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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.1 by elmex, Mon Dec 18 10:57:09 2006 UTC vs.
Revision 1.12 by elmex, Wed Dec 20 11:20:50 2006 UTC

49or shouldn't be set by an archetype. If the internal names differs the 49or shouldn't be set by an archetype. If the internal names differs the
50external name (for the archetypes) for the attribute is written behind it. 50external name (for the archetypes) for the attribute is written behind it.
51 51
52=head2 Description of generic archetype and object attributes 52=head2 Description of generic archetype and object attributes
53 53
54These are the fields that most of the objects have and/or their
55default behaviour.
56
54=over 4 57=over 4
58
59=item name <string>
60
61The name of the object.
62
63=item name_pl <string>
64
65The name of a collection of these objects (the plural of the name).
66
67=item face <facename>
68
69The graphical appearance of this object.
70
71=item invisible <number>
72
73If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility
75and is decreased every tick by 1.
76
77For non-player objects this field is not changed by server ticks.
78
79=item speed <number>
80
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!).
83
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick.
86
87=item speed_left <number>
88
89If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0):
91
92 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick.
94
95If the object is on the active list and speed_left is lower or
96equal to 0 the absolute value of the speed field is added to speed_left
97on the end of the tick.
98
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED)
100the more seldom the object is processed. And the higher the speed field is
101the more often the object is processed.
102
103=item no_drop (0|1)
104
105Sets the flag FLAG_NO_DROP.
106See Flags section below.
107
108=item applied (0|1)
109
110Sets the flag FLAG_APPLIED.
111See Flags section below.
112
113=item is_used_up (0|1)
114
115Sets the flag FLAG_IS_USED_UP.
116See Flags section below.
117
118=item auto_apply (0|1)
119
120Sets the flag FLAG_AUTO_APPLY.
121See Flags section below.
122
123=item no_steal (0|1)
124
125Sets the flag FLAG_NO_STEAL.
126See Flags section below.
127
128=item reflecting (0|1)
129
130Sets the flag FLAG_REFLECTING.
131See Flags section below.
132
133=item reflect_spell (0|1)
134
135Sets the flag FLAG_REFL_SPELL.
136See Flags section below.
137
138=item no_skill_ident (0|1)
139
140Sets the flag FLAG_NO_SKILL_IDENT.
141See Flags section below.
142
143=item activate_on_push (0|1) (default: 1)
144
145Sets the flag FLAG_ACTIVATE_ON_PUSH.
146See Flags section below.
147
148=item activate_on_release (0|1) (default: 1)
149
150Sets the flag FLAG_ACTIVATE_ON_RELEASE.
151See Flags section below.
152
153=item editable (more than deprecated)
154
155This field had a special meaning for crossedit, which used parts
156of the server code for editing. Wherever you see this attribute being
157set in an archetype ignore it and/or remove it. No code interprets this
158field anymore.
159
160=back
161
162=head3 Flags
163
164Here are the effects of the flags described.
165
166=over 4
167
168=item FLAG_NO_DROP
169
170An object can't be picked up and dropped.
171
172=item FLAG_APPLIED
173
174This flag mostly states whether this object has been 'applied' by the player.
175For objects that are applied by the code or have this flag set in the archetype
176it mostly means 'this object is active'.
177
178For example the player adjustments of the hp/sp/grace fields and inheritance
179of flags from objects in his inventory is toggled by this flag.
180
181=item FLAG_IS_USED_UP
182
183This flag controls whether an object is 'used up'. If it is set the 'food' field
184of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha
185it is removed.
186
187If also the flag FLAG_APPLIED is set, the 'duration' field controls whether
188this object is removed or not, see the Force type below for the meaning
189of the duration field in this context.
190
191If FLAG_APPLIED is not set the object is destroyed.
192
193=item FLAG_IS_A_TEMPLATE (internal use)
194
195This flag is set on the inventory of generators like CREATORs and CONVERTERs,
196or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
197
198=item FLAG_AUTO_APPLY
199
200This flag has currently only meaning for the TREASURE type, see below.
201
202=item FLAG_ACTIVATE_ON_PUSH
203
204This flag has only meaning for objects that can be linked together
205with the 'connected' field and controls wether the object should
206be activated when the connection is 'pushed' or it is 'released'.
207
208This flag is by default on.
209
210=item FLAG_ACTIVATE_ON_RELEASE
211
212This flag has only meaning for objects that can be linked together
213with the 'connected' field and controls wether the object should
214be activated when the connection is 'pushed' or it is 'released'.
215
216This flag is by default on.
217
218=item FLAG_NO_STEAL
219
220When this flag is set this object can't be stolen. The flag will be
221resetted once the object is placed on a map.
222
223When this flag is set on a monster it can defent attempts of stealing
224(but in this context the flag is only used internally).
225
226=item FLAG_NO_SKILL_IDENT
227
228This flag is mostly used internal and prevents unidentified objects
229(objects which don't have FLAG_IDENTIFIED set) being identified by
230skills.
231
232This flag is used to mark objects to never being identified by a skill
233once a player failed to identify an object. So that multiple tries
234of identifying aren't more effective than one.
235
236=item FLAG_REFLECTING
237
238This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW
239to indicate whether this object reflects off walls.
240
241=item FLAG_REFL_SPELL
242
243This flag indicates whether something reflects spells, like spell reflecting
244amuletts.
55 245
56=back 246=back
57 247
58=head2 Description of type specific attributes 248=head2 Description of type specific attributes
59 249
60The beginning of the headers of the following subsection 250The beginning of the headers of the following subsection
61are the server internal names for the objects types, see include/define.h. 251are the server internal names for the objects types, see include/define.h.
62The numeric values are maybe not 100% accurate, as the code is a changing 252
63target, please consult include/define.h in doubt :-) 253=head3 TRANSPORT - type 2 - Player transports
254
255This type is implemented by the transport extension and has currently no special
256attributes that affect it.
257
258=head3 ROD - type 3 - Rods that fire spells
259
260Rods contain spells and can be fired by a player.
261
262=over 4
263
264=item level <number>
265
266This attribute is used for calculating the spell level that can be fired
267with this rod, it's also the maximum level of the spell that can be fired.
268The level of the spell that is being fired depends mostly on
269the 'use magic item' skill level of the player and 1/10 of the level of the
270rod is added as bonus.
271
272=item hp <number>
273
274The amount of spellpoints this rod has left.
275
276=item maxhp <number>
277
278The maximum amount of spellpoints this rod has.
279
280=item skill <skill name>
281
282This field determines which skill you need to apply this object.
283
284=back
285
286=head3 TREASURE - type 4 - Treasures
287
288This type of objects are for random treasure generation in maps.
289If this object is applied by a player it will replace itself with it's
290inventory. If it is automatically applied
291generate a treasure and replace itself with the generated treasure.
292
293Chests are also of this type, their treasures are generated by
294the auto apply code on map instantiation.
295
296=over 4
297
298=item hp <number>
299
300The number of treasures to generate.
301
302=item exp <level>
303
304If FLAG_AUTO_APPLY is not set the exp field has no further meaning
305and the difficulty for the treasurecode only depends on the maps difficulty,
306otherwise the exp field has the following meaning:
307
308If this field is not 0 it is passed as the difficulty
309to the treasure generation code to determine how good, how much
310worth a treasure is or what bonuses it is given by the treasure code.
311
312If this field is not set or 0 the difficulty of the map is passed to the treasure
313generation code.
314
315=item randomitems <treasurelist>
316
317The treasurelist to use to generate the treasure which is put in the
318treasure objects inventory.
319
320=back
321
322=head3 POTION - type 5 - Potions for drinking and other nastynesses
323
324These objects contain a spell and will emit it on apply, which most
325of the time has the meaning of 'drinking'.
326
327If no resistancy field, stat field or attacktype is set and no spell
328is put in the potion by the sp field or the randomitems the
329potion will become an artifact and the artifact code decides which kind
330of potion will be generated.
331
332If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
333will yield an explosion and hurt the player.
334
335=over 4
336
337=item Str, Dex, Con, Int, Wis, Cha, Pow <number>
338
339These stat fields determine how many stat points the player gets
340when he applies this potion.
341
342If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
343
344=item sp <number>
345
346If this field is set and the randomitems field is not set
347the field is interpreted as spell number, please look the right
348number up in common/loader.C.
349
350If this field is set the randomitems field will be unset by the
351map loading code.
352
353=item attacktype <attacktype>
354
355This field has some special meaning in potions, currently the
356bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
357restoration potion or improvement potion.
358See include/attackinc.h for the bits of these types.
359
360If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
361will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
362set the player will be drained a random stat by inserting an ARCH_DEPLETION
363into him.
364
365If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
366When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
367
368=item resist_<resistancy> <number>
369
370If this stat is set and no spell is in the potion the potion
371will create a force that give the player this specific resistancy.
372The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
373and the potion will last 10 times longer than the default force archetype
374FORCE_NAME (at the moment of this writing spell/force.arc).
375
376=item randomitems <treasurelist>
377
378The inventory/spell of the potion will be created by calling the treasure code
379with the treasurelist specified here. (I guess it's highly undefined what
380happens if there is not a spell in the potions inventory).
381
382=item on_use_yield <archetype>
383
384When this object is applied an instance of <archetype> will be created.
385
386=item subtypes <potion subtype>
387
388see include/spells.h for possible potion subtypes, there are currently 4:
389
390=over 4
391
392=item POT_SPELL
393
394Unused, default behaiour of a potion.
395
396=item POT_DUST
397
398This potion can be thrown to cast the spell that it has in it's inventory,
399the behaviour is not defined if there is not a spell in the inventory and the
400server will log an error.
401
402=item POT_FIGURINE
403
404Unused, default behaiour of a potion.
405
406=item POT_BALM
407
408Unused, default behaiour of a potion.
409
410=back
411
412=back
413
414=head3 FOOD - type 6 - Eatable stuff
415
416This is for objects that are representing general eatables like
417beef or bread.
418
419The main difference between FOOD, FLESH and DRINK is that they
420give different messages.
421
422The specialty of FLESH is that it inherits the resistancies of the
423monsters it was generated in and will let dragons raise their resistancies
424with that. If the monster has the POISON attacktype the FLESH
425will change into POISON.
426
427If a player runs low on food he will grab for FOOD, DRINK and POISON
428and if he doesn't find any of that he will start eating FLESH.
429
430=over 4
431
432=item title <string>
433
434If the food has a title or is cursed it is considered 'special', which means that the
435fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp
436are interpreted and have further effects on the player.
437
438The higher the food field is the longer the improvement of the player lasts
439(except for hp and sp).
440
441=item food <number>
442
443This is the amount of food points the player gets when he eats this.
444
445=item on_use_yield <archetype>
446
447When this object is applied an instance of <archetype> will be created.
448
449=back
450
451=head3 POISON - type 7 - Poisonous stuff
452
453This type is for objects that can poison the player when drinking.
454When applied it will hit the attacked with AT_POISON and will create
455a POISONING object in the one who was hit.
456
457=over 4
458
459=item level <number>
460
461This field affects the propability of poisoning. The higher the level difference
462between the one who is hit and the poision the mose propable it is the attacked
463one will be poisoned.
464
465=item slaying <race>
466
467On poison this field has the usual meaning of 'slaying', when the
468ones race matches the slaying field the damage done by the poison
469is multiplied by 3.
470
471=item hp <number>
472
473This is the amount of damage the player will receive from applying this. The
474attacktype AT_POISON will be used to hit the player and the damage will
475determine the strenght, duration and depletion of stats of the poisoning. The
476created POISONING object which is being placed in the one who was attacked will
477get the damage from this field (which is maybe adjusted by slaying or the
478resistancies).
479
480=item food <number>
481
4821/4 of <number> will be drained from the players food.
483
484=item on_use_yield <archetype>
485
486When this object is applied an instance of <archetype> will be created.
487
488=back
489
490=head3 BOOK - type 8 - Readable books
491
492This type is basically for representing text books in the game.
493
494Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
495
496=over 4
497
498=item msg <text>
499
500This is the contents of the book. When this field is unset
501at treasure generation a random text will be inserted.
502
503=item skill <skill name>
504
505The skill required to read this book. (The most resonable
506skill would be literacy).
507
508=item exp <number>
509
510The experience points the player get for reading this book.
511
512=item subtype <readable subtype>
513
514This field determines the type of the readable.
515Please see common/readable.C in the readable_message_types table.
516
517=back
518
519=head3 CLOCK - type 9 - Clocks
520
521This type of objects just display the time when being applied.
522
523=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT)
524
525This is a spell effect of a moving bolt. It moves straigt forward
526through the map until something blocks it.
527If FLAG_REFLECTING is set it even reflects on walls.
528
529FLAG_IS_TURNABLE should be set on these objects.
530
531=over 4
532
533=item move_type <movetype>
534
535This field affects the move type with which the lightning moves through
536the map and which map cells will reflect or block it.
537
538=item attacktype <attacktype>
539
540The attacktype with which it hits the objects on the map.
541
542=item dam <number>
543
544The damage this bolt inflicts when it hits objects on the map.
545
546=item Dex <number>
547
548This is the fork percentage, it is reduced by 10 per fork.
549And the damage is halved on each fork.
550
551=item Con <number>
552
553This value is a percentage of which the forking lightning
554is deflected to the left. This value should be mostly used internally.
555
556=item duration <number>
557
558The duration the bolt stays on a map cell. This field is decreased each time
559the object is processed (see the meaning of speed and speed_left fields in
560the object general description).
561
562=item range <number>
563
564This is the range of the bolt, each space it advances this field is decreased.
565
566=back
567
64 568
65=head3 WEAPON - type 15 - Weapons 569=head3 WEAPON - type 15 - Weapons
66 570
67This type is for general hack and slash weapons like swords, maces 571This type is for general hack and slash weapons like swords, maces
68and daggers and and .... 572and daggers and and ....
75 579
76=item attacktype <bitmask> 580=item attacktype <bitmask>
77 581
78bitfield which decides the attacktype of the damage, see include/attackinc.h 582bitfield which decides the attacktype of the damage, see include/attackinc.h
79 583
80=item dam <integer> 584=item dam <number>
81 585
82amount of damage being done with the attacktype 586amount of damage being done with the attacktype
83 587
84=item item_power <level> 588=item item_power <level>
85 589
104 608
105=item last_sp 609=item last_sp
106 610
107the weapon speed (see magic description) 611the weapon speed (see magic description)
108 612
109=item food <integer> 613=item food <number>
110 614
111addition to food regeneration of the player 615addition to food regeneration of the player
112 616
113=item hp <integer> 617=item hp <number>
114 618
115addition to health regeneration 619addition to health regeneration
116 620
117=item sp <integer> 621=item sp <number>
118 622
119addition to mana regeneration 623addition to mana regeneration
120 624
121=item grace <integer> 625=item grace <number>
122 626
123addititon to grace regeneration 627addititon to grace regeneration
124 628
125=item gen_sp_armour <integer> 629=item gen_sp_armour <number>
126 630
127the players gen_sp_armour field (which is per default 10) is added the <integer> amount. 631the players gen_sp_armour field (which is per default 10) is added the <number> amount.
128gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 632gen_sp_armour seems to be a factor with which gen_sp in do_some_living()
129is multiplied: gen_sp *= 10/<integer> 633is multiplied: gen_sp *= 10/<number>
130meaning: values > 10 of gen_sp_armour limits the amout of regenerated 634meaning: values > 10 of gen_sp_armour limits the amout of regenerated
131spellpoints. 635spellpoints.
132 636
133generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 637generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
134sp regeneration. 638sp regeneration.
136=item body_<body slot/part> 640=item body_<body slot/part>
137 641
138the part of the body you need to use this weapon, possible values should be 642the part of the body you need to use this weapon, possible values should be
139looked up in common/item.C at body_locations. 643looked up in common/item.C at body_locations.
140 644
141=item resist_<resistnacy> <integer> 645=item resist_<resistnacy> <number>
142 646
143this is the factor with which the difference of the players resistancy and 100% 647this is the factor with which the difference of the players resistancy and 100%
144is multiplied, something like this: 648is multiplied, something like this:
145 649
146 additional_resistancy = (100 - current_resistanct) * (<integer>/100) 650 additional_resistancy = (100 - current_resistanct) * (<number>/100)
147 651
148if <integer> is negative it is added to the total vulnerabilities, 652if <number> is negative it is added to the total vulnerabilities,
149and later the total resistance is decided by: 653and later the total resistance is decided by:
150 654
151 'total resistance = total protections - total vulnerabilities' 655 'total resistance = total protections - total vulnerabilities'
152 656
153see also common/living.C:fix_player 657see also common/living.C:fix_player
155=item patch_(attuned|repelled|denied) 659=item patch_(attuned|repelled|denied)
156 660
157this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 661this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
158for the pathes. 662for the pathes.
159 663
160=item luck <integer> 664=item luck <number>
161 665
162this luck is added to the players luck 666this luck is added to the players luck
163 667
164=item move_type 668=item move_type
165 669
166if the weapon has a move_type set the player inherits it's move_type 670if the weapon has a move_type set the player inherits it's move_type
167 671
168=item exp <integer> 672=item exp <number>
169 673
170the added_speed and bonus_speed of the player is raised by <integer>/3. 674the added_speed and bonus_speed of the player is raised by <number>/3.
171if <integer> < 0 then the added_speed is decreased by <integer> 675if <number> < 0 then the added_speed is decreased by <number>
172 676
173=item weight 677=item weight
174 678
175the weight of the weapon 679the weight of the weapon
176 680
185 - dam: the players dam is adjusted by: player->dam += (dam + magic) 689 - dam: the players dam is adjusted by: player->dam += (dam + magic)
186 690
187 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 691 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
188 (minium is 0) 692 (minium is 0)
189 693
190=item ac <integer> 694=item ac <number>
191 695
192the amount of ac points the player's ac is decreased 696the amount of ac points the player's ac is decreased
193 697
194=item wc <integer> 698=item wc <number>
195 699
196the amount of wc points the player's ac is decreased 700the amount of wc points the player's wc is decreased
197 701
198=back 702=back
199 703
200=head4 Player inherits following flags from weapons: 704=head4 Player inherits following flags from weapons:
201 705
202 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, 706 FLAG_LIFESAVE
203 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD 707 FLAG_REFL_SPELL
708 FLAG_REFL_MISSILE
709 FLAG_STEALTH
710 FLAG_XRAYS
711 FLAG_BLIND
712 FLAG_SEE_IN_DARK
713 FLAG_UNDEAD
714
715=head3 GRIMREAPER - type 28 - Grimreapers
716
717These type are mostly used for monsters, they give the
718monster the ability to dissapear after 10 hits with AT_DRAIN.
719
720=over 4
721
722=item value <number>
723
724This field stores the hits the monster did yet.
725
726=back
727
728=head3 DRINK - type 54 - Drinkable stuff
729
730See FOOD description.
731
732=head3 CHECK_INV - type 64 - Inventory checkers
733
734This object checks whether the player has a specific item in his
735inventory when he moves above the inventory checker. If the player has
736the item (or not, which can be controlled with a flag) a connection will be triggered.
737
738If you set move_block you can deny players and monsters to reach the space where
739the inventory checker is on, see 'move_block' description below.
740
741The conditions specified by hp, slaying and race are concationated with OR.
742So matching one of those conditions is enough.
743
744=over 4
745
746=item move_block <move type bitmask>
747
748If you set this field to block a movetype the move code will block any moves
749onto the space with the inventory checker, IF the moving object doesn't have
750(or has - if last_sp = 0) the item that the checker is searching for.
751
752=item last_sp (0|1)
753
754If last_sp is 1 'having' the item that is being checked for will
755activate the connection or make the space with the checker non-blocking.
756If last_sp is 0 'not having' the item will activate the connection
757or make the space with the checker non-blocking.
758
759=item last_heal (0|1)
760
761If last_heal is 1 the matching item will be removed if the inventory checker
762activates a connection and finds the item in the inventory.
763
764(A inventory checker that blocks a space won't remove anything from inventories)
765
766=item hp <number>
767
768If this field is not 0 the inventory checker will search for an object
769with the type id <number>.
770
771=item slaying <string>
772
773If this field is set the inventory checker will search for an object that
774has the same string in the slaying field (for example a key string of a key).
775
776=item race <string>
777
778If this field is set the inventory checker will search for an object which
779has the archetype name that matches <string>.
780
781=item connected <connection id>
782
783This is the connection that will be activated.
784
785=back
786
787=head3 FLESH - type 72 - Organs and body parts
788
789See FOOD description.
790
791=head3 MISC_OBJECT - type 79 - Misc. objects
792
793A type for any object that has no special behaviour.
794
795=head3 MONSTER - type 80 - Monsters
796
797This is the main type for monsters. This type does almost
798nothing except taking care of animations a bit.
799
800The special behaviour of a monster is given to an object by FLAG_MONSTER and
801FLAG_ALIVE, please consult the section about flags above in the general object
802section.
803
804=head3 HOLE - type 94 - Holes
805
806Holes are holes in the ground where objects can fall through. When the hole
807opens and/or is completly open all objects above it fall through (more
808precisely: if their head is above the hole).
809
810Trapdoors can only transfer the one who falls through to other coordinates
811on the B<same> map.
812
813=over 4
814
815=item maxsp (0|1)
816
817This field negates the state of the connection: When maxsp is 1 the pit will
818open/close when the connection is deactivated. Otherwise it will open/close
819when the connection is activated. This field only has effect when the
820connection is triggered. So if you put a closed hole on a map, and the
821connection is deactivated, and maxsp is 1 the hole will remain closed until the
822connection was triggered once.
823
824=item connected <connection id>
825
826This is the connection id, which lets the hole opening or closing when
827activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
828at which connection state the object is activated.
829
830For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
831the connection is released.
832
833=item wc <number> (internal)
834
835This is an internal flag. If it is greater than 0 it means that the hole is not
836yet fully open. More preciesly: this field is the animation-step and if it is
837set to the 'closed' step of the animation the hole is closed and if it is on
838the 'open' animation step (wc = 0), the hole is open.
839
840=item sp <number>
841
842The destination y coordinates on the same map.
843
844=item hp <number>
845
846The destination x coordinates on the same map.
847
848=back
849
850=head3 POISONING - type 105 - The poisoning of players and monsters
851
852This type is doing the actual damage to the ones who were attacked
853via AT_POISON (or drank POISON).
854
855The duration is handled via the FLAG_IS_USED_UP mechanism (please look
856there for details).
857
858=over 4
859
860=item dam <number>
861
862Each time the poisoning is processed (which is determined by the speed and speed_left
863fields, see the general object attributes above) it hits the player with
864<number> damage and the AT_INTERNAL attacktype (means: it will simply
865hit the player with no strings attached).
866
867=item food <number>
868
869Just a note: The posion is removed when food == 1 and not when
870the whole duration is up, because the POISONING code has to remove
871the poison-effects from the player before the FLAG_IS_USED_UP mechanism
872deletes the POISONING object.
873
874=back
875
876=head3 FORCE - type 114 - Forces
877
878Forces are a very 'thin' type. They don't have much behaviour other than
879disappearing after a time and/or affecting the player if they are in his
880inventory.
881
882Forces only take effect on the player if they have set FLAG_APPLIED.
883
884Whether the duration field is processed or not a tick is controlled via the
885speed and speed_left field. Look above at the generic description of these
886fields.
887
888NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field
889like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches
8900 before duration and FLAG_APPLIED is set, the force will last for 'duration'.
891If the FLAG_APPLIED is not set the force is removed when food reaches 0.
892Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces.
893
894=over 4
895
896=item duration
897
898While this field is greater than 0 the force/object is not destroyed. It is
899decreased each tick by 1.
900
901If it reaches 0 the force/object is destroyed.
902
903This field can have this meaning for B<any> object if that object has
904FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
905what happens then.
906
907=back
908
909=head3 POTION_EFFECT - type 115 - Potion effects (resistancies)
910
911This object is generated by the POTION code when the potion is a resistance
912giving potion. It has mainly the same behaviour as a FORCE.
913
914The specialty of the potion effect is that the resistancy it gives is absolute,
915so if you drin a resistancy potion of fire+60 you will get 60% resistancy to
916fire.
917
918Multiple potion effects only give you the maximum of their resistancy.

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