forces |
658 | |
1080 | |
659 | Forces are a very 'thin' type. They don't have much behaviour other than |
1081 | Forces are a very 'thin' type. They don't have much behaviour other than |
660 | disappearing after a time and/or affecting the player if they are in his |
1082 | disappearing after a time and/or affecting the player if they are in his |
661 | inventory. |
1083 | inventory. |