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Revision: 1.14
Committed: Wed Dec 20 19:53:10 2006 UTC (17 years, 6 months ago) by elmex
Branch: MAIN
Changes since 1.13: +215 -3 lines
Log Message:
documented ARROW, DUPLICATOR and CREATOR.

File Contents

# Content
1 =head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION
2
3 Here is all information about the object types Crossfire+
4 supports at the moment. This is not a complete documentation (yet)
5 and browsing the source is still recommended to learn about
6 the objects that aren't documented here.
7
8 This documentation is in a sketchy state. It's mostly
9 used to collect notes about the internal behaviour of the
10 objects.
11
12 =head2 About archetypes and objects
13
14 Field denotes an attribute of an archetype.
15 This is an example of an archetype:
16
17 Object button_trigger
18 name button
19 type 30
20 face button_sma.111
21 anim
22 button_sma.111
23 button_sma.112
24 mina
25 is_animated 0
26 exp 30
27 no_pick 1
28 walk_on 1
29 walk_off 1
30 editable 48
31 visibility 50
32 weight 1
33 end
34
35 This archetype has the name 'button_trigger' and the objects that
36 inherit from this archetype have the name 'button'.
37
38 The next field 'type' decides the main behaviour of this archetype.
39 For a comprehensive list of types see include/define.h. For this case
40 you might find a line like:
41
42 #define TRIGGER_BUTTON        30
43
44 The server internally works with objects that 'inherit' attributes from
45 an archetype. They have a similar set of attributes.
46
47 The following documentation will also document the meaning of code internal
48 attributes of objects. These attributes are marked as '(internal)' and can't
49 or shouldn't be set by an archetype. If the internal names differs the
50 external name (for the archetypes) for the attribute is written behind it.
51
52 =head2 Description of generic archetype and object attributes
53
54 These are the fields that most of the objects have and/or their
55 default behaviour.
56
57 =over 4
58
59 =item name <string>
60
61 The name of the object.
62
63 =item name_pl <string>
64
65 The name of a collection of these objects (the plural of the name).
66
67 =item face <facename>
68
69 The graphical appearance of this object.
70
71 =item x <number>
72
73 The x position of the object when it is on a map.
74
75 =item y <number>
76
77 The y position of the object when it is on a map.
78
79 =item map (internal)
80
81 The map the object is on.
82
83 =item invisible <number>
84
85 If the <number> is greater than 0 the object is invisible.
86 For players this field reflects the duration of the invisibility
87 and is decreased every tick by 1.
88
89 For non-player objects this field is not changed by server ticks.
90
91 =item speed <number>
92
93 If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
94 on the active object list and will be processed each tick (see also speed_left!).
95
96 If the speed field drops below the MIN_ACTIVE_SPEED the object is removed
97 from the active object list and it won't experience any processing per tick.
98
99 =item speed_left <number>
100
101 If this field is greater than 0 and the object is on the
102 active list (mostly means it's speed is also greater than 0):
103
104 - speed_left is decreased by 1
105 - and this object is processed and experiences a server tick.
106
107 If the object is on the active list and speed_left is lower or
108 equal to 0 the absolute value of the speed field is added to speed_left
109 on the end of the tick.
110
111 This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED)
112 the more seldom the object is processed. And the higher the speed field is
113 the more often the object is processed.
114
115 =item connected <number>
116
117 When this field is set the object will be linked to a connection with the
118 id <number>. What happens when the connection is 'activated' depends on the
119 type of the object.
120
121 When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
122 when to activate the object, see description of these below for further details.
123
124 =item no_drop (0|1)
125
126 Sets the flag FLAG_NO_DROP.
127 See Flags section below.
128
129 =item applied (0|1)
130
131 Sets the flag FLAG_APPLIED.
132 See Flags section below.
133
134 =item is_used_up (0|1)
135
136 Sets the flag FLAG_IS_USED_UP.
137 See Flags section below.
138
139 =item auto_apply (0|1)
140
141 Sets the flag FLAG_AUTO_APPLY.
142 See Flags section below.
143
144 =item no_steal (0|1)
145
146 Sets the flag FLAG_NO_STEAL.
147 See Flags section below.
148
149 =item reflecting (0|1)
150
151 Sets the flag FLAG_REFLECTING.
152 See Flags section below.
153
154 =item reflect_spell (0|1)
155
156 Sets the flag FLAG_REFL_SPELL.
157 See Flags section below.
158
159 =item no_skill_ident (0|1)
160
161 Sets the flag FLAG_NO_SKILL_IDENT.
162 See Flags section below.
163
164 =item activate_on_push (0|1) (default: 1)
165
166 Sets the flag FLAG_ACTIVATE_ON_PUSH.
167 See Flags section below.
168
169 =item activate_on_release (0|1) (default: 1)
170
171 Sets the flag FLAG_ACTIVATE_ON_RELEASE.
172 See Flags section below.
173
174 =item editable (more than deprecated)
175
176 This field had a special meaning for crossedit, which used parts
177 of the server code for editing. Wherever you see this attribute being
178 set in an archetype ignore it and/or remove it. No code interprets this
179 field anymore.
180
181 =back
182
183 =head3 Flags
184
185 Here are the effects of the flags described.
186
187 =over 4
188
189 =item FLAG_NO_DROP
190
191 An object can't be picked up and dropped.
192
193 =item FLAG_APPLIED
194
195 This flag mostly states whether this object has been 'applied' by the player.
196 For objects that are applied by the code or have this flag set in the archetype
197 it mostly means 'this object is active'.
198
199 For example the player adjustments of the hp/sp/grace fields and inheritance
200 of flags from objects in his inventory is toggled by this flag.
201
202 =item FLAG_IS_USED_UP
203
204 This flag controls whether an object is 'used up'. If it is set the 'food' field
205 of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha
206 it is removed.
207
208 If also the flag FLAG_APPLIED is set, the 'duration' field controls whether
209 this object is removed or not, see the Force type below for the meaning
210 of the duration field in this context.
211
212 If FLAG_APPLIED is not set the object is destroyed.
213
214 =item FLAG_IS_A_TEMPLATE (internal use)
215
216 This flag is set on the inventory of generators like CREATORs and CONVERTERs,
217 or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
218
219 =item FLAG_AUTO_APPLY
220
221 This flag has currently only meaning for the TREASURE type, see below.
222
223 =item FLAG_ACTIVATE_ON_PUSH
224
225 This flag has only meaning for objects that can be linked together
226 with the 'connected' field and controls wether the object should
227 be activated when the connection is 'pushed' or it is 'released'.
228
229 What 'pushed' and 'released' means depends on the object that
230 activates the connection.
231
232 This flag is by default on.
233
234 =item FLAG_ACTIVATE_ON_RELEASE
235
236 This flag has only meaning for objects that can be linked together
237 with the 'connected' field and controls wether the object should
238 be activated when the connection is 'pushed' or it is 'released'.
239
240 What 'pushed' and 'released' means depends on the object that
241 activates the connection.
242
243 This flag is by default on.
244
245 =item FLAG_NO_STEAL
246
247 When this flag is set this object can't be stolen. The flag will be
248 resetted once the object is placed on a map.
249
250 When this flag is set on a monster it can defent attempts of stealing
251 (but in this context the flag is only used internally).
252
253 =item FLAG_NO_SKILL_IDENT
254
255 This flag is mostly used internal and prevents unidentified objects
256 (objects which don't have FLAG_IDENTIFIED set) being identified by
257 skills.
258
259 This flag is used to mark objects to never being identified by a skill
260 once a player failed to identify an object. So that multiple tries
261 of identifying aren't more effective than one.
262
263 =item FLAG_REFLECTING
264
265 This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW
266 to indicate whether this object reflects off walls.
267
268 =item FLAG_REFL_SPELL
269
270 This flag indicates whether something reflects spells, like spell reflecting
271 amuletts.
272
273 =back
274
275 =head2 Description of type specific attributes
276
277 The beginning of the headers of the following subsection
278 are the server internal names for the objects types, see include/define.h.
279
280 =head3 TRANSPORT - type 2 - Player transports
281
282 This type is implemented by the transport extension and has currently no special
283 attributes that affect it.
284
285 =head3 ROD - type 3 - Rods that fire spells
286
287 Rods contain spells and can be fired by a player.
288
289 =over 4
290
291 =item level <number>
292
293 This attribute is used for calculating the spell level that can be fired
294 with this rod, it's also the maximum level of the spell that can be fired.
295 The level of the spell that is being fired depends mostly on
296 the 'use magic item' skill level of the player and 1/10 of the level of the
297 rod is added as bonus.
298
299 =item hp <number>
300
301 The amount of spellpoints this rod has left.
302
303 =item maxhp <number>
304
305 The maximum amount of spellpoints this rod has.
306
307 =item skill <skill name>
308
309 This field determines which skill you need to apply this object.
310
311 =back
312
313 =head3 TREASURE - type 4 - Treasures
314
315 This type of objects are for random treasure generation in maps.
316 If this object is applied by a player it will replace itself with it's
317 inventory. If it is automatically applied
318 generate a treasure and replace itself with the generated treasure.
319
320 Chests are also of this type, their treasures are generated by
321 the auto apply code on map instantiation.
322
323 =over 4
324
325 =item hp <number>
326
327 The number of treasures to generate.
328
329 =item exp <level>
330
331 If FLAG_AUTO_APPLY is not set the exp field has no further meaning
332 and the difficulty for the treasurecode only depends on the maps difficulty,
333 otherwise the exp field has the following meaning:
334
335 If this field is not 0 it is passed as the difficulty
336 to the treasure generation code to determine how good, how much
337 worth a treasure is or what bonuses it is given by the treasure code.
338
339 If this field is not set or 0 the difficulty of the map is passed to the treasure
340 generation code.
341
342 =item randomitems <treasurelist>
343
344 The treasurelist to use to generate the treasure which is put in the
345 treasure objects inventory.
346
347 =back
348
349 =head3 POTION - type 5 - Potions for drinking and other nastynesses
350
351 These objects contain a spell and will emit it on apply, which most
352 of the time has the meaning of 'drinking'.
353
354 If no resistancy field, stat field or attacktype is set and no spell
355 is put in the potion by the sp field or the randomitems the
356 potion will become an artifact and the artifact code decides which kind
357 of potion will be generated.
358
359 If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
360 will yield an explosion and hurt the player.
361
362 =over 4
363
364 =item Str, Dex, Con, Int, Wis, Cha, Pow <number>
365
366 These stat fields determine how many stat points the player gets
367 when he applies this potion.
368
369 If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
370
371 =item sp <number>
372
373 If this field is set and the randomitems field is not set
374 the field is interpreted as spell number, please look the right
375 number up in common/loader.C.
376
377 If this field is set the randomitems field will be unset by the
378 map loading code.
379
380 =item attacktype <attacktype>
381
382 This field has some special meaning in potions, currently the
383 bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
384 restoration potion or improvement potion.
385 See include/attackinc.h for the bits of these types.
386
387 If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
388 will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
389 set the player will be drained a random stat by inserting an ARCH_DEPLETION
390 into him.
391
392 If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
393 When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
394
395 =item resist_<resistancy> <number>
396
397 If this stat is set and no spell is in the potion the potion
398 will create a force that give the player this specific resistancy.
399 The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
400 and the potion will last 10 times longer than the default force archetype
401 FORCE_NAME (at the moment of this writing spell/force.arc).
402
403 =item randomitems <treasurelist>
404
405 The inventory/spell of the potion will be created by calling the treasure code
406 with the treasurelist specified here. (I guess it's highly undefined what
407 happens if there is not a spell in the potions inventory).
408
409 =item on_use_yield <archetype>
410
411 When this object is applied an instance of <archetype> will be created.
412
413 =item subtypes <potion subtype>
414
415 see include/spells.h for possible potion subtypes, there are currently 4:
416
417 =over 4
418
419 =item POT_SPELL
420
421 Unused, default behaiour of a potion.
422
423 =item POT_DUST
424
425 This potion can be thrown to cast the spell that it has in it's inventory,
426 the behaviour is not defined if there is not a spell in the inventory and the
427 server will log an error.
428
429 =item POT_FIGURINE
430
431 Unused, default behaiour of a potion.
432
433 =item POT_BALM
434
435 Unused, default behaiour of a potion.
436
437 =back
438
439 =back
440
441 =head3 FOOD - type 6 - Eatable stuff
442
443 This is for objects that are representing general eatables like
444 beef or bread.
445
446 The main difference between FOOD, FLESH and DRINK is that they
447 give different messages.
448
449 The specialty of FLESH is that it inherits the resistancies of the
450 monsters it was generated in and will let dragons raise their resistancies
451 with that. If the monster has the POISON attacktype the FLESH
452 will change into POISON.
453
454 If a player runs low on food he will grab for FOOD, DRINK and POISON
455 and if he doesn't find any of that he will start eating FLESH.
456
457 =over 4
458
459 =item title <string>
460
461 If the food has a title or is cursed it is considered 'special', which means that the
462 fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp
463 are interpreted and have further effects on the player.
464
465 The higher the food field is the longer the improvement of the player lasts
466 (except for hp and sp).
467
468 =item food <number>
469
470 This is the amount of food points the player gets when he eats this.
471
472 =item on_use_yield <archetype>
473
474 When this object is applied an instance of <archetype> will be created.
475
476 =back
477
478 =head3 POISON - type 7 - Poisonous stuff
479
480 This type is for objects that can poison the player when drinking.
481 When applied it will hit the attacked with AT_POISON and will create
482 a POISONING object in the one who was hit.
483
484 =over 4
485
486 =item level <number>
487
488 This field affects the propability of poisoning. The higher the level difference
489 between the one who is hit and the poision the mose propable it is the attacked
490 one will be poisoned.
491
492 =item slaying <race>
493
494 On poison this field has the usual meaning of 'slaying', when the
495 ones race matches the slaying field the damage done by the poison
496 is multiplied by 3.
497
498 =item hp <number>
499
500 This is the amount of damage the player will receive from applying this. The
501 attacktype AT_POISON will be used to hit the player and the damage will
502 determine the strenght, duration and depletion of stats of the poisoning. The
503 created POISONING object which is being placed in the one who was attacked will
504 get the damage from this field (which is maybe adjusted by slaying or the
505 resistancies).
506
507 =item food <number>
508
509 1/4 of <number> will be drained from the players food.
510
511 =item on_use_yield <archetype>
512
513 When this object is applied an instance of <archetype> will be created.
514
515 =back
516
517 =head3 BOOK - type 8 - Readable books
518
519 This type is basically for representing text books in the game.
520
521 Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
522
523 =over 4
524
525 =item msg <text>
526
527 This is the contents of the book. When this field is unset
528 at treasure generation a random text will be inserted.
529
530 =item skill <skill name>
531
532 The skill required to read this book. (The most resonable
533 skill would be literacy).
534
535 =item exp <number>
536
537 The experience points the player get for reading this book.
538
539 =item subtype <readable subtype>
540
541 This field determines the type of the readable.
542 Please see common/readable.C in the readable_message_types table.
543
544 =back
545
546 =head3 CLOCK - type 9 - Clocks
547
548 This type of objects just display the time when being applied.
549
550 =head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT)
551
552 This is a spell effect of a moving bolt. It moves straigt forward
553 through the map until something blocks it.
554 If FLAG_REFLECTING is set it even reflects on walls.
555
556 FLAG_IS_TURNABLE should be set on these objects.
557
558 =over 4
559
560 =item move_type <movetype>
561
562 This field affects the move type with which the lightning moves through
563 the map and which map cells will reflect or block it.
564
565 =item attacktype <attacktype>
566
567 The attacktype with which it hits the objects on the map.
568
569 =item dam <number>
570
571 The damage this bolt inflicts when it hits objects on the map.
572
573 =item Dex <number>
574
575 This is the fork percentage, it is reduced by 10 per fork.
576 And the damage is halved on each fork.
577
578 =item Con <number>
579
580 This value is a percentage of which the forking lightning
581 is deflected to the left. This value should be mostly used internally.
582
583 =item duration <number>
584
585 The duration the bolt stays on a map cell. This field is decreased each time
586 the object is processed (see the meaning of speed and speed_left fields in
587 the object general description).
588
589 =item range <number>
590
591 This is the range of the bolt, each space it advances this field is decreased.
592
593 =back
594
595 =head3 ARROW - type 13 - Arrows
596
597 This is the type for objects that represent projectiles like arrows.
598 The movement of THROWN_OBJs behave similar to this type.
599
600 Flying arrows are stopped either when they hit something blocking
601 (move_block) or something which is alive.
602 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
603 set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
604 damage with a small chance which is affected by the 'level' field of the arrow.
605
606 If FLAG_REFLECTING is set on the arrow it will bounce off everything
607 that is not alive and blocks it's movement.
608
609 When an arrow is being shot it's dam, wc, attacktype, slaying fields will
610 be saved in the sp, hp, grace and spellarg fields of the object, to restore them
611 once the arrow has been stopped.
612
613 =over 4
614
615 =item dam <number>
616
617 The amount of damage that is being done to the victim that gets hit.
618 This field is recomputed when the arrow is fired and will consist
619 of the sum of a damage bonus (see description of the BOW type),
620 the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field
621 and the arrows magic field.
622
623 =item wc <number>
624
625 The weaponclass of the arrow, which has effect on the propability of hitting.
626
627 It is recomputed when the arrow is being fired by this formula:
628
629 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
630 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
631
632 When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
633 level is not added.
634
635 The wc_mod is dependend on the fire mode of the bow. For a more detailed
636 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
637
638 =item magic <number>
639
640 This field is added to the damage of the arrow when it is shot and
641 will also improve it's speed by 1/5 of it's value.
642
643 =item attacktype <attacktype>
644
645 Bitfield which decides the attacktype of the damage, see include/attackinc.h
646 On fireing the attacktype of the bow is added to the arrows attacktype.
647
648 =item level <number> (interally used)
649
650 The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
651 see above in the ARROW description.
652
653 The level is set when the arrow is fired to either the skill level or the
654 shooters level.
655
656 =item speed <number> (internal)
657
658 This field shouldn't be set directly in the archetype, the arrow will get it's
659 speed from the bow. This fields value has to be atleast 0.5 or otherwise the
660 arrow will be stopped immediatly.
661
662 On fireing the speed of the arrow is computed of 1/5 of the
663 sum of the damage bonus (see BOW), bow magic and arrow magic. After that 1/7
664 of the bows 'dam' field is added to the speed of the arrow.
665
666 The minimum speed of an arrow is 1.0.
667
668 While flying the arrows speed is decreased by 0.05 each time it's moved.
669
670 If the speed is above 10.0 it goes straight through the creature it hits and
671 it's speed is reduced by 1. If the speed is lower or equal 10.0 the arrow is
672 stopped and either sticked into the victim (see weight field description) or
673 put on it's map square (if it didn't break, see description of the food field).
674
675 =item weight <number>
676
677 This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg)
678 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
679
680 =item food <number>
681
682 The breaking percentage. 100% means: breaks on usage for sure.
683
684 =item inventory (internal)
685
686 If the flying/moving object has something in it's inventory and it stops, it
687 will be replaced with it's inventory. Otherwise it will be handled as usual,
688 which means: it will be calculated whether the arrow breaks and it will be
689 reset for reuse.
690
691 =item slaying <string>
692
693 When the bow that fires this arrow has it's slaying field set it is copied
694 to the arrows slaying field. Otherwise the arrows slaying field remains.
695
696 =item move_type <movetype> (internally used)
697
698 This field is set when the arrow is shot to MOVE_FLY_LOW.
699
700 =item move_on <movetype> (internally used)
701
702 This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
703
704 =item race <string>
705
706 The race field is a unique key that assigns arrows, bows and quivers. When
707 shooting an arrow the bows race is used to search for arrows (which have the
708 same race as the bow) in the players inventory and will recursively search in
709 the containers (which are applied and have the same race as the bow and the arrow).
710
711 =back
712
713 =head3 BOW - type 14 - Bows, those that fire ARROWs
714
715 TODO, but take into account ARROW description above
716
717 =head3 WEAPON - type 15 - Weapons
718
719 This type is for general hack and slash weapons like swords, maces
720 and daggers and and ....
721
722 =over 4
723
724 =item weapontype <type id>
725
726 decides what attackmessages are generated, see include/define.h
727
728 =item attacktype <bitmask>
729
730 bitfield which decides the attacktype of the damage, see include/attackinc.h
731
732 =item dam <number>
733
734 amount of damage being done with the attacktype
735
736 =item item_power <level>
737
738 the itempower of this weapon.
739
740 =item name
741
742 the name of the weapon.
743
744 =item level (internal)
745
746 The improvement state of the weapon.
747 If this field is greater than 0 the 'name' field starts with the
748 characters name who improved this weapon.
749
750 =item last_eat (internal)
751
752 seems to be the amount of improvements of a weapon,
753 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
754
755 ((who->level / 5) + 5) >= op->last_eat
756
757 =item last_sp
758
759 the weapon speed (see magic description)
760
761 =item food <number>
762
763 addition to food regeneration of the player
764
765 =item hp <number>
766
767 addition to health regeneration
768
769 =item sp <number>
770
771 addition to mana regeneration
772
773 =item grace <number>
774
775 addititon to grace regeneration
776
777 =item gen_sp_armour <number>
778
779 the players gen_sp_armour field (which is per default 10) is added the <number> amount.
780 gen_sp_armour seems to be a factor with which gen_sp in do_some_living()
781 is multiplied: gen_sp *= 10/<number>
782 meaning: values > 10 of gen_sp_armour limits the amout of regenerated
783 spellpoints.
784
785 generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
786 sp regeneration.
787
788 =item body_<body slot/part>
789
790 the part of the body you need to use this weapon, possible values should be
791 looked up in common/item.C at body_locations.
792
793 =item resist_<resistnacy> <number>
794
795 this is the factor with which the difference of the players resistancy and 100%
796 is multiplied, something like this:
797
798 additional_resistancy = (100 - current_resistanct) * (<number>/100)
799
800 if <number> is negative it is added to the total vulnerabilities,
801 and later the total resistance is decided by:
802
803 'total resistance = total protections - total vulnerabilities'
804
805 see also common/living.C:fix_player
806
807 =item patch_(attuned|repelled|denied)
808
809 this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
810 for the pathes.
811
812 =item luck <number>
813
814 this luck is added to the players luck
815
816 =item move_type
817
818 if the weapon has a move_type set the player inherits it's move_type
819
820 =item exp <number>
821
822 the added_speed and bonus_speed of the player is raised by <number>/3.
823 if <number> < 0 then the added_speed is decreased by <number>
824
825 =item weight
826
827 the weight of the weapon
828
829 =item magic
830
831 the magic field affects the amounts of the following fields:
832
833 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
834
835 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
836
837 - dam: the players dam is adjusted by: player->dam += (dam + magic)
838
839 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
840 (minium is 0)
841
842 =item ac <number>
843
844 the amount of ac points the player's ac is decreased when applying this object.
845
846 =item wc <number>
847
848 the amount of wc points the player's wc is decreased when applying this object.
849
850 =back
851
852 =head4 Player inherits following flags from weapons:
853
854 FLAG_LIFESAVE
855 FLAG_REFL_SPELL
856 FLAG_REFL_MISSILE
857 FLAG_STEALTH
858 FLAG_XRAYS
859 FLAG_BLIND
860 FLAG_SEE_IN_DARK
861 FLAG_UNDEAD
862
863 =head3 GRIMREAPER - type 28 - Grimreapers
864
865 These type are mostly used for monsters, they give the
866 monster the ability to dissapear after 10 hits with AT_DRAIN.
867
868 =over 4
869
870 =item value <number>
871
872 This field stores the hits the monster did yet.
873
874 =back
875
876 =head3 CREATOR - type 42 - Object creators
877
878 Once 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).
880
881 If FLAG_LIVESAFE is set the number of uses is unlimited.
882
883 =over 4
884
885 =item hp <number>
886
887 If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
888 be used.
889
890 =item speed <number>
891
892 If speed is set the creator will create an object periodically,
893 see speed and speed_left fields in general object attribute description
894 for more details on how this period works.
895
896 =item slaying <string>
897
898 If set the generated object's name and
899 title will be set to this.
900
901 =item other_arch <string>
902
903 If the inventory of the creator is empty objects of the
904 archetype <string> will be generated.
905
906 =item connected <number>
907
908 See generic object attribute section.
909
910 =back
911
912 =head3 DRINK - type 54 - Drinkable stuff
913
914 See FOOD description.
915
916 =head3 CHECK_INV - type 64 - Inventory checkers
917
918 This object checks whether the player has a specific item in his
919 inventory when he moves above the inventory checker. If the player has
920 the item (or not, which can be controlled with a flag) a connection will be triggered.
921
922 If you set move_block you can deny players and monsters to reach the space where
923 the inventory checker is on, see 'move_block' description below.
924
925 The conditions specified by hp, slaying and race are concationated with OR.
926 So matching one of those conditions is enough.
927
928 =over 4
929
930 =item move_block <move type bitmask>
931
932 If you set this field to block a movetype the move code will block any moves
933 onto 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.
935
936 =item last_sp (0|1)
937
938 If last_sp is 1 'having' the item that is being checked for will
939 activate the connection or make the space with the checker non-blocking.
940 If last_sp is 0 'not having' the item will activate the connection
941 or make the space with the checker non-blocking.
942
943 =item last_heal (0|1)
944
945 If last_heal is 1 the matching item will be removed if the inventory checker
946 activates a connection and finds the item in the inventory.
947
948 (A inventory checker that blocks a space won't remove anything from inventories)
949
950 =item hp <number>
951
952 If this field is not 0 the inventory checker will search for an object
953 with the type id <number>.
954
955 =item slaying <string>
956
957 If this field is set the inventory checker will search for an object that
958 has the same string in the slaying field (for example a key string of a key).
959
960 =item race <string>
961
962 If this field is set the inventory checker will search for an object which
963 has the archetype name that matches <string>.
964
965 =item connected <connection id>
966
967 This is the connection that will be activated. The connection is
968 'pushed' when someone enters the space with the inventory checker,
969 and it is 'released' when he leaves it.
970
971 See also the description of the connected field in the generic object attribute
972 section.
973
974 =back
975
976 =head3 FLESH - type 72 - Organs and body parts
977
978 See FOOD description.
979
980 =head3 MISC_OBJECT - type 79 - Misc. objects
981
982 A type for any object that has no special behaviour.
983
984 =head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators
985
986 This type of objects multiplies objects that are above it when it is activated.
987 You can even multiply by 0, which will destroy the object.
988
989 =over 4
990
991 =item level <number>
992
993 The multiplicator, if set to 0 or lower it will destroy the objects above it.
994
995 =item other_arch <string>
996
997 The archetype name of the objects which will be multiplied.
998
999 =item connected <number>
1000
1001 See generic object attribute section.
1002
1003 =back
1004
1005 =head3 HOLE - type 94 - Holes
1006
1007 Holes are holes in the ground where objects can fall through. When the hole
1008 opens and/or is completly open all objects above it fall through (more
1009 precisely: if their head is above the hole).
1010
1011 When the HOLE is activated it's speed is set to 0.5.
1012
1013 Trapdoors can only transfer the one who falls through to other coordinates
1014 on the B<same> map.
1015
1016 =over 4
1017
1018 =item maxsp (0|1)
1019
1020 This field negates the state of the connection: When maxsp is 1 the pit will
1021 open/close when the connection is deactivated. Otherwise it will open/close
1022 when the connection is activated. This field only has effect when the
1023 connection is triggered. So if you put a closed hole on a map, and the
1024 connection is deactivated, and maxsp is 1 the hole will remain closed until the
1025 connection was triggered once.
1026
1027 =item connected <connection id>
1028
1029 This is the connection id, which lets the hole opening or closing when
1030 activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1031 at which connection state the object is activated.
1032
1033 For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1034 the connection is released.
1035
1036 =item wc <number> (internal)
1037
1038 This is an internal flag. If it is greater than 0 it means that the hole is not
1039 yet fully open. More preciesly: this field is the animation-step and if it is
1040 set to the 'closed' step of the animation the hole is closed and if it is on
1041 the 'open' animation step (wc = 0), the hole is open.
1042
1043 =item sp <number>
1044
1045 The destination y coordinates on the same map.
1046
1047 =item hp <number>
1048
1049 The destination x coordinates on the same map.
1050
1051 =back
1052
1053 =head3 POISONING - type 105 - The poisoning of players and monsters
1054
1055 This type is doing the actual damage to the ones who were attacked
1056 via AT_POISON (or drank POISON).
1057
1058 The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1059 there for details).
1060
1061 =over 4
1062
1063 =item dam <number>
1064
1065 Each time the poisoning is processed (which is determined by the speed and speed_left
1066 fields, see the general object attributes above) it hits the player with
1067 <number> damage and the AT_INTERNAL attacktype (means: it will simply
1068 hit the player with no strings attached).
1069
1070 =item food <number>
1071
1072 Just a note: The posion is removed when food == 1 and not when
1073 the whole duration is up, because the POISONING code has to remove
1074 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1075 deletes the POISONING object.
1076
1077 =back
1078
1079 =head3 FORCE - type 114 - Forces
1080
1081 Forces are a very 'thin' type. They don't have much behaviour other than
1082 disappearing after a time and/or affecting the player if they are in his
1083 inventory.
1084
1085 Forces only take effect on the player if they have set FLAG_APPLIED.
1086
1087 Whether the duration field is processed or not a tick is controlled via the
1088 speed and speed_left field. Look above at the generic description of these
1089 fields.
1090
1091 NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field
1092 like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches
1093 0 before duration and FLAG_APPLIED is set, the force will last for 'duration'.
1094 If the FLAG_APPLIED is not set the force is removed when food reaches 0.
1095 Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces.
1096
1097 =over 4
1098
1099 =item duration
1100
1101 While this field is greater than 0 the force/object is not destroyed. It is
1102 decreased each tick by 1.
1103
1104 If it reaches 0 the force/object is destroyed.
1105
1106 This field can have this meaning for B<any> object if that object has
1107 FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1108 what happens then.
1109
1110 =back
1111
1112 =head3 POTION_EFFECT - type 115 - Potion effects (resistancies)
1113
1114 This object is generated by the POTION code when the potion is a resistance
1115 giving potion. It has mainly the same behaviour as a FORCE.
1116
1117 The specialty of the potion effect is that the resistancy it gives is absolute,
1118 so if you drin a resistancy potion of fire+60 you will get 60% resistancy to
1119 fire.
1120
1121 Multiple potion effects only give you the maximum of their resistancy.