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Revision 1.14 by elmex, Wed Dec 20 19:53:10 2006 UTC vs.
Revision 1.17 by elmex, Wed Dec 20 22:54:59 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 this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 Object button_trigger
18 name button 39 name button
19 type 30 40 type 30
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The 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 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields 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 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54These 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
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The 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).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
71=item x <number> 93=item I<x> <number>
72 94
73The x position of the object when it is on a map. 95The x position of the object when it is on a map.
74 96
75=item y <number> 97=item I<y> <number>
76 98
77The y position of the object when it is on a map. 99The y position of the object when it is on a map.
78 100
79=item map (internal) 101=item I<map> (internal)
80 102
81The map the object is on. 103The map the object is on.
82 104
83=item invisible <number> 105=item I<invisible> <number>
84 106
85If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
86For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
87and is decreased every tick by 1. 109and is decreased every tick by 1.
88 110
89For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
90 112
91=item speed <number> 113=item I<speed> <number>
92 114
93If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 115If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
94on the active object list and will be processed each tick (see also speed_left!). 116on the active object list and will be processed each tick (see also speed_left!).
95 117
96If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 118If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
97from the active object list and it won't experience any processing per tick. 119from the active object list and it won't experience any processing per tick.
98 120
99=item speed_left <number> 121=item I<speed_left> <number>
100 122
101If this field is greater than 0 and the object is on the 123If this field is greater than 0 and the object is on the
102active list (mostly means it's speed is also greater than 0): 124active list (mostly means it's speed is also greater than 0):
103 125
104 - speed_left is decreased by 1 126 - speed_left is decreased by 1
105 - and this object is processed and experiences a server tick. 127 - and this object is processed and experiences a server tick.
106 128
107If the object is on the active list and speed_left is lower or 129If the object is on the active list and I<speed_left> is lower or
108equal to 0 the absolute value of the speed field is added to speed_left 130equal to 0 the absolute value of the I<speed> is added to I<speed_left>
109on the end of the tick. 131on the end of the tick.
110 132
111This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 133This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
112the more seldom the object is processed. And the higher the speed field is 134the more seldom the object is processed. And the higher I<speed> is
113the more often the object is processed. 135the more often the object is processed.
114 136
115=item connected <number> 137=item I<connected> <number>
116 138
117When this field is set the object will be linked to a connection with the 139When this field is set the object will be linked to a connection with the
118id <number>. What happens when the connection is 'activated' depends on the 140id <number>. What happens when the connection is 'activated' depends on the
119type of the object. 141type of the object.
120 142
121When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control 143FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
122when to activate the object, see description of these below for further details. 144when to activate the object, see description of these below for further details.
123 145
124=item no_drop (0|1) 146=item I<no_drop> (0|1)
125 147
126Sets the flag FLAG_NO_DROP. 148Sets the flag FLAG_NO_DROP.
127See Flags section below. 149See Flags section below.
128 150
129=item applied (0|1) 151=item I<applied> (0|1)
130 152
131Sets the flag FLAG_APPLIED. 153Sets the flag FLAG_APPLIED.
132See Flags section below. 154See Flags section below.
133 155
134=item is_used_up (0|1) 156=item I<is_used_up> (0|1)
135 157
136Sets the flag FLAG_IS_USED_UP. 158Sets the flag FLAG_IS_USED_UP.
137See Flags section below. 159See Flags section below.
138 160
161=item I<changing> (0|1)
162
163Sets the flag FLAG_CHANGING.
164See Flags section below.
165
139=item auto_apply (0|1) 166=item I<auto_apply> (0|1)
140 167
141Sets the flag FLAG_AUTO_APPLY. 168Sets the flag FLAG_AUTO_APPLY.
142See Flags section below. 169See Flags section below.
143 170
144=item no_steal (0|1) 171=item I<no_steal> (0|1)
145 172
146Sets the flag FLAG_NO_STEAL. 173Sets the flag FLAG_NO_STEAL.
147See Flags section below. 174See Flags section below.
148 175
149=item reflecting (0|1) 176=item I<reflecting> (0|1)
150 177
151Sets the flag FLAG_REFLECTING. 178Sets the flag FLAG_REFLECTING.
152See Flags section below. 179See Flags section below.
153 180
154=item reflect_spell (0|1) 181=item I<reflect_spell> (0|1)
155 182
156Sets the flag FLAG_REFL_SPELL. 183Sets the flag FLAG_REFL_SPELL.
157See Flags section below. 184See Flags section below.
158 185
159=item no_skill_ident (0|1) 186=item I<no_skill_ident> (0|1)
160 187
161Sets the flag FLAG_NO_SKILL_IDENT. 188Sets the flag FLAG_NO_SKILL_IDENT.
162See Flags section below. 189See Flags section below.
163 190
164=item activate_on_push (0|1) (default: 1) 191=item I<activate_on_push> (0|1) (default: 1)
165 192
166Sets the flag FLAG_ACTIVATE_ON_PUSH. 193Sets the flag FLAG_ACTIVATE_ON_PUSH.
167See Flags section below. 194See Flags section below.
168 195
169=item activate_on_release (0|1) (default: 1) 196=item I<activate_on_release> (0|1) (default: 1)
170 197
171Sets the flag FLAG_ACTIVATE_ON_RELEASE. 198Sets the flag FLAG_ACTIVATE_ON_RELEASE.
172See Flags section below. 199See Flags section below.
173 200
174=item editable (more than deprecated) 201=item I<editable> (more than deprecated)
175 202
176This field had a special meaning for crossedit, which used parts 203This field had a special meaning for crossedit, which used parts
177of the server code for editing. Wherever you see this attribute being 204of the server code for editing. Wherever you see this field being
178set in an archetype ignore it and/or remove it. No code interprets this 205set in an archetype ignore it and/or remove it. No code interprets this
179field anymore. 206field anymore.
180 207
181=back 208=back
182 209
194 221
195This flag mostly states whether this object has been 'applied' by the player. 222This flag mostly states whether this object has been 'applied' by the player.
196For objects that are applied by the code or have this flag set in the archetype 223For objects that are applied by the code or have this flag set in the archetype
197it mostly means 'this object is active'. 224it mostly means 'this object is active'.
198 225
199For example the player adjustments of the hp/sp/grace fields and inheritance 226For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
200of flags from objects in his inventory is toggled by this flag. 227of flags from objects in his inventory is toggled by this flag.
201 228
202=item FLAG_IS_USED_UP 229=item FLAG_IS_USED_UP
203 230
204This flag controls whether an object is 'used up'. If it is set the 'food' field 231This flag controls whether an object is 'used up'. If it is set I<food>
205of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 232is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
206it is removed.
207 233
208If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 234If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
209this object is removed or not, see the Force type below for the meaning 235this object is removed or not, see the B<FORCE> type below for the meaning
210of the duration field in this context. 236of the duration field in this context.
211 237
212If FLAG_APPLIED is not set the object is destroyed. 238If FLAG_APPLIED is not set the object is destroyed.
213 239
240=item FLAG_CHANGING
241
242If the I<state> field of the object is 0 the object will be processed periodically
243(if I<speed> is set). If the I<state> field is 1 it won't be processed.
244
245This flag indicates that the object is changing into a different object.
246The object has to have the I<other_arch> field set. The object the changing object
247changes into is derived from the archetype in I<other_arch>.
248
249When the object does not have FLAG_ALIVE set the I<food> field will be decremented
250each time the object is processed, and if I<food> reaches 0 one new object will be generated.
251
252When the object has FLAG_ALIVE set the I<food> field is the number of objects that
253will be generated.
254
255After the new object is created the I<hp> field from the old object is copied into
256the new one.
257
258When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
259to the new object.
260
214=item FLAG_IS_A_TEMPLATE (internal use) 261=item FLAG_IS_A_TEMPLATE (internal use)
215 262
216This flag is set on the inventory of generators like CREATORs and CONVERTERs, 263This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
217or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 264or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
218 265
219=item FLAG_AUTO_APPLY 266=item FLAG_AUTO_APPLY
220 267
221This flag has currently only meaning for the TREASURE type, see below. 268This flag has currently only meaning for the B<TREASURE> type, see below.
222 269
223=item FLAG_ACTIVATE_ON_PUSH 270=item FLAG_ACTIVATE_ON_PUSH
224 271
225This flag has only meaning for objects that can be linked together 272This flag has only meaning for objects that can be linked together
226with the 'connected' field and controls wether the object should 273by the I<connected> field and controls wether the object should
227be activated when the connection is 'pushed' or it is 'released'. 274be activated when the connection is 'pushed' or it is 'released'.
228 275
229What 'pushed' and 'released' means depends on the object that 276What 'pushed' and 'released' means depends on the object that
230activates the connection. 277activates the connection.
231 278
232This flag is by default on. 279This flag is by default on.
233 280
234=item FLAG_ACTIVATE_ON_RELEASE 281=item FLAG_ACTIVATE_ON_RELEASE
235 282
236This flag has only meaning for objects that can be linked together 283This flag has only meaning for objects that can be linked together
237with the 'connected' field and controls wether the object should 284by the I<connected> field and controls wether the object should
238be activated when the connection is 'pushed' or it is 'released'. 285be activated when the connection is 'pushed' or it is 'released'.
239 286
240What 'pushed' and 'released' means depends on the object that 287What 'pushed' and 'released' means depends on the object that
241activates the connection. 288activates the connection.
242 289
251(but in this context the flag is only used internally). 298(but in this context the flag is only used internally).
252 299
253=item FLAG_NO_SKILL_IDENT 300=item FLAG_NO_SKILL_IDENT
254 301
255This flag is mostly used internal and prevents unidentified objects 302This flag is mostly used internal and prevents unidentified objects
256(objects which don't have FLAG_IDENTIFIED set) being identified by 303(objects which don't have FLAG_IDENTIFIED set) being identified
257skills. 304multiple times by skills.
258 305
259This flag is used to mark objects to never being identified by a skill 306This flag is used to mark objects which were unsuccessfully identified by a
260once a player failed to identify an object. So that multiple tries 307players skill. So that multiple tries of identifying aren't more effective than
261of identifying aren't more effective than one. 308one.
262 309
263=item FLAG_REFLECTING 310=item FLAG_REFLECTING
264 311
265This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW 312This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
266to indicate whether this object reflects off walls. 313to indicate whether this object reflects off walls.
267 314
268=item FLAG_REFL_SPELL 315=item FLAG_REFL_SPELL
269 316
270This flag indicates whether something reflects spells, like spell reflecting 317This flag indicates whether something reflects spells, like spell reflecting
271amuletts. 318amuletts.
272 319
273=back 320=back
274 321
275=head2 Description of type specific attributes 322=head2 Description of type specific fields and behaviour
276 323
277The beginning of the headers of the following subsection 324The beginning of the headers of the following subsection
278are the server internal names for the objects types, see include/define.h. 325are the server internal names for the objects types, see include/define.h.
279 326
280=head3 TRANSPORT - type 2 - Player transports 327=head3 B<TRANSPORT> - type 2 - Player transports
281 328
282This type is implemented by the transport extension and has currently no special 329This type is implemented by the transport extension and has currently no special
283attributes that affect it. 330fields that affect it.
284 331
285=head3 ROD - type 3 - Rods that fire spells 332=head3 B<ROD> - type 3 - Rods that fire spells
286 333
287Rods contain spells and can be fired by a player. 334Rods contain spells and can be fired by a player.
288 335
289=over 4 336=over 4
290 337
291=item level <number> 338=item I<level> <number>
292 339
293This attribute is used for calculating the spell level that can be fired 340This field is used for calculating the spell level that can be fired
294with this rod, it's also the maximum level of the spell that can be fired. 341with this rod, it's also the maximum level of the spell that can be fired.
295The level of the spell that is being fired depends mostly on 342The level of the spell that is being fired depends mostly on
296the 'use magic item' skill level of the player and 1/10 of the level of the 343the 'use magic item' skill level of the player and 1/10 of the level of the
297rod is added as bonus. 344rod is added as bonus.
298 345
299=item hp <number> 346=item I<hp> <number>
300 347
301The amount of spellpoints this rod has left. 348The amount of spellpoints this rod has left.
302 349
303=item maxhp <number> 350=item I<maxhp> <number>
304 351
305The maximum amount of spellpoints this rod has. 352The maximum amount of spellpoints this rod has.
306 353
307=item skill <skill name> 354=item I<skill> <skill name>
308 355
309This field determines which skill you need to apply this object. 356This field determines which skill you need to apply this object.
310 357
311=back 358=back
312 359
313=head3 TREASURE - type 4 - Treasures 360=head3 B<TREASURE> - type 4 - Treasures
314 361
315This type of objects are for random treasure generation in maps. 362This type of objects are for random treasure generation in maps.
316If this object is applied by a player it will replace itself with it's 363If this object is applied by a player it will replace itself with it's
317inventory. If it is automatically applied 364inventory. If it is automatically applied
318generate a treasure and replace itself with the generated treasure. 365generate a treasure and replace itself with the generated treasure.
320Chests are also of this type, their treasures are generated by 367Chests are also of this type, their treasures are generated by
321the auto apply code on map instantiation. 368the auto apply code on map instantiation.
322 369
323=over 4 370=over 4
324 371
325=item hp <number> 372=item I<hp> <number>
326 373
327The number of treasures to generate. 374The number of treasures to generate.
328 375
329=item exp <level> 376=item I<exp> <level>
330 377
331If FLAG_AUTO_APPLY is not set the exp field has no further meaning 378If FLAG_AUTO_APPLY is not set the exp field has no further meaning
332and the difficulty for the treasurecode only depends on the maps difficulty, 379and the difficulty for the treasurecode only depends on the maps difficulty,
333otherwise the exp field has the following meaning: 380otherwise the exp field has the following meaning:
334 381
337worth a treasure is or what bonuses it is given by the treasure code. 384worth a treasure is or what bonuses it is given by the treasure code.
338 385
339If this field is not set or 0 the difficulty of the map is passed to the treasure 386If this field is not set or 0 the difficulty of the map is passed to the treasure
340generation code. 387generation code.
341 388
342=item randomitems <treasurelist> 389=item I<randomitems> <treasurelist>
343 390
344The treasurelist to use to generate the treasure which is put in the 391The treasurelist to use to generate the treasure which is put in the
345treasure objects inventory. 392treasure objects inventory.
346 393
347=back 394=back
348 395
349=head3 POTION - type 5 - Potions for drinking and other nastynesses 396=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
350 397
351These objects contain a spell and will emit it on apply, which most 398These objects contain a spell and will emit it on apply, which most
352of the time has the meaning of 'drinking'. 399of the time has the meaning of 'drinking'.
353 400
354If no resistancy field, stat field or attacktype is set and no spell 401If no resistancy field, stat field or attacktype is set and no spell
359If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 406If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
360will yield an explosion and hurt the player. 407will yield an explosion and hurt the player.
361 408
362=over 4 409=over 4
363 410
364=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 411=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
365 412
366These stat fields determine how many stat points the player gets 413These stat fields determine how many stat points the player gets
367when he applies this potion. 414when he applies this potion.
368 415
369If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 416If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
370 417
371=item sp <number> 418=item I<sp> <number>
372 419
373If this field is set and the randomitems field is not set 420If this field is set and the randomitems field is not set
374the field is interpreted as spell number, please look the right 421the field is interpreted as spell number, please look the right
375number up in common/loader.C. 422number up in common/loader.C.
376 423
377If this field is set the randomitems field will be unset by the 424If this field is set the randomitems field will be unset by the
378map loading code. 425map loading code.
379 426
380=item attacktype <attacktype> 427=item I<attacktype> <attacktype>
381 428
382This field has some special meaning in potions, currently the 429This field has some special meaning in potions, currently the
383bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 430bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
384restoration potion or improvement potion. 431restoration potion or improvement potion.
385See include/attackinc.h for the bits of these types. 432See include/attackinc.h for the bits of these types.
390into him. 437into him.
391 438
392If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 439If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
393When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 440When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
394 441
395=item resist_<resistancy> <number> 442=item I<resist_RESISTANCY> <number>
396 443
397If this stat is set and no spell is in the potion the potion 444If this stat is set and no spell is in the potion the potion
398will create a force that give the player this specific resistancy. 445will create a force that give the player this specific resistancy.
399The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 446The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
400and the potion will last 10 times longer than the default force archetype 447and the potion will last 10 times longer than the default force archetype
401FORCE_NAME (at the moment of this writing spell/force.arc). 448FORCE_NAME (at the moment of this writing spell/force.arc).
402 449
403=item randomitems <treasurelist> 450=item I<randomitems> <treasurelist>
404 451
405The inventory/spell of the potion will be created by calling the treasure code 452The inventory/spell of the potion will be created by calling the treasure code
406with the treasurelist specified here. (I guess it's highly undefined what 453with the treasurelist specified here. (I guess it's highly undefined what
407happens if there is not a spell in the potions inventory). 454happens if there is not a spell in the potions inventory).
408 455
409=item on_use_yield <archetype> 456=item I<on_use_yield> <archetype>
410 457
411When this object is applied an instance of <archetype> will be created. 458When this object is applied an instance of <archetype> will be created.
412 459
413=item subtypes <potion subtype> 460=item I<subtypes> <potion subtype>
414 461
415see include/spells.h for possible potion subtypes, there are currently 4: 462see include/spells.h for possible potion subtypes, there are currently 4:
416 463
417=over 4 464=over 4
418 465
421Unused, default behaiour of a potion. 468Unused, default behaiour of a potion.
422 469
423=item POT_DUST 470=item POT_DUST
424 471
425This potion can be thrown to cast the spell that it has in it's inventory, 472This potion can be thrown to cast the spell that it has in it's inventory,
426the behaviour is not defined if there is not a spell in the inventory and the 473the behaviour is not defined if there is not a B<SPELL> in the inventory and the
427server will log an error. 474server will log an error.
428 475
429=item POT_FIGURINE 476=item POT_FIGURINE
430 477
431Unused, default behaiour of a potion. 478Unused, default behaiour of a potion.
436 483
437=back 484=back
438 485
439=back 486=back
440 487
441=head3 FOOD - type 6 - Eatable stuff 488=head3 B<FOOD> - type 6 - Eatable stuff
442 489
443This is for objects that are representing general eatables like 490This is for objects that are representing general eatables like
444beef or bread. 491beef or bread.
445 492
446The main difference between FOOD, FLESH and DRINK is that they 493The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
447give different messages. 494give different messages.
448 495
449The specialty of FLESH is that it inherits the resistancies of the 496The specialty of B<FLESH> is that it inherits the resistancies of the
450monsters it was generated in and will let dragons raise their resistancies 497monsters it was generated in and will let dragons raise their resistancies
451with that. If the monster has the POISON attacktype the FLESH 498with that. If the monster has the B<POISON> attacktype the B<FLESH>
452will change into POISON. 499will change into B<POISON>.
453 500
454If a player runs low on food he will grab for FOOD, DRINK and POISON 501If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
455and if he doesn't find any of that he will start eating FLESH. 502and if he doesn't find any of that he will start eating B<FLESH>.
456 503
457=over 4 504=over 4
458 505
459=item title <string> 506=item I<title> <string>
460 507
461If the food has a title or is cursed it is considered 'special', which means that the 508If the food has B<title> set or is cursed it is considered 'special', which
462fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 509means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
463are interpreted and have further effects on the player. 510I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
511on the player.
464 512
465The higher the food field is the longer the improvement of the player lasts 513The higher the I<food> field is the longer the improvement of the player lasts
466(except for hp and sp). 514(except for I<hp> and I<sp>).
467 515
468=item food <number> 516=item I<food> <number>
469 517
470This is the amount of food points the player gets when he eats this. 518This is the amount of food points the player gets when he eats this.
471 519
472=item on_use_yield <archetype> 520=item I<on_use_yield> <archetype>
473 521
474When this object is applied an instance of <archetype> will be created. 522When this object is applied an instance of <archetype> will be created.
475 523
476=back 524=back
477 525
478=head3 POISON - type 7 - Poisonous stuff 526=head3 B<POISON> - type 7 - Poisonous stuff
479 527
480This type is for objects that can poison the player when drinking. 528This type is for objects that can poison the player when he drinks/applies it.
481When applied it will hit the attacked with AT_POISON and will create 529When applied it will hit the attacked with AT_POISON and will create
482a POISONING object in the one who was hit. 530a B<POISONING> object in the one who was hit.
483 531
484=over 4 532=over 4
485 533
486=item level <number> 534=item I<level> <number>
487 535
488This field affects the propability of poisoning. The higher the level difference 536This field affects the propability of poisoning. The higher the level difference
489between the one who is hit and the poision the mose propable it is the attacked 537between the one who is hit and the poision the more propable it is the attacked
490one will be poisoned. 538one will be poisoned.
491 539
492=item slaying <race> 540=item I<slaying> <race>
493 541
494On poison this field has the usual meaning of 'slaying', when the 542This field has the usual meaning of 'slaying', when the
495ones race matches the slaying field the damage done by the poison 543poisoned's race matches the I<slaying> field the damage done by the poison
496is multiplied by 3. 544is multiplied by 3.
497 545
498=item hp <number> 546=item I<hp> <number>
499 547
500This is the amount of damage the player will receive from applying this. The 548This is the amount of damage the player will receive from applying this. The
501attacktype AT_POISON will be used to hit the player and the damage will 549attacktype AT_POISON will be used to hit the player and the damage will
502determine the strenght, duration and depletion of stats of the poisoning. The 550determine the strenght, duration and depletion of stats of the poisoning. The
503created POISONING object which is being placed in the one who was attacked will 551created B<POISONING> object which is being placed in the one who was attacked will
504get the damage from this field (which is maybe adjusted by slaying or the 552get the damage from this field (which is maybe adjusted by slaying or the
505resistancies). 553resistancies).
506 554
507=item food <number> 555=item I<food> <number>
508 556
5091/4 of <number> will be drained from the players food. 5571/4 of <number> will be drained from the players I<food>.
510 558
511=item on_use_yield <archetype> 559=item I<on_use_yield> <archetype>
512 560
513When this object is applied an instance of <archetype> will be created. 561When this object is applied an instance of <archetype> will be created.
514 562
515=back 563=back
516 564
517=head3 BOOK - type 8 - Readable books 565=head3 B<BOOK> - type 8 - Readable books
518 566
519This type is basically for representing text books in the game. 567This type is basically for representing text books in the game.
520 568
521Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 569Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
522 570
523=over 4 571=over 4
524 572
525=item msg <text> 573=item I<msg> <text>
526 574
527This is the contents of the book. When this field is unset 575This is the contents of the book. When this field is unset
528at treasure generation a random text will be inserted. 576at treasure generation a random text will be inserted.
529 577
530=item skill <skill name> 578=item I<skill> <skill name>
531 579
532The skill required to read this book. (The most resonable 580The skill required to read this book. (The most resonable
533skill would be literacy). 581skill would be literacy).
534 582
535=item exp <number> 583=item I<exp> <number>
536 584
537The experience points the player get for reading this book. 585The experience points the player get for reading this book.
538 586
539=item subtype <readable subtype> 587=item I<subtype> <readable subtype>
540 588
541This field determines the type of the readable. 589This field determines the type of the readable.
542Please see common/readable.C in the readable_message_types table. 590Please see common/readable.C in the readable_message_types table.
543 591
544=back 592=back
545 593
546=head3 CLOCK - type 9 - Clocks 594=head3 B<CLOCK> - type 9 - Clocks
547 595
548This type of objects just display the time when being applied. 596This type of objects just display the time when being applied.
549 597
550=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) 598=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
551 599
552This is a spell effect of a moving bolt. It moves straigt forward 600This is a spell effect of a moving bolt. It moves straigt forward
553through the map until something blocks it. 601through the map until something blocks it.
554If FLAG_REFLECTING is set it even reflects on walls. 602If FLAG_REFLECTING is set it even reflects on walls.
555 603
556FLAG_IS_TURNABLE should be set on these objects. 604FLAG_IS_TURNABLE should be set on these objects.
557 605
558=over 4 606=over 4
559 607
560=item move_type <movetype> 608=item I<move_type> <movetype>
561 609
562This field affects the move type with which the lightning moves through 610This field affects the move type with which the lightning moves through
563the map and which map cells will reflect or block it. 611the map and which map cells will reflect or block it.
564 612
565=item attacktype <attacktype> 613=item I<attacktype> <attacktype>
566 614
567The attacktype with which it hits the objects on the map. 615The attacktype with which it hits the objects on the map.
568 616
569=item dam <number> 617=item I<dam> <number>
570 618
571The damage this bolt inflicts when it hits objects on the map. 619The damage this bolt inflicts when it hits objects on the map.
572 620
573=item Dex <number> 621=item I<Dex> <number>
574 622
575This is the fork percentage, it is reduced by 10 per fork. 623This is the fork percentage, it is reduced by 10 per fork.
576And the damage is halved on each fork. 624And the I<dam> field is halved on each fork.
577 625
578=item Con <number> 626=item I<Con> (internal)
579 627
580This value is a percentage of which the forking lightning 628This value is a percentage of which the forking lightning
581is deflected to the left. This value should be mostly used internally. 629is deflected to the left. This value should be mostly used internally.
582 630
583=item duration <number> 631=item I<duration> <number>
584 632
585The duration the bolt stays on a map cell. This field is decreased each time 633The duration the bolt stays on a map cell. This field is decreased each time
586the object is processed (see the meaning of speed and speed_left fields in 634the object is processed (see the meaning of I<speed> and I<speed_left> fields in
587the object general description). 635the generic object field description).
588 636
589=item range <number> 637=item I<range> <number>
590 638
591This is the range of the bolt, each space it advances this field is decreased. 639This is the range of the bolt, each space it advances this field is decreased.
592 640
593=back 641=back
594 642
595=head3 ARROW - type 13 - Arrows 643=head3 B<ARROW> - type 13 - Arrows
596 644
597This is the type for objects that represent projectiles like arrows. 645This is the type for objects that represent projectiles like arrows.
598The movement of THROWN_OBJs behave similar to this type. 646The movement of B<THROWN_OBJ>s behave similar to this type.
599 647
600Flying arrows are stopped either when they hit something blocking 648Flying arrows are stopped either when they hit something blocking
601(move_block) or something which is alive. 649(I<move_block>) or something which is alive.
602If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE 650If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
603set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict 651set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
604damage with a small chance which is affected by the 'level' field of the arrow. 652damage with a small chance which is affected by the I<level> field of the arrow.
605 653
606If FLAG_REFLECTING is set on the arrow it will bounce off everything 654If FLAG_REFLECTING is set on the arrow it will bounce off everything
607that is not alive and blocks it's movement. 655that is not alive and blocks it's movement.
608 656
609When an arrow is being shot it's dam, wc, attacktype, slaying fields will 657When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
610be saved in the sp, hp, grace and spellarg fields of the object, to restore them 658fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
611once the arrow has been stopped. 659the object, to restore them once the arrow has been stopped.
612 660
613=over 4 661=over 4
614 662
615=item dam <number> 663=item I<dam> <number>
616 664
617The amount of damage that is being done to the victim that gets hit. 665The amount of damage that is being done to the victim that gets hit.
618This field is recomputed when the arrow is fired and will consist 666This field is recomputed when the arrow is fired and will consist
619of the sum of a damage bonus (see description of the BOW type), 667of the sum of a damage bonus (see description of the B<BOW> type),
620the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field 668the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
621and the arrows magic field. 669and the arrows I<magic> field.
622 670
623=item wc <number> 671=item I<wc> <number>
624 672
625The weaponclass of the arrow, which has effect on the propability of hitting. 673The weapon class of the arrow, which has effect on the propability of hitting.
626 674
627It is recomputed when the arrow is being fired by this formula: 675It is recomputed when the arrow is being fired by this formula:
628 676
629 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) 677 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
630 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod 678 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
631 679
632When the arrow is not being shot by an player dex_bonus and thaco_bonus and the 680When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
633level is not added. 681level is not added.
634 682
635The wc_mod is dependend on the fire mode of the bow. For a more detailed 683wc_mod is dependend on the fire mode of the bow. For a more detailed
636explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. 684explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
637 685
638=item magic <number> 686=item I<magic> <number>
639 687
640This field is added to the damage of the arrow when it is shot and 688This field is added to the damage of the arrow when it is shot and
641will also improve it's speed by 1/5 of it's value. 689will also improve it's I<speed> by 1/5 of it's value.
642 690
643=item attacktype <attacktype> 691=item I<attacktype> <attacktype>
644 692
645Bitfield which decides the attacktype of the damage, see include/attackinc.h 693Bitfield which decides the attacktype of the damage, see include/attackinc.h
646On fireing the attacktype of the bow is added to the arrows attacktype. 694On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
647 695
648=item level <number> (interally used) 696=item I<level> <number> (interally used)
649 697
650The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, 698The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
651see above in the ARROW description. 699see above in the B<ARROW> description.
652 700
653The level is set when the arrow is fired to either the skill level or the 701The I<level> is set when the arrow is fired to either the skill level or the
654shooters level. 702shooters level.
655 703
656=item speed <number> (internal) 704=item I<speed> <number> (internal)
657 705
658This field shouldn't be set directly in the archetype, the arrow will get it's 706This field shouldn't be set directly in the archetype, the arrow will get it's
659speed from the bow. This fields value has to be atleast 0.5 or otherwise the 707I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
660arrow will be stopped immediatly. 708arrow will be stopped immediatly.
661 709
662On fireing the speed of the arrow is computed of 1/5 of the 710On fireing the I<speed> of the arrow is computed of 1/5 of the
663sum of the damage bonus (see BOW), bow magic and arrow magic. After that 1/7 711sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
664of the bows 'dam' field is added to the speed of the arrow. 712of the bows I<dam> field is added to the I<speed> of the arrow.
665 713
666The minimum speed of an arrow is 1.0. 714The minimum I<speed> of an arrow is 1.0.
667 715
668While flying the arrows speed is decreased by 0.05 each time it's moved. 716While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
669 717
670If the speed is above 10.0 it goes straight through the creature it hits and 718If the I<speed> is above 10.0 it goes straight through the creature it hits and
671it's speed is reduced by 1. If the speed is lower or equal 10.0 the arrow is 719it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
672stopped and either sticked into the victim (see weight field description) or 720stopped and either sticked into the victim (see I<weight> field description) or
673put on it's map square (if it didn't break, see description of the food field). 721put on it's map square (if it didn't break, see description of the I<food> field).
674 722
675=item weight <number> 723=item I<weight> <number>
676 724
677This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg) 725This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
678the arrow will stick in the victim it hits. Otherwise it will fall to the ground. 726the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
679 727
680=item food <number> 728=item I<food> <number>
681 729
682The breaking percentage. 100% means: breaks on usage for sure. 730The breaking percentage. 100 (%) means: breaks on usage for sure.
683 731
684=item inventory (internal) 732=item I<inventory> (internal)
685 733
686If the flying/moving object has something in it's inventory and it stops, it 734If the flying/moving object has something in it's inventory and it stops, it
687will be replaced with it's inventory. Otherwise it will be handled as usual, 735will be replaced with it's inventory. Otherwise it will be handled as usual,
688which means: it will be calculated whether the arrow breaks and it will be 736which means: it will be calculated whether the arrow breaks and it will be
689reset for reuse. 737reset for reuse.
690 738
691=item slaying <string> 739=item I<slaying> <string>
692 740
693When the bow that fires this arrow has it's slaying field set it is copied 741When the bow that fires this arrow has it's I<slaying> field set it is copied
694to the arrows slaying field. Otherwise the arrows slaying field remains. 742to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
695 743
696=item move_type <movetype> (internally used) 744=item I<move_type> <movetype> (internally used)
697 745
698This field is set when the arrow is shot to MOVE_FLY_LOW. 746This field is set when the arrow is shot to MOVE_FLY_LOW.
699 747
700=item move_on <movetype> (internally used) 748=item I<move_on> <movetype> (internally used)
701 749
702This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. 750This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
703 751
704=item race <string> 752=item I<race> <string>
705 753
706The race field is a unique key that assigns arrows, bows and quivers. When 754The I<race> field is a unique key that assigns arrows, bows and quivers. When
707shooting an arrow the bows race is used to search for arrows (which have the 755shooting an arrow the bows I<race> is used to search for arrows (which have the
708same race as the bow) in the players inventory and will recursively search in 756same I<race> as the bow) in the players inventory and will recursively search in
709the containers (which are applied and have the same race as the bow and the arrow). 757the containers (which are applied and have the same I<race> as the bow and the arrow).
710 758
711=back 759=back
712 760
713=head3 BOW - type 14 - Bows, those that fire ARROWs 761=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
714 762
715TODO, but take into account ARROW description above 763TODO, but take into account B<ARROW> description above!
716 764
717=head3 WEAPON - type 15 - Weapons 765=head3 B<WEAPON> - type 15 - Weapons
718 766
719This type is for general hack and slash weapons like swords, maces 767This type is for general hack and slash weapons like swords, maces
720and daggers and and .... 768and daggers and and ....
721 769
722=over 4 770=over 4
723 771
724=item weapontype <type id> 772=item I<weapontype> <type id>
725 773
726decides what attackmessages are generated, see include/define.h 774decides what attackmessages are generated, see include/define.h
727 775
728=item attacktype <bitmask> 776=item I<attacktype> <bitmask>
729 777
730bitfield which decides the attacktype of the damage, see include/attackinc.h 778bitfield which decides the attacktype of the damage, see include/attackinc.h
731 779
732=item dam <number> 780=item I<dam> <number>
733 781
734amount of damage being done with the attacktype 782amount of damage being done with the attacktype
735 783
736=item item_power <level> 784=item I<item_power> <level>
737 785
738the itempower of this weapon. 786the itempower of this weapon.
739 787
740=item name 788=item I<name>
741 789
742the name of the weapon. 790the name of the weapon.
743 791
744=item level (internal) 792=item I<level> (internal)
745 793
746The improvement state of the weapon. 794The improvement state of the weapon.
747If this field is greater than 0 the 'name' field starts with the 795If this field is greater than 0 the I<name> field starts with the
748characters name who improved this weapon. 796characters name who improved this weapon.
749 797
750=item last_eat (internal) 798=item I<last_eat> (internal)
751 799
752seems to be the amount of improvements of a weapon, 800This seems to be the amount of improvements of a weapon,
753the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 801the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
754 802
755 ((who->level / 5) + 5) >= op->last_eat 803 ((who->level / 5) + 5) >= op->last_eat
756 804
757=item last_sp 805=item I<last_sp>
758 806
759the weapon speed (see magic description) 807the weapon speed (see magic description)
760 808
761=item food <number> 809=item I<food> <number>
762 810
763addition to food regeneration of the player 811addition to food regeneration of the player
764 812
765=item hp <number> 813=item I<hp> <number>
766 814
767addition to health regeneration 815addition to health regeneration
768 816
769=item sp <number> 817=item I<sp> <number>
770 818
771addition to mana regeneration 819addition to mana regeneration
772 820
773=item grace <number> 821=item I<grace> <number>
774 822
775addititon to grace regeneration 823addititon to grace regeneration
776 824
777=item gen_sp_armour <number> 825=item I<gen_sp_armour> <number>
778 826
779the players gen_sp_armour field (which is per default 10) is added the <number> amount. 827the players I<gen_sp_armour> field (which is per default 10) is being added the
780gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 828<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
781is multiplied: gen_sp *= 10/<number> 829do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
782meaning: values > 10 of gen_sp_armour limits the amout of regenerated 830I<gen_sp_armour> limits the amout of regenerated spellpoints.
783spellpoints.
784 831
785generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 832Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
786sp regeneration. 833I<sp> regeneration.
787 834
788=item body_<body slot/part> 835=item I<body_BODYSLOT>
789 836
790the part of the body you need to use this weapon, possible values should be 837The part of the body you need to use this weapon, possible values should be
791looked up in common/item.C at body_locations. 838looked up in common/item.C at body_locations.
792 839
793=item resist_<resistnacy> <number> 840=item I<resist_RESISTNACY> <number>
794 841
795this is the factor with which the difference of the players resistancy and 100% 842this is the factor with which the difference of the players resistancy and 100%
796is multiplied, something like this: 843is multiplied, something like this:
797 844
798 additional_resistancy = (100 - current_resistanct) * (<number>/100) 845 additional_resistancy = (100 - current_resistanct) * (<number>/100)
802 849
803 'total resistance = total protections - total vulnerabilities' 850 'total resistance = total protections - total vulnerabilities'
804 851
805see also common/living.C:fix_player 852see also common/living.C:fix_player
806 853
807=item patch_(attuned|repelled|denied) 854=item I<path_(attuned|repelled|denied)>
808 855
809this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 856this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
810for the pathes. 857for the pathes.
811 858
812=item luck <number> 859=item I<luck> <number>
813 860
814this luck is added to the players luck 861this luck is added to the players I<luck>
815 862
816=item move_type 863=item I<move_type>
817 864
818if the weapon has a move_type set the player inherits it's move_type 865if the weapon has a I<move_type> set the player inherits it's I<move_type>
819 866
820=item exp <number> 867=item I<exp> <number>
821 868
822the added_speed and bonus_speed of the player is raised by <number>/3. 869the added_speed and bonus_speed of the player is raised by <number>/3.
823if <number> < 0 then the added_speed is decreased by <number> 870if <number> < 0 then the added_speed is decreased by <number>
824 871
825=item weight 872=item I<weight>
826 873
827the weight of the weapon 874the weight of the weapon
828 875
829=item magic 876=item I<magic>
830 877
831the magic field affects the amounts of the following fields: 878the I<magic> field affects the amounts of the following fields:
832 879
833 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 880 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
834 881
835 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 882 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
836 883
837 - dam: the players dam is adjusted by: player->dam += (dam + magic) 884 - dam: the players dam is adjusted by: player->dam += (dam + magic)
838 885
839 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 886 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
840 (minium is 0) 887 (minium is 0)
841 888
842=item ac <number> 889=item I<ac> <number>
843 890
844the amount of ac points the player's ac is decreased when applying this object. 891the amount of ac points the player's I<ac> is decreased when applying this object.
845 892
846=item wc <number> 893=item I<wc> <number>
847 894
848the amount of wc points the player's wc is decreased when applying this object. 895the amount of wc points the player's I<wc> is decreased when applying this object.
849 896
850=back 897=back
851 898
852=head4 Player inherits following flags from weapons: 899=head4 Player inherits following flags from weapons:
853 900
858 FLAG_XRAYS 905 FLAG_XRAYS
859 FLAG_BLIND 906 FLAG_BLIND
860 FLAG_SEE_IN_DARK 907 FLAG_SEE_IN_DARK
861 FLAG_UNDEAD 908 FLAG_UNDEAD
862 909
863=head3 GRIMREAPER - type 28 - Grimreapers 910=head3 B<GRIMREAPER> - type 28 - Grimreapers
864 911
865These type are mostly used for monsters, they give the 912These type are mostly used for monsters, they give the
866monster the ability to dissapear after 10 hits with AT_DRAIN. 913monster the ability to dissapear after 10 hits with AT_DRAIN.
867 914
868=over 4 915=over 4
869 916
870=item value <number> 917=item I<value> <number>
871 918
872This field stores the hits the monster did yet. 919This field stores the hits the monster did yet.
873 920
874=back 921=back
875 922
876=head3 CREATOR - type 42 - Object creators 923=head3 B<CREATOR> - type 42 - Object creators
877 924
878Once a creator is activated by a connection it creates a number of objects 925Once a creator is activated by a connection it creates a number of objects
879(cloned from it's inventory or a new archetype from the other_arch slot). 926(cloned from it's inventory or a new object derived from the archetype
927named in the other_arch slot).
880 928
881If FLAG_LIVESAFE is set the number of uses is unlimited. 929If FLAG_LIVESAFE is set the number of uses is unlimited.
882 930
883=over 4 931=over 4
884 932
885=item hp <number> 933=item I<hp> <number>
886 934
887If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can 935If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
888be used. 936be used.
889 937
890=item speed <number> 938=item I<speed> <number>
891 939
892If speed is set the creator will create an object periodically, 940If I<speed> is set the creator will create an object periodically,
893see speed and speed_left fields in general object attribute description 941see I<speed> and I<speed_left> fields in the general object field description
894for more details on how this period works. 942for more details.
895 943
896=item slaying <string> 944=item I<slaying> <string>
897 945
898If set the generated object's name and 946If set the generated object's name and title will be set to this.
899title will be set to this.
900 947
901=item other_arch <string> 948=item I<other_arch> <string>
902 949
903If the inventory of the creator is empty objects of the 950If the inventory of the creator is empty new objects will be derived from the
904archetype <string> will be generated. 951archetype named by <string>.
905 952
906=item connected <number> 953=item I<connected> <number>
907 954
908See generic object attribute section. 955See generic object field description.
909 956
910=back 957=back
911 958
912=head3 DRINK - type 54 - Drinkable stuff 959=head3 B<DRINK> - type 54 - Drinkable stuff
913 960
914See FOOD description. 961See B<FOOD> description.
915 962
916=head3 CHECK_INV - type 64 - Inventory checkers 963=head3 B<CHECK_INV> - type 64 - Inventory checkers
917 964
918This object checks whether the player has a specific item in his 965This object checks whether the player has a specific item in his
919inventory when he moves above the inventory checker. If the player has 966inventory when he moves above the inventory checker. If the player has
920the item (or not, which can be controlled with a flag) a connection will be triggered. 967the item (or not, which can be controlled with a flag) a connection will be triggered.
921 968
922If you set move_block you can deny players and monsters to reach the space where 969If you set I<move_block> you can deny players and monsters to reach the space where
923the inventory checker is on, see 'move_block' description below. 970the inventory checker is on, see I<move_block> description below.
924 971
925The conditions specified by hp, slaying and race are concationated with OR. 972The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
926So matching one of those conditions is enough. 973So matching one of those conditions is enough.
927 974
928=over 4 975=over 4
929 976
930=item move_block <move type bitmask> 977=item I<move_block> <move type bitmask>
931 978
932If you set this field to block a movetype the move code will block any moves 979If you set this field to block a movetype the move code will block any moves
933onto the space with the inventory checker, IF the moving object doesn't have 980onto the space with the inventory checker, IF the moving object doesn't have
934(or has - if last_sp = 0) the item that the checker is searching for. 981(or has - if I<last_sp> = 0) the item that the checker is searching for.
935 982
936=item last_sp (0|1) 983=item I<last_sp> (0|1)
937 984
938If last_sp is 1 'having' the item that is being checked for will 985If I<last_sp> is 1 'having' the item that is being checked for will
939activate the connection or make the space with the checker non-blocking. 986activate the connection or make the space with the checker non-blocking.
940If last_sp is 0 'not having' the item will activate the connection 987If I<last_sp> is 0 'not having' the item will activate the connection
941or make the space with the checker non-blocking. 988or make the space with the checker non-blocking.
942 989
943=item last_heal (0|1) 990=item I<last_heal> (0|1)
944 991
945If last_heal is 1 the matching item will be removed if the inventory checker 992If I<last_heal> is 1 the matching item will be removed if the inventory checker
946activates a connection and finds the item in the inventory. 993activates a connection and finds the item in the inventory.
947 994
948(A inventory checker that blocks a space won't remove anything from inventories) 995(A inventory checker that blocks a space won't remove anything from inventories)
949 996
950=item hp <number> 997=item I<hp> <number>
951 998
952If this field is not 0 the inventory checker will search for an object 999If this field is not 0 the inventory checker will search for an object
953with the type id <number>. 1000with the type id <number>.
954 1001
955=item slaying <string> 1002=item I<slaying> <string>
956 1003
957If this field is set the inventory checker will search for an object that 1004If this field is set the inventory checker will search for an object that
958has the same string in the slaying field (for example a key string of a key). 1005has the same string in the I<slaying> field (for example a key string of a key).
959 1006
960=item race <string> 1007=item I<race> <string>
961 1008
962If this field is set the inventory checker will search for an object which 1009If this field is set the inventory checker will search for an object which
963has the archetype name that matches <string>. 1010has the archetype name that matches <string>.
964 1011
965=item connected <connection id> 1012=item I<connected> <connection id>
966 1013
967This is the connection that will be activated. The connection is 1014This is the connection that will be activated. The connection is
968'pushed' when someone enters the space with the inventory checker, 1015'pushed' when someone enters the space with the inventory checker,
969and it is 'released' when he leaves it. 1016and it is 'released' when he leaves it.
970 1017
971See also the description of the connected field in the generic object attribute 1018See also the description of the I<connected> field in the generic object field
972section. 1019section.
973 1020
974=back 1021=back
975 1022
976=head3 FLESH - type 72 - Organs and body parts 1023=head3 B<FLESH> - type 72 - Organs and body parts
977 1024
978See FOOD description. 1025See B<FOOD> description.
979 1026
980=head3 MISC_OBJECT - type 79 - Misc. objects 1027=head3 B<MISC_OBJECT> - type 79 - Misc. objects
981 1028
982A type for any object that has no special behaviour. 1029A type for any object that has no special behaviour.
983 1030
1031=head3 B<LAMP> - type 82 - A lamp
1032
1033This object represents a lamp, that can be carried and switched
1034on and off and has a certain amount of fuel in it.
1035
1036A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1037Each of them should point at the other one with it's I<other_arch> field.
1038
1039See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1040
1041=over 4
1042
1043=item I<speed> <number>
1044
1045If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1046lamp burns it's fuel (I<food>).
1047
1048Setting FLAG_CHANGING makes only sense on the archetype which represents
1049the 'on' state of the lamp.
1050
1051See also the description of FLAG_CHANGING.
1052
1053Lamps which have no FLAG_CHANGING set would also make sense and represent
1054lamps that never burn up.
1055
1056=item I<other_arch> <number>
1057
1058This is the field that points to the 'other' archetype which represents the
1059opposite state of the lamp. The newly from I<other_arch> derived object will
1060replace the current object and will get the value of I<food> of the replaced object.
1061
1062Rationale:
1063
1064When the lamp (on) is applied a new object is derived from the archetype
1065in I<other_arch> and the I<food> value is copied to it ('the fuel is
1066transferred'). The new lamp (off) object has to have a I<other_arch> field
1067which points to the archetype from which a lamp (on) can be derived.
1068
1069=item I<food> <number>
1070
1071This fields stands for the fuel of the lamp.
1072
1073=back
1074
984=head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators 1075=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
985 1076
986This type of objects multiplies objects that are above it when it is activated. 1077This type of objects multiplies objects that are above it when it is activated.
987You can even multiply by 0, which will destroy the object. 1078You can even multiply by 0, which will destroy the object.
988 1079
989=over 4 1080=over 4
990 1081
991=item level <number> 1082=item I<level> <number>
992 1083
993The multiplicator, if set to 0 or lower it will destroy the objects above it. 1084The multiplicator, if set to 0 or lower it will destroy the objects above it.
994 1085
995=item other_arch <string> 1086=item I<other_arch> <string>
996 1087
997The archetype name of the objects which will be multiplied. 1088The archetype name of the objects that should be multiplied.
998 1089
999=item connected <number> 1090=item I<connected> <number>
1000 1091
1001See generic object attribute section. 1092See generic object field description.
1002 1093
1003=back 1094=back
1004 1095
1005=head3 HOLE - type 94 - Holes 1096=head3 B<HOLE> - type 94 - Holes
1006 1097
1007Holes are holes in the ground where objects can fall through. When the hole 1098B<HOLE>s are holes in the ground where objects can fall through. When the hole
1008opens and/or is completly open all objects above it fall through (more 1099opens and/or is completly open all objects above it fall through (more
1009precisely: if their head is above the hole). 1100precisely: if their head is above the hole).
1010 1101
1011When the HOLE is activated it's speed is set to 0.5. 1102When the B<HOLE> is activated it's speed is set to 0.5.
1012 1103
1013Trapdoors can only transfer the one who falls through to other coordinates 1104These holes can only transfer the one who falls through to other coordinates
1014on the B<same> map. 1105on the same map.
1015 1106
1016=over 4 1107=over 4
1017 1108
1018=item maxsp (0|1) 1109=item I<maxsp> (0|1)
1019 1110
1020This field negates the state of the connection: When maxsp is 1 the pit will 1111This field negates the state of the connection: When maxsp is 1 the pit will
1021open/close when the connection is deactivated. Otherwise it will open/close 1112open/close when the connection is deactivated. Otherwise it will open/close
1022when the connection is activated. This field only has effect when the 1113when the connection is activated. This field only has effect when the
1023connection is triggered. So if you put a closed hole on a map, and the 1114connection is triggered. So if you put a closed hole on a map, and the
1024connection is deactivated, and maxsp is 1 the hole will remain closed until the 1115connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1025connection was triggered once. 1116connection was triggered once.
1026 1117
1027=item connected <connection id> 1118=item I<connected> <connection id>
1028 1119
1029This is the connection id, which lets the hole opening or closing when 1120This is the connection id, which lets the hole opening or closing when
1030activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1121activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1031at which connection state the object is activated. 1122at which connection state the object is activated.
1032 1123
1033For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1124For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1034the connection is released. 1125the connection is released.
1035 1126
1036=item wc <number> (internal) 1127=item I<wc> <number> (internal)
1037 1128
1038This is an internal flag. If it is greater than 0 it means that the hole is not 1129This is an internal field. If it is greater than 0 it means that the hole is not
1039yet fully open. More preciesly: this field is the animation-step and if it is 1130yet fully open. More preciesly: this field is the animation-step and if it is
1040set to the 'closed' step of the animation the hole is closed and if it is on 1131set to the 'closed' step of the animation the hole is closed and if it is on
1041the 'open' animation step (wc = 0), the hole is open. 1132the 'open' animation step (I<wc> = 0), the hole is open.
1042 1133
1043=item sp <number> 1134=item I<sp> <number>
1044 1135
1045The destination y coordinates on the same map. 1136The destination y coordinates on the same map.
1046 1137
1047=item hp <number> 1138=item I<hp> <number>
1048 1139
1049The destination x coordinates on the same map. 1140The destination x coordinates on the same map.
1050 1141
1051=back 1142=back
1052 1143
1053=head3 POISONING - type 105 - The poisoning of players and monsters 1144=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1054 1145
1055This type is doing the actual damage to the ones who were attacked 1146This type is doing the actual damage to the ones who were attacked
1056via AT_POISON (or drank POISON). 1147via AT_POISON (or drank B<POISON>).
1057 1148
1058The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1149The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1059there for details). 1150there for details).
1060 1151
1061=over 4 1152=over 4
1062 1153
1063=item dam <number> 1154=item I<dam> <number>
1064 1155
1065Each time the poisoning is processed (which is determined by the speed and speed_left 1156Each time the poisoning is proccessed (which is determined by the I<speed> and
1066fields, see the general object attributes above) it hits the player with 1157I<speed_left> fields, see the general object fields description above) it hits
1067<number> damage and the AT_INTERNAL attacktype (means: it will simply 1158the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1068hit the player with no strings attached). 1159simply hit the player with no strings attached).
1069 1160
1070=item food <number> 1161=item I<food> <number>
1071 1162
1072Just a note: The posion is removed when food == 1 and not when 1163Just a note: The posioning is removed if I<food> == 1 and not if
1073the whole duration is up, because the POISONING code has to remove 1164the whole I<duration> is up, because the B<POISONING> code has to remove
1074the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1165the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1075deletes the POISONING object. 1166deletes the B<POISONING> object.
1076 1167
1077=back 1168=back
1078 1169
1079=head3 FORCE - type 114 - Forces 1170=head3 B<FORCE> - type 114 - Forces
1080 1171
1081Forces are a very 'thin' type. They don't have much behaviour other than 1172Forces are a very 'thin' type. They don't have much behaviour other than
1082disappearing after a time and/or affecting the player if they are in his 1173disappearing after a time and/or affecting the player if they are in his
1083inventory. 1174inventory.
1084 1175
1085Forces only take effect on the player if they have set FLAG_APPLIED. 1176Forces only take effect on the player if they have FLAG_APPLIED set.
1086 1177
1087Whether the duration field is processed or not a tick is controlled via the 1178Whether the I<duration> field is processed or not per tick is controlled by the
1088speed and speed_left field. Look above at the generic description of these 1179I<speed> and I<speed_left> fields. Look above in the generic object field description.
1089fields.
1090 1180
1091NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1181NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1092like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1182interpreter like described in the description of the FLAG_IS_USED_UP flag.
10930 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1183BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1094If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1184will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1095Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1185removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1186have good semantics on forces, try to avoid it.
1096 1187
1097=over 4 1188=over 4
1098 1189
1099=item duration 1190=item I<duration>
1100 1191
1101While this field is greater than 0 the force/object is not destroyed. It is 1192While this field is greater than 0 the force/object is not destroyed. It is
1102decreased each tick by 1. 1193decreased each tick by 1.
1103 1194
1104If it reaches 0 the force/object is destroyed. 1195If it reaches 0 the force/object is destroyed.
1107FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1198FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1108what happens then. 1199what happens then.
1109 1200
1110=back 1201=back
1111 1202
1112=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1203=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1113 1204
1114This object is generated by the POTION code when the potion is a resistance 1205This object is generated by the B<POTION> code when the potion is a resistance
1115giving potion. It has mainly the same behaviour as a FORCE. 1206giving potion. It has mainly the same behaviour as a B<FORCE>.
1116 1207
1117The specialty of the potion effect is that the resistancy it gives is absolute, 1208The specialty of the potion effect is that the resistancy it gives is absolute,
1118so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1209so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1119fire. 1210fire.
1120 1211
1121Multiple potion effects only give you the maximum of their resistancy. 1212Multiple potion effects only give you the maximum of their resistancy.

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