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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 1.14 by elmex, Wed Dec 20 19:53:10 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 x <number>
72
73The x position of the object when it is on a map.
74
75=item y <number>
76
77The y position of the object when it is on a map.
78
79=item map (internal)
80
81The map the object is on.
82
83=item invisible <number>
84
85If the <number> is greater than 0 the object is invisible.
86For players this field reflects the duration of the invisibility
87and is decreased every tick by 1.
88
89For non-player objects this field is not changed by server ticks.
90
91=item speed <number>
92
93If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
94on the active object list and will be processed each tick (see also speed_left!).
95
96If the speed field drops below the MIN_ACTIVE_SPEED the object is removed
97from the active object list and it won't experience any processing per tick.
98
99=item speed_left <number>
100
101If this field is greater than 0 and the object is on the
102active 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
107If the object is on the active list and speed_left is lower or
108equal to 0 the absolute value of the speed field is added to speed_left
109on the end of the tick.
110
111This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED)
112the more seldom the object is processed. And the higher the speed field is
113the more often the object is processed.
114
115=item connected <number>
116
117When this field is set the object will be linked to a connection with the
118id <number>. What happens when the connection is 'activated' depends on the
119type of the object.
120
121When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
122when to activate the object, see description of these below for further details.
123
124=item no_drop (0|1)
125
126Sets the flag FLAG_NO_DROP.
127See Flags section below.
128
129=item applied (0|1)
130
131Sets the flag FLAG_APPLIED.
132See Flags section below.
133
134=item is_used_up (0|1)
135
136Sets the flag FLAG_IS_USED_UP.
137See Flags section below.
138
139=item auto_apply (0|1)
140
141Sets the flag FLAG_AUTO_APPLY.
142See Flags section below.
143
144=item no_steal (0|1)
145
146Sets the flag FLAG_NO_STEAL.
147See Flags section below.
148
149=item reflecting (0|1)
150
151Sets the flag FLAG_REFLECTING.
152See Flags section below.
153
154=item reflect_spell (0|1)
155
156Sets the flag FLAG_REFL_SPELL.
157See Flags section below.
158
159=item no_skill_ident (0|1)
160
161Sets the flag FLAG_NO_SKILL_IDENT.
162See Flags section below.
163
164=item activate_on_push (0|1) (default: 1)
165
166Sets the flag FLAG_ACTIVATE_ON_PUSH.
167See Flags section below.
168
169=item activate_on_release (0|1) (default: 1)
170
171Sets the flag FLAG_ACTIVATE_ON_RELEASE.
172See Flags section below.
173
174=item editable (more than deprecated)
175
176This field had a special meaning for crossedit, which used parts
177of the server code for editing. Wherever you see this attribute being
178set in an archetype ignore it and/or remove it. No code interprets this
179field anymore.
180
181=back
182
183=head3 Flags
184
185Here are the effects of the flags described.
186
187=over 4
188
189=item FLAG_NO_DROP
190
191An object can't be picked up and dropped.
192
193=item FLAG_APPLIED
194
195This flag mostly states whether this object has been 'applied' by the player.
196For objects that are applied by the code or have this flag set in the archetype
197it mostly means 'this object is active'.
198
199For example the player adjustments of the hp/sp/grace fields and inheritance
200of flags from objects in his inventory is toggled by this flag.
201
202=item FLAG_IS_USED_UP
203
204This flag controls whether an object is 'used up'. If it is set the 'food' field
205of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha
206it is removed.
207
208If also the flag FLAG_APPLIED is set, the 'duration' field controls whether
209this object is removed or not, see the Force type below for the meaning
210of the duration field in this context.
211
212If FLAG_APPLIED is not set the object is destroyed.
213
214=item FLAG_IS_A_TEMPLATE (internal use)
215
216This flag is set on the inventory of generators like CREATORs and CONVERTERs,
217or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
218
219=item FLAG_AUTO_APPLY
220
221This flag has currently only meaning for the TREASURE type, see below.
222
223=item FLAG_ACTIVATE_ON_PUSH
224
225This flag has only meaning for objects that can be linked together
226with the 'connected' field and controls wether the object should
227be activated when the connection is 'pushed' or it is 'released'.
228
229What 'pushed' and 'released' means depends on the object that
230activates the connection.
231
232This flag is by default on.
233
234=item FLAG_ACTIVATE_ON_RELEASE
235
236This flag has only meaning for objects that can be linked together
237with the 'connected' field and controls wether the object should
238be activated when the connection is 'pushed' or it is 'released'.
239
240What 'pushed' and 'released' means depends on the object that
241activates the connection.
242
243This flag is by default on.
244
245=item FLAG_NO_STEAL
246
247When this flag is set this object can't be stolen. The flag will be
248resetted once the object is placed on a map.
249
250When 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
255This flag is mostly used internal and prevents unidentified objects
256(objects which don't have FLAG_IDENTIFIED set) being identified by
257skills.
258
259This flag is used to mark objects to never being identified by a skill
260once a player failed to identify an object. So that multiple tries
261of identifying aren't more effective than one.
262
263=item FLAG_REFLECTING
264
265This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW
266to indicate whether this object reflects off walls.
267
268=item FLAG_REFL_SPELL
269
270This flag indicates whether something reflects spells, like spell reflecting
271amuletts.
55 272
56=back 273=back
57 274
58=head2 Description of type specific attributes 275=head2 Description of type specific attributes
59 276
60The beginning of the headers of the following subsection 277The beginning of the headers of the following subsection
61are the server internal names for the objects types, see include/define.h. 278are 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 279
63target, please consult include/define.h in doubt :-) 280=head3 TRANSPORT - type 2 - Player transports
281
282This type is implemented by the transport extension and has currently no special
283attributes that affect it.
284
285=head3 ROD - type 3 - Rods that fire spells
286
287Rods contain spells and can be fired by a player.
288
289=over 4
290
291=item level <number>
292
293This attribute is used for calculating the spell level that can be fired
294with this rod, it's also the maximum level of the spell that can be fired.
295The level of the spell that is being fired depends mostly on
296the 'use magic item' skill level of the player and 1/10 of the level of the
297rod is added as bonus.
298
299=item hp <number>
300
301The amount of spellpoints this rod has left.
302
303=item maxhp <number>
304
305The maximum amount of spellpoints this rod has.
306
307=item skill <skill name>
308
309This field determines which skill you need to apply this object.
310
311=back
312
313=head3 TREASURE - type 4 - Treasures
314
315This type of objects are for random treasure generation in maps.
316If this object is applied by a player it will replace itself with it's
317inventory. If it is automatically applied
318generate a treasure and replace itself with the generated treasure.
319
320Chests are also of this type, their treasures are generated by
321the auto apply code on map instantiation.
322
323=over 4
324
325=item hp <number>
326
327The number of treasures to generate.
328
329=item exp <level>
330
331If FLAG_AUTO_APPLY is not set the exp field has no further meaning
332and the difficulty for the treasurecode only depends on the maps difficulty,
333otherwise the exp field has the following meaning:
334
335If this field is not 0 it is passed as the difficulty
336to the treasure generation code to determine how good, how much
337worth a treasure is or what bonuses it is given by the treasure code.
338
339If this field is not set or 0 the difficulty of the map is passed to the treasure
340generation code.
341
342=item randomitems <treasurelist>
343
344The treasurelist to use to generate the treasure which is put in the
345treasure objects inventory.
346
347=back
348
349=head3 POTION - type 5 - Potions for drinking and other nastynesses
350
351These objects contain a spell and will emit it on apply, which most
352of the time has the meaning of 'drinking'.
353
354If no resistancy field, stat field or attacktype is set and no spell
355is put in the potion by the sp field or the randomitems the
356potion will become an artifact and the artifact code decides which kind
357of potion will be generated.
358
359If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
360will yield an explosion and hurt the player.
361
362=over 4
363
364=item Str, Dex, Con, Int, Wis, Cha, Pow <number>
365
366These stat fields determine how many stat points the player gets
367when he applies this potion.
368
369If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
370
371=item sp <number>
372
373If this field is set and the randomitems field is not set
374the field is interpreted as spell number, please look the right
375number up in common/loader.C.
376
377If this field is set the randomitems field will be unset by the
378map loading code.
379
380=item attacktype <attacktype>
381
382This field has some special meaning in potions, currently the
383bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
384restoration potion or improvement potion.
385See include/attackinc.h for the bits of these types.
386
387If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
388will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
389set the player will be drained a random stat by inserting an ARCH_DEPLETION
390into him.
391
392If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
393When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
394
395=item resist_<resistancy> <number>
396
397If this stat is set and no spell is in the potion the potion
398will create a force that give the player this specific resistancy.
399The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
400and the potion will last 10 times longer than the default force archetype
401FORCE_NAME (at the moment of this writing spell/force.arc).
402
403=item randomitems <treasurelist>
404
405The inventory/spell of the potion will be created by calling the treasure code
406with the treasurelist specified here. (I guess it's highly undefined what
407happens if there is not a spell in the potions inventory).
408
409=item on_use_yield <archetype>
410
411When this object is applied an instance of <archetype> will be created.
412
413=item subtypes <potion subtype>
414
415see include/spells.h for possible potion subtypes, there are currently 4:
416
417=over 4
418
419=item POT_SPELL
420
421Unused, default behaiour of a potion.
422
423=item POT_DUST
424
425This potion can be thrown to cast the spell that it has in it's inventory,
426the behaviour is not defined if there is not a spell in the inventory and the
427server will log an error.
428
429=item POT_FIGURINE
430
431Unused, default behaiour of a potion.
432
433=item POT_BALM
434
435Unused, default behaiour of a potion.
436
437=back
438
439=back
440
441=head3 FOOD - type 6 - Eatable stuff
442
443This is for objects that are representing general eatables like
444beef or bread.
445
446The main difference between FOOD, FLESH and DRINK is that they
447give different messages.
448
449The specialty of FLESH is that it inherits the resistancies of the
450monsters it was generated in and will let dragons raise their resistancies
451with that. If the monster has the POISON attacktype the FLESH
452will change into POISON.
453
454If a player runs low on food he will grab for FOOD, DRINK and POISON
455and if he doesn't find any of that he will start eating FLESH.
456
457=over 4
458
459=item title <string>
460
461If the food has a title or is cursed it is considered 'special', which means that the
462fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp
463are interpreted and have further effects on the player.
464
465The 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
470This is the amount of food points the player gets when he eats this.
471
472=item on_use_yield <archetype>
473
474When this object is applied an instance of <archetype> will be created.
475
476=back
477
478=head3 POISON - type 7 - Poisonous stuff
479
480This type is for objects that can poison the player when drinking.
481When applied it will hit the attacked with AT_POISON and will create
482a POISONING object in the one who was hit.
483
484=over 4
485
486=item level <number>
487
488This field affects the propability of poisoning. The higher the level difference
489between the one who is hit and the poision the mose propable it is the attacked
490one will be poisoned.
491
492=item slaying <race>
493
494On poison this field has the usual meaning of 'slaying', when the
495ones race matches the slaying field the damage done by the poison
496is multiplied by 3.
497
498=item hp <number>
499
500This is the amount of damage the player will receive from applying this. The
501attacktype AT_POISON will be used to hit the player and the damage will
502determine the strenght, duration and depletion of stats of the poisoning. The
503created POISONING object which is being placed in the one who was attacked will
504get the damage from this field (which is maybe adjusted by slaying or the
505resistancies).
506
507=item food <number>
508
5091/4 of <number> will be drained from the players food.
510
511=item on_use_yield <archetype>
512
513When this object is applied an instance of <archetype> will be created.
514
515=back
516
517=head3 BOOK - type 8 - Readable books
518
519This type is basically for representing text books in the game.
520
521Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
522
523=over 4
524
525=item msg <text>
526
527This is the contents of the book. When this field is unset
528at treasure generation a random text will be inserted.
529
530=item skill <skill name>
531
532The skill required to read this book. (The most resonable
533skill would be literacy).
534
535=item exp <number>
536
537The experience points the player get for reading this book.
538
539=item subtype <readable subtype>
540
541This field determines the type of the readable.
542Please see common/readable.C in the readable_message_types table.
543
544=back
545
546=head3 CLOCK - type 9 - Clocks
547
548This 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
552This is a spell effect of a moving bolt. It moves straigt forward
553through the map until something blocks it.
554If FLAG_REFLECTING is set it even reflects on walls.
555
556FLAG_IS_TURNABLE should be set on these objects.
557
558=over 4
559
560=item move_type <movetype>
561
562This field affects the move type with which the lightning moves through
563the map and which map cells will reflect or block it.
564
565=item attacktype <attacktype>
566
567The attacktype with which it hits the objects on the map.
568
569=item dam <number>
570
571The damage this bolt inflicts when it hits objects on the map.
572
573=item Dex <number>
574
575This is the fork percentage, it is reduced by 10 per fork.
576And the damage is halved on each fork.
577
578=item Con <number>
579
580This value is a percentage of which the forking lightning
581is deflected to the left. This value should be mostly used internally.
582
583=item duration <number>
584
585The duration the bolt stays on a map cell. This field is decreased each time
586the object is processed (see the meaning of speed and speed_left fields in
587the object general description).
588
589=item range <number>
590
591This 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
597This is the type for objects that represent projectiles like arrows.
598The movement of THROWN_OBJs behave similar to this type.
599
600Flying arrows are stopped either when they hit something blocking
601(move_block) or something which is alive.
602If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
603set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
604damage with a small chance which is affected by the 'level' field of the arrow.
605
606If FLAG_REFLECTING is set on the arrow it will bounce off everything
607that is not alive and blocks it's movement.
608
609When an arrow is being shot it's dam, wc, attacktype, slaying fields will
610be saved in the sp, hp, grace and spellarg fields of the object, to restore them
611once the arrow has been stopped.
612
613=over 4
614
615=item dam <number>
616
617The amount of damage that is being done to the victim that gets hit.
618This field is recomputed when the arrow is fired and will consist
619of the sum of a damage bonus (see description of the BOW type),
620the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field
621and the arrows magic field.
622
623=item wc <number>
624
625The weaponclass of the arrow, which has effect on the propability of hitting.
626
627It 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
632When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
633level is not added.
634
635The wc_mod is dependend on the fire mode of the bow. For a more detailed
636explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
637
638=item magic <number>
639
640This field is added to the damage of the arrow when it is shot and
641will also improve it's speed by 1/5 of it's value.
642
643=item attacktype <attacktype>
644
645Bitfield which decides the attacktype of the damage, see include/attackinc.h
646On fireing the attacktype of the bow is added to the arrows attacktype.
647
648=item level <number> (interally used)
649
650The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
651see above in the ARROW description.
652
653The level is set when the arrow is fired to either the skill level or the
654shooters level.
655
656=item speed <number> (internal)
657
658This field shouldn't be set directly in the archetype, the arrow will get it's
659speed from the bow. This fields value has to be atleast 0.5 or otherwise the
660arrow will be stopped immediatly.
661
662On fireing the speed of the arrow is computed of 1/5 of the
663sum of the damage bonus (see BOW), bow magic and arrow magic. After that 1/7
664of the bows 'dam' field is added to the speed of the arrow.
665
666The minimum speed of an arrow is 1.0.
667
668While flying the arrows speed is decreased by 0.05 each time it's moved.
669
670If the speed is above 10.0 it goes straight through the creature it hits and
671it's speed is reduced by 1. If the speed is lower or equal 10.0 the arrow is
672stopped and either sticked into the victim (see weight field description) or
673put on it's map square (if it didn't break, see description of the food field).
674
675=item weight <number>
676
677This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg)
678the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
679
680=item food <number>
681
682The breaking percentage. 100% means: breaks on usage for sure.
683
684=item inventory (internal)
685
686If the flying/moving object has something in it's inventory and it stops, it
687will be replaced with it's inventory. Otherwise it will be handled as usual,
688which means: it will be calculated whether the arrow breaks and it will be
689reset for reuse.
690
691=item slaying <string>
692
693When the bow that fires this arrow has it's slaying field set it is copied
694to the arrows slaying field. Otherwise the arrows slaying field remains.
695
696=item move_type <movetype> (internally used)
697
698This field is set when the arrow is shot to MOVE_FLY_LOW.
699
700=item move_on <movetype> (internally used)
701
702This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
703
704=item race <string>
705
706The race field is a unique key that assigns arrows, bows and quivers. When
707shooting an arrow the bows race is used to search for arrows (which have the
708same race as the bow) in the players inventory and will recursively search in
709the containers (which are applied and have the same race as the bow and the arrow).
710
711=back
712
713=head3 BOW - type 14 - Bows, those that fire ARROWs
714
715TODO, but take into account ARROW description above
64 716
65=head3 WEAPON - type 15 - Weapons 717=head3 WEAPON - type 15 - Weapons
66 718
67This type is for general hack and slash weapons like swords, maces 719This type is for general hack and slash weapons like swords, maces
68and daggers and and .... 720and daggers and and ....
75 727
76=item attacktype <bitmask> 728=item attacktype <bitmask>
77 729
78bitfield which decides the attacktype of the damage, see include/attackinc.h 730bitfield which decides the attacktype of the damage, see include/attackinc.h
79 731
80=item dam <integer> 732=item dam <number>
81 733
82amount of damage being done with the attacktype 734amount of damage being done with the attacktype
83 735
84=item item_power <level> 736=item item_power <level>
85 737
104 756
105=item last_sp 757=item last_sp
106 758
107the weapon speed (see magic description) 759the weapon speed (see magic description)
108 760
109=item food <integer> 761=item food <number>
110 762
111addition to food regeneration of the player 763addition to food regeneration of the player
112 764
113=item hp <integer> 765=item hp <number>
114 766
115addition to health regeneration 767addition to health regeneration
116 768
117=item sp <integer> 769=item sp <number>
118 770
119addition to mana regeneration 771addition to mana regeneration
120 772
121=item grace <integer> 773=item grace <number>
122 774
123addititon to grace regeneration 775addititon to grace regeneration
124 776
125=item gen_sp_armour <integer> 777=item gen_sp_armour <number>
126 778
127the players gen_sp_armour field (which is per default 10) is added the <integer> amount. 779the 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() 780gen_sp_armour seems to be a factor with which gen_sp in do_some_living()
129is multiplied: gen_sp *= 10/<integer> 781is multiplied: gen_sp *= 10/<number>
130meaning: values > 10 of gen_sp_armour limits the amout of regenerated 782meaning: values > 10 of gen_sp_armour limits the amout of regenerated
131spellpoints. 783spellpoints.
132 784
133generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 785generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
134sp regeneration. 786sp regeneration.
136=item body_<body slot/part> 788=item body_<body slot/part>
137 789
138the part of the body you need to use this weapon, possible values should be 790the part of the body you need to use this weapon, possible values should be
139looked up in common/item.C at body_locations. 791looked up in common/item.C at body_locations.
140 792
141=item resist_<resistnacy> <integer> 793=item resist_<resistnacy> <number>
142 794
143this is the factor with which the difference of the players resistancy and 100% 795this is the factor with which the difference of the players resistancy and 100%
144is multiplied, something like this: 796is multiplied, something like this:
145 797
146 additional_resistancy = (100 - current_resistanct) * (<integer>/100) 798 additional_resistancy = (100 - current_resistanct) * (<number>/100)
147 799
148if <integer> is negative it is added to the total vulnerabilities, 800if <number> is negative it is added to the total vulnerabilities,
149and later the total resistance is decided by: 801and later the total resistance is decided by:
150 802
151 'total resistance = total protections - total vulnerabilities' 803 'total resistance = total protections - total vulnerabilities'
152 804
153see also common/living.C:fix_player 805see also common/living.C:fix_player
155=item patch_(attuned|repelled|denied) 807=item patch_(attuned|repelled|denied)
156 808
157this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 809this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
158for the pathes. 810for the pathes.
159 811
160=item luck <integer> 812=item luck <number>
161 813
162this luck is added to the players luck 814this luck is added to the players luck
163 815
164=item move_type 816=item move_type
165 817
166if the weapon has a move_type set the player inherits it's move_type 818if the weapon has a move_type set the player inherits it's move_type
167 819
168=item exp <integer> 820=item exp <number>
169 821
170the added_speed and bonus_speed of the player is raised by <integer>/3. 822the added_speed and bonus_speed of the player is raised by <number>/3.
171if <integer> < 0 then the added_speed is decreased by <integer> 823if <number> < 0 then the added_speed is decreased by <number>
172 824
173=item weight 825=item weight
174 826
175the weight of the weapon 827the weight of the weapon
176 828
185 - dam: the players dam is adjusted by: player->dam += (dam + magic) 837 - dam: the players dam is adjusted by: player->dam += (dam + magic)
186 838
187 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 839 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
188 (minium is 0) 840 (minium is 0)
189 841
190=item ac <integer> 842=item ac <number>
191 843
192the amount of ac points the player's ac is decreased 844the amount of ac points the player's ac is decreased when applying this object.
193 845
194=item wc <integer> 846=item wc <number>
195 847
196the amount of wc points the player's ac is decreased 848the amount of wc points the player's wc is decreased when applying this object.
197 849
198=back 850=back
199 851
200=head4 Player inherits following flags from weapons: 852=head4 Player inherits following flags from weapons:
201 853
202 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, 854 FLAG_LIFESAVE
203 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD 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
865These type are mostly used for monsters, they give the
866monster the ability to dissapear after 10 hits with AT_DRAIN.
867
868=over 4
869
870=item value <number>
871
872This field stores the hits the monster did yet.
873
874=back
875
876=head3 CREATOR - type 42 - Object creators
877
878Once 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
881If FLAG_LIVESAFE is set the number of uses is unlimited.
882
883=over 4
884
885=item hp <number>
886
887If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
888be used.
889
890=item speed <number>
891
892If speed is set the creator will create an object periodically,
893see speed and speed_left fields in general object attribute description
894for more details on how this period works.
895
896=item slaying <string>
897
898If set the generated object's name and
899title will be set to this.
900
901=item other_arch <string>
902
903If the inventory of the creator is empty objects of the
904archetype <string> will be generated.
905
906=item connected <number>
907
908See generic object attribute section.
909
910=back
911
912=head3 DRINK - type 54 - Drinkable stuff
913
914See FOOD description.
915
916=head3 CHECK_INV - type 64 - Inventory checkers
917
918This object checks whether the player has a specific item in his
919inventory when he moves above the inventory checker. If the player has
920the item (or not, which can be controlled with a flag) a connection will be triggered.
921
922If you set move_block you can deny players and monsters to reach the space where
923the inventory checker is on, see 'move_block' description below.
924
925The conditions specified by hp, slaying and race are concationated with OR.
926So matching one of those conditions is enough.
927
928=over 4
929
930=item move_block <move type bitmask>
931
932If you set this field to block a movetype the move code will block any moves
933onto the space with the inventory checker, IF the moving object doesn't have
934(or has - if last_sp = 0) the item that the checker is searching for.
935
936=item last_sp (0|1)
937
938If last_sp is 1 'having' the item that is being checked for will
939activate the connection or make the space with the checker non-blocking.
940If last_sp is 0 'not having' the item will activate the connection
941or make the space with the checker non-blocking.
942
943=item last_heal (0|1)
944
945If last_heal is 1 the matching item will be removed if the inventory checker
946activates 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
952If this field is not 0 the inventory checker will search for an object
953with the type id <number>.
954
955=item slaying <string>
956
957If this field is set the inventory checker will search for an object that
958has the same string in the slaying field (for example a key string of a key).
959
960=item race <string>
961
962If this field is set the inventory checker will search for an object which
963has the archetype name that matches <string>.
964
965=item connected <connection id>
966
967This is the connection that will be activated. The connection is
968'pushed' when someone enters the space with the inventory checker,
969and it is 'released' when he leaves it.
970
971See also the description of the connected field in the generic object attribute
972section.
973
974=back
975
976=head3 FLESH - type 72 - Organs and body parts
977
978See FOOD description.
979
980=head3 MISC_OBJECT - type 79 - Misc. objects
981
982A type for any object that has no special behaviour.
983
984=head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators
985
986This type of objects multiplies objects that are above it when it is activated.
987You can even multiply by 0, which will destroy the object.
988
989=over 4
990
991=item level <number>
992
993The multiplicator, if set to 0 or lower it will destroy the objects above it.
994
995=item other_arch <string>
996
997The archetype name of the objects which will be multiplied.
998
999=item connected <number>
1000
1001See generic object attribute section.
1002
1003=back
1004
1005=head3 HOLE - type 94 - Holes
1006
1007Holes are holes in the ground where objects can fall through. When the hole
1008opens and/or is completly open all objects above it fall through (more
1009precisely: if their head is above the hole).
1010
1011When the HOLE is activated it's speed is set to 0.5.
1012
1013Trapdoors can only transfer the one who falls through to other coordinates
1014on the B<same> map.
1015
1016=over 4
1017
1018=item maxsp (0|1)
1019
1020This field negates the state of the connection: When maxsp is 1 the pit will
1021open/close when the connection is deactivated. Otherwise it will open/close
1022when the connection is activated. This field only has effect when the
1023connection is triggered. So if you put a closed hole on a map, and the
1024connection is deactivated, and maxsp is 1 the hole will remain closed until the
1025connection was triggered once.
1026
1027=item connected <connection id>
1028
1029This is the connection id, which lets the hole opening or closing when
1030activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1031at which connection state the object is activated.
1032
1033For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1034the connection is released.
1035
1036=item wc <number> (internal)
1037
1038This is an internal flag. If it is greater than 0 it means that the hole is not
1039yet fully open. More preciesly: this field is the animation-step and if it is
1040set to the 'closed' step of the animation the hole is closed and if it is on
1041the 'open' animation step (wc = 0), the hole is open.
1042
1043=item sp <number>
1044
1045The destination y coordinates on the same map.
1046
1047=item hp <number>
1048
1049The destination x coordinates on the same map.
1050
1051=back
1052
1053=head3 POISONING - type 105 - The poisoning of players and monsters
1054
1055This type is doing the actual damage to the ones who were attacked
1056via AT_POISON (or drank POISON).
1057
1058The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1059there for details).
1060
1061=over 4
1062
1063=item dam <number>
1064
1065Each time the poisoning is processed (which is determined by the speed and speed_left
1066fields, see the general object attributes above) it hits the player with
1067<number> damage and the AT_INTERNAL attacktype (means: it will simply
1068hit the player with no strings attached).
1069
1070=item food <number>
1071
1072Just a note: The posion is removed when food == 1 and not when
1073the whole duration is up, because the POISONING code has to remove
1074the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1075deletes the POISONING object.
1076
1077=back
1078
1079=head3 FORCE - type 114 - Forces
1080
1081Forces are a very 'thin' type. They don't have much behaviour other than
1082disappearing after a time and/or affecting the player if they are in his
1083inventory.
1084
1085Forces only take effect on the player if they have set FLAG_APPLIED.
1086
1087Whether the duration field is processed or not a tick is controlled via the
1088speed and speed_left field. Look above at the generic description of these
1089fields.
1090
1091NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field
1092like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches
10930 before duration and FLAG_APPLIED is set, the force will last for 'duration'.
1094If the FLAG_APPLIED is not set the force is removed when food reaches 0.
1095Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces.
1096
1097=over 4
1098
1099=item duration
1100
1101While this field is greater than 0 the force/object is not destroyed. It is
1102decreased each tick by 1.
1103
1104If it reaches 0 the force/object is destroyed.
1105
1106This field can have this meaning for B<any> object if that object has
1107FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1108what happens then.
1109
1110=back
1111
1112=head3 POTION_EFFECT - type 115 - Potion effects (resistancies)
1113
1114This object is generated by the POTION code when the potion is a resistance
1115giving potion. It has mainly the same behaviour as a FORCE.
1116
1117The specialty of the potion effect is that the resistancy it gives is absolute,
1118so if you drin a resistancy potion of fire+60 you will get 60% resistancy to
1119fire.
1120
1121Multiple potion effects only give you the maximum of their resistancy.

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