… | |
… | |
74 | For players this field reflects the duration of the invisibility |
74 | For players this field reflects the duration of the invisibility |
75 | and is decreased every tick by 1. |
75 | and is decreased every tick by 1. |
76 | |
76 | |
77 | For non-player objects this field is not changed by server ticks. |
77 | For non-player objects this field is not changed by server ticks. |
78 | |
78 | |
79 | =item speed <numeric> |
79 | =item speed <number> |
80 | |
80 | |
81 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
81 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
82 | on the active object list and will be processed each tick (see also speed_left!). |
82 | on the active object list and will be processed each tick (see also speed_left!). |
83 | |
83 | |
84 | If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
84 | If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
… | |
… | |
94 | |
94 | |
95 | If the object is on the active list and speed_left is lower or |
95 | If the object is on the active list and speed_left is lower or |
96 | equal to 0 the absolute value of the speed field is added to speed_left |
96 | equal to 0 the absolute value of the speed field is added to speed_left |
97 | on the end of the tick. |
97 | on the end of the tick. |
98 | |
98 | |
|
|
99 | This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
|
|
100 | the more seldom the object is processed. And the higher the speed field is |
|
|
101 | the more often the object is processed. |
|
|
102 | |
99 | =item no_drop (0|1) |
103 | =item no_drop (0|1) |
100 | |
104 | |
101 | Sets the flag FLAG_NO_DROP. See the Flags section below. |
105 | Sets the flag FLAG_NO_DROP. |
|
|
106 | See Flags section below. |
102 | |
107 | |
103 | =item applied (0|1) |
108 | =item applied (0|1) |
104 | |
109 | |
105 | Sets the flag FLAG_APPLIED. See the Flags section below. |
110 | Sets the flag FLAG_APPLIED. |
|
|
111 | See Flags section below. |
106 | |
112 | |
107 | =item is_used_up (0|1) |
113 | =item is_used_up (0|1) |
108 | |
114 | |
109 | Sets the flag FLAG_IS_USED_UP. See Flags section below. |
115 | Sets the flag FLAG_IS_USED_UP. |
|
|
116 | See Flags section below. |
|
|
117 | |
|
|
118 | =item auto_apply (0|1) |
|
|
119 | |
|
|
120 | Sets the flag FLAG_AUTO_APPLY. |
|
|
121 | See Flags section below. |
|
|
122 | |
|
|
123 | =item no_steal (0|1) |
|
|
124 | |
|
|
125 | Sets the flag FLAG_NO_STEAL. |
|
|
126 | See Flags section below. |
|
|
127 | |
|
|
128 | =item activate_on_push (0|1) (default: 1) |
|
|
129 | |
|
|
130 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
|
|
131 | See Flags section below. |
|
|
132 | |
|
|
133 | =item activate_on_release (0|1) (default: 1) |
|
|
134 | |
|
|
135 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
|
|
136 | See Flags section below. |
110 | |
137 | |
111 | =item editable (more than deprecated) |
138 | =item editable (more than deprecated) |
112 | |
139 | |
113 | This field had a special meaning for crossedit, which used parts |
140 | This field had a special meaning for crossedit, which used parts |
114 | of the server code for editing. Wherever you see this attribute being |
141 | of the server code for editing. Wherever you see this attribute being |
… | |
… | |
146 | this object is removed or not, see the Force type below for the meaning |
173 | this object is removed or not, see the Force type below for the meaning |
147 | of the duration field in this context. |
174 | of the duration field in this context. |
148 | |
175 | |
149 | If FLAG_APPLIED is not set the object is destroyed. |
176 | If FLAG_APPLIED is not set the object is destroyed. |
150 | |
177 | |
|
|
178 | =item FLAG_IS_A_TEMPLATE (internal use) |
|
|
179 | |
|
|
180 | This flag is set on the inventory of generators like CREATORs and CONVERTERs, |
|
|
181 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
|
|
182 | |
|
|
183 | =item FLAG_AUTO_APPLY |
|
|
184 | |
|
|
185 | This flag has currently only meaning for the TREASURE type, see below. |
|
|
186 | |
|
|
187 | =item FLAG_ACTIVATE_ON_PUSH |
|
|
188 | |
|
|
189 | This flag has only meaning for objects that can be linked together |
|
|
190 | with the 'connected' field and controls wether the object should |
|
|
191 | be activated when the connection is 'pushed' or it is 'released'. |
|
|
192 | |
|
|
193 | This flag is by default on. |
|
|
194 | |
|
|
195 | =item FLAG_ACTIVATE_ON_RELEASE |
|
|
196 | |
|
|
197 | This flag has only meaning for objects that can be linked together |
|
|
198 | with the 'connected' field and controls wether the object should |
|
|
199 | be activated when the connection is 'pushed' or it is 'released'. |
|
|
200 | |
|
|
201 | This flag is by default on. |
|
|
202 | |
|
|
203 | =item FLAG_NO_STEAL |
|
|
204 | |
|
|
205 | When this flag is set this object can't be stolen. The flag will be |
|
|
206 | resetted once the object is placed on a map. |
|
|
207 | |
|
|
208 | When this flag is set on a monster it can defent attempts of stealing |
|
|
209 | (but in this context the flag is only used internally). |
|
|
210 | |
151 | =back |
211 | =back |
152 | |
212 | |
153 | =head2 Description of type specific attributes |
213 | =head2 Description of type specific attributes |
154 | |
214 | |
155 | The beginning of the headers of the following subsection |
215 | The beginning of the headers of the following subsection |
156 | are the server internal names for the objects types, see include/define.h. |
216 | are the server internal names for the objects types, see include/define.h. |
157 | The numeric values are maybe not 100% accurate, as the code is a changing |
|
|
158 | target, please consult include/define.h in doubt :-) |
|
|
159 | |
217 | |
160 | =head3 FORCE - type 114 - Forces |
218 | =head3 TRANSPORT - type 2 - Player transports |
161 | |
219 | |
162 | Forces are a very 'thin' type. They don't have much behaviour other than |
220 | This type is implemented by the transport extension and has currently no special |
163 | disappearing after a time and/or affecting the player if they are in his inventory. |
221 | attributes that affect it. |
164 | |
222 | |
165 | Forces only take effect on the player if they have set FLAG_APPLIED. |
223 | =head3 ROD - type 3 - Rods that fire spells |
166 | |
224 | |
167 | Whether the duration field is processed or not a tick is controlled via the |
225 | Rods contain spells and can be fired by a player. |
168 | speed and speed_left field. Look above at the generic description of these |
|
|
169 | fields. |
|
|
170 | |
226 | |
171 | =over 4 |
227 | =over 4 |
172 | |
228 | |
173 | =item duration |
229 | =item level <number> |
174 | |
230 | |
175 | While this field is greater than 0 the force/object is not destroyed. |
231 | This attribute is used for calculating the spell level that can be fired |
176 | It is decreased each tick by 1. |
232 | with this rod, it's also the maximum level of the spell that can be fired. |
|
|
233 | The level of the spell that is being fired depends mostly on |
|
|
234 | the 'use magic item' skill level of the player and 1/10 of the level of the |
|
|
235 | rod is added as bonus. |
177 | |
236 | |
178 | If it reaches 0 the force/object is destroyed. |
237 | =item hp <number> |
179 | |
238 | |
180 | This field can have this meaning for B<any> object if that object has |
239 | The amount of spellpoints this rod has left. |
181 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
240 | |
182 | what happens then. |
241 | =item maxhp <number> |
|
|
242 | |
|
|
243 | The maximum amount of spellpoints this rod has. |
|
|
244 | |
|
|
245 | =item skill <skill name> |
|
|
246 | |
|
|
247 | This field determines which skill you need to apply this object. |
|
|
248 | |
|
|
249 | =back |
|
|
250 | |
|
|
251 | =head3 TREASURE - type 4 - Treasures |
|
|
252 | |
|
|
253 | This type of objects are for random treasure generation in maps. |
|
|
254 | If this object is applied by a player it will replace itself with it's |
|
|
255 | inventory. If it is automatically applied |
|
|
256 | generate a treasure and replace itself with the generated treasure. |
|
|
257 | |
|
|
258 | Chests are also of this type, their treasures are generated by |
|
|
259 | the auto apply code on map instantiation. |
|
|
260 | |
|
|
261 | =over 4 |
|
|
262 | |
|
|
263 | =item hp <number> |
|
|
264 | |
|
|
265 | The number of treasures to generate. |
|
|
266 | |
|
|
267 | =item exp <level> |
|
|
268 | |
|
|
269 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
|
|
270 | and the difficulty for the treasurecode only depends on the maps difficulty, |
|
|
271 | otherwise the exp field has the following meaning: |
|
|
272 | |
|
|
273 | If this field is not 0 it is passed as the difficulty |
|
|
274 | to the treasure generation code to determine how good, how much |
|
|
275 | worth a treasure is or what bonuses it is given by the treasure code. |
|
|
276 | |
|
|
277 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
|
|
278 | generation code. |
|
|
279 | |
|
|
280 | =item randomitems <treasurelist> |
|
|
281 | |
|
|
282 | The treasurelist to use to generate the treasure which is put in the |
|
|
283 | treasure objects inventory. |
|
|
284 | |
|
|
285 | =back |
|
|
286 | |
|
|
287 | =head3 POTION - type 5 - Potions for drinking and other nastynesses |
|
|
288 | |
|
|
289 | These objects contain a spell and will emit it on apply, which most |
|
|
290 | of the time has the meaning of 'drinking'. |
|
|
291 | |
|
|
292 | If no resistancy field, stat field or attacktype is set and no spell |
|
|
293 | is put in the potion by the sp field or the randomitems the |
|
|
294 | potion will become an artifact and the artifact code decides which kind |
|
|
295 | of potion will be generated. |
|
|
296 | |
|
|
297 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
|
|
298 | will yield an explosion and hurt the player. |
|
|
299 | |
|
|
300 | =over 4 |
|
|
301 | |
|
|
302 | =item Str, Dex, Con, Int, Wis, Cha, Pow <number> |
|
|
303 | |
|
|
304 | These stat fields determine how many stat points the player gets |
|
|
305 | when he applies this potion. |
|
|
306 | |
|
|
307 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
|
|
308 | |
|
|
309 | =item sp <number> |
|
|
310 | |
|
|
311 | If this field is set and the randomitems field is not set |
|
|
312 | the field is interpreted as spell number, please look the right |
|
|
313 | number up in common/loader.C. |
|
|
314 | |
|
|
315 | If this field is set the randomitems field will be unset by the |
|
|
316 | map loading code. |
|
|
317 | |
|
|
318 | =item attacktype <attacktype> |
|
|
319 | |
|
|
320 | This field has some special meaning in potions, currently the |
|
|
321 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
|
|
322 | restoration potion or improvement potion. |
|
|
323 | See include/attackinc.h for the bits of these types. |
|
|
324 | |
|
|
325 | If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
|
|
326 | will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
|
|
327 | set the player will be drained a random stat by inserting an ARCH_DEPLETION |
|
|
328 | into him. |
|
|
329 | |
|
|
330 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
|
|
331 | When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
|
|
332 | |
|
|
333 | =item resist_<resistancy> <number> |
|
|
334 | |
|
|
335 | If this stat is set and no spell is in the potion the potion |
|
|
336 | will create a force that give the player this specific resistancy. |
|
|
337 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
|
|
338 | and the potion will last 10 times longer than the default force archetype |
|
|
339 | FORCE_NAME (at the moment of this writing spell/force.arc). |
|
|
340 | |
|
|
341 | =item randomitems <treasurelist> |
|
|
342 | |
|
|
343 | The inventory/spell of the potion will be created by calling the treasure code |
|
|
344 | with the treasurelist specified here. (I guess it's highly undefined what |
|
|
345 | happens if there is not a spell in the potions inventory). |
|
|
346 | |
|
|
347 | =item on_use_yield <archetype> |
|
|
348 | |
|
|
349 | When this object is applied an instance of <archetype> will be created. |
|
|
350 | |
|
|
351 | =item subtypes <potion subtype> |
|
|
352 | |
|
|
353 | see include/spells.h for possible potion subtypes, there are currently 4: |
|
|
354 | |
|
|
355 | =over 4 |
|
|
356 | |
|
|
357 | =item POT_SPELL |
|
|
358 | |
|
|
359 | Unused, default behaiour of a potion. |
|
|
360 | |
|
|
361 | =item POT_DUST |
|
|
362 | |
|
|
363 | This potion can be thrown to cast the spell that it has in it's inventory, |
|
|
364 | the behaviour is not defined if there is not a spell in the inventory and the |
|
|
365 | server will log an error. |
|
|
366 | |
|
|
367 | =item POT_FIGURINE |
|
|
368 | |
|
|
369 | Unused, default behaiour of a potion. |
|
|
370 | |
|
|
371 | =item POT_BALM |
|
|
372 | |
|
|
373 | Unused, default behaiour of a potion. |
|
|
374 | |
|
|
375 | =back |
|
|
376 | |
|
|
377 | =back |
|
|
378 | |
|
|
379 | =head3 FOOD - type 6 - Eatable stuff |
|
|
380 | |
|
|
381 | This is for objects that are representing general eatables like |
|
|
382 | beef or bread. |
|
|
383 | |
|
|
384 | The main difference between FOOD, FLESH and DRINK is that they |
|
|
385 | give different messages. |
|
|
386 | |
|
|
387 | The specialty of FLESH is that it inherits the resistancies of the |
|
|
388 | monsters it was generated in and will let dragons raise their resistancies |
|
|
389 | with that. If the monster has the POISON attacktype the FLESH |
|
|
390 | will change into POISON. |
|
|
391 | |
|
|
392 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
|
|
393 | and if he doesn't find any of that he will start eating FLESH. |
|
|
394 | |
|
|
395 | =over 4 |
|
|
396 | |
|
|
397 | =item title <string> |
|
|
398 | |
|
|
399 | If the food has a title or is cursed it is considered 'special', which means that the |
|
|
400 | fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
|
|
401 | are interpreted and have further effects on the player. |
|
|
402 | |
|
|
403 | The higher the food field is the longer the improvement of the player lasts |
|
|
404 | (except for hp and sp). |
|
|
405 | |
|
|
406 | =item food <number> |
|
|
407 | |
|
|
408 | This is the amount of food points the player gets when he eats this. |
|
|
409 | |
|
|
410 | =item on_use_yield <archetype> |
|
|
411 | |
|
|
412 | When this object is applied an instance of <archetype> will be created. |
|
|
413 | |
|
|
414 | =back |
|
|
415 | |
|
|
416 | =head3 POISON - type 7 - Poisonous stuff |
|
|
417 | |
|
|
418 | This type is for objects that can poison the player when drinking. |
|
|
419 | When applied it will hit the attacked with AT_POISON and will create |
|
|
420 | a POISONING object in the one who was hit. |
|
|
421 | |
|
|
422 | =over 4 |
|
|
423 | |
|
|
424 | =item level <number> |
|
|
425 | |
|
|
426 | This field affects the propability of poisoning. The higher the level difference |
|
|
427 | between the one who is hit and the poision the mose propable it is the attacked |
|
|
428 | one will be poisoned. |
|
|
429 | |
|
|
430 | =item slaying <race> |
|
|
431 | |
|
|
432 | On poison this field has the usual meaning of 'slaying', when the |
|
|
433 | ones race matches the slaying field the damage done by the poison |
|
|
434 | is multiplied by 3. |
|
|
435 | |
|
|
436 | =item hp <number> |
|
|
437 | |
|
|
438 | This is the amount of damage the player will receive from applying this. The |
|
|
439 | attacktype AT_POISON will be used to hit the player and the damage will |
|
|
440 | determine the strenght, duration and depletion of stats of the poisoning. The |
|
|
441 | created POISONING object which is being placed in the one who was attacked will |
|
|
442 | get the damage from this field (which is maybe adjusted by slaying or the |
|
|
443 | resistancies). |
|
|
444 | |
|
|
445 | =item food <number> |
|
|
446 | |
|
|
447 | 1/4 of <number> will be drained from the players food. |
|
|
448 | |
|
|
449 | =item on_use_yield <archetype> |
|
|
450 | |
|
|
451 | When this object is applied an instance of <archetype> will be created. |
183 | |
452 | |
184 | =back |
453 | =back |
185 | |
454 | |
186 | =head3 WEAPON - type 15 - Weapons |
455 | =head3 WEAPON - type 15 - Weapons |
187 | |
456 | |
… | |
… | |
312 | |
581 | |
313 | the amount of ac points the player's ac is decreased |
582 | the amount of ac points the player's ac is decreased |
314 | |
583 | |
315 | =item wc <number> |
584 | =item wc <number> |
316 | |
585 | |
317 | the amount of wc points the player's ac is decreased |
586 | the amount of wc points the player's wc is decreased |
318 | |
587 | |
319 | =back |
588 | =back |
320 | |
589 | |
321 | =head4 Player inherits following flags from weapons: |
590 | =head4 Player inherits following flags from weapons: |
322 | |
591 | |
323 | FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, |
592 | FLAG_LIFESAVE |
324 | FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD |
593 | FLAG_REFL_SPELL |
|
|
594 | FLAG_REFL_MISSILE |
|
|
595 | FLAG_STEALTH |
|
|
596 | FLAG_XRAYS |
|
|
597 | FLAG_BLIND |
|
|
598 | FLAG_SEE_IN_DARK |
|
|
599 | FLAG_UNDEAD |
|
|
600 | |
|
|
601 | =head3 DRINK - type 54 - Drinkable stuff |
|
|
602 | |
|
|
603 | See FOOD description. |
|
|
604 | |
|
|
605 | =head3 CHECK_INV - type 64 - Inventory checkers |
|
|
606 | |
|
|
607 | This object checks whether the player has a specific item in his |
|
|
608 | inventory when he moves above the inventory checker. If the player has |
|
|
609 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
|
|
610 | |
|
|
611 | If you set move_block you can deny players and monsters to reach the space where |
|
|
612 | the inventory checker is on, see 'move_block' description below. |
|
|
613 | |
|
|
614 | The conditions specified by hp, slaying and race are concationated with OR. |
|
|
615 | So matching one of those conditions is enough. |
|
|
616 | |
|
|
617 | =over 4 |
|
|
618 | |
|
|
619 | =item move_block <move type bitmask> |
|
|
620 | |
|
|
621 | If you set this field to block a movetype the move code will block any moves |
|
|
622 | onto the space with the inventory checker, IF the moving object doesn't have |
|
|
623 | (or has - if last_sp = 0) the item that the checker is searching for. |
|
|
624 | |
|
|
625 | =item last_sp (0|1) |
|
|
626 | |
|
|
627 | If last_sp is 1 'having' the item that is being checked for will |
|
|
628 | activate the connection or make the space with the checker non-blocking. |
|
|
629 | If last_sp is 0 'not having' the item will activate the connection |
|
|
630 | or make the space with the checker non-blocking. |
|
|
631 | |
|
|
632 | =item last_heal (0|1) |
|
|
633 | |
|
|
634 | If last_heal is 1 the matching item will be removed if the inventory checker |
|
|
635 | activates a connection and finds the item in the inventory. |
|
|
636 | |
|
|
637 | (A inventory checker that blocks a space won't remove anything from inventories) |
|
|
638 | |
|
|
639 | =item hp <number> |
|
|
640 | |
|
|
641 | If this field is not 0 the inventory checker will search for an object |
|
|
642 | with the type id <number>. |
|
|
643 | |
|
|
644 | =item slaying <string> |
|
|
645 | |
|
|
646 | If this field is set the inventory checker will search for an object that |
|
|
647 | has the same string in the slaying field (for example a key string of a key). |
|
|
648 | |
|
|
649 | =item race <string> |
|
|
650 | |
|
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651 | If this field is set the inventory checker will search for an object which |
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652 | has the archetype name that matches <string>. |
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653 | |
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654 | =item connected <connection id> |
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655 | |
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|
656 | This is the connection that will be activated. |
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657 | |
|
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658 | =back |
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659 | |
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660 | =head3 FLESH - type 72 - Organs and body parts |
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661 | |
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|
662 | See FOOD description. |
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663 | |
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|
664 | =head3 HOLE - type 94 - Holes |
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665 | |
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|
666 | Holes are holes in the ground where objects can fall through. When the hole |
|
|
667 | opens and/or is completly open all objects above it fall through (more |
|
|
668 | precisely: if their head is above the hole). |
|
|
669 | |
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|
670 | Trapdoors can only transfer the one who falls through to other coordinates |
|
|
671 | on the B<same> map. |
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|
672 | |
|
|
673 | =over 4 |
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674 | |
|
|
675 | =item maxsp (0|1) |
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|
676 | |
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|
677 | This field negates the state of the connection: When maxsp is 1 the pit will |
|
|
678 | open/close when the connection is deactivated. Otherwise it will open/close |
|
|
679 | when the connection is activated. This field only has effect when the |
|
|
680 | connection is triggered. So if you put a closed hole on a map, and the |
|
|
681 | connection is deactivated, and maxsp is 1 the hole will remain closed until the |
|
|
682 | connection was triggered once. |
|
|
683 | |
|
|
684 | =item connected <connection id> |
|
|
685 | |
|
|
686 | This is the connection id, which lets the hole opening or closing when |
|
|
687 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
|
|
688 | at which connection state the object is activated. |
|
|
689 | |
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|
690 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
|
|
691 | the connection is released. |
|
|
692 | |
|
|
693 | =item wc <number> (internal) |
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|
694 | |
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|
695 | This is an internal flag. If it is greater than 0 it means that the hole is not |
|
|
696 | yet fully open. More preciesly: this field is the animation-step and if it is |
|
|
697 | set to the 'closed' step of the animation the hole is closed and if it is on |
|
|
698 | the 'open' animation step (wc = 0), the hole is open. |
|
|
699 | |
|
|
700 | =item sp <number> |
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|
701 | |
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|
702 | The destination y coordinates on the same map. |
|
|
703 | |
|
|
704 | =item hp <number> |
|
|
705 | |
|
|
706 | The destination x coordinates on the same map. |
|
|
707 | |
|
|
708 | =back |
|
|
709 | |
|
|
710 | =head3 POISONING - type 105 - The poisoning of players and monsters |
|
|
711 | |
|
|
712 | This type is doing the actual damage to the ones who were attacked |
|
|
713 | via AT_POISON (or drank POISON). |
|
|
714 | |
|
|
715 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
|
|
716 | there for details). |
|
|
717 | |
|
|
718 | =over 4 |
|
|
719 | |
|
|
720 | =item dam <number> |
|
|
721 | |
|
|
722 | Each time the poisoning is processed (which is determined by the speed and speed_left |
|
|
723 | fields, see the general object attributes above) it hits the player with |
|
|
724 | <number> damage and the AT_INTERNAL attacktype (means: it will simply |
|
|
725 | hit the player with no strings attached). |
|
|
726 | |
|
|
727 | =item food <number> |
|
|
728 | |
|
|
729 | Just a note: The posion is removed when food == 1 and not when |
|
|
730 | the whole duration is up, because the POISONING code has to remove |
|
|
731 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
|
|
732 | deletes the POISONING object. |
|
|
733 | |
|
|
734 | =back |
|
|
735 | |
|
|
736 | =head3 FORCE - type 114 - Forces |
|
|
737 | |
|
|
738 | Forces are a very 'thin' type. They don't have much behaviour other than |
|
|
739 | disappearing after a time and/or affecting the player if they are in his |
|
|
740 | inventory. |
|
|
741 | |
|
|
742 | Forces only take effect on the player if they have set FLAG_APPLIED. |
|
|
743 | |
|
|
744 | Whether the duration field is processed or not a tick is controlled via the |
|
|
745 | speed and speed_left field. Look above at the generic description of these |
|
|
746 | fields. |
|
|
747 | |
|
|
748 | NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
|
|
749 | like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
|
|
750 | 0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
|
|
751 | If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
|
|
752 | Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
|
|
753 | |
|
|
754 | =over 4 |
|
|
755 | |
|
|
756 | =item duration |
|
|
757 | |
|
|
758 | While this field is greater than 0 the force/object is not destroyed. It is |
|
|
759 | decreased each tick by 1. |
|
|
760 | |
|
|
761 | If it reaches 0 the force/object is destroyed. |
|
|
762 | |
|
|
763 | This field can have this meaning for B<any> object if that object has |
|
|
764 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
|
|
765 | what happens then. |
|
|
766 | |
|
|
767 | =back |
|
|
768 | |
|
|
769 | =head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
|
|
770 | |
|
|
771 | This object is generated by the POTION code when the potion is a resistance |
|
|
772 | giving potion. It has mainly the same behaviour as a FORCE. |
|
|
773 | |
|
|
774 | The specialty of the potion effect is that the resistancy it gives is absolute, |
|
|
775 | so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
|
|
776 | fire. |
|
|
777 | |
|
|
778 | Multiple potion effects only give you the maximum of their resistancy. |