… | |
… | |
49 | or shouldn't be set by an archetype. If the internal names differs the |
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. |
50 | external 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 | |
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54 | These are the fields that most of the objects have and/or their |
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55 | default behaviour. |
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56 | |
54 | =over 4 |
57 | =over 4 |
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58 | |
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59 | =item name <string> |
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60 | |
|
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61 | The name of the object. |
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62 | |
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63 | =item name_pl <string> |
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64 | |
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65 | The name of a collection of these objects (the plural of the name). |
|
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66 | |
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67 | =item face <facename> |
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68 | |
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69 | The graphical appearance of this object. |
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70 | |
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71 | =item invisible <number> |
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72 | |
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73 | If the <number> is greater than 0 the object is invisible. |
|
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74 | For players this field reflects the duration of the invisibility |
|
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75 | and is decreased every tick by 1. |
|
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76 | |
|
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77 | For non-player objects this field is not changed by server ticks. |
|
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78 | |
|
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79 | =item speed <number> |
|
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80 | |
|
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81 | If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
|
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82 | on the active object list and will be processed each tick (see also speed_left!). |
|
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83 | |
|
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84 | If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
|
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85 | from the active object list and it won't experience any processing per tick. |
|
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86 | |
|
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87 | =item speed_left <number> |
|
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88 | |
|
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89 | If this field is greater than 0 and the object is on the |
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90 | active list (mostly means it's speed is also greater than 0): |
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91 | |
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92 | - speed_left is decreased by 1 |
|
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93 | - and this object is processed and experiences a server tick. |
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94 | |
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95 | If the object is on the active list and speed_left is lower or |
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96 | equal to 0 the absolute value of the speed field is added to speed_left |
|
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97 | on the end of the tick. |
|
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98 | |
|
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99 | This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
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100 | the more seldom the object is processed. And the higher the speed field is |
|
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101 | the more often the object is processed. |
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102 | |
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103 | =item no_drop (0|1) |
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104 | |
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105 | Sets the flag FLAG_NO_DROP. |
|
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106 | See Flags section below. |
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107 | |
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108 | =item applied (0|1) |
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109 | |
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110 | Sets the flag FLAG_APPLIED. |
|
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111 | See Flags section below. |
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112 | |
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113 | =item is_used_up (0|1) |
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114 | |
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115 | Sets the flag FLAG_IS_USED_UP. |
|
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116 | See Flags section below. |
|
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117 | |
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118 | =item auto_apply (0|1) |
|
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119 | |
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120 | Sets the flag FLAG_AUTO_APPLY. |
|
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121 | See Flags section below. |
|
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122 | |
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123 | =item no_steal (0|1) |
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124 | |
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125 | Sets the flag FLAG_NO_STEAL. |
|
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126 | See Flags section below. |
|
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127 | |
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128 | =item reflecting (0|1) |
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129 | |
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130 | Sets the flag FLAG_REFLECTING. |
|
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131 | See Flags section below. |
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132 | |
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133 | =item reflect_spell (0|1) |
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134 | |
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135 | Sets the flag FLAG_REFL_SPELL. |
|
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136 | See Flags section below. |
|
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137 | |
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138 | =item no_skill_ident (0|1) |
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139 | |
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140 | Sets the flag FLAG_NO_SKILL_IDENT. |
|
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141 | See Flags section below. |
|
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142 | |
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143 | =item activate_on_push (0|1) (default: 1) |
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144 | |
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145 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
|
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146 | See Flags section below. |
|
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147 | |
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148 | =item activate_on_release (0|1) (default: 1) |
|
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149 | |
|
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150 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
|
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151 | See Flags section below. |
|
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152 | |
|
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153 | =item editable (more than deprecated) |
|
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154 | |
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155 | This field had a special meaning for crossedit, which used parts |
|
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156 | of the server code for editing. Wherever you see this attribute being |
|
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157 | set in an archetype ignore it and/or remove it. No code interprets this |
|
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158 | field anymore. |
|
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159 | |
|
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160 | =back |
|
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161 | |
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162 | =head3 Flags |
|
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163 | |
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164 | Here are the effects of the flags described. |
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165 | |
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166 | =over 4 |
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167 | |
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168 | =item FLAG_NO_DROP |
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169 | |
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170 | An object can't be picked up and dropped. |
|
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171 | |
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172 | =item FLAG_APPLIED |
|
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173 | |
|
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174 | This flag mostly states whether this object has been 'applied' by the player. |
|
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175 | For objects that are applied by the code or have this flag set in the archetype |
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176 | it mostly means 'this object is active'. |
|
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177 | |
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178 | For example the player adjustments of the hp/sp/grace fields and inheritance |
|
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179 | of flags from objects in his inventory is toggled by this flag. |
|
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180 | |
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181 | =item FLAG_IS_USED_UP |
|
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182 | |
|
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183 | This flag controls whether an object is 'used up'. If it is set the 'food' field |
|
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184 | of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha |
|
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185 | it is removed. |
|
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186 | |
|
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187 | If also the flag FLAG_APPLIED is set, the 'duration' field controls whether |
|
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188 | this object is removed or not, see the Force type below for the meaning |
|
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189 | of the duration field in this context. |
|
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190 | |
|
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191 | If FLAG_APPLIED is not set the object is destroyed. |
|
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192 | |
|
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193 | =item FLAG_IS_A_TEMPLATE (internal use) |
|
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194 | |
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195 | This flag is set on the inventory of generators like CREATORs and CONVERTERs, |
|
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196 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
|
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197 | |
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198 | =item FLAG_AUTO_APPLY |
|
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199 | |
|
|
200 | This flag has currently only meaning for the TREASURE type, see below. |
|
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201 | |
|
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202 | =item FLAG_ACTIVATE_ON_PUSH |
|
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203 | |
|
|
204 | This flag has only meaning for objects that can be linked together |
|
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205 | with the 'connected' field and controls wether the object should |
|
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206 | be activated when the connection is 'pushed' or it is 'released'. |
|
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207 | |
|
|
208 | This flag is by default on. |
|
|
209 | |
|
|
210 | =item FLAG_ACTIVATE_ON_RELEASE |
|
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211 | |
|
|
212 | This flag has only meaning for objects that can be linked together |
|
|
213 | with the 'connected' field and controls wether the object should |
|
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214 | be activated when the connection is 'pushed' or it is 'released'. |
|
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215 | |
|
|
216 | This flag is by default on. |
|
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217 | |
|
|
218 | =item FLAG_NO_STEAL |
|
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219 | |
|
|
220 | When this flag is set this object can't be stolen. The flag will be |
|
|
221 | resetted once the object is placed on a map. |
|
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222 | |
|
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223 | When this flag is set on a monster it can defent attempts of stealing |
|
|
224 | (but in this context the flag is only used internally). |
|
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225 | |
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226 | =item FLAG_NO_SKILL_IDENT |
|
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227 | |
|
|
228 | This flag is mostly used internal and prevents unidentified objects |
|
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229 | (objects which don't have FLAG_IDENTIFIED set) being identified by |
|
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230 | skills. |
|
|
231 | |
|
|
232 | This flag is used to mark objects to never being identified by a skill |
|
|
233 | once a player failed to identify an object. So that multiple tries |
|
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234 | of identifying aren't more effective than one. |
|
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235 | |
|
|
236 | =item FLAG_REFLECTING |
|
|
237 | |
|
|
238 | This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW |
|
|
239 | to indicate whether this object reflects off walls. |
|
|
240 | |
|
|
241 | =item FLAG_REFL_SPELL |
|
|
242 | |
|
|
243 | This flag indicates whether something reflects spells, like spell reflecting |
|
|
244 | amuletts. |
55 | |
245 | |
56 | =back |
246 | =back |
57 | |
247 | |
58 | =head2 Description of type specific attributes |
248 | =head2 Description of type specific attributes |
59 | |
249 | |
60 | The beginning of the headers of the following subsection |
250 | The beginning of the headers of the following subsection |
61 | are the server internal names for the objects types, see include/define.h. |
251 | are the server internal names for the objects types, see include/define.h. |
62 | The numeric values are maybe not 100% accurate, as the code is a changing |
252 | |
63 | target, please consult include/define.h in doubt :-) |
253 | =head3 TRANSPORT - type 2 - Player transports |
|
|
254 | |
|
|
255 | This type is implemented by the transport extension and has currently no special |
|
|
256 | attributes that affect it. |
|
|
257 | |
|
|
258 | =head3 ROD - type 3 - Rods that fire spells |
|
|
259 | |
|
|
260 | Rods contain spells and can be fired by a player. |
|
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261 | |
|
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262 | =over 4 |
|
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263 | |
|
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264 | =item level <number> |
|
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265 | |
|
|
266 | This attribute is used for calculating the spell level that can be fired |
|
|
267 | with this rod, it's also the maximum level of the spell that can be fired. |
|
|
268 | The level of the spell that is being fired depends mostly on |
|
|
269 | the 'use magic item' skill level of the player and 1/10 of the level of the |
|
|
270 | rod is added as bonus. |
|
|
271 | |
|
|
272 | =item hp <number> |
|
|
273 | |
|
|
274 | The amount of spellpoints this rod has left. |
|
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275 | |
|
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276 | =item maxhp <number> |
|
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277 | |
|
|
278 | The maximum amount of spellpoints this rod has. |
|
|
279 | |
|
|
280 | =item skill <skill name> |
|
|
281 | |
|
|
282 | This field determines which skill you need to apply this object. |
|
|
283 | |
|
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284 | =back |
|
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285 | |
|
|
286 | =head3 TREASURE - type 4 - Treasures |
|
|
287 | |
|
|
288 | This type of objects are for random treasure generation in maps. |
|
|
289 | If this object is applied by a player it will replace itself with it's |
|
|
290 | inventory. If it is automatically applied |
|
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291 | generate a treasure and replace itself with the generated treasure. |
|
|
292 | |
|
|
293 | Chests are also of this type, their treasures are generated by |
|
|
294 | the auto apply code on map instantiation. |
|
|
295 | |
|
|
296 | =over 4 |
|
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297 | |
|
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298 | =item hp <number> |
|
|
299 | |
|
|
300 | The number of treasures to generate. |
|
|
301 | |
|
|
302 | =item exp <level> |
|
|
303 | |
|
|
304 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
|
|
305 | and the difficulty for the treasurecode only depends on the maps difficulty, |
|
|
306 | otherwise the exp field has the following meaning: |
|
|
307 | |
|
|
308 | If this field is not 0 it is passed as the difficulty |
|
|
309 | to the treasure generation code to determine how good, how much |
|
|
310 | worth a treasure is or what bonuses it is given by the treasure code. |
|
|
311 | |
|
|
312 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
|
|
313 | generation code. |
|
|
314 | |
|
|
315 | =item randomitems <treasurelist> |
|
|
316 | |
|
|
317 | The treasurelist to use to generate the treasure which is put in the |
|
|
318 | treasure objects inventory. |
|
|
319 | |
|
|
320 | =back |
|
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321 | |
|
|
322 | =head3 POTION - type 5 - Potions for drinking and other nastynesses |
|
|
323 | |
|
|
324 | These objects contain a spell and will emit it on apply, which most |
|
|
325 | of the time has the meaning of 'drinking'. |
|
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326 | |
|
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327 | If no resistancy field, stat field or attacktype is set and no spell |
|
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328 | is put in the potion by the sp field or the randomitems the |
|
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329 | potion will become an artifact and the artifact code decides which kind |
|
|
330 | of potion will be generated. |
|
|
331 | |
|
|
332 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
|
|
333 | will yield an explosion and hurt the player. |
|
|
334 | |
|
|
335 | =over 4 |
|
|
336 | |
|
|
337 | =item Str, Dex, Con, Int, Wis, Cha, Pow <number> |
|
|
338 | |
|
|
339 | These stat fields determine how many stat points the player gets |
|
|
340 | when he applies this potion. |
|
|
341 | |
|
|
342 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
|
|
343 | |
|
|
344 | =item sp <number> |
|
|
345 | |
|
|
346 | If this field is set and the randomitems field is not set |
|
|
347 | the field is interpreted as spell number, please look the right |
|
|
348 | number up in common/loader.C. |
|
|
349 | |
|
|
350 | If this field is set the randomitems field will be unset by the |
|
|
351 | map loading code. |
|
|
352 | |
|
|
353 | =item attacktype <attacktype> |
|
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354 | |
|
|
355 | This field has some special meaning in potions, currently the |
|
|
356 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
|
|
357 | restoration potion or improvement potion. |
|
|
358 | See include/attackinc.h for the bits of these types. |
|
|
359 | |
|
|
360 | If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
|
|
361 | will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
|
|
362 | set the player will be drained a random stat by inserting an ARCH_DEPLETION |
|
|
363 | into him. |
|
|
364 | |
|
|
365 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
|
|
366 | When 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 | |
|
|
370 | If this stat is set and no spell is in the potion the potion |
|
|
371 | will create a force that give the player this specific resistancy. |
|
|
372 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
|
|
373 | and the potion will last 10 times longer than the default force archetype |
|
|
374 | FORCE_NAME (at the moment of this writing spell/force.arc). |
|
|
375 | |
|
|
376 | =item randomitems <treasurelist> |
|
|
377 | |
|
|
378 | The inventory/spell of the potion will be created by calling the treasure code |
|
|
379 | with the treasurelist specified here. (I guess it's highly undefined what |
|
|
380 | happens if there is not a spell in the potions inventory). |
|
|
381 | |
|
|
382 | =item on_use_yield <archetype> |
|
|
383 | |
|
|
384 | When this object is applied an instance of <archetype> will be created. |
|
|
385 | |
|
|
386 | =item subtypes <potion subtype> |
|
|
387 | |
|
|
388 | see include/spells.h for possible potion subtypes, there are currently 4: |
|
|
389 | |
|
|
390 | =over 4 |
|
|
391 | |
|
|
392 | =item POT_SPELL |
|
|
393 | |
|
|
394 | Unused, default behaiour of a potion. |
|
|
395 | |
|
|
396 | =item POT_DUST |
|
|
397 | |
|
|
398 | This potion can be thrown to cast the spell that it has in it's inventory, |
|
|
399 | the behaviour is not defined if there is not a spell in the inventory and the |
|
|
400 | server will log an error. |
|
|
401 | |
|
|
402 | =item POT_FIGURINE |
|
|
403 | |
|
|
404 | Unused, default behaiour of a potion. |
|
|
405 | |
|
|
406 | =item POT_BALM |
|
|
407 | |
|
|
408 | Unused, default behaiour of a potion. |
|
|
409 | |
|
|
410 | =back |
|
|
411 | |
|
|
412 | =back |
|
|
413 | |
|
|
414 | =head3 FOOD - type 6 - Eatable stuff |
|
|
415 | |
|
|
416 | This is for objects that are representing general eatables like |
|
|
417 | beef or bread. |
|
|
418 | |
|
|
419 | The main difference between FOOD, FLESH and DRINK is that they |
|
|
420 | give different messages. |
|
|
421 | |
|
|
422 | The specialty of FLESH is that it inherits the resistancies of the |
|
|
423 | monsters it was generated in and will let dragons raise their resistancies |
|
|
424 | with that. If the monster has the POISON attacktype the FLESH |
|
|
425 | will change into POISON. |
|
|
426 | |
|
|
427 | If a player runs low on food he will grab for FOOD, DRINK and POISON |
|
|
428 | and if he doesn't find any of that he will start eating FLESH. |
|
|
429 | |
|
|
430 | =over 4 |
|
|
431 | |
|
|
432 | =item title <string> |
|
|
433 | |
|
|
434 | If the food has a title or is cursed it is considered 'special', which means that the |
|
|
435 | fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
|
|
436 | are interpreted and have further effects on the player. |
|
|
437 | |
|
|
438 | The 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 | |
|
|
443 | This is the amount of food points the player gets when he eats this. |
|
|
444 | |
|
|
445 | =item on_use_yield <archetype> |
|
|
446 | |
|
|
447 | When this object is applied an instance of <archetype> will be created. |
|
|
448 | |
|
|
449 | =back |
|
|
450 | |
|
|
451 | =head3 POISON - type 7 - Poisonous stuff |
|
|
452 | |
|
|
453 | This type is for objects that can poison the player when drinking. |
|
|
454 | When applied it will hit the attacked with AT_POISON and will create |
|
|
455 | a POISONING object in the one who was hit. |
|
|
456 | |
|
|
457 | =over 4 |
|
|
458 | |
|
|
459 | =item level <number> |
|
|
460 | |
|
|
461 | This field affects the propability of poisoning. The higher the level difference |
|
|
462 | between the one who is hit and the poision the mose propable it is the attacked |
|
|
463 | one will be poisoned. |
|
|
464 | |
|
|
465 | =item slaying <race> |
|
|
466 | |
|
|
467 | On poison this field has the usual meaning of 'slaying', when the |
|
|
468 | ones race matches the slaying field the damage done by the poison |
|
|
469 | is multiplied by 3. |
|
|
470 | |
|
|
471 | =item hp <number> |
|
|
472 | |
|
|
473 | This is the amount of damage the player will receive from applying this. The |
|
|
474 | attacktype AT_POISON will be used to hit the player and the damage will |
|
|
475 | determine the strenght, duration and depletion of stats of the poisoning. The |
|
|
476 | created POISONING object which is being placed in the one who was attacked will |
|
|
477 | get the damage from this field (which is maybe adjusted by slaying or the |
|
|
478 | resistancies). |
|
|
479 | |
|
|
480 | =item food <number> |
|
|
481 | |
|
|
482 | 1/4 of <number> will be drained from the players food. |
|
|
483 | |
|
|
484 | =item on_use_yield <archetype> |
|
|
485 | |
|
|
486 | When this object is applied an instance of <archetype> will be created. |
|
|
487 | |
|
|
488 | =back |
|
|
489 | |
|
|
490 | =head3 BOOK - type 8 - Readable books |
|
|
491 | |
|
|
492 | This type is basically for representing text books in the game. |
|
|
493 | |
|
|
494 | Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
|
|
495 | |
|
|
496 | =over 4 |
|
|
497 | |
|
|
498 | =item msg <text> |
|
|
499 | |
|
|
500 | This is the contents of the book. When this field is unset |
|
|
501 | at treasure generation a random text will be inserted. |
|
|
502 | |
|
|
503 | =item skill <skill name> |
|
|
504 | |
|
|
505 | The skill required to read this book. (The most resonable |
|
|
506 | skill would be literacy). |
|
|
507 | |
|
|
508 | =item exp <number> |
|
|
509 | |
|
|
510 | The experience points the player get for reading this book. |
|
|
511 | |
|
|
512 | =item subtype <readable subtype> |
|
|
513 | |
|
|
514 | This field determines the type of the readable. |
|
|
515 | Please see common/readable.C in the readable_message_types table. |
|
|
516 | |
|
|
517 | =back |
|
|
518 | |
|
|
519 | =head3 CLOCK - type 9 - Clocks |
|
|
520 | |
|
|
521 | This 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 | |
|
|
525 | This is a spell effect of a moving bolt. It moves straigt forward |
|
|
526 | through the map until something blocks it. |
|
|
527 | If FLAG_REFLECTING is set it even reflects on walls. |
|
|
528 | |
|
|
529 | FLAG_IS_TURNABLE should be set on these objects. |
|
|
530 | |
|
|
531 | =over 4 |
|
|
532 | |
|
|
533 | =item move_type <movetype> |
|
|
534 | |
|
|
535 | This field affects the move type with which the lightning moves through |
|
|
536 | the map and which map cells will reflect or block it. |
|
|
537 | |
|
|
538 | =item attacktype <attacktype> |
|
|
539 | |
|
|
540 | The attacktype with which it hits the objects on the map. |
|
|
541 | |
|
|
542 | =item dam <number> |
|
|
543 | |
|
|
544 | The damage this bolt inflicts when it hits objects on the map. |
|
|
545 | |
|
|
546 | =item Dex <number> |
|
|
547 | |
|
|
548 | This is the fork percentage, it is reduced by 10 per fork. |
|
|
549 | And the damage is halved on each fork. |
|
|
550 | |
|
|
551 | =item Con <number> |
|
|
552 | |
|
|
553 | This value is a percentage of which the forking lightning |
|
|
554 | is deflected to the left. This value should be mostly used internally. |
|
|
555 | |
|
|
556 | =item duration <number> |
|
|
557 | |
|
|
558 | The duration the bolt stays on a map cell. This field is decreased each time |
|
|
559 | the object is processed (see the meaning of speed and speed_left fields in |
|
|
560 | the object general description). |
|
|
561 | |
|
|
562 | =item range <number> |
|
|
563 | |
|
|
564 | This 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 | |
67 | This type is for general hack and slash weapons like swords, maces |
571 | This type is for general hack and slash weapons like swords, maces |
68 | and daggers and and .... |
572 | and daggers and and .... |
… | |
… | |
75 | |
579 | |
76 | =item attacktype <bitmask> |
580 | =item attacktype <bitmask> |
77 | |
581 | |
78 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
582 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
79 | |
583 | |
80 | =item dam <integer> |
584 | =item dam <number> |
81 | |
585 | |
82 | amount of damage being done with the attacktype |
586 | amount 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 | |
107 | the weapon speed (see magic description) |
611 | the weapon speed (see magic description) |
108 | |
612 | |
109 | =item food <integer> |
613 | =item food <number> |
110 | |
614 | |
111 | addition to food regeneration of the player |
615 | addition to food regeneration of the player |
112 | |
616 | |
113 | =item hp <integer> |
617 | =item hp <number> |
114 | |
618 | |
115 | addition to health regeneration |
619 | addition to health regeneration |
116 | |
620 | |
117 | =item sp <integer> |
621 | =item sp <number> |
118 | |
622 | |
119 | addition to mana regeneration |
623 | addition to mana regeneration |
120 | |
624 | |
121 | =item grace <integer> |
625 | =item grace <number> |
122 | |
626 | |
123 | addititon to grace regeneration |
627 | addititon to grace regeneration |
124 | |
628 | |
125 | =item gen_sp_armour <integer> |
629 | =item gen_sp_armour <number> |
126 | |
630 | |
127 | the players gen_sp_armour field (which is per default 10) is added the <integer> amount. |
631 | the players gen_sp_armour field (which is per default 10) is added the <number> amount. |
128 | gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
632 | gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
129 | is multiplied: gen_sp *= 10/<integer> |
633 | is multiplied: gen_sp *= 10/<number> |
130 | meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
634 | meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
131 | spellpoints. |
635 | spellpoints. |
132 | |
636 | |
133 | generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
637 | generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
134 | sp regeneration. |
638 | sp regeneration. |
… | |
… | |
136 | =item body_<body slot/part> |
640 | =item body_<body slot/part> |
137 | |
641 | |
138 | the part of the body you need to use this weapon, possible values should be |
642 | the part of the body you need to use this weapon, possible values should be |
139 | looked up in common/item.C at body_locations. |
643 | looked up in common/item.C at body_locations. |
140 | |
644 | |
141 | =item resist_<resistnacy> <integer> |
645 | =item resist_<resistnacy> <number> |
142 | |
646 | |
143 | this is the factor with which the difference of the players resistancy and 100% |
647 | this is the factor with which the difference of the players resistancy and 100% |
144 | is multiplied, something like this: |
648 | is multiplied, something like this: |
145 | |
649 | |
146 | additional_resistancy = (100 - current_resistanct) * (<integer>/100) |
650 | additional_resistancy = (100 - current_resistanct) * (<number>/100) |
147 | |
651 | |
148 | if <integer> is negative it is added to the total vulnerabilities, |
652 | if <number> is negative it is added to the total vulnerabilities, |
149 | and later the total resistance is decided by: |
653 | and 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 | |
153 | see also common/living.C:fix_player |
657 | see also common/living.C:fix_player |
… | |
… | |
155 | =item patch_(attuned|repelled|denied) |
659 | =item patch_(attuned|repelled|denied) |
156 | |
660 | |
157 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
661 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
158 | for the pathes. |
662 | for the pathes. |
159 | |
663 | |
160 | =item luck <integer> |
664 | =item luck <number> |
161 | |
665 | |
162 | this luck is added to the players luck |
666 | this luck is added to the players luck |
163 | |
667 | |
164 | =item move_type |
668 | =item move_type |
165 | |
669 | |
166 | if the weapon has a move_type set the player inherits it's move_type |
670 | if 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 | |
170 | the added_speed and bonus_speed of the player is raised by <integer>/3. |
674 | the added_speed and bonus_speed of the player is raised by <number>/3. |
171 | if <integer> < 0 then the added_speed is decreased by <integer> |
675 | if <number> < 0 then the added_speed is decreased by <number> |
172 | |
676 | |
173 | =item weight |
677 | =item weight |
174 | |
678 | |
175 | the weight of the weapon |
679 | the 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 | |
192 | the amount of ac points the player's ac is decreased |
696 | the amount of ac points the player's ac is decreased |
193 | |
697 | |
194 | =item wc <integer> |
698 | =item wc <number> |
195 | |
699 | |
196 | the amount of wc points the player's ac is decreased |
700 | the 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 | |
|
|
717 | These type are mostly used for monsters, they give the |
|
|
718 | monster the ability to dissapear after 10 hits with AT_DRAIN. |
|
|
719 | |
|
|
720 | =over 4 |
|
|
721 | |
|
|
722 | =item value <number> |
|
|
723 | |
|
|
724 | This field stores the hits the monster did yet. |
|
|
725 | |
|
|
726 | =back |
|
|
727 | |
|
|
728 | =head3 DRINK - type 54 - Drinkable stuff |
|
|
729 | |
|
|
730 | See FOOD description. |
|
|
731 | |
|
|
732 | =head3 CHECK_INV - type 64 - Inventory checkers |
|
|
733 | |
|
|
734 | This object checks whether the player has a specific item in his |
|
|
735 | inventory when he moves above the inventory checker. If the player has |
|
|
736 | the item (or not, which can be controlled with a flag) a connection will be triggered. |
|
|
737 | |
|
|
738 | If you set move_block you can deny players and monsters to reach the space where |
|
|
739 | the inventory checker is on, see 'move_block' description below. |
|
|
740 | |
|
|
741 | The conditions specified by hp, slaying and race are concationated with OR. |
|
|
742 | So matching one of those conditions is enough. |
|
|
743 | |
|
|
744 | =over 4 |
|
|
745 | |
|
|
746 | =item move_block <move type bitmask> |
|
|
747 | |
|
|
748 | If you set this field to block a movetype the move code will block any moves |
|
|
749 | onto 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 | |
|
|
754 | If last_sp is 1 'having' the item that is being checked for will |
|
|
755 | activate the connection or make the space with the checker non-blocking. |
|
|
756 | If last_sp is 0 'not having' the item will activate the connection |
|
|
757 | or make the space with the checker non-blocking. |
|
|
758 | |
|
|
759 | =item last_heal (0|1) |
|
|
760 | |
|
|
761 | If last_heal is 1 the matching item will be removed if the inventory checker |
|
|
762 | activates 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 | |
|
|
768 | If this field is not 0 the inventory checker will search for an object |
|
|
769 | with the type id <number>. |
|
|
770 | |
|
|
771 | =item slaying <string> |
|
|
772 | |
|
|
773 | If this field is set the inventory checker will search for an object that |
|
|
774 | has the same string in the slaying field (for example a key string of a key). |
|
|
775 | |
|
|
776 | =item race <string> |
|
|
777 | |
|
|
778 | If this field is set the inventory checker will search for an object which |
|
|
779 | has the archetype name that matches <string>. |
|
|
780 | |
|
|
781 | =item connected <connection id> |
|
|
782 | |
|
|
783 | This is the connection that will be activated. |
|
|
784 | |
|
|
785 | =back |
|
|
786 | |
|
|
787 | =head3 FLESH - type 72 - Organs and body parts |
|
|
788 | |
|
|
789 | See FOOD description. |
|
|
790 | |
|
|
791 | =head3 MISC_OBJECT - type 79 - Misc. objects |
|
|
792 | |
|
|
793 | A type for any object that has no special behaviour. |
|
|
794 | |
|
|
795 | =head3 MONSTER - type 80 - Monsters |
|
|
796 | |
|
|
797 | This is the main type for monsters. This type does almost |
|
|
798 | nothing except taking care of animations a bit. |
|
|
799 | |
|
|
800 | The special behaviour of a monster is given to an object by FLAG_MONSTER and |
|
|
801 | FLAG_ALIVE, please consult the section about flags above in the general object |
|
|
802 | section. |
|
|
803 | |
|
|
804 | =head3 HOLE - type 94 - Holes |
|
|
805 | |
|
|
806 | Holes are holes in the ground where objects can fall through. When the hole |
|
|
807 | opens and/or is completly open all objects above it fall through (more |
|
|
808 | precisely: if their head is above the hole). |
|
|
809 | |
|
|
810 | Trapdoors can only transfer the one who falls through to other coordinates |
|
|
811 | on the B<same> map. |
|
|
812 | |
|
|
813 | =over 4 |
|
|
814 | |
|
|
815 | =item maxsp (0|1) |
|
|
816 | |
|
|
817 | This field negates the state of the connection: When maxsp is 1 the pit will |
|
|
818 | open/close when the connection is deactivated. Otherwise it will open/close |
|
|
819 | when the connection is activated. This field only has effect when the |
|
|
820 | connection is triggered. So if you put a closed hole on a map, and the |
|
|
821 | connection is deactivated, and maxsp is 1 the hole will remain closed until the |
|
|
822 | connection was triggered once. |
|
|
823 | |
|
|
824 | =item connected <connection id> |
|
|
825 | |
|
|
826 | This is the connection id, which lets the hole opening or closing when |
|
|
827 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
|
|
828 | at which connection state the object is activated. |
|
|
829 | |
|
|
830 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
|
|
831 | the connection is released. |
|
|
832 | |
|
|
833 | =item wc <number> (internal) |
|
|
834 | |
|
|
835 | This is an internal flag. If it is greater than 0 it means that the hole is not |
|
|
836 | yet fully open. More preciesly: this field is the animation-step and if it is |
|
|
837 | set to the 'closed' step of the animation the hole is closed and if it is on |
|
|
838 | the 'open' animation step (wc = 0), the hole is open. |
|
|
839 | |
|
|
840 | =item sp <number> |
|
|
841 | |
|
|
842 | The destination y coordinates on the same map. |
|
|
843 | |
|
|
844 | =item hp <number> |
|
|
845 | |
|
|
846 | The destination x coordinates on the same map. |
|
|
847 | |
|
|
848 | =back |
|
|
849 | |
|
|
850 | =head3 POISONING - type 105 - The poisoning of players and monsters |
|
|
851 | |
|
|
852 | This type is doing the actual damage to the ones who were attacked |
|
|
853 | via AT_POISON (or drank POISON). |
|
|
854 | |
|
|
855 | The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
|
|
856 | there for details). |
|
|
857 | |
|
|
858 | =over 4 |
|
|
859 | |
|
|
860 | =item dam <number> |
|
|
861 | |
|
|
862 | Each time the poisoning is processed (which is determined by the speed and speed_left |
|
|
863 | fields, see the general object attributes above) it hits the player with |
|
|
864 | <number> damage and the AT_INTERNAL attacktype (means: it will simply |
|
|
865 | hit the player with no strings attached). |
|
|
866 | |
|
|
867 | =item food <number> |
|
|
868 | |
|
|
869 | Just a note: The posion is removed when food == 1 and not when |
|
|
870 | the whole duration is up, because the POISONING code has to remove |
|
|
871 | the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
|
|
872 | deletes the POISONING object. |
|
|
873 | |
|
|
874 | =back |
|
|
875 | |
|
|
876 | =head3 FORCE - type 114 - Forces |
|
|
877 | |
|
|
878 | Forces are a very 'thin' type. They don't have much behaviour other than |
|
|
879 | disappearing after a time and/or affecting the player if they are in his |
|
|
880 | inventory. |
|
|
881 | |
|
|
882 | Forces only take effect on the player if they have set FLAG_APPLIED. |
|
|
883 | |
|
|
884 | Whether the duration field is processed or not a tick is controlled via the |
|
|
885 | speed and speed_left field. Look above at the generic description of these |
|
|
886 | fields. |
|
|
887 | |
|
|
888 | NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
|
|
889 | like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
|
|
890 | 0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
|
|
891 | If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
|
|
892 | Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
|
|
893 | |
|
|
894 | =over 4 |
|
|
895 | |
|
|
896 | =item duration |
|
|
897 | |
|
|
898 | While this field is greater than 0 the force/object is not destroyed. It is |
|
|
899 | decreased each tick by 1. |
|
|
900 | |
|
|
901 | If it reaches 0 the force/object is destroyed. |
|
|
902 | |
|
|
903 | This field can have this meaning for B<any> object if that object has |
|
|
904 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
|
|
905 | what happens then. |
|
|
906 | |
|
|
907 | =back |
|
|
908 | |
|
|
909 | =head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
|
|
910 | |
|
|
911 | This object is generated by the POTION code when the potion is a resistance |
|
|
912 | giving potion. It has mainly the same behaviour as a FORCE. |
|
|
913 | |
|
|
914 | The specialty of the potion effect is that the resistancy it gives is absolute, |
|
|
915 | so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
|
|
916 | fire. |
|
|
917 | |
|
|
918 | Multiple potion effects only give you the maximum of their resistancy. |