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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.24 by root, Sat May 19 00:11:11 2007 UTC vs.
Revision 1.25 by root, Thu Jun 21 22:25:03 2007 UTC

338=head2 Description of type specific fields and behaviour 338=head2 Description of type specific fields and behaviour
339 339
340The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
341are 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.
342 342
343=head3 B<TRANSPORT> - type 2 - Player transports
344
345This type is implemented by the transport extension and has currently no special
346fields that affect it.
347
348=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
349
350Rods contain spells and can be fired by a player.
351
352=over 4
353
354=item I<level> <number>
355
356This field is used for calculating the spell level that can be fired
357with this rod, it's also the maximum level of the spell that can be fired.
358The level of the spell that is being fired depends mostly on
359the 'use magic item' skill level of the player and 1/10 of the level of the
360rod is added as bonus.
361
362=item I<hp> <number>
363
364The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
365maxhp/10> per tick.
366
367=item I<maxhp> <number>
368
369The maximum amount of spellpoints this rod has.
370
371=item I<skill> <skill name>
372
373This field determines which skill you need to apply this object.
374
375=back
376
377=head3 B<TREASURE> - type 4 - Treasures
378
379This type of objects are for random treasure generation in maps.
380If this object is applied by a player it will replace itself with it's
381inventory. If it is automatically applied
382generate a treasure and replace itself with the generated treasure.
383
384Chests are also of this type, their treasures are generated by
385the auto apply code on map instantiation.
386
387=over 4
388
389=item I<hp> <number>
390
391The number of treasures to generate.
392
393=item I<exp> <level>
394
395If FLAG_AUTO_APPLY is not set the exp field has no further meaning
396and the difficulty for the treasurecode only depends on the maps difficulty,
397otherwise the exp field has the following meaning:
398
399If this field is not 0 it is passed as the difficulty
400to the treasure generation code to determine how good, how much
401worth a treasure is or what bonuses it is given by the treasure code.
402
403If this field is not set or 0 the difficulty of the map is passed to the treasure
404generation code.
405
406=item I<randomitems> <treasurelist>
407
408The treasurelist to use to generate the treasure which is put in the
409treasure objects inventory.
410
411=back
412
413=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
414
415These objects contain a spell and will emit it on apply, which most
416of the time has the meaning of 'drinking'.
417
418If no resistancy field, stat field or attacktype is set and no spell
419is put in the potion by the sp field or the randomitems the
420potion will become an artifact and the artifact code decides which kind
421of potion will be generated.
422
423If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
424will yield an explosion and hurt the player.
425
426=over 4
427
428=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
429
430These stat fields determine how many stat points the player gets
431when he applies this potion.
432
433If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
434
435=item I<sp> <number>
436
437If this field is set and the randomitems field is not set
438the field is interpreted as spell number, please look the right
439number up in common/loader.C.
440
441If this field is set the randomitems field will be unset by the
442map loading code.
443
444=item I<attacktype> <attacktype>
445
446This field has some special meaning in potions, currently the
447bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
448restoration potion or improvement potion.
449See include/attackinc.h for the bits of these types.
450
451If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
452will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
453set the player will be drained a random stat by inserting an ARCH_DEPLETION
454into him.
455
456If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
457When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
458
459=item I<resist_RESISTANCY> <number>
460
461If this stat is set and no spell is in the potion the potion
462will create a force that give the player this specific resistancy.
463The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
464and the potion will last 10 times longer than the default force archetype
465FORCE_NAME (at the moment of this writing spell/force.arc).
466
467=item I<randomitems> <treasurelist>
468
469The inventory/spell of the potion will be created by calling the treasure code
470with the treasurelist specified here. (I guess it's highly undefined what
471happens if there is not a spell in the potions inventory).
472
473=item I<on_use_yield> <archetype>
474
475When this object is applied an instance of <archetype> will be created.
476
477=item I<subtypes> <potion subtype>
478
479see include/spells.h for possible potion subtypes, there are currently 4:
480
481=over 4
482
483=item POT_SPELL
484
485Unused, default behaiour of a potion.
486
487=item POT_DUST
488
489This potion can be thrown to cast the spell that it has in it's inventory,
490the behaviour is not defined if there is not a B<SPELL> in the inventory and the
491server will log an error.
492
493=item POT_FIGURINE
494
495Unused, default behaiour of a potion.
496
497=item POT_BALM
498
499Unused, default behaiour of a potion.
500
501=back
502
503=back
504
505=head3 B<FOOD> - type 6 - Eatable stuff
506
507This is for objects that are representing general eatables like
508beef or bread.
509
510The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
511give different messages.
512
513The specialty of B<FLESH> is that it inherits the resistancies of the
514monsters it was generated in and will let dragons raise their resistancies
515with that. If the monster has the B<POISON> attacktype the B<FLESH>
516will change into B<POISON>.
517
518If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
519and if he doesn't find any of that he will start eating B<FLESH>.
520
521=over 4
522
523=item I<title> <string>
524
525If the food has B<title> set or is cursed it is considered 'special', which
526means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
527I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
528on the player.
529
530The higher the I<food> field is the longer the improvement of the player lasts
531(except for I<hp> and I<sp>).
532
533=item I<food> <number>
534
535This is the amount of food points the player gets when he eats this.
536
537=item I<on_use_yield> <archetype>
538
539When this object is applied an instance of <archetype> will be created.
540
541=back
542
543=head3 B<POISON> - type 7 - Poisonous stuff
544
545This type is for objects that can poison the player when he drinks/applies it.
546When applied it will hit the attacked with AT_POISON and will create
547a B<POISONING> object in the one who was hit.
548
549=over 4
550
551=item I<level> <number>
552
553This field affects the probability of poisoning. The higher the level difference
554between the one who is hit and the poision the more probable it is the attacked
555one will be poisoned.
556
557=item I<slaying> <race>
558
559This field has the usual meaning of 'slaying', when the
560poisoned's race matches the I<slaying> field the damage done by the poison
561is multiplied by 3.
562
563=item I<hp> <number>
564
565This is the amount of damage the player will receive from applying this. The
566attacktype AT_POISON will be used to hit the player and the damage will
567determine the strenght, duration and depletion of stats of the poisoning. The
568created B<POISONING> object which is being placed in the one who was attacked will
569get the damage from this field (which is maybe adjusted by slaying or the
570resistancies).
571
572=item I<food> <number>
573
5741/4 of <number> will be drained from the players I<food>.
575
576=item I<on_use_yield> <archetype>
577
578When this object is applied an instance of <archetype> will be created.
579
580=back
581
582=head3 B<BOOK> - type 8 - Readable books
583
584This type is basically for representing text books in the game.
585
586Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
587
588=over 4
589
590=item I<msg> <text>
591
592This is the contents of the book. When this field is unset
593at treasure generation a random text will be inserted.
594
595=item I<skill> <skill name>
596
597The skill required to read this book. (The most resonable
598skill would be literacy).
599
600=item I<exp> <number>
601
602The experience points the player get for reading this book.
603
604=item I<subtype> <readable subtype>
605
606This field determines the type of the readable.
607Please see common/readable.C in the readable_message_types table.
608
609=back
610
611=head3 B<CLOCK> - type 9 - Clocks
612
613This type of objects just display the time when being applied.
614
615=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
616
617This is a spell effect of a moving bolt. It moves straigt forward
618through the map until something blocks it.
619If FLAG_REFLECTING is set it even reflects on walls.
620
621FLAG_IS_TURNABLE should be set on these objects.
622
623=over 4
624
625=item I<move_type> <movetype>
626
627This field affects the move type with which the lightning moves through
628the map and which map cells will reflect or block it.
629
630=item I<attacktype> <attacktype>
631
632The attacktype with which it hits the objects on the map.
633
634=item I<dam> <number>
635
636The damage this bolt inflicts when it hits objects on the map.
637
638=item I<Dex> <number>
639
640This is the fork percentage, it is reduced by 10 per fork.
641And the I<dam> field is halved on each fork.
642
643=item I<Con> (internal)
644
645This value is a percentage of which the forking lightning
646is deflected to the left. This value should be mostly used internally.
647
648=item I<duration> <number>
649
650The duration the bolt stays on a map cell. This field is decreased each time
651the object is processed (see the meaning of I<speed> and I<speed_left> fields in
652the generic object field description).
653
654=item I<range> <number>
655
656This is the range of the bolt, each space it advances this field is decreased.
657
658=back
659
660=head3 B<ARROW> - type 13 - Arrows
661
662This is the type for objects that represent projectiles like arrows.
663The movement of B<THROWN_OBJ>s behave similar to this type.
664
665Flying arrows are stopped either when they hit something blocking
666(I<move_block>) or something which is alive.
667If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
668set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
669damage with a small chance which is affected by the I<level> field of the arrow.
670
671If FLAG_REFLECTING is set on the arrow it will bounce off everything
672that is not alive and blocks it's movement.
673
674When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
675fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
676the object, to restore them once the arrow has been stopped.
677
678=over 4
679
680=item I<dam> <number>
681
682The amount of damage that is being done to the victim that gets hit.
683This field is recomputed when the arrow is fired and will consist
684of the sum of a damage bonus (see description of the B<BOW> type),
685the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
686and the arrows I<magic> field.
687
688=item I<wc> <number>
689
690The weapon class of the arrow, which has effect on the probability of hitting.
691
692It is recomputed when the arrow is being fired by this formula:
693
694 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
695 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
696
697When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
698level is not added.
699
700wc_mod is dependend on the fire mode of the bow. For a more detailed
701explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
702
703=item I<magic> <number>
704
705This field is added to the damage of the arrow when it is shot and
706will also improve it's I<speed> by 1/5 of it's value.
707
708=item I<attacktype> <attacktype>
709
710Bitfield which decides the attacktype of the damage, see include/attackinc.h
711On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
712
713=item I<level> <number> (interally used)
714
715The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
716see above in the B<ARROW> description.
717
718The I<level> is set when the arrow is fired to either the skill level or the
719shooters level.
720
721=item I<speed> <number> (internal)
722
723This field shouldn't be set directly in the archetype, the arrow will get it's
724I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
725arrow will be stopped immediatly.
726
727On fireing the I<speed> of the arrow is computed of 1/5 of the
728sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
729of the bows I<dam> field is added to the I<speed> of the arrow.
730
731The minimum I<speed> of an arrow is 1.0.
732
733While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
734
735If the I<speed> is above 10.0 it goes straight through the creature it hits and
736it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
737stopped and either sticked into the victim (see I<weight> field description) or
738put on it's map square (if it didn't break, see description of the I<food> field).
739
740=item I<weight> <number>
741
742This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
743the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
744
745=item I<food> <number>
746
747The breaking percentage. 100 (%) means: breaks on usage for sure.
748
749=item I<inventory> (internal)
750
751If the flying/moving object has something in it's inventory and it stops, it
752will be replaced with it's inventory. Otherwise it will be handled as usual,
753which means: it will be calculated whether the arrow breaks and it will be
754reset for reuse.
755
756=item I<slaying> <string>
757
758When the bow that fires this arrow has it's I<slaying> field set it is copied
759to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
760
761=item I<move_type> <movetype> (internally used)
762
763This field is set when the arrow is shot to MOVE_FLY_LOW.
764
765=item I<move_on> <movetype> (internally used)
766
767This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
768
769=item I<race> <string>
770
771The I<race> field is a unique key that assigns arrows, bows and quivers. When
772shooting an arrow the bows I<race> is used to search for arrows (which have the
773same I<race> as the bow) in the players inventory and will recursively search in
774the containers (which are applied and have the same I<race> as the bow and the arrow).
775
776=back
777
778=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
779
780TODO, but take into account B<ARROW> description above!
781
782=head3 B<WEAPON> - type 15 - Weapons
783
784This type is for general hack and slash weapons like swords, maces
785and daggers and and ....
786
787=over 4
788
789=item I<weapontype> <type id>
790
791decides what attackmessages are generated, see include/define.h
792
793=item I<attacktype> <bitmask>
794
795bitfield which decides the attacktype of the damage, see include/attackinc.h
796
797=item I<dam> <number>
798
799amount of damage being done with the attacktype
800
801=item I<item_power> <level>
802
803the itempower of this weapon.
804
805=item I<name>
806
807the name of the weapon.
808
809=item I<level> (internal)
810
811The improvement state of the weapon.
812If this field is greater than 0 the I<name> field starts with the
813characters name who improved this weapon.
814
815=item I<last_eat> (internal)
816
817This seems to be the amount of improvements of a weapon,
818the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
819
820 ((who->level / 5) + 5) >= op->last_eat
821
822=item I<last_sp>
823
824the weapon speed (see magic description)
825
826=item I<food> <number>
827
828addition to food regeneration of the player
829
830=item I<hp> <number>
831
832addition to health regeneration
833
834=item I<sp> <number>
835
836addition to mana regeneration
837
838=item I<grace> <number>
839
840addititon to grace regeneration
841
842=item I<gen_sp_armour> <number>
843
844the players I<gen_sp_armour> field (which is per default 10) is being added the
845<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
846do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
847I<gen_sp_armour> limits the amout of regenerated spellpoints.
848
849Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
850I<sp> regeneration.
851
852=item I<body_BODYSLOT>
853
854The part/slot of the body you need to use this weapon, possible values for
855C<BODYSLOT> should be looked up in common/item.C at body_locations.
856
857The value (in the range C<-7..7>) gives the number of those body slots
858used up by the item (if negative) or the number of body slots this object
859has (if positive, e.g. for monsters or players). The special value C<0>
860indicates that this object cannot equip items requiring these body slots.
861
862=item I<resist_RESISTANCY> <number>
863
864this is the factor with which the difference of the players resistancy and 100%
865is multiplied, something like this:
866
867 additional_resistancy = (100 - current_resistancy) * (<number>/100)
868
869if <number> is negative it is added to the total vulnerabilities,
870and later the total resistance is decided by:
871
872 'total resistance = total protections - total vulnerabilities'
873
874see also common/living.C:fix_player.
875
876=item I<path_(attuned|repelled|denied)>
877
878this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
879for the pathes.
880
881=item I<luck> <number>
882
883this luck is added to the players I<luck>
884
885=item I<move_type>
886
887if the weapon has a I<move_type> set the player inherits it's I<move_type>
888
889=item I<exp> <number>
890
891the added_speed and bonus_speed of the player is raised by <number>/3.
892if <number> < 0 then the added_speed is decreased by <number>
893
894=item I<weight>
895
896the weight of the weapon
897
898=item I<magic>
899
900the I<magic> field affects the amounts of the following fields:
901
902 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
903
904 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
905
906 - dam: the players dam is adjusted by: player->dam += (dam + magic)
907
908 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
909 (minium is 0)
910
911=item I<ac> <number>
912
913the amount of ac points the player's I<ac> is decreased when applying this object.
914
915=item I<wc> <number>
916
917the amount of wc points the player's I<wc> is decreased when applying this object.
918
919=back
920
921=head4 Player inherits following flags from weapons:
922
923 FLAG_LIFESAVE
924 FLAG_REFL_SPELL
925 FLAG_REFL_MISSILE
926 FLAG_STEALTH
927 FLAG_XRAYS
928 FLAG_BLIND
929 FLAG_SEE_IN_DARK
930 FLAG_UNDEAD
931
932=head3 B<GRIMREAPER> - type 28 - Grimreapers
933
934These type are mostly used for monsters, they give the
935monster the ability to dissapear after 10 hits with AT_DRAIN.
936
937=over 4
938
939=item I<value> <number>
940
941This field stores the hits the monster did yet.
942
943=back
944
945=head3 B<CREATOR> - type 42 - Object creators
946
947Once a creator is activated by a connection it creates a number of objects
948(cloned from it's inventory or a new object derived from the archetype
949named in the other_arch slot).
950
951If FLAG_LIVESAFE is set the number of uses is unlimited.
952
953=over 4
954
955=item I<hp> <number>
956
957If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
958be used.
959
960=item I<speed> <number>
961
962If I<speed> is set the creator will create an object periodically,
963see I<speed> and I<speed_left> fields in the general object field description
964for more details.
965
966=item I<slaying> <string>
967
968If set the generated object's name and title will be set to this.
969
970=item I<other_arch> <string>
971
972If the inventory of the creator is empty new objects will be derived from the
973archetype named by <string>.
974
975=item I<connected> <number>
976
977See generic object field description.
978
979=back
980
981=head3 B<DRINK> - type 54 - Drinkable stuff
982
983See B<FOOD> description.
984
985=head3 B<CHECK_INV> - type 64 - Inventory checkers
986
987This object checks whether the player has a specific item in his
988inventory when he moves above the inventory checker. If the player has
989the item (or not, which can be controlled with a flag) a connection will be triggered.
990
991If you set I<move_block> you can deny players and monsters to reach the space where
992the inventory checker is on, see I<move_block> description below.
993
994The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
995So matching one of those conditions is enough.
996
997=over 4
998
999=item I<move_block> <move type bitmask>
1000
1001If you set this field to block a movetype the move code will block any moves
1002onto the space with the inventory checker, IF the moving object doesn't have
1003(or has - if I<last_sp> = 0) the item that the checker is searching for.
1004
1005=item I<last_sp> (0|1)
1006
1007If I<last_sp> is 1 'having' the item that is being checked for will
1008activate the connection or make the space with the checker non-blocking.
1009If I<last_sp> is 0 'not having' the item will activate the connection
1010or make the space with the checker non-blocking.
1011
1012=item I<last_heal> (0|1)
1013
1014If I<last_heal> is 1 the matching item will be removed if the inventory checker
1015activates a connection and finds the item in the inventory.
1016
1017(A inventory checker that blocks a space won't remove anything from inventories)
1018
1019=item I<hp> <number>
1020
1021If this field is not 0 the inventory checker will search for an object
1022with the type id <number>.
1023
1024=item I<slaying> <string>
1025
1026If this field is set the inventory checker will search for an object that
1027has the same string in the I<slaying> field (for example a key string of a key).
1028
1029=item I<race> <string>
1030
1031If this field is set the inventory checker will search for an object which
1032has the archetype name that matches <string>.
1033
1034=item I<connected> <connection id>
1035
1036This is the connection that will be activated. The connection is
1037'pushed' when someone enters the space with the inventory checker,
1038and it is 'released' when he leaves it.
1039
1040See also the description of the I<connected> field in the generic object field
1041section.
1042
1043=back
1044
343=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters 1045=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
344 1046
345speed == 0 for triggered mood changes, speed != 0 for non-triggered mood 1047speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
346changes. 1048changes.
347 1049
354 who triggers the square. This setting 1056 who triggers the square. This setting
355 is not enabled for continous operation 1057 is not enabled for continous operation
356 5: 'destroy mons' destroy any monsters on this space 1058 5: 'destroy mons' destroy any monsters on this space
357 6: 'destroy pets' destroy friendly monsters on this space 1059 6: 'destroy pets' destroy friendly monsters on this space
358 1060
359=head3 B<TRANSPORT> - type 2 - Player transports
360
361This type is implemented by the transport extension and has currently no special
362fields that affect it.
363
364=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
365
366Rods contain spells and can be fired by a player.
367
368=over 4
369
370=item I<level> <number>
371
372This field is used for calculating the spell level that can be fired
373with this rod, it's also the maximum level of the spell that can be fired.
374The level of the spell that is being fired depends mostly on
375the 'use magic item' skill level of the player and 1/10 of the level of the
376rod is added as bonus.
377
378=item I<hp> <number>
379
380The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
381maxhp/10> per tick.
382
383=item I<maxhp> <number>
384
385The maximum amount of spellpoints this rod has.
386
387=item I<skill> <skill name>
388
389This field determines which skill you need to apply this object.
390
391=back
392
393=head3 B<TREASURE> - type 4 - Treasures
394
395This type of objects are for random treasure generation in maps.
396If this object is applied by a player it will replace itself with it's
397inventory. If it is automatically applied
398generate a treasure and replace itself with the generated treasure.
399
400Chests are also of this type, their treasures are generated by
401the auto apply code on map instantiation.
402
403=over 4
404
405=item I<hp> <number>
406
407The number of treasures to generate.
408
409=item I<exp> <level>
410
411If FLAG_AUTO_APPLY is not set the exp field has no further meaning
412and the difficulty for the treasurecode only depends on the maps difficulty,
413otherwise the exp field has the following meaning:
414
415If this field is not 0 it is passed as the difficulty
416to the treasure generation code to determine how good, how much
417worth a treasure is or what bonuses it is given by the treasure code.
418
419If this field is not set or 0 the difficulty of the map is passed to the treasure
420generation code.
421
422=item I<randomitems> <treasurelist>
423
424The treasurelist to use to generate the treasure which is put in the
425treasure objects inventory.
426
427=back
428
429=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
430
431These objects contain a spell and will emit it on apply, which most
432of the time has the meaning of 'drinking'.
433
434If no resistancy field, stat field or attacktype is set and no spell
435is put in the potion by the sp field or the randomitems the
436potion will become an artifact and the artifact code decides which kind
437of potion will be generated.
438
439If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
440will yield an explosion and hurt the player.
441
442=over 4
443
444=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
445
446These stat fields determine how many stat points the player gets
447when he applies this potion.
448
449If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
450
451=item I<sp> <number>
452
453If this field is set and the randomitems field is not set
454the field is interpreted as spell number, please look the right
455number up in common/loader.C.
456
457If this field is set the randomitems field will be unset by the
458map loading code.
459
460=item I<attacktype> <attacktype>
461
462This field has some special meaning in potions, currently the
463bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
464restoration potion or improvement potion.
465See include/attackinc.h for the bits of these types.
466
467If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
468will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
469set the player will be drained a random stat by inserting an ARCH_DEPLETION
470into him.
471
472If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
473When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
474
475=item I<resist_RESISTANCY> <number>
476
477If this stat is set and no spell is in the potion the potion
478will create a force that give the player this specific resistancy.
479The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
480and the potion will last 10 times longer than the default force archetype
481FORCE_NAME (at the moment of this writing spell/force.arc).
482
483=item I<randomitems> <treasurelist>
484
485The inventory/spell of the potion will be created by calling the treasure code
486with the treasurelist specified here. (I guess it's highly undefined what
487happens if there is not a spell in the potions inventory).
488
489=item I<on_use_yield> <archetype>
490
491When this object is applied an instance of <archetype> will be created.
492
493=item I<subtypes> <potion subtype>
494
495see include/spells.h for possible potion subtypes, there are currently 4:
496
497=over 4
498
499=item POT_SPELL
500
501Unused, default behaiour of a potion.
502
503=item POT_DUST
504
505This potion can be thrown to cast the spell that it has in it's inventory,
506the behaviour is not defined if there is not a B<SPELL> in the inventory and the
507server will log an error.
508
509=item POT_FIGURINE
510
511Unused, default behaiour of a potion.
512
513=item POT_BALM
514
515Unused, default behaiour of a potion.
516
517=back
518
519=back
520
521=head3 B<FOOD> - type 6 - Eatable stuff
522
523This is for objects that are representing general eatables like
524beef or bread.
525
526The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
527give different messages.
528
529The specialty of B<FLESH> is that it inherits the resistancies of the
530monsters it was generated in and will let dragons raise their resistancies
531with that. If the monster has the B<POISON> attacktype the B<FLESH>
532will change into B<POISON>.
533
534If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
535and if he doesn't find any of that he will start eating B<FLESH>.
536
537=over 4
538
539=item I<title> <string>
540
541If the food has B<title> set or is cursed it is considered 'special', which
542means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
543I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
544on the player.
545
546The higher the I<food> field is the longer the improvement of the player lasts
547(except for I<hp> and I<sp>).
548
549=item I<food> <number>
550
551This is the amount of food points the player gets when he eats this.
552
553=item I<on_use_yield> <archetype>
554
555When this object is applied an instance of <archetype> will be created.
556
557=back
558
559=head3 B<POISON> - type 7 - Poisonous stuff
560
561This type is for objects that can poison the player when he drinks/applies it.
562When applied it will hit the attacked with AT_POISON and will create
563a B<POISONING> object in the one who was hit.
564
565=over 4
566
567=item I<level> <number>
568
569This field affects the probability of poisoning. The higher the level difference
570between the one who is hit and the poision the more probable it is the attacked
571one will be poisoned.
572
573=item I<slaying> <race>
574
575This field has the usual meaning of 'slaying', when the
576poisoned's race matches the I<slaying> field the damage done by the poison
577is multiplied by 3.
578
579=item I<hp> <number>
580
581This is the amount of damage the player will receive from applying this. The
582attacktype AT_POISON will be used to hit the player and the damage will
583determine the strenght, duration and depletion of stats of the poisoning. The
584created B<POISONING> object which is being placed in the one who was attacked will
585get the damage from this field (which is maybe adjusted by slaying or the
586resistancies).
587
588=item I<food> <number>
589
5901/4 of <number> will be drained from the players I<food>.
591
592=item I<on_use_yield> <archetype>
593
594When this object is applied an instance of <archetype> will be created.
595
596=back
597
598=head3 B<BOOK> - type 8 - Readable books
599
600This type is basically for representing text books in the game.
601
602Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
603
604=over 4
605
606=item I<msg> <text>
607
608This is the contents of the book. When this field is unset
609at treasure generation a random text will be inserted.
610
611=item I<skill> <skill name>
612
613The skill required to read this book. (The most resonable
614skill would be literacy).
615
616=item I<exp> <number>
617
618The experience points the player get for reading this book.
619
620=item I<subtype> <readable subtype>
621
622This field determines the type of the readable.
623Please see common/readable.C in the readable_message_types table.
624
625=back
626
627=head3 B<CLOCK> - type 9 - Clocks
628
629This type of objects just display the time when being applied.
630
631=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
632
633This is a spell effect of a moving bolt. It moves straigt forward
634through the map until something blocks it.
635If FLAG_REFLECTING is set it even reflects on walls.
636
637FLAG_IS_TURNABLE should be set on these objects.
638
639=over 4
640
641=item I<move_type> <movetype>
642
643This field affects the move type with which the lightning moves through
644the map and which map cells will reflect or block it.
645
646=item I<attacktype> <attacktype>
647
648The attacktype with which it hits the objects on the map.
649
650=item I<dam> <number>
651
652The damage this bolt inflicts when it hits objects on the map.
653
654=item I<Dex> <number>
655
656This is the fork percentage, it is reduced by 10 per fork.
657And the I<dam> field is halved on each fork.
658
659=item I<Con> (internal)
660
661This value is a percentage of which the forking lightning
662is deflected to the left. This value should be mostly used internally.
663
664=item I<duration> <number>
665
666The duration the bolt stays on a map cell. This field is decreased each time
667the object is processed (see the meaning of I<speed> and I<speed_left> fields in
668the generic object field description).
669
670=item I<range> <number>
671
672This is the range of the bolt, each space it advances this field is decreased.
673
674=back
675
676=head3 B<ARROW> - type 13 - Arrows
677
678This is the type for objects that represent projectiles like arrows.
679The movement of B<THROWN_OBJ>s behave similar to this type.
680
681Flying arrows are stopped either when they hit something blocking
682(I<move_block>) or something which is alive.
683If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
684set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
685damage with a small chance which is affected by the I<level> field of the arrow.
686
687If FLAG_REFLECTING is set on the arrow it will bounce off everything
688that is not alive and blocks it's movement.
689
690When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
691fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
692the object, to restore them once the arrow has been stopped.
693
694=over 4
695
696=item I<dam> <number>
697
698The amount of damage that is being done to the victim that gets hit.
699This field is recomputed when the arrow is fired and will consist
700of the sum of a damage bonus (see description of the B<BOW> type),
701the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
702and the arrows I<magic> field.
703
704=item I<wc> <number>
705
706The weapon class of the arrow, which has effect on the probability of hitting.
707
708It is recomputed when the arrow is being fired by this formula:
709
710 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
711 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
712
713When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
714level is not added.
715
716wc_mod is dependend on the fire mode of the bow. For a more detailed
717explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
718
719=item I<magic> <number>
720
721This field is added to the damage of the arrow when it is shot and
722will also improve it's I<speed> by 1/5 of it's value.
723
724=item I<attacktype> <attacktype>
725
726Bitfield which decides the attacktype of the damage, see include/attackinc.h
727On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
728
729=item I<level> <number> (interally used)
730
731The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
732see above in the B<ARROW> description.
733
734The I<level> is set when the arrow is fired to either the skill level or the
735shooters level.
736
737=item I<speed> <number> (internal)
738
739This field shouldn't be set directly in the archetype, the arrow will get it's
740I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
741arrow will be stopped immediatly.
742
743On fireing the I<speed> of the arrow is computed of 1/5 of the
744sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
745of the bows I<dam> field is added to the I<speed> of the arrow.
746
747The minimum I<speed> of an arrow is 1.0.
748
749While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
750
751If the I<speed> is above 10.0 it goes straight through the creature it hits and
752it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
753stopped and either sticked into the victim (see I<weight> field description) or
754put on it's map square (if it didn't break, see description of the I<food> field).
755
756=item I<weight> <number>
757
758This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
759the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
760
761=item I<food> <number>
762
763The breaking percentage. 100 (%) means: breaks on usage for sure.
764
765=item I<inventory> (internal)
766
767If the flying/moving object has something in it's inventory and it stops, it
768will be replaced with it's inventory. Otherwise it will be handled as usual,
769which means: it will be calculated whether the arrow breaks and it will be
770reset for reuse.
771
772=item I<slaying> <string>
773
774When the bow that fires this arrow has it's I<slaying> field set it is copied
775to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
776
777=item I<move_type> <movetype> (internally used)
778
779This field is set when the arrow is shot to MOVE_FLY_LOW.
780
781=item I<move_on> <movetype> (internally used)
782
783This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
784
785=item I<race> <string>
786
787The I<race> field is a unique key that assigns arrows, bows and quivers. When
788shooting an arrow the bows I<race> is used to search for arrows (which have the
789same I<race> as the bow) in the players inventory and will recursively search in
790the containers (which are applied and have the same I<race> as the bow and the arrow).
791
792=back
793
794=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
795
796TODO, but take into account B<ARROW> description above!
797
798=head3 B<WEAPON> - type 15 - Weapons
799
800This type is for general hack and slash weapons like swords, maces
801and daggers and and ....
802
803=over 4
804
805=item I<weapontype> <type id>
806
807decides what attackmessages are generated, see include/define.h
808
809=item I<attacktype> <bitmask>
810
811bitfield which decides the attacktype of the damage, see include/attackinc.h
812
813=item I<dam> <number>
814
815amount of damage being done with the attacktype
816
817=item I<item_power> <level>
818
819the itempower of this weapon.
820
821=item I<name>
822
823the name of the weapon.
824
825=item I<level> (internal)
826
827The improvement state of the weapon.
828If this field is greater than 0 the I<name> field starts with the
829characters name who improved this weapon.
830
831=item I<last_eat> (internal)
832
833This seems to be the amount of improvements of a weapon,
834the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
835
836 ((who->level / 5) + 5) >= op->last_eat
837
838=item I<last_sp>
839
840the weapon speed (see magic description)
841
842=item I<food> <number>
843
844addition to food regeneration of the player
845
846=item I<hp> <number>
847
848addition to health regeneration
849
850=item I<sp> <number>
851
852addition to mana regeneration
853
854=item I<grace> <number>
855
856addititon to grace regeneration
857
858=item I<gen_sp_armour> <number>
859
860the players I<gen_sp_armour> field (which is per default 10) is being added the
861<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
862do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
863I<gen_sp_armour> limits the amout of regenerated spellpoints.
864
865Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
866I<sp> regeneration.
867
868=item I<body_BODYSLOT>
869
870The part/slot of the body you need to use this weapon, possible values for
871C<BODYSLOT> should be looked up in common/item.C at body_locations.
872
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>
879
880this is the factor with which the difference of the players resistancy and 100%
881is multiplied, something like this:
882
883 additional_resistancy = (100 - current_resistancy) * (<number>/100)
884
885if <number> is negative it is added to the total vulnerabilities,
886and later the total resistance is decided by:
887
888 'total resistance = total protections - total vulnerabilities'
889
890see also common/living.C:fix_player.
891
892=item I<path_(attuned|repelled|denied)>
893
894this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
895for the pathes.
896
897=item I<luck> <number>
898
899this luck is added to the players I<luck>
900
901=item I<move_type>
902
903if the weapon has a I<move_type> set the player inherits it's I<move_type>
904
905=item I<exp> <number>
906
907the added_speed and bonus_speed of the player is raised by <number>/3.
908if <number> < 0 then the added_speed is decreased by <number>
909
910=item I<weight>
911
912the weight of the weapon
913
914=item I<magic>
915
916the I<magic> field affects the amounts of the following fields:
917
918 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
919
920 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
921
922 - dam: the players dam is adjusted by: player->dam += (dam + magic)
923
924 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
925 (minium is 0)
926
927=item I<ac> <number>
928
929the amount of ac points the player's I<ac> is decreased when applying this object.
930
931=item I<wc> <number>
932
933the amount of wc points the player's I<wc> is decreased when applying this object.
934
935=back
936
937=head4 Player inherits following flags from weapons:
938
939 FLAG_LIFESAVE
940 FLAG_REFL_SPELL
941 FLAG_REFL_MISSILE
942 FLAG_STEALTH
943 FLAG_XRAYS
944 FLAG_BLIND
945 FLAG_SEE_IN_DARK
946 FLAG_UNDEAD
947
948=head3 B<GRIMREAPER> - type 28 - Grimreapers
949
950These type are mostly used for monsters, they give the
951monster the ability to dissapear after 10 hits with AT_DRAIN.
952
953=over 4
954
955=item I<value> <number>
956
957This field stores the hits the monster did yet.
958
959=back
960
961=head3 B<CREATOR> - type 42 - Object creators
962
963Once a creator is activated by a connection it creates a number of objects
964(cloned from it's inventory or a new object derived from the archetype
965named in the other_arch slot).
966
967If FLAG_LIVESAFE is set the number of uses is unlimited.
968
969=over 4
970
971=item I<hp> <number>
972
973If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
974be used.
975
976=item I<speed> <number>
977
978If I<speed> is set the creator will create an object periodically,
979see I<speed> and I<speed_left> fields in the general object field description
980for more details.
981
982=item I<slaying> <string>
983
984If set the generated object's name and title will be set to this.
985
986=item I<other_arch> <string>
987
988If the inventory of the creator is empty new objects will be derived from the
989archetype named by <string>.
990
991=item I<connected> <number>
992
993See generic object field description.
994
995=back
996
997=head3 B<DRINK> - type 54 - Drinkable stuff
998
999See B<FOOD> description.
1000
1001=head3 B<CHECK_INV> - type 64 - Inventory checkers
1002
1003This object checks whether the player has a specific item in his
1004inventory when he moves above the inventory checker. If the player has
1005the item (or not, which can be controlled with a flag) a connection will be triggered.
1006
1007If you set I<move_block> you can deny players and monsters to reach the space where
1008the inventory checker is on, see I<move_block> description below.
1009
1010The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1011So matching one of those conditions is enough.
1012
1013=over 4
1014
1015=item I<move_block> <move type bitmask>
1016
1017If you set this field to block a movetype the move code will block any moves
1018onto the space with the inventory checker, IF the moving object doesn't have
1019(or has - if I<last_sp> = 0) the item that the checker is searching for.
1020
1021=item I<last_sp> (0|1)
1022
1023If I<last_sp> is 1 'having' the item that is being checked for will
1024activate the connection or make the space with the checker non-blocking.
1025If I<last_sp> is 0 'not having' the item will activate the connection
1026or make the space with the checker non-blocking.
1027
1028=item I<last_heal> (0|1)
1029
1030If I<last_heal> is 1 the matching item will be removed if the inventory checker
1031activates a connection and finds the item in the inventory.
1032
1033(A inventory checker that blocks a space won't remove anything from inventories)
1034
1035=item I<hp> <number>
1036
1037If this field is not 0 the inventory checker will search for an object
1038with the type id <number>.
1039
1040=item I<slaying> <string>
1041
1042If this field is set the inventory checker will search for an object that
1043has the same string in the I<slaying> field (for example a key string of a key).
1044
1045=item I<race> <string>
1046
1047If this field is set the inventory checker will search for an object which
1048has the archetype name that matches <string>.
1049
1050=item I<connected> <connection id>
1051
1052This is the connection that will be activated. The connection is
1053'pushed' when someone enters the space with the inventory checker,
1054and it is 'released' when he leaves it.
1055
1056See also the description of the I<connected> field in the generic object field
1057section.
1058
1059=back
1060
1061=head3 B<FLESH> - type 72 - Organs and body parts 1061=head3 B<FLESH> - type 72 - Organs and body parts
1062 1062
1063See B<FOOD> description. 1063See B<FOOD> description.
1064 1064
1065=head3 B<MISC_OBJECT> - type 79 - Misc. objects 1065=head3 B<MISC_OBJECT> - type 79 - Misc. objects

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