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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.15 by elmex, Wed Dec 20 20:25:59 2006 UTC vs.
Revision 1.24 by root, Sat May 19 00:11:11 2007 UTC

13 13
14The term 'archetype' stands for a collection of fields. 14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance. 15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields. 16The term 'field' is used for an object fields and archetype fields.
17 17
18Field names will be displayed like I<this>. 18Field names will be displayed like this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
19 23
20=head2 About archetypes and objects 24=head2 About archetypes and objects
21 25
22Archetypes are 'templates' of objects. If an object is derived 26Archetypes are 'templates' of objects. If an object is derived
23from an archetype the object fields will be set to the corresponding 27from an archetype the object fields will be set to the corresponding
72These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
73default behaviour. 77default behaviour.
74 78
75=over 4 79=over 4
76 80
77=item name <string> 81=item I<name> <string>
78 82
79The name of the object. 83The name of the object.
80 84
81=item name_pl <string> 85=item I<name_pl> <string>
82 86
83The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
84 88
85=item face <facename> 89=item I<face> <facename>
86 90
87The graphical appearance of this object. 91The graphical appearance of this object.
88 92
89=item x <number> 93=item I<x> <number>
90 94
91The x position of the object when it is on a map. 95The x position of the object when it is on a map.
92 96
93=item y <number> 97=item I<y> <number>
94 98
95The y position of the object when it is on a map. 99The y position of the object when it is on a map.
96 100
97=item map (internal) 101=item I<map> (internal)
98 102
99The map the object is on. 103The map the object is on.
100 104
101=item invisible <number> 105=item I<invisible> <number>
102 106
103If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
104For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
105and is decreased every tick by 1. 109and is decreased every tick by 1.
106 110
107For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
108 112
113=item I<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all).
117
109=item speed <number> 118=item I<speed> <number>
110 119
111If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 120If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
112on the active object list and will be processed each tick (see also speed_left!). 121on the active object list and will be processed each tick (see also speed_left!).
113 122
114If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 123If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
115from the active object list and it won't experience any processing per tick. 124from the active object list and it won't experience any processing per tick.
116 125
117=item speed_left <number> 126=item I<speed_left> <number>
118 127
119If this field is greater than 0 and the object is on the 128If this field is greater than 0 and the object is on the
120active list (mostly means it's speed is also greater than 0): 129active list (mostly means it's speed is also greater than 0):
121 130
122 - speed_left is decreased by 1 131 - speed_left is decreased by 1
123 - and this object is processed and experiences a server tick. 132 - and this object is processed and experiences a server tick.
124 133
125If the object is on the active list and speed_left is lower or 134If the object is on the active list and I<speed_left> is lower or
126equal to 0 the absolute value of the speed field is added to speed_left 135equal to 0 the absolute value of the I<speed> is added to I<speed_left>
127on the end of the tick. 136on the end of the tick.
128 137
129This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 138This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
130the more seldom the object is processed. And the higher the speed field is 139the more seldom the object is processed. And the higher I<speed> is
131the more often the object is processed. 140the more often the object is processed.
132 141
133=item connected <number> 142=item I<connected> <number>
134 143
135When this field is set the object will be linked to a connection with the 144When this field is set the object will be linked to a connection with the
136id <number>. What happens when the connection is 'activated' depends on the 145id <number>. What happens when the connection is 'activated' depends on the
137type of the object. 146type of the object.
138 147
139When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control 148FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
140when to activate the object, see description of these below for further details. 149when to activate the object, see description of these below for further details.
141 150
142=item no_drop (0|1) 151=item I<no_drop> (0|1)
143 152
144Sets the flag FLAG_NO_DROP. 153Sets the flag FLAG_NO_DROP.
145See Flags section below. 154See Flags section below.
146 155
147=item applied (0|1) 156=item I<applied> (0|1)
148 157
149Sets the flag FLAG_APPLIED. 158Sets the flag FLAG_APPLIED.
150See Flags section below. 159See Flags section below.
151 160
152=item is_used_up (0|1) 161=item I<is_used_up> (0|1)
153 162
154Sets the flag FLAG_IS_USED_UP. 163Sets the flag FLAG_IS_USED_UP.
155See Flags section below. 164See Flags section below.
156 165
157=item changing (0|1) 166=item I<changing> (0|1)
158 167
159Sets the flag FLAG_CHANGING. 168Sets the flag FLAG_CHANGING.
160See Flags section below. 169See Flags section below.
161 170
162=item auto_apply (0|1) 171=item I<auto_apply> (0|1)
163 172
164Sets the flag FLAG_AUTO_APPLY. 173Sets the flag FLAG_AUTO_APPLY.
165See Flags section below. 174See Flags section below.
166 175
167=item no_steal (0|1) 176=item I<no_steal> (0|1)
168 177
169Sets the flag FLAG_NO_STEAL. 178Sets the flag FLAG_NO_STEAL.
170See Flags section below. 179See Flags section below.
171 180
172=item reflecting (0|1) 181=item I<reflecting> (0|1)
173 182
174Sets the flag FLAG_REFLECTING. 183Sets the flag FLAG_REFLECTING.
175See Flags section below. 184See Flags section below.
176 185
177=item reflect_spell (0|1) 186=item I<reflect_spell> (0|1)
178 187
179Sets the flag FLAG_REFL_SPELL. 188Sets the flag FLAG_REFL_SPELL.
180See Flags section below. 189See Flags section below.
181 190
182=item no_skill_ident (0|1) 191=item I<no_skill_ident> (0|1)
183 192
184Sets the flag FLAG_NO_SKILL_IDENT. 193Sets the flag FLAG_NO_SKILL_IDENT.
185See Flags section below. 194See Flags section below.
186 195
187=item activate_on_push (0|1) (default: 1) 196=item I<activate_on_push> (0|1) (default: 1)
188 197
189Sets the flag FLAG_ACTIVATE_ON_PUSH. 198Sets the flag FLAG_ACTIVATE_ON_PUSH.
190See Flags section below. 199See Flags section below.
191 200
192=item activate_on_release (0|1) (default: 1) 201=item I<activate_on_release> (0|1) (default: 1)
193 202
194Sets the flag FLAG_ACTIVATE_ON_RELEASE. 203Sets the flag FLAG_ACTIVATE_ON_RELEASE.
195See Flags section below. 204See Flags section below.
196 205
206=item I<is_lightable> (0|1)
207
208Sets the flag FLAG_IS_LIGHTABLE.
209See Flags section below.
210
197=item editable (more than deprecated) 211=item I<editable> (more than deprecated)
198 212
199This field had a special meaning for crossedit, which used parts 213This field had a special meaning for crossedit, which used parts
200of the server code for editing. Wherever you see this field being 214of the server code for editing. Wherever you see this field being
201set in an archetype ignore it and/or remove it. No code interprets this 215set in an archetype ignore it and/or remove it. No code interprets this
202field anymore. 216field anymore.
217 231
218This flag mostly states whether this object has been 'applied' by the player. 232This flag mostly states whether this object has been 'applied' by the player.
219For objects that are applied by the code or have this flag set in the archetype 233For objects that are applied by the code or have this flag set in the archetype
220it mostly means 'this object is active'. 234it mostly means 'this object is active'.
221 235
222For example the player adjustments of the hp/sp/grace fields and inheritance 236For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
223of flags from objects in his inventory is toggled by this flag. 237of flags from objects in his inventory is toggled by this flag.
224 238
225=item FLAG_IS_USED_UP 239=item FLAG_IS_USED_UP
226 240
227This flag controls whether an object is 'used up'. If it is set the 'food' field 241This flag controls whether an object is 'used up'. If it is set I<food>
228of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 242is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
229it is removed.
230 243
231If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 244If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
232this object is removed or not, see the Force type below for the meaning 245this object is removed or not, see the B<FORCE> type below for the meaning
233of the duration field in this context. 246of the duration field in this context.
234 247
235If FLAG_APPLIED is not set the object is destroyed. 248If FLAG_APPLIED is not set the object is destroyed.
236 249
237=item FLAG_CHANGING 250=item FLAG_CHANGING
238 251
239If the 'state' field of the object is 0 the object will be processed periodically. 252If the I<state> field of the object is 0 the object will be processed periodically
240Otherwise it won't "change"; 253(if I<speed> is set). If the I<state> field is 1 it won't be processed.
254
255This flag indicates that the object is changing into a different object.
256The object has to have the I<other_arch> field set. The object the changing object
257changes into is derived from the archetype in I<other_arch>.
258
259When the object does not have FLAG_ALIVE set the I<food> field will be decremented
260each time the object is processed, and if I<food> reaches 0 one new object will be generated.
261
262When the object has FLAG_ALIVE set the I<food> field is the number of objects that
263will be generated.
264
265After the new object is created the I<hp> field from the old object is copied into
266the new one.
267
268When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
269to the new object.
241 270
242=item FLAG_IS_A_TEMPLATE (internal use) 271=item FLAG_IS_A_TEMPLATE (internal use)
243 272
244This flag is set on the inventory of generators like CREATORs and CONVERTERs, 273This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
245or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 274or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
246 275
247=item FLAG_AUTO_APPLY 276=item FLAG_AUTO_APPLY
248 277
249This flag has currently only meaning for the TREASURE type, see below. 278This flag has currently only meaning for the B<TREASURE> type, see below.
250 279
251=item FLAG_ACTIVATE_ON_PUSH 280=item FLAG_ACTIVATE_ON_PUSH
252 281
253This flag has only meaning for objects that can be linked together 282This flag has only meaning for objects that can be linked together
254with the 'connected' field and controls wether the object should 283by the I<connected> field and controls wether the object should
255be activated when the connection is 'pushed' or it is 'released'. 284be activated when the connection is 'pushed' or it is 'released'.
256 285
257What 'pushed' and 'released' means depends on the object that 286What 'pushed' and 'released' means depends on the object that
258activates the connection. 287activates the connection.
259 288
260This flag is by default on. 289This flag is by default on.
261 290
262=item FLAG_ACTIVATE_ON_RELEASE 291=item FLAG_ACTIVATE_ON_RELEASE
263 292
264This flag has only meaning for objects that can be linked together 293This flag has only meaning for objects that can be linked together
265with the 'connected' field and controls wether the object should 294by the I<connected> field and controls wether the object should
266be activated when the connection is 'pushed' or it is 'released'. 295be activated when the connection is 'pushed' or it is 'released'.
267 296
268What 'pushed' and 'released' means depends on the object that 297What 'pushed' and 'released' means depends on the object that
269activates the connection. 298activates the connection.
270 299
279(but in this context the flag is only used internally). 308(but in this context the flag is only used internally).
280 309
281=item FLAG_NO_SKILL_IDENT 310=item FLAG_NO_SKILL_IDENT
282 311
283This flag is mostly used internal and prevents unidentified objects 312This flag is mostly used internal and prevents unidentified objects
284(objects which don't have FLAG_IDENTIFIED set) being identified by 313(objects which don't have FLAG_IDENTIFIED set) being identified
285skills. 314multiple times by skills.
286 315
287This flag is used to mark objects to never being identified by a skill 316This flag is used to mark objects which were unsuccessfully identified by a
288once a player failed to identify an object. So that multiple tries 317players skill. So that multiple tries of identifying aren't more effective than
289of identifying aren't more effective than one. 318one.
290 319
291=item FLAG_REFLECTING 320=item FLAG_REFLECTING
292 321
293This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW 322This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
294to indicate whether this object reflects off walls. 323to indicate whether this object reflects off walls.
295 324
296=item FLAG_REFL_SPELL 325=item FLAG_REFL_SPELL
297 326
298This flag indicates whether something reflects spells, like spell reflecting 327This flag indicates whether something reflects spells, like spell reflecting
299amuletts. 328amuletts.
300 329
330=item FLAG_IS_LIGHTABLE
331
332This flag indicates whether a B<LIGHTER> can light this object. See also the
333description of the B<LIGHTER> type. How easy you can light an item depends
334partially on the material of the object.
335
301=back 336=back
302 337
303=head2 Description of type specific fields and behaviour 338=head2 Description of type specific fields and behaviour
304 339
305The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
306are the server internal names for the objects types, see include/define.h. 341are the server internal names for the objects types, see include/define.h.
307 342
343=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
344
345speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
346changes.
347
348 (based on value that last_sp takes):
349 0: 'furious' Makes all monsters aggressive
350 1: 'angry' As above but pets are unaffected
351 2: 'calm' Makes all monsters unaggressive
352 3: 'sleep' Puts all monsters to sleep
353 4: 'charm' Makes monster into a pet of person
354 who triggers the square. This setting
355 is not enabled for continous operation
356 5: 'destroy mons' destroy any monsters on this space
357 6: 'destroy pets' destroy friendly monsters on this space
358
308=head3 TRANSPORT - type 2 - Player transports 359=head3 B<TRANSPORT> - type 2 - Player transports
309 360
310This type is implemented by the transport extension and has currently no special 361This type is implemented by the transport extension and has currently no special
311fields that affect it. 362fields that affect it.
312 363
313=head3 ROD - type 3 - Rods that fire spells 364=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
314 365
315Rods contain spells and can be fired by a player. 366Rods contain spells and can be fired by a player.
316 367
317=over 4 368=over 4
318 369
319=item level <number> 370=item I<level> <number>
320 371
321This field is used for calculating the spell level that can be fired 372This field is used for calculating the spell level that can be fired
322with this rod, it's also the maximum level of the spell that can be fired. 373with this rod, it's also the maximum level of the spell that can be fired.
323The level of the spell that is being fired depends mostly on 374The level of the spell that is being fired depends mostly on
324the 'use magic item' skill level of the player and 1/10 of the level of the 375the 'use magic item' skill level of the player and 1/10 of the level of the
325rod is added as bonus. 376rod is added as bonus.
326 377
327=item hp <number> 378=item I<hp> <number>
328 379
329The amount of spellpoints this rod has left. 380The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
381maxhp/10> per tick.
330 382
331=item maxhp <number> 383=item I<maxhp> <number>
332 384
333The maximum amount of spellpoints this rod has. 385The maximum amount of spellpoints this rod has.
334 386
335=item skill <skill name> 387=item I<skill> <skill name>
336 388
337This field determines which skill you need to apply this object. 389This field determines which skill you need to apply this object.
338 390
339=back 391=back
340 392
341=head3 TREASURE - type 4 - Treasures 393=head3 B<TREASURE> - type 4 - Treasures
342 394
343This type of objects are for random treasure generation in maps. 395This type of objects are for random treasure generation in maps.
344If this object is applied by a player it will replace itself with it's 396If this object is applied by a player it will replace itself with it's
345inventory. If it is automatically applied 397inventory. If it is automatically applied
346generate a treasure and replace itself with the generated treasure. 398generate a treasure and replace itself with the generated treasure.
348Chests are also of this type, their treasures are generated by 400Chests are also of this type, their treasures are generated by
349the auto apply code on map instantiation. 401the auto apply code on map instantiation.
350 402
351=over 4 403=over 4
352 404
353=item hp <number> 405=item I<hp> <number>
354 406
355The number of treasures to generate. 407The number of treasures to generate.
356 408
357=item exp <level> 409=item I<exp> <level>
358 410
359If FLAG_AUTO_APPLY is not set the exp field has no further meaning 411If FLAG_AUTO_APPLY is not set the exp field has no further meaning
360and the difficulty for the treasurecode only depends on the maps difficulty, 412and the difficulty for the treasurecode only depends on the maps difficulty,
361otherwise the exp field has the following meaning: 413otherwise the exp field has the following meaning:
362 414
365worth a treasure is or what bonuses it is given by the treasure code. 417worth a treasure is or what bonuses it is given by the treasure code.
366 418
367If this field is not set or 0 the difficulty of the map is passed to the treasure 419If this field is not set or 0 the difficulty of the map is passed to the treasure
368generation code. 420generation code.
369 421
370=item randomitems <treasurelist> 422=item I<randomitems> <treasurelist>
371 423
372The treasurelist to use to generate the treasure which is put in the 424The treasurelist to use to generate the treasure which is put in the
373treasure objects inventory. 425treasure objects inventory.
374 426
375=back 427=back
376 428
377=head3 POTION - type 5 - Potions for drinking and other nastynesses 429=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
378 430
379These objects contain a spell and will emit it on apply, which most 431These objects contain a spell and will emit it on apply, which most
380of the time has the meaning of 'drinking'. 432of the time has the meaning of 'drinking'.
381 433
382If no resistancy field, stat field or attacktype is set and no spell 434If no resistancy field, stat field or attacktype is set and no spell
387If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 439If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
388will yield an explosion and hurt the player. 440will yield an explosion and hurt the player.
389 441
390=over 4 442=over 4
391 443
392=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 444=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
393 445
394These stat fields determine how many stat points the player gets 446These stat fields determine how many stat points the player gets
395when he applies this potion. 447when he applies this potion.
396 448
397If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 449If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
398 450
399=item sp <number> 451=item I<sp> <number>
400 452
401If this field is set and the randomitems field is not set 453If this field is set and the randomitems field is not set
402the field is interpreted as spell number, please look the right 454the field is interpreted as spell number, please look the right
403number up in common/loader.C. 455number up in common/loader.C.
404 456
405If this field is set the randomitems field will be unset by the 457If this field is set the randomitems field will be unset by the
406map loading code. 458map loading code.
407 459
408=item attacktype <attacktype> 460=item I<attacktype> <attacktype>
409 461
410This field has some special meaning in potions, currently the 462This field has some special meaning in potions, currently the
411bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 463bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
412restoration potion or improvement potion. 464restoration potion or improvement potion.
413See include/attackinc.h for the bits of these types. 465See include/attackinc.h for the bits of these types.
418into him. 470into him.
419 471
420If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 472If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
421When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 473When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
422 474
423=item resist_<resistancy> <number> 475=item I<resist_RESISTANCY> <number>
424 476
425If this stat is set and no spell is in the potion the potion 477If this stat is set and no spell is in the potion the potion
426will create a force that give the player this specific resistancy. 478will create a force that give the player this specific resistancy.
427The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 479The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
428and the potion will last 10 times longer than the default force archetype 480and the potion will last 10 times longer than the default force archetype
429FORCE_NAME (at the moment of this writing spell/force.arc). 481FORCE_NAME (at the moment of this writing spell/force.arc).
430 482
431=item randomitems <treasurelist> 483=item I<randomitems> <treasurelist>
432 484
433The inventory/spell of the potion will be created by calling the treasure code 485The inventory/spell of the potion will be created by calling the treasure code
434with the treasurelist specified here. (I guess it's highly undefined what 486with the treasurelist specified here. (I guess it's highly undefined what
435happens if there is not a spell in the potions inventory). 487happens if there is not a spell in the potions inventory).
436 488
437=item on_use_yield <archetype> 489=item I<on_use_yield> <archetype>
438 490
439When this object is applied an instance of <archetype> will be created. 491When this object is applied an instance of <archetype> will be created.
440 492
441=item subtypes <potion subtype> 493=item I<subtypes> <potion subtype>
442 494
443see include/spells.h for possible potion subtypes, there are currently 4: 495see include/spells.h for possible potion subtypes, there are currently 4:
444 496
445=over 4 497=over 4
446 498
449Unused, default behaiour of a potion. 501Unused, default behaiour of a potion.
450 502
451=item POT_DUST 503=item POT_DUST
452 504
453This potion can be thrown to cast the spell that it has in it's inventory, 505This potion can be thrown to cast the spell that it has in it's inventory,
454the behaviour is not defined if there is not a spell in the inventory and the 506the behaviour is not defined if there is not a B<SPELL> in the inventory and the
455server will log an error. 507server will log an error.
456 508
457=item POT_FIGURINE 509=item POT_FIGURINE
458 510
459Unused, default behaiour of a potion. 511Unused, default behaiour of a potion.
464 516
465=back 517=back
466 518
467=back 519=back
468 520
469=head3 FOOD - type 6 - Eatable stuff 521=head3 B<FOOD> - type 6 - Eatable stuff
470 522
471This is for objects that are representing general eatables like 523This is for objects that are representing general eatables like
472beef or bread. 524beef or bread.
473 525
474The main difference between FOOD, FLESH and DRINK is that they 526The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
475give different messages. 527give different messages.
476 528
477The specialty of FLESH is that it inherits the resistancies of the 529The specialty of B<FLESH> is that it inherits the resistancies of the
478monsters it was generated in and will let dragons raise their resistancies 530monsters it was generated in and will let dragons raise their resistancies
479with that. If the monster has the POISON attacktype the FLESH 531with that. If the monster has the B<POISON> attacktype the B<FLESH>
480will change into POISON. 532will change into B<POISON>.
481 533
482If a player runs low on food he will grab for FOOD, DRINK and POISON 534If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
483and if he doesn't find any of that he will start eating FLESH. 535and if he doesn't find any of that he will start eating B<FLESH>.
484 536
485=over 4 537=over 4
486 538
487=item title <string> 539=item I<title> <string>
488 540
489If the food has a title or is cursed it is considered 'special', which means that the 541If the food has B<title> set or is cursed it is considered 'special', which
490fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 542means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
491are interpreted and have further effects on the player. 543I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
544on the player.
492 545
493The higher the food field is the longer the improvement of the player lasts 546The higher the I<food> field is the longer the improvement of the player lasts
494(except for hp and sp). 547(except for I<hp> and I<sp>).
495 548
496=item food <number> 549=item I<food> <number>
497 550
498This is the amount of food points the player gets when he eats this. 551This is the amount of food points the player gets when he eats this.
499 552
500=item on_use_yield <archetype> 553=item I<on_use_yield> <archetype>
501 554
502When this object is applied an instance of <archetype> will be created. 555When this object is applied an instance of <archetype> will be created.
503 556
504=back 557=back
505 558
506=head3 POISON - type 7 - Poisonous stuff 559=head3 B<POISON> - type 7 - Poisonous stuff
507 560
508This type is for objects that can poison the player when drinking. 561This type is for objects that can poison the player when he drinks/applies it.
509When applied it will hit the attacked with AT_POISON and will create 562When applied it will hit the attacked with AT_POISON and will create
510a POISONING object in the one who was hit. 563a B<POISONING> object in the one who was hit.
511 564
512=over 4 565=over 4
513 566
514=item level <number> 567=item I<level> <number>
515 568
516This field affects the propability of poisoning. The higher the level difference 569This field affects the probability of poisoning. The higher the level difference
517between the one who is hit and the poision the mose propable it is the attacked 570between the one who is hit and the poision the more probable it is the attacked
518one will be poisoned. 571one will be poisoned.
519 572
520=item slaying <race> 573=item I<slaying> <race>
521 574
522On poison this field has the usual meaning of 'slaying', when the 575This field has the usual meaning of 'slaying', when the
523ones race matches the slaying field the damage done by the poison 576poisoned's race matches the I<slaying> field the damage done by the poison
524is multiplied by 3. 577is multiplied by 3.
525 578
526=item hp <number> 579=item I<hp> <number>
527 580
528This is the amount of damage the player will receive from applying this. The 581This is the amount of damage the player will receive from applying this. The
529attacktype AT_POISON will be used to hit the player and the damage will 582attacktype AT_POISON will be used to hit the player and the damage will
530determine the strenght, duration and depletion of stats of the poisoning. The 583determine the strenght, duration and depletion of stats of the poisoning. The
531created POISONING object which is being placed in the one who was attacked will 584created B<POISONING> object which is being placed in the one who was attacked will
532get the damage from this field (which is maybe adjusted by slaying or the 585get the damage from this field (which is maybe adjusted by slaying or the
533resistancies). 586resistancies).
534 587
535=item food <number> 588=item I<food> <number>
536 589
5371/4 of <number> will be drained from the players food. 5901/4 of <number> will be drained from the players I<food>.
538 591
539=item on_use_yield <archetype> 592=item I<on_use_yield> <archetype>
540 593
541When this object is applied an instance of <archetype> will be created. 594When this object is applied an instance of <archetype> will be created.
542 595
543=back 596=back
544 597
545=head3 BOOK - type 8 - Readable books 598=head3 B<BOOK> - type 8 - Readable books
546 599
547This type is basically for representing text books in the game. 600This type is basically for representing text books in the game.
548 601
549Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 602Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
550 603
551=over 4 604=over 4
552 605
553=item msg <text> 606=item I<msg> <text>
554 607
555This is the contents of the book. When this field is unset 608This is the contents of the book. When this field is unset
556at treasure generation a random text will be inserted. 609at treasure generation a random text will be inserted.
557 610
558=item skill <skill name> 611=item I<skill> <skill name>
559 612
560The skill required to read this book. (The most resonable 613The skill required to read this book. (The most resonable
561skill would be literacy). 614skill would be literacy).
562 615
563=item exp <number> 616=item I<exp> <number>
564 617
565The experience points the player get for reading this book. 618The experience points the player get for reading this book.
566 619
567=item subtype <readable subtype> 620=item I<subtype> <readable subtype>
568 621
569This field determines the type of the readable. 622This field determines the type of the readable.
570Please see common/readable.C in the readable_message_types table. 623Please see common/readable.C in the readable_message_types table.
571 624
572=back 625=back
573 626
574=head3 CLOCK - type 9 - Clocks 627=head3 B<CLOCK> - type 9 - Clocks
575 628
576This type of objects just display the time when being applied. 629This type of objects just display the time when being applied.
577 630
578=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) 631=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
579 632
580This is a spell effect of a moving bolt. It moves straigt forward 633This is a spell effect of a moving bolt. It moves straigt forward
581through the map until something blocks it. 634through the map until something blocks it.
582If FLAG_REFLECTING is set it even reflects on walls. 635If FLAG_REFLECTING is set it even reflects on walls.
583 636
584FLAG_IS_TURNABLE should be set on these objects. 637FLAG_IS_TURNABLE should be set on these objects.
585 638
586=over 4 639=over 4
587 640
588=item move_type <movetype> 641=item I<move_type> <movetype>
589 642
590This field affects the move type with which the lightning moves through 643This field affects the move type with which the lightning moves through
591the map and which map cells will reflect or block it. 644the map and which map cells will reflect or block it.
592 645
593=item attacktype <attacktype> 646=item I<attacktype> <attacktype>
594 647
595The attacktype with which it hits the objects on the map. 648The attacktype with which it hits the objects on the map.
596 649
597=item dam <number> 650=item I<dam> <number>
598 651
599The damage this bolt inflicts when it hits objects on the map. 652The damage this bolt inflicts when it hits objects on the map.
600 653
601=item Dex <number> 654=item I<Dex> <number>
602 655
603This is the fork percentage, it is reduced by 10 per fork. 656This is the fork percentage, it is reduced by 10 per fork.
604And the damage is halved on each fork. 657And the I<dam> field is halved on each fork.
605 658
606=item Con <number> 659=item I<Con> (internal)
607 660
608This value is a percentage of which the forking lightning 661This value is a percentage of which the forking lightning
609is deflected to the left. This value should be mostly used internally. 662is deflected to the left. This value should be mostly used internally.
610 663
611=item duration <number> 664=item I<duration> <number>
612 665
613The duration the bolt stays on a map cell. This field is decreased each time 666The duration the bolt stays on a map cell. This field is decreased each time
614the object is processed (see the meaning of speed and speed_left fields in 667the object is processed (see the meaning of I<speed> and I<speed_left> fields in
615the object general description). 668the generic object field description).
616 669
617=item range <number> 670=item I<range> <number>
618 671
619This is the range of the bolt, each space it advances this field is decreased. 672This is the range of the bolt, each space it advances this field is decreased.
620 673
621=back 674=back
622 675
623=head3 ARROW - type 13 - Arrows 676=head3 B<ARROW> - type 13 - Arrows
624 677
625This is the type for objects that represent projectiles like arrows. 678This is the type for objects that represent projectiles like arrows.
626The movement of THROWN_OBJs behave similar to this type. 679The movement of B<THROWN_OBJ>s behave similar to this type.
627 680
628Flying arrows are stopped either when they hit something blocking 681Flying arrows are stopped either when they hit something blocking
629(move_block) or something which is alive. 682(I<move_block>) or something which is alive.
630If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE 683If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
631set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict 684set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
632damage with a small chance which is affected by the 'level' field of the arrow. 685damage with a small chance which is affected by the I<level> field of the arrow.
633 686
634If FLAG_REFLECTING is set on the arrow it will bounce off everything 687If FLAG_REFLECTING is set on the arrow it will bounce off everything
635that is not alive and blocks it's movement. 688that is not alive and blocks it's movement.
636 689
637When an arrow is being shot it's dam, wc, attacktype, slaying fields will 690When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
638be saved in the sp, hp, grace and spellarg fields of the object, to restore them 691fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
639once the arrow has been stopped. 692the object, to restore them once the arrow has been stopped.
640 693
641=over 4 694=over 4
642 695
643=item dam <number> 696=item I<dam> <number>
644 697
645The amount of damage that is being done to the victim that gets hit. 698The amount of damage that is being done to the victim that gets hit.
646This field is recomputed when the arrow is fired and will consist 699This field is recomputed when the arrow is fired and will consist
647of the sum of a damage bonus (see description of the BOW type), 700of the sum of a damage bonus (see description of the B<BOW> type),
648the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field 701the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
649and the arrows magic field. 702and the arrows I<magic> field.
650 703
651=item wc <number> 704=item I<wc> <number>
652 705
653The weaponclass of the arrow, which has effect on the propability of hitting. 706The weapon class of the arrow, which has effect on the probability of hitting.
654 707
655It is recomputed when the arrow is being fired by this formula: 708It is recomputed when the arrow is being fired by this formula:
656 709
657 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) 710 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
658 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod 711 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
659 712
660When the arrow is not being shot by an player dex_bonus and thaco_bonus and the 713When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
661level is not added. 714level is not added.
662 715
663The wc_mod is dependend on the fire mode of the bow. For a more detailed 716wc_mod is dependend on the fire mode of the bow. For a more detailed
664explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. 717explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
665 718
666=item magic <number> 719=item I<magic> <number>
667 720
668This field is added to the damage of the arrow when it is shot and 721This field is added to the damage of the arrow when it is shot and
669will also improve it's speed by 1/5 of it's value. 722will also improve it's I<speed> by 1/5 of it's value.
670 723
671=item attacktype <attacktype> 724=item I<attacktype> <attacktype>
672 725
673Bitfield which decides the attacktype of the damage, see include/attackinc.h 726Bitfield which decides the attacktype of the damage, see include/attackinc.h
674On fireing the attacktype of the bow is added to the arrows attacktype. 727On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
675 728
676=item level <number> (interally used) 729=item I<level> <number> (interally used)
677 730
678The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, 731The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
679see above in the ARROW description. 732see above in the B<ARROW> description.
680 733
681The level is set when the arrow is fired to either the skill level or the 734The I<level> is set when the arrow is fired to either the skill level or the
682shooters level. 735shooters level.
683 736
684=item speed <number> (internal) 737=item I<speed> <number> (internal)
685 738
686This field shouldn't be set directly in the archetype, the arrow will get it's 739This field shouldn't be set directly in the archetype, the arrow will get it's
687speed from the bow. This fields value has to be atleast 0.5 or otherwise the 740I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
688arrow will be stopped immediatly. 741arrow will be stopped immediatly.
689 742
690On fireing the speed of the arrow is computed of 1/5 of the 743On fireing the I<speed> of the arrow is computed of 1/5 of the
691sum of the damage bonus (see BOW), bow magic and arrow magic. After that 1/7 744sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
692of the bows 'dam' field is added to the speed of the arrow. 745of the bows I<dam> field is added to the I<speed> of the arrow.
693 746
694The minimum speed of an arrow is 1.0. 747The minimum I<speed> of an arrow is 1.0.
695 748
696While flying the arrows speed is decreased by 0.05 each time it's moved. 749While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
697 750
698If the speed is above 10.0 it goes straight through the creature it hits and 751If the I<speed> is above 10.0 it goes straight through the creature it hits and
699it's speed is reduced by 1. If the speed is lower or equal 10.0 the arrow is 752it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
700stopped and either sticked into the victim (see weight field description) or 753stopped and either sticked into the victim (see I<weight> field description) or
701put on it's map square (if it didn't break, see description of the food field). 754put on it's map square (if it didn't break, see description of the I<food> field).
702 755
703=item weight <number> 756=item I<weight> <number>
704 757
705This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg) 758This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
706the arrow will stick in the victim it hits. Otherwise it will fall to the ground. 759the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
707 760
708=item food <number> 761=item I<food> <number>
709 762
710The breaking percentage. 100% means: breaks on usage for sure. 763The breaking percentage. 100 (%) means: breaks on usage for sure.
711 764
712=item inventory (internal) 765=item I<inventory> (internal)
713 766
714If the flying/moving object has something in it's inventory and it stops, it 767If the flying/moving object has something in it's inventory and it stops, it
715will be replaced with it's inventory. Otherwise it will be handled as usual, 768will be replaced with it's inventory. Otherwise it will be handled as usual,
716which means: it will be calculated whether the arrow breaks and it will be 769which means: it will be calculated whether the arrow breaks and it will be
717reset for reuse. 770reset for reuse.
718 771
719=item slaying <string> 772=item I<slaying> <string>
720 773
721When the bow that fires this arrow has it's slaying field set it is copied 774When the bow that fires this arrow has it's I<slaying> field set it is copied
722to the arrows slaying field. Otherwise the arrows slaying field remains. 775to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
723 776
724=item move_type <movetype> (internally used) 777=item I<move_type> <movetype> (internally used)
725 778
726This field is set when the arrow is shot to MOVE_FLY_LOW. 779This field is set when the arrow is shot to MOVE_FLY_LOW.
727 780
728=item move_on <movetype> (internally used) 781=item I<move_on> <movetype> (internally used)
729 782
730This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. 783This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
731 784
732=item race <string> 785=item I<race> <string>
733 786
734The race field is a unique key that assigns arrows, bows and quivers. When 787The I<race> field is a unique key that assigns arrows, bows and quivers. When
735shooting an arrow the bows race is used to search for arrows (which have the 788shooting an arrow the bows I<race> is used to search for arrows (which have the
736same race as the bow) in the players inventory and will recursively search in 789same I<race> as the bow) in the players inventory and will recursively search in
737the containers (which are applied and have the same race as the bow and the arrow). 790the containers (which are applied and have the same I<race> as the bow and the arrow).
738 791
739=back 792=back
740 793
741=head3 BOW - type 14 - Bows, those that fire ARROWs 794=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
742 795
743TODO, but take into account ARROW description above 796TODO, but take into account B<ARROW> description above!
744 797
745=head3 WEAPON - type 15 - Weapons 798=head3 B<WEAPON> - type 15 - Weapons
746 799
747This type is for general hack and slash weapons like swords, maces 800This type is for general hack and slash weapons like swords, maces
748and daggers and and .... 801and daggers and and ....
749 802
750=over 4 803=over 4
751 804
752=item weapontype <type id> 805=item I<weapontype> <type id>
753 806
754decides what attackmessages are generated, see include/define.h 807decides what attackmessages are generated, see include/define.h
755 808
756=item attacktype <bitmask> 809=item I<attacktype> <bitmask>
757 810
758bitfield which decides the attacktype of the damage, see include/attackinc.h 811bitfield which decides the attacktype of the damage, see include/attackinc.h
759 812
760=item dam <number> 813=item I<dam> <number>
761 814
762amount of damage being done with the attacktype 815amount of damage being done with the attacktype
763 816
764=item item_power <level> 817=item I<item_power> <level>
765 818
766the itempower of this weapon. 819the itempower of this weapon.
767 820
768=item name 821=item I<name>
769 822
770the name of the weapon. 823the name of the weapon.
771 824
772=item level (internal) 825=item I<level> (internal)
773 826
774The improvement state of the weapon. 827The improvement state of the weapon.
775If this field is greater than 0 the 'name' field starts with the 828If this field is greater than 0 the I<name> field starts with the
776characters name who improved this weapon. 829characters name who improved this weapon.
777 830
778=item last_eat (internal) 831=item I<last_eat> (internal)
779 832
780seems to be the amount of improvements of a weapon, 833This seems to be the amount of improvements of a weapon,
781the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 834the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
782 835
783 ((who->level / 5) + 5) >= op->last_eat 836 ((who->level / 5) + 5) >= op->last_eat
784 837
785=item last_sp 838=item I<last_sp>
786 839
787the weapon speed (see magic description) 840the weapon speed (see magic description)
788 841
789=item food <number> 842=item I<food> <number>
790 843
791addition to food regeneration of the player 844addition to food regeneration of the player
792 845
793=item hp <number> 846=item I<hp> <number>
794 847
795addition to health regeneration 848addition to health regeneration
796 849
797=item sp <number> 850=item I<sp> <number>
798 851
799addition to mana regeneration 852addition to mana regeneration
800 853
801=item grace <number> 854=item I<grace> <number>
802 855
803addititon to grace regeneration 856addititon to grace regeneration
804 857
805=item gen_sp_armour <number> 858=item I<gen_sp_armour> <number>
806 859
807the players gen_sp_armour field (which is per default 10) is added the <number> amount. 860the players I<gen_sp_armour> field (which is per default 10) is being added the
808gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 861<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
809is multiplied: gen_sp *= 10/<number> 862do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
810meaning: values > 10 of gen_sp_armour limits the amout of regenerated 863I<gen_sp_armour> limits the amout of regenerated spellpoints.
811spellpoints.
812 864
813generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 865Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
814sp regeneration. 866I<sp> regeneration.
815 867
816=item body_<body slot/part> 868=item I<body_BODYSLOT>
817 869
818the part of the body you need to use this weapon, possible values should be 870The part/slot of the body you need to use this weapon, possible values for
819looked up in common/item.C at body_locations. 871C<BODYSLOT> should be looked up in common/item.C at body_locations.
820 872
821=item resist_<resistnacy> <number> 873The value (in the range C<-7..7>) gives the number of those body slots
874used up by the item (if negative) or the number of body slots this object
875has (if positive, e.g. for monsters or players). The special value C<0>
876indicates that this object cannot equip items requiring these body slots.
877
878=item I<resist_RESISTANCY> <number>
822 879
823this is the factor with which the difference of the players resistancy and 100% 880this is the factor with which the difference of the players resistancy and 100%
824is multiplied, something like this: 881is multiplied, something like this:
825 882
826 additional_resistancy = (100 - current_resistanct) * (<number>/100) 883 additional_resistancy = (100 - current_resistancy) * (<number>/100)
827 884
828if <number> is negative it is added to the total vulnerabilities, 885if <number> is negative it is added to the total vulnerabilities,
829and later the total resistance is decided by: 886and later the total resistance is decided by:
830 887
831 'total resistance = total protections - total vulnerabilities' 888 'total resistance = total protections - total vulnerabilities'
832 889
833see also common/living.C:fix_player 890see also common/living.C:fix_player.
834 891
835=item patch_(attuned|repelled|denied) 892=item I<path_(attuned|repelled|denied)>
836 893
837this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 894this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
838for the pathes. 895for the pathes.
839 896
840=item luck <number> 897=item I<luck> <number>
841 898
842this luck is added to the players luck 899this luck is added to the players I<luck>
843 900
844=item move_type 901=item I<move_type>
845 902
846if the weapon has a move_type set the player inherits it's move_type 903if the weapon has a I<move_type> set the player inherits it's I<move_type>
847 904
848=item exp <number> 905=item I<exp> <number>
849 906
850the added_speed and bonus_speed of the player is raised by <number>/3. 907the added_speed and bonus_speed of the player is raised by <number>/3.
851if <number> < 0 then the added_speed is decreased by <number> 908if <number> < 0 then the added_speed is decreased by <number>
852 909
853=item weight 910=item I<weight>
854 911
855the weight of the weapon 912the weight of the weapon
856 913
857=item magic 914=item I<magic>
858 915
859the magic field affects the amounts of the following fields: 916the I<magic> field affects the amounts of the following fields:
860 917
861 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 918 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
862 919
863 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 920 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
864 921
865 - dam: the players dam is adjusted by: player->dam += (dam + magic) 922 - dam: the players dam is adjusted by: player->dam += (dam + magic)
866 923
867 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 924 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
868 (minium is 0) 925 (minium is 0)
869 926
870=item ac <number> 927=item I<ac> <number>
871 928
872the amount of ac points the player's ac is decreased when applying this object. 929the amount of ac points the player's I<ac> is decreased when applying this object.
873 930
874=item wc <number> 931=item I<wc> <number>
875 932
876the amount of wc points the player's wc is decreased when applying this object. 933the amount of wc points the player's I<wc> is decreased when applying this object.
877 934
878=back 935=back
879 936
880=head4 Player inherits following flags from weapons: 937=head4 Player inherits following flags from weapons:
881 938
886 FLAG_XRAYS 943 FLAG_XRAYS
887 FLAG_BLIND 944 FLAG_BLIND
888 FLAG_SEE_IN_DARK 945 FLAG_SEE_IN_DARK
889 FLAG_UNDEAD 946 FLAG_UNDEAD
890 947
891=head3 GRIMREAPER - type 28 - Grimreapers 948=head3 B<GRIMREAPER> - type 28 - Grimreapers
892 949
893These type are mostly used for monsters, they give the 950These type are mostly used for monsters, they give the
894monster the ability to dissapear after 10 hits with AT_DRAIN. 951monster the ability to dissapear after 10 hits with AT_DRAIN.
895 952
896=over 4 953=over 4
897 954
898=item value <number> 955=item I<value> <number>
899 956
900This field stores the hits the monster did yet. 957This field stores the hits the monster did yet.
901 958
902=back 959=back
903 960
904=head3 CREATOR - type 42 - Object creators 961=head3 B<CREATOR> - type 42 - Object creators
905 962
906Once a creator is activated by a connection it creates a number of objects 963Once a creator is activated by a connection it creates a number of objects
907(cloned from it's inventory or a new object derived from the archetype 964(cloned from it's inventory or a new object derived from the archetype
908named in the other_arch slot). 965named in the other_arch slot).
909 966
910If FLAG_LIVESAFE is set the number of uses is unlimited. 967If FLAG_LIVESAFE is set the number of uses is unlimited.
911 968
912=over 4 969=over 4
913 970
914=item hp <number> 971=item I<hp> <number>
915 972
916If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can 973If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
917be used. 974be used.
918 975
919=item speed <number> 976=item I<speed> <number>
920 977
921If speed is set the creator will create an object periodically, 978If I<speed> is set the creator will create an object periodically,
922see speed and speed_left fields in general object field description 979see I<speed> and I<speed_left> fields in the general object field description
923for more details on how this period works. 980for more details.
924 981
925=item slaying <string> 982=item I<slaying> <string>
926 983
927If set the generated object's name and 984If set the generated object's name and title will be set to this.
928title will be set to this.
929 985
930=item other_arch <string> 986=item I<other_arch> <string>
931 987
932If the inventory of the creator is empty new objects 988If the inventory of the creator is empty new objects will be derived from the
933will be derived from the archetype named by <string>. 989archetype named by <string>.
934 990
935=item connected <number> 991=item I<connected> <number>
936 992
937See generic object field section. 993See generic object field description.
938 994
939=back 995=back
940 996
941=head3 DRINK - type 54 - Drinkable stuff 997=head3 B<DRINK> - type 54 - Drinkable stuff
942 998
943See FOOD description. 999See B<FOOD> description.
944 1000
945=head3 CHECK_INV - type 64 - Inventory checkers 1001=head3 B<CHECK_INV> - type 64 - Inventory checkers
946 1002
947This object checks whether the player has a specific item in his 1003This object checks whether the player has a specific item in his
948inventory when he moves above the inventory checker. If the player has 1004inventory when he moves above the inventory checker. If the player has
949the item (or not, which can be controlled with a flag) a connection will be triggered. 1005the item (or not, which can be controlled with a flag) a connection will be triggered.
950 1006
951If you set move_block you can deny players and monsters to reach the space where 1007If you set I<move_block> you can deny players and monsters to reach the space where
952the inventory checker is on, see 'move_block' description below. 1008the inventory checker is on, see I<move_block> description below.
953 1009
954The conditions specified by hp, slaying and race are concationated with OR. 1010The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
955So matching one of those conditions is enough. 1011So matching one of those conditions is enough.
956 1012
957=over 4 1013=over 4
958 1014
959=item move_block <move type bitmask> 1015=item I<move_block> <move type bitmask>
960 1016
961If you set this field to block a movetype the move code will block any moves 1017If you set this field to block a movetype the move code will block any moves
962onto the space with the inventory checker, IF the moving object doesn't have 1018onto the space with the inventory checker, IF the moving object doesn't have
963(or has - if last_sp = 0) the item that the checker is searching for. 1019(or has - if I<last_sp> = 0) the item that the checker is searching for.
964 1020
965=item last_sp (0|1) 1021=item I<last_sp> (0|1)
966 1022
967If last_sp is 1 'having' the item that is being checked for will 1023If I<last_sp> is 1 'having' the item that is being checked for will
968activate the connection or make the space with the checker non-blocking. 1024activate the connection or make the space with the checker non-blocking.
969If last_sp is 0 'not having' the item will activate the connection 1025If I<last_sp> is 0 'not having' the item will activate the connection
970or make the space with the checker non-blocking. 1026or make the space with the checker non-blocking.
971 1027
972=item last_heal (0|1) 1028=item I<last_heal> (0|1)
973 1029
974If last_heal is 1 the matching item will be removed if the inventory checker 1030If I<last_heal> is 1 the matching item will be removed if the inventory checker
975activates a connection and finds the item in the inventory. 1031activates a connection and finds the item in the inventory.
976 1032
977(A inventory checker that blocks a space won't remove anything from inventories) 1033(A inventory checker that blocks a space won't remove anything from inventories)
978 1034
979=item hp <number> 1035=item I<hp> <number>
980 1036
981If this field is not 0 the inventory checker will search for an object 1037If this field is not 0 the inventory checker will search for an object
982with the type id <number>. 1038with the type id <number>.
983 1039
984=item slaying <string> 1040=item I<slaying> <string>
985 1041
986If this field is set the inventory checker will search for an object that 1042If this field is set the inventory checker will search for an object that
987has the same string in the slaying field (for example a key string of a key). 1043has the same string in the I<slaying> field (for example a key string of a key).
988 1044
989=item race <string> 1045=item I<race> <string>
990 1046
991If this field is set the inventory checker will search for an object which 1047If this field is set the inventory checker will search for an object which
992has the archetype name that matches <string>. 1048has the archetype name that matches <string>.
993 1049
994=item connected <connection id> 1050=item I<connected> <connection id>
995 1051
996This is the connection that will be activated. The connection is 1052This is the connection that will be activated. The connection is
997'pushed' when someone enters the space with the inventory checker, 1053'pushed' when someone enters the space with the inventory checker,
998and it is 'released' when he leaves it. 1054and it is 'released' when he leaves it.
999 1055
1000See also the description of the connected field in the generic object field 1056See also the description of the I<connected> field in the generic object field
1001section. 1057section.
1002 1058
1003=back 1059=back
1004 1060
1005=head3 FLESH - type 72 - Organs and body parts 1061=head3 B<FLESH> - type 72 - Organs and body parts
1006 1062
1007See FOOD description. 1063See B<FOOD> description.
1008 1064
1009=head3 MISC_OBJECT - type 79 - Misc. objects 1065=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1010 1066
1011A type for any object that has no special behaviour. 1067A type for any object that has no special behaviour.
1012 1068
1013=head3 LAMP - type 82 - A lamp 1069=head3 B<LAMP> - type 82 - A lamp
1014 1070
1015This object makes light. 1071This object represents a lamp, that can be carried and switched
1072on and off and has a certain amount of fuel in it.
1016 1073
1074A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1075Each of them should point at the other one with it's I<other_arch> field.
1076
1077See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1078
1079If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1080with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1081
1082=over 4
1083
1084=item I<glow_radius> <number>
1085
1086The radius of the light that the lamp emits, see also I<glow_radius> in the
1087generic object flags description.
1088
1089=item I<speed> <number>
1090
1091If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1092lamp burns it's fuel (I<food>).
1093
1094Setting FLAG_CHANGING makes only sense on the archetype which represents
1095the 'on' state of the lamp.
1096
1097See also the description of FLAG_CHANGING.
1098
1099Lamps which have no FLAG_CHANGING set would also make sense and represent
1100lamps that never burn up.
1101
1102=item I<other_arch> <number>
1103
1104This is the field that points to the 'other' archetype which represents the
1105opposite state of the lamp. The newly from I<other_arch> derived object will
1106replace the current object and will get the value of I<food> of the replaced object.
1107
1108Rationale:
1109
1110When the lamp (on) is applied a new object is derived from the archetype
1111in I<other_arch> and the I<food> value is copied to it ('the fuel is
1112transferred'). The new lamp (off) object has to have a I<other_arch> field
1113which points to the archetype from which a lamp (on) can be derived.
1114
1115=item I<food> <number>
1116
1117This fields stands for the fuel of the lamp.
1118
1119=back
1120
1017=head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators 1121=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1018 1122
1019This type of objects multiplies objects that are above it when it is activated. 1123This type of objects multiplies objects that are above it when it is activated.
1020You can even multiply by 0, which will destroy the object. 1124You can even multiply by 0, which will destroy the object.
1021 1125
1022=over 4 1126=over 4
1023 1127
1024=item level <number> 1128=item I<level> <number>
1025 1129
1026The multiplicator, if set to 0 or lower it will destroy the objects above it. 1130The multiplicator, if set to 0 or lower it will destroy the objects above it.
1027 1131
1028=item other_arch <string> 1132=item I<other_arch> <string>
1029 1133
1030The archetype name of the objects that should be multiplied. 1134The archetype name of the objects that should be multiplied.
1031 1135
1032=item connected <number> 1136=item I<connected> <number>
1033 1137
1034See generic object field section. 1138See generic object field description.
1035 1139
1036=back 1140=back
1037 1141
1038=head3 HOLE - type 94 - Holes 1142=head3 B<HOLE> - type 94 - Holes
1039 1143
1040Holes are holes in the ground where objects can fall through. When the hole 1144B<HOLE>s are holes in the ground where objects can fall through. When the hole
1041opens and/or is completly open all objects above it fall through (more 1145opens and/or is completly open all objects above it fall through (more
1042precisely: if their head is above the hole). 1146precisely: if their head is above the hole).
1043 1147
1044When the HOLE is activated it's speed is set to 0.5. 1148When the B<HOLE> is activated it's speed is set to 0.5.
1045 1149
1046Trapdoors can only transfer the one who falls through to other coordinates 1150These holes can only transfer the one who falls through to other coordinates
1047on the B<same> map. 1151on the same map.
1048 1152
1049=over 4 1153=over 4
1050 1154
1051=item maxsp (0|1) 1155=item I<maxsp> (0|1)
1052 1156
1053This field negates the state of the connection: When maxsp is 1 the pit will 1157This field negates the state of the connection: When maxsp is 1 the pit will
1054open/close when the connection is deactivated. Otherwise it will open/close 1158open/close when the connection is deactivated. Otherwise it will open/close
1055when the connection is activated. This field only has effect when the 1159when the connection is activated. This field only has effect when the
1056connection is triggered. So if you put a closed hole on a map, and the 1160connection is triggered. So if you put a closed hole on a map, and the
1057connection is deactivated, and maxsp is 1 the hole will remain closed until the 1161connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1058connection was triggered once. 1162connection was triggered once.
1059 1163
1060=item connected <connection id> 1164=item I<connected> <connection id>
1061 1165
1062This is the connection id, which lets the hole opening or closing when 1166This is the connection id, which lets the hole opening or closing when
1063activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1167activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1064at which connection state the object is activated. 1168at which connection state the object is activated.
1065 1169
1066For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1170For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1067the connection is released. 1171the connection is released.
1068 1172
1069=item wc <number> (internal) 1173=item I<wc> <number> (internal)
1070 1174
1071This is an internal flag. If it is greater than 0 it means that the hole is not 1175This is an internal field. If it is greater than 0 it means that the hole is not
1072yet fully open. More preciesly: this field is the animation-step and if it is 1176yet fully open. More preciesly: this field is the animation-step and if it is
1073set to the 'closed' step of the animation the hole is closed and if it is on 1177set to the 'closed' step of the animation the hole is closed and if it is on
1074the 'open' animation step (wc = 0), the hole is open. 1178the 'open' animation step (I<wc> = 0), the hole is open.
1075 1179
1076=item sp <number> 1180=item I<sp> <number>
1077 1181
1078The destination y coordinates on the same map. 1182The destination y coordinates on the same map.
1079 1183
1080=item hp <number> 1184=item I<hp> <number>
1081 1185
1082The destination x coordinates on the same map. 1186The destination x coordinates on the same map.
1083 1187
1084=back 1188=back
1085 1189
1086=head3 POISONING - type 105 - The poisoning of players and monsters 1190=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1087 1191
1088This type is doing the actual damage to the ones who were attacked 1192This type is doing the actual damage to the ones who were attacked
1089via AT_POISON (or drank POISON). 1193via AT_POISON (or drank B<POISON>).
1090 1194
1091The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1195The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1092there for details). 1196there for details).
1093 1197
1094=over 4 1198=over 4
1095 1199
1096=item dam <number> 1200=item I<dam> <number>
1097 1201
1098Each time the poisoning is processed (which is determined by the speed and speed_left 1202Each time the poisoning is proccessed (which is determined by the I<speed> and
1099fields, see the general object fields above) it hits the player with 1203I<speed_left> fields, see the general object fields description above) it hits
1100<number> damage and the AT_INTERNAL attacktype (means: it will simply 1204the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1101hit the player with no strings attached). 1205simply hit the player with no strings attached).
1102 1206
1103=item food <number> 1207=item I<food> <number>
1104 1208
1105Just a note: The posion is removed when food == 1 and not when 1209Just a note: The posioning is removed if I<food> == 1 and not if
1106the whole duration is up, because the POISONING code has to remove 1210the whole I<duration> is up, because the B<POISONING> code has to remove
1107the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1211the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1108deletes the POISONING object. 1212deletes the B<POISONING> object.
1109 1213
1110=back 1214=back
1111 1215
1112=head3 FORCE - type 114 - Forces 1216=head3 B<FORCE> - type 114 - Forces
1113 1217
1114Forces are a very 'thin' type. They don't have much behaviour other than 1218Forces are a very 'thin' type. They don't have much behaviour other than
1115disappearing after a time and/or affecting the player if they are in his 1219disappearing after a time and/or affecting the player if they are in his
1116inventory. 1220inventory.
1117 1221
1118Forces only take effect on the player if they have set FLAG_APPLIED. 1222Forces only take effect on the player if they have FLAG_APPLIED set.
1119 1223
1120Whether the duration field is processed or not a tick is controlled via the 1224Whether the I<duration> field is processed or not per tick is controlled by the
1121speed and speed_left field. Look above in the generic object field description. 1225I<speed> and I<speed_left> fields. Look above in the generic object field description.
1122 1226
1123NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1227NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1124like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1228interpreter like described in the description of the FLAG_IS_USED_UP flag.
11250 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1229BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1126If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1230will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1127Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1231removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1232have good semantics on forces, try to avoid it.
1128 1233
1129=over 4 1234=over 4
1130 1235
1131=item duration 1236=item I<duration>
1132 1237
1133While this field is greater than 0 the force/object is not destroyed. It is 1238While this field is greater than 0 the force/object is not destroyed. It is
1134decreased each tick by 1. 1239decreased each tick by 1.
1135 1240
1136If it reaches 0 the force/object is destroyed. 1241If it reaches 0 the force/object is destroyed.
1139FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1244FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1140what happens then. 1245what happens then.
1141 1246
1142=back 1247=back
1143 1248
1144=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1249=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1145 1250
1146This object is generated by the POTION code when the potion is a resistance 1251This object is generated by the B<POTION> code when the potion is a resistance
1147giving potion. It has mainly the same behaviour as a FORCE. 1252giving potion. It has mainly the same behaviour as a B<FORCE>.
1148 1253
1149The specialty of the potion effect is that the resistancy it gives is absolute, 1254The specialty of the potion effect is that the resistancy it gives is absolute,
1150so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1255so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1151fire. 1256fire.
1152 1257
1153Multiple potion effects only give you the maximum of their resistancy. 1258Multiple potion effects only give you the maximum of their resistancy.

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