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Revision 1.1 by elmex, Mon Dec 18 10:57:09 2006 UTC vs.
Revision 1.15 by elmex, Wed Dec 20 20:25:59 2006 UTC

7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like I<this>.
19
12=head2 About archetypes and objects 20=head2 About archetypes and objects
13 21
14Field denotes an attribute of an archetype. 22Archetypes are 'templates' of objects. If an object is derived
23from an archetype the object fields will be set to the corresponding
24fields in the archetype.
25
26When a map is instanciated (loaded), the 'object' description on the
27map are considered patches of the archetype.
28
29This document does explain the behaviour of the objects and the meaning of
30their fields in the server engine, which are derived from archetypes.
31
15This is an example of an archetype: 32This is an example of an archetype:
16 33
17 Object button_trigger 34 Object button_trigger
18 name button 35 name button
19 type 30 36 type 30
30 editable 48 47 editable 48
31 visibility 50 48 visibility 50
32 weight 1 49 weight 1
33 end 50 end
34 51
35This archetype has the name 'button_trigger' and the objects that 52The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 53instances (objects) that are created/derived from this archetype have the
54name 'button' (which means that the field I<name> of the object will be set
55to the same value as the archetypes field I<name>).
37 56
38The next field 'type' decides the main behaviour of this archetype. 57The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 58For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 59you might find a line like:
41 60
42 #define TRIGGER_BUTTON        30 61 #define TRIGGER_BUTTON        30
43 62
44The server internally works with objects that 'inherit' attributes from 63The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 64For more information on this look in the Flags subsection in the next section
46 65
47The following documentation will also document the meaning of code internal 66The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 67fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 68or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 69
52=head2 Description of generic archetype and object attributes 70=head2 Description of (mostly) generic object fields
53 71
54=over 4 72These are the fields that most of the objects have and/or their
73default behaviour.
55 74
56=back 75=over 4
57 76
58=head2 Description of type specific attributes 77=item name <string>
78
79The name of the object.
80
81=item name_pl <string>
82
83The name of a collection of these objects (the plural of the name).
84
85=item face <facename>
86
87The graphical appearance of this object.
88
89=item x <number>
90
91The x position of the object when it is on a map.
92
93=item y <number>
94
95The y position of the object when it is on a map.
96
97=item map (internal)
98
99The map the object is on.
100
101=item invisible <number>
102
103If the <number> is greater than 0 the object is invisible.
104For players this field reflects the duration of the invisibility
105and is decreased every tick by 1.
106
107For non-player objects this field is not changed by server ticks.
108
109=item speed <number>
110
111If 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!).
113
114If the speed field drops below the MIN_ACTIVE_SPEED the object is removed
115from the active object list and it won't experience any processing per tick.
116
117=item speed_left <number>
118
119If this field is greater than 0 and the object is on the
120active list (mostly means it's speed is also greater than 0):
121
122 - speed_left is decreased by 1
123 - and this object is processed and experiences a server tick.
124
125If the object is on the active list and speed_left is lower or
126equal to 0 the absolute value of the speed field is added to speed_left
127on the end of the tick.
128
129This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED)
130the more seldom the object is processed. And the higher the speed field is
131the more often the object is processed.
132
133=item connected <number>
134
135When 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
137type of the object.
138
139When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
140when to activate the object, see description of these below for further details.
141
142=item no_drop (0|1)
143
144Sets the flag FLAG_NO_DROP.
145See Flags section below.
146
147=item applied (0|1)
148
149Sets the flag FLAG_APPLIED.
150See Flags section below.
151
152=item is_used_up (0|1)
153
154Sets the flag FLAG_IS_USED_UP.
155See Flags section below.
156
157=item changing (0|1)
158
159Sets the flag FLAG_CHANGING.
160See Flags section below.
161
162=item auto_apply (0|1)
163
164Sets the flag FLAG_AUTO_APPLY.
165See Flags section below.
166
167=item no_steal (0|1)
168
169Sets the flag FLAG_NO_STEAL.
170See Flags section below.
171
172=item reflecting (0|1)
173
174Sets the flag FLAG_REFLECTING.
175See Flags section below.
176
177=item reflect_spell (0|1)
178
179Sets the flag FLAG_REFL_SPELL.
180See Flags section below.
181
182=item no_skill_ident (0|1)
183
184Sets the flag FLAG_NO_SKILL_IDENT.
185See Flags section below.
186
187=item activate_on_push (0|1) (default: 1)
188
189Sets the flag FLAG_ACTIVATE_ON_PUSH.
190See Flags section below.
191
192=item activate_on_release (0|1) (default: 1)
193
194Sets the flag FLAG_ACTIVATE_ON_RELEASE.
195See Flags section below.
196
197=item editable (more than deprecated)
198
199This field had a special meaning for crossedit, which used parts
200of 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
202field anymore.
203
204=back
205
206=head3 Flags
207
208Here are the effects of the flags described.
209
210=over 4
211
212=item FLAG_NO_DROP
213
214An object can't be picked up and dropped.
215
216=item FLAG_APPLIED
217
218This 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
220it mostly means 'this object is active'.
221
222For example the player adjustments of the hp/sp/grace fields and inheritance
223of flags from objects in his inventory is toggled by this flag.
224
225=item FLAG_IS_USED_UP
226
227This flag controls whether an object is 'used up'. If it is set the 'food' field
228of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha
229it is removed.
230
231If also the flag FLAG_APPLIED is set, the 'duration' field controls whether
232this object is removed or not, see the Force type below for the meaning
233of the duration field in this context.
234
235If FLAG_APPLIED is not set the object is destroyed.
236
237=item FLAG_CHANGING
238
239If the 'state' field of the object is 0 the object will be processed periodically.
240Otherwise it won't "change";
241
242=item FLAG_IS_A_TEMPLATE (internal use)
243
244This flag is set on the inventory of generators like CREATORs and CONVERTERs,
245or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
246
247=item FLAG_AUTO_APPLY
248
249This flag has currently only meaning for the TREASURE type, see below.
250
251=item FLAG_ACTIVATE_ON_PUSH
252
253This flag has only meaning for objects that can be linked together
254with the 'connected' field and controls wether the object should
255be activated when the connection is 'pushed' or it is 'released'.
256
257What 'pushed' and 'released' means depends on the object that
258activates the connection.
259
260This flag is by default on.
261
262=item FLAG_ACTIVATE_ON_RELEASE
263
264This flag has only meaning for objects that can be linked together
265with the 'connected' field and controls wether the object should
266be activated when the connection is 'pushed' or it is 'released'.
267
268What 'pushed' and 'released' means depends on the object that
269activates the connection.
270
271This flag is by default on.
272
273=item FLAG_NO_STEAL
274
275When this flag is set this object can't be stolen. The flag will be
276resetted once the object is placed on a map.
277
278When this flag is set on a monster it can defent attempts of stealing
279(but in this context the flag is only used internally).
280
281=item FLAG_NO_SKILL_IDENT
282
283This flag is mostly used internal and prevents unidentified objects
284(objects which don't have FLAG_IDENTIFIED set) being identified by
285skills.
286
287This flag is used to mark objects to never being identified by a skill
288once a player failed to identify an object. So that multiple tries
289of identifying aren't more effective than one.
290
291=item FLAG_REFLECTING
292
293This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW
294to indicate whether this object reflects off walls.
295
296=item FLAG_REFL_SPELL
297
298This flag indicates whether something reflects spells, like spell reflecting
299amuletts.
300
301=back
302
303=head2 Description of type specific fields and behaviour
59 304
60The beginning of the headers of the following subsection 305The beginning of the headers of the following subsection
61are the server internal names for the objects types, see include/define.h. 306are the server internal names for the objects types, see include/define.h.
62The numeric values are maybe not 100% accurate, as the code is a changing 307
63target, please consult include/define.h in doubt :-) 308=head3 TRANSPORT - type 2 - Player transports
309
310This type is implemented by the transport extension and has currently no special
311fields that affect it.
312
313=head3 ROD - type 3 - Rods that fire spells
314
315Rods contain spells and can be fired by a player.
316
317=over 4
318
319=item level <number>
320
321This 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.
323The 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
325rod is added as bonus.
326
327=item hp <number>
328
329The amount of spellpoints this rod has left.
330
331=item maxhp <number>
332
333The maximum amount of spellpoints this rod has.
334
335=item skill <skill name>
336
337This field determines which skill you need to apply this object.
338
339=back
340
341=head3 TREASURE - type 4 - Treasures
342
343This 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
345inventory. If it is automatically applied
346generate a treasure and replace itself with the generated treasure.
347
348Chests are also of this type, their treasures are generated by
349the auto apply code on map instantiation.
350
351=over 4
352
353=item hp <number>
354
355The number of treasures to generate.
356
357=item exp <level>
358
359If 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,
361otherwise the exp field has the following meaning:
362
363If this field is not 0 it is passed as the difficulty
364to the treasure generation code to determine how good, how much
365worth a treasure is or what bonuses it is given by the treasure code.
366
367If this field is not set or 0 the difficulty of the map is passed to the treasure
368generation code.
369
370=item randomitems <treasurelist>
371
372The treasurelist to use to generate the treasure which is put in the
373treasure objects inventory.
374
375=back
376
377=head3 POTION - type 5 - Potions for drinking and other nastynesses
378
379These objects contain a spell and will emit it on apply, which most
380of the time has the meaning of 'drinking'.
381
382If no resistancy field, stat field or attacktype is set and no spell
383is put in the potion by the sp field or the randomitems the
384potion will become an artifact and the artifact code decides which kind
385of potion will be generated.
386
387If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
388will yield an explosion and hurt the player.
389
390=over 4
391
392=item Str, Dex, Con, Int, Wis, Cha, Pow <number>
393
394These stat fields determine how many stat points the player gets
395when he applies this potion.
396
397If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
398
399=item sp <number>
400
401If this field is set and the randomitems field is not set
402the field is interpreted as spell number, please look the right
403number up in common/loader.C.
404
405If this field is set the randomitems field will be unset by the
406map loading code.
407
408=item attacktype <attacktype>
409
410This field has some special meaning in potions, currently the
411bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
412restoration potion or improvement potion.
413See include/attackinc.h for the bits of these types.
414
415If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
416will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
417set the player will be drained a random stat by inserting an ARCH_DEPLETION
418into him.
419
420If 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.
422
423=item resist_<resistancy> <number>
424
425If this stat is set and no spell is in the potion the potion
426will create a force that give the player this specific resistancy.
427The 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
429FORCE_NAME (at the moment of this writing spell/force.arc).
430
431=item randomitems <treasurelist>
432
433The 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
435happens if there is not a spell in the potions inventory).
436
437=item on_use_yield <archetype>
438
439When this object is applied an instance of <archetype> will be created.
440
441=item subtypes <potion subtype>
442
443see include/spells.h for possible potion subtypes, there are currently 4:
444
445=over 4
446
447=item POT_SPELL
448
449Unused, default behaiour of a potion.
450
451=item POT_DUST
452
453This 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
455server will log an error.
456
457=item POT_FIGURINE
458
459Unused, default behaiour of a potion.
460
461=item POT_BALM
462
463Unused, default behaiour of a potion.
464
465=back
466
467=back
468
469=head3 FOOD - type 6 - Eatable stuff
470
471This is for objects that are representing general eatables like
472beef or bread.
473
474The main difference between FOOD, FLESH and DRINK is that they
475give different messages.
476
477The specialty of FLESH is that it inherits the resistancies of the
478monsters it was generated in and will let dragons raise their resistancies
479with that. If the monster has the POISON attacktype the FLESH
480will change into POISON.
481
482If a player runs low on food he will grab for FOOD, DRINK and POISON
483and if he doesn't find any of that he will start eating FLESH.
484
485=over 4
486
487=item title <string>
488
489If the food has a title or is cursed it is considered 'special', which means that the
490fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp
491are interpreted and have further effects on the player.
492
493The higher the food field is the longer the improvement of the player lasts
494(except for hp and sp).
495
496=item food <number>
497
498This is the amount of food points the player gets when he eats this.
499
500=item on_use_yield <archetype>
501
502When this object is applied an instance of <archetype> will be created.
503
504=back
505
506=head3 POISON - type 7 - Poisonous stuff
507
508This type is for objects that can poison the player when drinking.
509When applied it will hit the attacked with AT_POISON and will create
510a POISONING object in the one who was hit.
511
512=over 4
513
514=item level <number>
515
516This field affects the propability of poisoning. The higher the level difference
517between the one who is hit and the poision the mose propable it is the attacked
518one will be poisoned.
519
520=item slaying <race>
521
522On poison this field has the usual meaning of 'slaying', when the
523ones race matches the slaying field the damage done by the poison
524is multiplied by 3.
525
526=item hp <number>
527
528This 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
530determine 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
532get the damage from this field (which is maybe adjusted by slaying or the
533resistancies).
534
535=item food <number>
536
5371/4 of <number> will be drained from the players food.
538
539=item on_use_yield <archetype>
540
541When this object is applied an instance of <archetype> will be created.
542
543=back
544
545=head3 BOOK - type 8 - Readable books
546
547This type is basically for representing text books in the game.
548
549Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
550
551=over 4
552
553=item msg <text>
554
555This is the contents of the book. When this field is unset
556at treasure generation a random text will be inserted.
557
558=item skill <skill name>
559
560The skill required to read this book. (The most resonable
561skill would be literacy).
562
563=item exp <number>
564
565The experience points the player get for reading this book.
566
567=item subtype <readable subtype>
568
569This field determines the type of the readable.
570Please see common/readable.C in the readable_message_types table.
571
572=back
573
574=head3 CLOCK - type 9 - Clocks
575
576This type of objects just display the time when being applied.
577
578=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT)
579
580This is a spell effect of a moving bolt. It moves straigt forward
581through the map until something blocks it.
582If FLAG_REFLECTING is set it even reflects on walls.
583
584FLAG_IS_TURNABLE should be set on these objects.
585
586=over 4
587
588=item move_type <movetype>
589
590This field affects the move type with which the lightning moves through
591the map and which map cells will reflect or block it.
592
593=item attacktype <attacktype>
594
595The attacktype with which it hits the objects on the map.
596
597=item dam <number>
598
599The damage this bolt inflicts when it hits objects on the map.
600
601=item Dex <number>
602
603This is the fork percentage, it is reduced by 10 per fork.
604And the damage is halved on each fork.
605
606=item Con <number>
607
608This value is a percentage of which the forking lightning
609is deflected to the left. This value should be mostly used internally.
610
611=item duration <number>
612
613The 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
615the object general description).
616
617=item range <number>
618
619This is the range of the bolt, each space it advances this field is decreased.
620
621=back
622
623=head3 ARROW - type 13 - Arrows
624
625This is the type for objects that represent projectiles like arrows.
626The movement of THROWN_OBJs behave similar to this type.
627
628Flying arrows are stopped either when they hit something blocking
629(move_block) or something which is alive.
630If 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
632damage with a small chance which is affected by the 'level' field of the arrow.
633
634If FLAG_REFLECTING is set on the arrow it will bounce off everything
635that is not alive and blocks it's movement.
636
637When an arrow is being shot it's dam, wc, attacktype, slaying fields will
638be saved in the sp, hp, grace and spellarg fields of the object, to restore them
639once the arrow has been stopped.
640
641=over 4
642
643=item dam <number>
644
645The 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
647of the sum of a damage bonus (see description of the BOW type),
648the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field
649and the arrows magic field.
650
651=item wc <number>
652
653The weaponclass of the arrow, which has effect on the propability of hitting.
654
655It is recomputed when the arrow is being fired by this formula:
656
657 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
658 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
659
660When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
661level is not added.
662
663The wc_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.
665
666=item magic <number>
667
668This 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.
670
671=item attacktype <attacktype>
672
673Bitfield which decides the attacktype of the damage, see include/attackinc.h
674On fireing the attacktype of the bow is added to the arrows attacktype.
675
676=item level <number> (interally used)
677
678The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
679see above in the ARROW description.
680
681The level is set when the arrow is fired to either the skill level or the
682shooters level.
683
684=item speed <number> (internal)
685
686This 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
688arrow will be stopped immediatly.
689
690On fireing the 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
692of the bows 'dam' field is added to the speed of the arrow.
693
694The minimum speed of an arrow is 1.0.
695
696While flying the arrows speed is decreased by 0.05 each time it's moved.
697
698If the 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
700stopped and either sticked into the victim (see weight field description) or
701put on it's map square (if it didn't break, see description of the food field).
702
703=item weight <number>
704
705This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg)
706the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
707
708=item food <number>
709
710The breaking percentage. 100% means: breaks on usage for sure.
711
712=item inventory (internal)
713
714If 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,
716which means: it will be calculated whether the arrow breaks and it will be
717reset for reuse.
718
719=item slaying <string>
720
721When the bow that fires this arrow has it's slaying field set it is copied
722to the arrows slaying field. Otherwise the arrows slaying field remains.
723
724=item move_type <movetype> (internally used)
725
726This field is set when the arrow is shot to MOVE_FLY_LOW.
727
728=item move_on <movetype> (internally used)
729
730This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
731
732=item race <string>
733
734The 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
736same 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).
738
739=back
740
741=head3 BOW - type 14 - Bows, those that fire ARROWs
742
743TODO, but take into account ARROW description above
64 744
65=head3 WEAPON - type 15 - Weapons 745=head3 WEAPON - type 15 - Weapons
66 746
67This type is for general hack and slash weapons like swords, maces 747This type is for general hack and slash weapons like swords, maces
68and daggers and and .... 748and daggers and and ....
75 755
76=item attacktype <bitmask> 756=item attacktype <bitmask>
77 757
78bitfield which decides the attacktype of the damage, see include/attackinc.h 758bitfield which decides the attacktype of the damage, see include/attackinc.h
79 759
80=item dam <integer> 760=item dam <number>
81 761
82amount of damage being done with the attacktype 762amount of damage being done with the attacktype
83 763
84=item item_power <level> 764=item item_power <level>
85 765
104 784
105=item last_sp 785=item last_sp
106 786
107the weapon speed (see magic description) 787the weapon speed (see magic description)
108 788
109=item food <integer> 789=item food <number>
110 790
111addition to food regeneration of the player 791addition to food regeneration of the player
112 792
113=item hp <integer> 793=item hp <number>
114 794
115addition to health regeneration 795addition to health regeneration
116 796
117=item sp <integer> 797=item sp <number>
118 798
119addition to mana regeneration 799addition to mana regeneration
120 800
121=item grace <integer> 801=item grace <number>
122 802
123addititon to grace regeneration 803addititon to grace regeneration
124 804
125=item gen_sp_armour <integer> 805=item gen_sp_armour <number>
126 806
127the players gen_sp_armour field (which is per default 10) is added the <integer> amount. 807the players gen_sp_armour field (which is per default 10) is added the <number> amount.
128gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 808gen_sp_armour seems to be a factor with which gen_sp in do_some_living()
129is multiplied: gen_sp *= 10/<integer> 809is multiplied: gen_sp *= 10/<number>
130meaning: values > 10 of gen_sp_armour limits the amout of regenerated 810meaning: values > 10 of gen_sp_armour limits the amout of regenerated
131spellpoints. 811spellpoints.
132 812
133generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 813generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
134sp regeneration. 814sp regeneration.
136=item body_<body slot/part> 816=item body_<body slot/part>
137 817
138the part of the body you need to use this weapon, possible values should be 818the part of the body you need to use this weapon, possible values should be
139looked up in common/item.C at body_locations. 819looked up in common/item.C at body_locations.
140 820
141=item resist_<resistnacy> <integer> 821=item resist_<resistnacy> <number>
142 822
143this is the factor with which the difference of the players resistancy and 100% 823this is the factor with which the difference of the players resistancy and 100%
144is multiplied, something like this: 824is multiplied, something like this:
145 825
146 additional_resistancy = (100 - current_resistanct) * (<integer>/100) 826 additional_resistancy = (100 - current_resistanct) * (<number>/100)
147 827
148if <integer> is negative it is added to the total vulnerabilities, 828if <number> is negative it is added to the total vulnerabilities,
149and later the total resistance is decided by: 829and later the total resistance is decided by:
150 830
151 'total resistance = total protections - total vulnerabilities' 831 'total resistance = total protections - total vulnerabilities'
152 832
153see also common/living.C:fix_player 833see also common/living.C:fix_player
155=item patch_(attuned|repelled|denied) 835=item patch_(attuned|repelled|denied)
156 836
157this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 837this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
158for the pathes. 838for the pathes.
159 839
160=item luck <integer> 840=item luck <number>
161 841
162this luck is added to the players luck 842this luck is added to the players luck
163 843
164=item move_type 844=item move_type
165 845
166if the weapon has a move_type set the player inherits it's move_type 846if the weapon has a move_type set the player inherits it's move_type
167 847
168=item exp <integer> 848=item exp <number>
169 849
170the added_speed and bonus_speed of the player is raised by <integer>/3. 850the added_speed and bonus_speed of the player is raised by <number>/3.
171if <integer> < 0 then the added_speed is decreased by <integer> 851if <number> < 0 then the added_speed is decreased by <number>
172 852
173=item weight 853=item weight
174 854
175the weight of the weapon 855the weight of the weapon
176 856
185 - dam: the players dam is adjusted by: player->dam += (dam + magic) 865 - dam: the players dam is adjusted by: player->dam += (dam + magic)
186 866
187 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 867 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
188 (minium is 0) 868 (minium is 0)
189 869
190=item ac <integer> 870=item ac <number>
191 871
192the amount of ac points the player's ac is decreased 872the amount of ac points the player's ac is decreased when applying this object.
193 873
194=item wc <integer> 874=item wc <number>
195 875
196the amount of wc points the player's ac is decreased 876the amount of wc points the player's wc is decreased when applying this object.
197 877
198=back 878=back
199 879
200=head4 Player inherits following flags from weapons: 880=head4 Player inherits following flags from weapons:
201 881
202 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, 882 FLAG_LIFESAVE
203 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD 883 FLAG_REFL_SPELL
884 FLAG_REFL_MISSILE
885 FLAG_STEALTH
886 FLAG_XRAYS
887 FLAG_BLIND
888 FLAG_SEE_IN_DARK
889 FLAG_UNDEAD
890
891=head3 GRIMREAPER - type 28 - Grimreapers
892
893These type are mostly used for monsters, they give the
894monster the ability to dissapear after 10 hits with AT_DRAIN.
895
896=over 4
897
898=item value <number>
899
900This field stores the hits the monster did yet.
901
902=back
903
904=head3 CREATOR - type 42 - Object creators
905
906Once 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
908named in the other_arch slot).
909
910If FLAG_LIVESAFE is set the number of uses is unlimited.
911
912=over 4
913
914=item hp <number>
915
916If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
917be used.
918
919=item speed <number>
920
921If speed is set the creator will create an object periodically,
922see speed and speed_left fields in general object field description
923for more details on how this period works.
924
925=item slaying <string>
926
927If set the generated object's name and
928title will be set to this.
929
930=item other_arch <string>
931
932If the inventory of the creator is empty new objects
933will be derived from the archetype named by <string>.
934
935=item connected <number>
936
937See generic object field section.
938
939=back
940
941=head3 DRINK - type 54 - Drinkable stuff
942
943See FOOD description.
944
945=head3 CHECK_INV - type 64 - Inventory checkers
946
947This object checks whether the player has a specific item in his
948inventory 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.
950
951If you set move_block you can deny players and monsters to reach the space where
952the inventory checker is on, see 'move_block' description below.
953
954The conditions specified by hp, slaying and race are concationated with OR.
955So matching one of those conditions is enough.
956
957=over 4
958
959=item move_block <move type bitmask>
960
961If 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
963(or has - if last_sp = 0) the item that the checker is searching for.
964
965=item last_sp (0|1)
966
967If 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.
969If last_sp is 0 'not having' the item will activate the connection
970or make the space with the checker non-blocking.
971
972=item last_heal (0|1)
973
974If last_heal is 1 the matching item will be removed if the inventory checker
975activates a connection and finds the item in the inventory.
976
977(A inventory checker that blocks a space won't remove anything from inventories)
978
979=item hp <number>
980
981If this field is not 0 the inventory checker will search for an object
982with the type id <number>.
983
984=item slaying <string>
985
986If 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).
988
989=item race <string>
990
991If this field is set the inventory checker will search for an object which
992has the archetype name that matches <string>.
993
994=item connected <connection id>
995
996This is the connection that will be activated. The connection is
997'pushed' when someone enters the space with the inventory checker,
998and it is 'released' when he leaves it.
999
1000See also the description of the connected field in the generic object field
1001section.
1002
1003=back
1004
1005=head3 FLESH - type 72 - Organs and body parts
1006
1007See FOOD description.
1008
1009=head3 MISC_OBJECT - type 79 - Misc. objects
1010
1011A type for any object that has no special behaviour.
1012
1013=head3 LAMP - type 82 - A lamp
1014
1015This object makes light.
1016
1017=head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators
1018
1019This type of objects multiplies objects that are above it when it is activated.
1020You can even multiply by 0, which will destroy the object.
1021
1022=over 4
1023
1024=item level <number>
1025
1026The multiplicator, if set to 0 or lower it will destroy the objects above it.
1027
1028=item other_arch <string>
1029
1030The archetype name of the objects that should be multiplied.
1031
1032=item connected <number>
1033
1034See generic object field section.
1035
1036=back
1037
1038=head3 HOLE - type 94 - Holes
1039
1040Holes 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
1042precisely: if their head is above the hole).
1043
1044When the HOLE is activated it's speed is set to 0.5.
1045
1046Trapdoors can only transfer the one who falls through to other coordinates
1047on the B<same> map.
1048
1049=over 4
1050
1051=item maxsp (0|1)
1052
1053This 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
1055when 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
1057connection is deactivated, and maxsp is 1 the hole will remain closed until the
1058connection was triggered once.
1059
1060=item connected <connection id>
1061
1062This 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
1064at which connection state the object is activated.
1065
1066For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1067the connection is released.
1068
1069=item wc <number> (internal)
1070
1071This is an internal flag. 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
1073set 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.
1075
1076=item sp <number>
1077
1078The destination y coordinates on the same map.
1079
1080=item hp <number>
1081
1082The destination x coordinates on the same map.
1083
1084=back
1085
1086=head3 POISONING - type 105 - The poisoning of players and monsters
1087
1088This type is doing the actual damage to the ones who were attacked
1089via AT_POISON (or drank POISON).
1090
1091The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1092there for details).
1093
1094=over 4
1095
1096=item dam <number>
1097
1098Each time the poisoning is processed (which is determined by the speed and speed_left
1099fields, see the general object fields above) it hits the player with
1100<number> damage and the AT_INTERNAL attacktype (means: it will simply
1101hit the player with no strings attached).
1102
1103=item food <number>
1104
1105Just a note: The posion is removed when food == 1 and not when
1106the whole duration is up, because the POISONING code has to remove
1107the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1108deletes the POISONING object.
1109
1110=back
1111
1112=head3 FORCE - type 114 - Forces
1113
1114Forces 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
1116inventory.
1117
1118Forces only take effect on the player if they have set FLAG_APPLIED.
1119
1120Whether the duration field is processed or not a tick is controlled via the
1121speed and speed_left field. Look above in the generic object field description.
1122
1123NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field
1124like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches
11250 before duration and FLAG_APPLIED is set, the force will last for 'duration'.
1126If the FLAG_APPLIED is not set the force is removed when food reaches 0.
1127Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces.
1128
1129=over 4
1130
1131=item duration
1132
1133While this field is greater than 0 the force/object is not destroyed. It is
1134decreased each tick by 1.
1135
1136If it reaches 0 the force/object is destroyed.
1137
1138This field can have this meaning for B<any> object if that object has
1139FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1140what happens then.
1141
1142=back
1143
1144=head3 POTION_EFFECT - type 115 - Potion effects (resistancies)
1145
1146This object is generated by the POTION code when the potion is a resistance
1147giving potion. It has mainly the same behaviour as a FORCE.
1148
1149The 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
1151fire.
1152
1153Multiple potion effects only give you the maximum of their resistancy.

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