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1=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION 1=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION
2 2
3Here is all information about the object types Crossfire+ 3Here is all information about the object types Deliantra
4supports at the moment. This is not a complete documentation (yet) 4supports at the moment. This is not a complete documentation (yet)
5and browsing the source is still recommended to learn about 5and browsing the source is still recommended to learn about
6the objects that aren't documented here. 6the objects that aren't documented here.
7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 object button_trigger
18 name button 39 name button
19 type 30 40 type 30
20 face button_sma.111 41 face button_sma.x11
21 anim 42 anim
22 button_sma.111 43 button_sma.x11
23 button_sma.112 44 button_sma.x12
24 mina 45 mina
25 is_animated 0 46 is_animated 0
26 exp 30 47 exp 30
27 no_pick 1 48 no_pick 1
28 walk_on 1 49 walk_on 1
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54=over 4 76These are the fields that most of the objects have and/or their
77default behaviour.
55 78
56=back 79=over 4
57 80
58=head2 Description of type specific attributes 81=item I<name> <string>
82
83The name of the object.
84
85=item I<name_pl> <string>
86
87The name of a collection of these objects (the plural of the name).
88
89=item I<face> <facename>
90
91The graphical appearance of this object.
92
93=item I<x> <number>
94
95The x position of the object when it is on a map.
96
97=item I<y> <number>
98
99The y position of the object when it is on a map.
100
101=item I<map> (internal)
102
103The map the object is on.
104
105=item I<invisible> <number>
106
107If the <number> is greater than 0 the object is invisible.
108For players this field reflects the duration of the invisibility
109and is decreased every tick by 1.
110
111For non-player objects this field is not changed by server ticks.
112
113=item I<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all). Negative glow radii darken areas - currently, negative
117glow radii are stronger than positive ones.
118
119=item I<speed> <float>
120
121If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
122on the active object list and will be processed each tick (see also speed_left!).
123
124If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
125from the active object list and it won't experience any processing per tick.
126
127Negative speed settings in archetypes and files cause a speed_left
128randomisation on load or instantiatian, but for calculations, the absolute
129value is used always.
130
131=item I<speed_left> <float>
132
133If this field is greater than 0 and the object is on the
134active list (mostly means it's speed is also greater than 0):
135
136 - speed_left is decreased by 1
137 - and this object is processed and experiences a server tick.
138
139If the object is on the active list and I<speed_left> is lower or
140equal to 0 the absolute value of the I<speed> is added to I<speed_left>
141on the end of the tick.
142
143This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
144the more seldom the object is processed. And the higher I<speed> is
145the more often the object is processed.
146
147=item I<connected> <identifier>
148
149When this field is set the object will be linked to a connection with the
150same <identifier>. What happens when the connection is 'activated' depends on the
151type of the object.
152
153FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
154when to activate the object, see description of these below for further details.
155
156=item I<no_drop> (0|1)
157
158Sets the flag FLAG_NO_DROP.
159See Flags section below.
160
161=item I<applied> (0|1)
162
163Sets the flag FLAG_APPLIED.
164See Flags section below.
165
166=item I<is_used_up> (0|1)
167
168Sets the flag FLAG_IS_USED_UP.
169See Flags section below.
170
171=item I<changing> (0|1)
172
173Sets the flag FLAG_CHANGING.
174See Flags section below.
175
176=item I<auto_apply> (0|1)
177
178Sets the flag FLAG_AUTO_APPLY.
179See Flags section below.
180
181=item I<no_steal> (0|1)
182
183Sets the flag FLAG_NO_STEAL.
184See Flags section below.
185
186=item I<reflecting> (0|1)
187
188Sets the flag FLAG_REFLECTING.
189See Flags section below.
190
191=item I<reflect_spell> (0|1)
192
193Sets the flag FLAG_REFL_SPELL.
194See Flags section below.
195
196=item I<no_skill_ident> (0|1)
197
198Sets the flag FLAG_NO_SKILL_IDENT.
199See Flags section below.
200
201=item I<activate_on_push> (0|1) (default: 1)
202
203Sets the flag FLAG_ACTIVATE_ON_PUSH.
204See Flags section below.
205
206=item I<activate_on_release> (0|1) (default: 1)
207
208Sets the flag FLAG_ACTIVATE_ON_RELEASE.
209See Flags section below.
210
211=item I<is_lightable> (0|1)
212
213Sets the flag FLAG_IS_LIGHTABLE.
214See Flags section below.
215
216=item I<editable> (more than deprecated)
217
218This field had a special meaning for crossedit, which used parts
219of the server code for editing. Wherever you see this field being
220set in an archetype ignore it and/or remove it. No code interprets this
221field anymore.
222
223=item I<last_heal>, I<last_sp>
224
225For monsters and other living stuff that heals or regenarates hp or sp,
226these contain the fractional part of any healing that couldn't be applied
227to hp and sp yet.
228
229=back
230
231=head3 Flags
232
233Here are the effects of the flags described.
234
235=over 4
236
237=item FLAG_NO_DROP
238
239An object can't be picked up and dropped.
240
241=item FLAG_APPLIED
242
243This flag mostly states whether this object has been 'applied' by the player.
244For objects that are applied by the code or have this flag set in the archetype
245it mostly means 'this object is active'.
246
247For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
248of flags from objects in his inventory is toggled by this flag.
249
250=item FLAG_IS_USED_UP
251
252This flag controls whether an object is 'used up'. If it is set I<food>
253is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
254
255If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
256this object is removed or not, see the B<FORCE> type below for the meaning
257of the duration field in this context.
258
259If FLAG_APPLIED is not set the object is destroyed.
260
261=item FLAG_CHANGING
262
263If the I<state> field of the object is 0 the object will be processed periodically
264(if I<speed> is set). If the I<state> field is 1 it won't be processed.
265
266This flag indicates that the object is changing into a different object.
267The object has to have the I<other_arch> field set. The object the changing object
268changes into is derived from the archetype in I<other_arch>.
269
270When the object does not have FLAG_ALIVE set the I<food> field will be decremented
271each time the object is processed, and if I<food> reaches 0 one new object will be generated.
272
273When the object has FLAG_ALIVE set the I<food> field is the number of objects that
274will be generated.
275
276After the new object is created the I<hp> field from the old object is copied into
277the new one.
278
279=item FLAG_IS_A_TEMPLATE (internal use)
280
281This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
282or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
283
284=item FLAG_AUTO_APPLY
285
286This flag has currently only meaning for the B<TREASURE> type, see below.
287
288=item FLAG_ACTIVATE_ON_PUSH
289
290This flag has only meaning for objects that can be linked together
291by the I<connected> field and controls wether the object should
292be activated when the connection is 'pushed' or it is 'released'.
293
294What 'pushed' and 'released' means depends on the object that
295activates the connection.
296
297This flag is by default on.
298
299=item FLAG_ACTIVATE_ON_RELEASE
300
301This flag has only meaning for objects that can be linked together
302by the I<connected> field and controls wether the object should
303be activated when the connection is 'pushed' or it is 'released'.
304
305What 'pushed' and 'released' means depends on the object that
306activates the connection.
307
308This flag is by default on.
309
310=item FLAG_NO_STEAL
311
312When this flag is set this object can't be stolen. The flag will be
313reset once the object is placed on a map.
314
315When this flag is set on a monster it can defend attempts at stealing
316(but in this context the flag is only used internally).
317
318=item FLAG_NO_SKILL_IDENT
319
320This flag is mostly used internal and prevents unidentified objects
321(objects which don't have FLAG_IDENTIFIED set) being identified
322multiple times by skills.
323
324This flag is used to mark objects which were unsuccessfully identified by a
325players skill. So that multiple tries of identifying aren't more effective than
326one.
327
328=item FLAG_REFLECTING
329
330This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
331to indicate whether this object reflects off walls.
332
333=item FLAG_REFL_SPELL
334
335This flag indicates whether something reflects spells, like spell reflecting
336amuletts.
337
338=item FLAG_IS_LIGHTABLE
339
340This flag indicates whether a B<LIGHTER> can light this object. See also the
341description of the B<LIGHTER> type. How easy you can light an item depends
342partially on the material of the object.
343
344=item FLAG_MONSTER
345
346Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
347change their meaning, including:
348
349=over 4
350
351=item I<wis>
352
353Governs the "wake-up radius" - the radius within a monster detects an enemy.
354
355Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
356will partake in basic smell finding. 10 and up additionally spreads smell
357knowledge, and 15 and up additionally will try to perturb the path as to
358find shortcuts.
359
360=back
361
362=back
363
364=head2 Description of type specific fields and behaviour
59 365
60The beginning of the headers of the following subsection 366The beginning of the headers of the following subsection
61are the server internal names for the objects types, see include/define.h. 367are 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
63target, please consult include/define.h in doubt :-)
64 368
369=head3 B<TRANSPORT> - type 2 - Player transports
370
371This type is implemented by the transport extension and has currently no special
372fields that affect it.
373
374=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
375
376Rods contain spells and can be fired by a player.
377
378=over 4
379
380=item I<level> <number>
381
382This field is used for calculating the spell level that can be fired
383with this rod, it's also the maximum level of the spell that can be fired.
384The level of the spell that is being fired depends mostly on
385the 'use magic item' skill level of the player and 1/10 of the level of the
386rod is added as bonus.
387
388=item I<hp> <number>
389
390The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
391maxhp/10> per tick.
392
393=item I<maxhp> <number>
394
395The maximum amount of spellpoints this rod has.
396
397=item I<skill> <skill name>
398
399This field determines which skill you need to apply this object.
400
401=back
402
403=head3 B<TREASURE> - type 4 - Treasures
404
405This type of objects are for random treasure generation in maps.
406If this object is applied by a player it will replace itself with it's
407inventory. If it is automatically applied
408generate a treasure and replace itself with the generated treasure.
409
410Chests are also of this type, their treasures are generated by
411the auto apply code on map instantiation.
412
413=over 4
414
415=item I<hp> <number>
416
417The number of treasures to generate.
418
419=item I<exp> <level>
420
421If FLAG_AUTO_APPLY is not set the exp field has no further meaning
422and the difficulty for the treasurecode only depends on the maps difficulty,
423otherwise the exp field has the following meaning:
424
425If this field is not 0 it is passed as the difficulty
426to the treasure generation code to determine how good, how much
427worth a treasure is or what bonuses it is given by the treasure code.
428
429If this field is not set or 0 the difficulty of the map is passed to the treasure
430generation code.
431
432=item I<randomitems> <treasurelist>
433
434The treasurelist to use to generate the treasure which is put in the
435treasure objects inventory.
436
437=back
438
439=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
440
441These objects contain a spell and will emit it on apply, which most
442of the time has the meaning of 'drinking'.
443
444If no resistancy field, stat field or attacktype is set and no spell
445is put in the potion by the sp field or the randomitems the
446potion will become an artifact and the artifact code decides which kind
447of potion will be generated.
448
449If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
450will yield an explosion and hurt the player.
451
452=over 4
453
454=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
455
456These stat fields determine how many stat points the player gets
457when he applies this potion.
458
459If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
460
461=item I<sp> <number>
462
463If this field is set and the randomitems field is not set
464the field is interpreted as spell number, please look the right
465number up in common/loader.C.
466
467If this field is set the randomitems field will be unset by the
468map loading code.
469
470=item I<attacktype> <attacktype>
471
472This field has some special meaning in potions, currently the
473bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
474restoration potion or improvement potion.
475See include/attackinc.h for the bits of these types.
476
477If AT_DEPLETE is set the player will be restored and the "depletion"
478will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
479set the player will be drained a random stat by inserting an "depletion"
480into him.
481
482If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
483When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
484
485=item I<resist_RESISTANCY> <number>
486
487If this stat is set and no spell is in the potion the potion
488will create a force that give the player this specific resistancy.
489The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
490and the potion will last 10 times longer than the default force archetype
491FORCE_NAME (at the moment of this writing spell/force.arc).
492
493=item I<randomitems> <treasurelist>
494
495The inventory/spell of the potion will be created by calling the treasure code
496with the treasurelist specified here. (I guess it's highly undefined what
497happens if there is not a spell in the potions inventory).
498
499=item I<on_use_yield> <archetype>
500
501When this object is applied an instance of <archetype> will be created.
502
503=item I<subtypes> <potion subtype>
504
505see include/spells.h for possible potion subtypes, there are currently 4:
506
507=over 4
508
509=item POT_SPELL
510
511Unused, default behaiour of a potion.
512
513=item POT_DUST
514
515This potion can be thrown to cast the spell that it has in it's inventory,
516the behaviour is not defined if there is not a B<SPELL> in the inventory and the
517server will log an error.
518
519=item POT_FIGURINE
520
521Unused, default behaiour of a potion.
522
523=item POT_BALM
524
525Unused, default behaiour of a potion.
526
527=back
528
529=back
530
531=head3 B<FOOD> - type 6 - Edible stuff
532
533This is for objects that are representing general eatables like
534beef or bread.
535
536The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
537give different messages.
538
539The specialty of B<FLESH> is that it inherits the resistancies of the
540monsters it was generated in and will let dragons raise their resistancies
541with that. If the monster has the B<POISON> attacktype the B<FLESH>
542will change into B<POISON>.
543
544If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
545and if he doesn't find any of that he will start eating B<FLESH>.
546
547=over 4
548
549=item I<title> <string>
550
551If the food has B<title> set or is cursed it is considered 'special', which
552means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
553I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
554on the player.
555
556The higher the I<food> field is the longer the improvement of the player lasts
557(except for I<hp> and I<sp>).
558
559=item I<food> <number>
560
561This is the amount of food points the player gets when he eats this.
562
563=item I<on_use_yield> <archetype>
564
565When this object is applied an instance of <archetype> will be created.
566
567=back
568
569=head3 B<POISON> - type 7 - Poisonous stuff
570
571This type is for objects that can poison the player when he drinks/applies it.
572When applied it will hit the attacked with AT_POISON and will create
573a B<POISONING> object in the one who was hit.
574
575=over 4
576
577=item I<level> <number>
578
579This field affects the probability of poisoning. The higher the level difference
580between the one who is hit and the poision the more probable it is the attacked
581one will be poisoned.
582
583=item I<slaying> <race>
584
585This field has the usual meaning of 'slaying', when the
586poisoned's race matches the I<slaying> field the damage done by the poison
587is multiplied by 3.
588
589=item I<hp> <number>
590
591This is the amount of damage the player will receive from applying this. The
592attacktype AT_POISON will be used to hit the player and the damage will
593determine the strenght, duration and depletion of stats of the poisoning. The
594created B<POISONING> object which is being placed in the one who was attacked will
595get the damage from this field (which is maybe adjusted by slaying or the
596resistancies).
597
598=item I<food> <number>
599
6001/4 of <number> will be drained from the players I<food>.
601
602=item I<on_use_yield> <archetype>
603
604When this object is applied an instance of <archetype> will be created.
605
606=back
607
608=head3 B<BOOK> - type 8 - Readable books
609
610This type is basically for representing text books in the game.
611
612Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
613
614=over 4
615
616=item I<msg> <text>
617
618This is the contents of the book. When this field is unset
619at treasure generation a random text will be inserted.
620
621=item I<skill> <skill name>
622
623The skill required to read this book. (The most resonable
624skill would be literacy).
625
626=item I<exp> <number>
627
628The experience points the player get for reading this book.
629
630=item I<subtype> <readable subtype>
631
632This field determines the type of the readable.
633Please see common/readable.C in the readable_message_types table.
634
635=back
636
637=head3 B<CLOCK> - type 9 - Clocks
638
639This type of objects just display the time when being applied.
640
641=head3 B<VEIN> - type 10 - item veins for mining
642
643Provides a place to apply to mining skill to.
644
645=item I<other_arch> <archname>
646
647The architecture to create on a successful mine.
648
649=item I<food> <number>
650
651The number of items to produce from this vein.
652
653=item I<ac> <percentage>
654
655The base chance of getting an item.
656
657=item I<race> <identifier>
658
659Race of required extraction tools.
660
661=back
662
663=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
664
665This is a spell effect of a moving bolt. It moves straigt forward
666through the map until something blocks it.
667If FLAG_REFLECTING is set it even reflects on walls.
668
669FLAG_IS_TURNABLE should be set on these objects.
670
671=over 4
672
673=item I<move_type> <movetype>
674
675This field affects the move type with which the lightning moves through
676the map and which map cells will reflect or block it.
677
678=item I<attacktype> <attacktype>
679
680The attacktype with which it hits the objects on the map.
681
682=item I<dam> <number>
683
684The damage this bolt inflicts when it hits objects on the map.
685
686=item I<Dex> <number>
687
688This is the fork percentage, it is reduced by 10 per fork.
689And the I<dam> field is halved on each fork.
690
691=item I<Con> (internal)
692
693This value is a percentage of which the forking lightning
694is deflected to the left. This value should be mostly used internally.
695
696=item I<duration> <number>
697
698The duration the bolt stays on a map cell. This field is decreased each time
699the object is processed (see the meaning of I<speed> and I<speed_left> fields in
700the generic object field description).
701
702=item I<range> <number>
703
704This is the range of the bolt, each space it advances this field is decreased.
705
706=back
707
708=head3 B<ARROW> - type 13 - Arrows
709
710This is the type for objects that represent projectiles like arrows.
711The movement of B<THROWN_OBJ>s behave similar to this type.
712
713Flying arrows are stopped either when they hit something blocking
714(I<move_block>) or something which is alive.
715If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
716set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
717damage with a small chance which is affected by the I<level> field of the arrow.
718
719If FLAG_REFLECTING is set on the arrow it will bounce off everything
720that is not alive and blocks it's movement.
721
722When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
723fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
724the object, to restore them once the arrow has been stopped.
725
726=over 4
727
728=item I<dam> <number>
729
730The amount of damage that is being done to the victim that gets hit.
731This field is recomputed when the arrow is fired and will consist
732of the sum of a damage bonus (see description of the B<BOW> type),
733the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
734and the arrows I<magic> field.
735
736=item I<wc> <number>
737
738The weapon class of the arrow, which has effect on the probability of hitting.
739
740It is recomputed when the arrow is being fired by this formula:
741
742 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
743 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
744
745When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
746level is not added.
747
748wc_mod is dependend on the fire mode of the bow. For a more detailed
749explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
750
751=item I<magic> <number>
752
753This field is added to the damage of the arrow when it is shot and
754will also improve it's I<speed> by 1/5 of it's value.
755
756=item I<attacktype> <attacktype>
757
758Bitfield which decides the attacktype of the damage, see include/attackinc.h
759On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
760
761=item I<level> <number> (interally used)
762
763The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
764see above in the B<ARROW> description.
765
766The I<level> is set when the arrow is fired to either the skill level or the
767shooters level.
768
769=item I<speed> <number> (internal)
770
771This field shouldn't be set directly in the archetype, the arrow will get it's
772I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
773arrow will be stopped immediatly.
774
775On fireing the I<speed> of the arrow is computed of 1/5 of the
776sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
777of the bows I<dam> field is added to the I<speed> of the arrow.
778
779The minimum I<speed> of an arrow is 1.0.
780
781While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
782
783If the I<speed> is above 10.0 it goes straight through the creature it hits and
784its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
785stopped and either stuck into the victim (see I<weight> field description) or
786put on its map square (if it didn't break, see description of the I<food> field).
787
788=item I<weight> <number>
789
790This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
791the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
792
793=item I<food> <number>
794
795The breaking percentage. 100 (%) means: breaks on usage for sure.
796
797=item I<inventory> (internal)
798
799If the flying/moving object has something in it's inventory and it stops, it
800will be replaced with it's inventory. Otherwise it will be handled as usual,
801which means: it will be calculated whether the arrow breaks and it will be
802reset for reuse.
803
804=item I<slaying> <string>
805
806When the bow that fires this arrow has it's I<slaying> field set it is copied
807to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
808
809=item I<move_type> <movetype> (internally used)
810
811This field is set when the arrow is shot to MOVE_FLY_LOW.
812
813=item I<move_on> <movetype> (internally used)
814
815This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
816
817=item I<race> <string>
818
819The I<race> field is a unique key that assigns arrows, bows and quivers. When
820shooting an arrow the bows I<race> is used to search for arrows (which have the
821same I<race> as the bow) in the players inventory and will recursively search in
822the containers (which are applied and have the same I<race> as the bow and the arrow).
823
824=back
825
826=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
827
828TODO, but take into account B<ARROW> description above!
829
65=head3 WEAPON - type 15 - Weapons 830=head3 B<WEAPON> - type 15 - Weapons
66 831
67This type is for general hack and slash weapons like swords, maces 832This type is for general hack and slash weapons like swords, maces
68and daggers and and .... 833and daggers and and ....
69 834
70=over 4 835=over 4
71 836
72=item weapontype <type id> 837=item I<weapontype> <type id>
73 838
74decides what attackmessages are generated, see include/define.h 839decides what attackmessages are generated, see include/define.h
75 840
76=item attacktype <bitmask> 841=item I<attacktype> <bitmask>
77 842
78bitfield which decides the attacktype of the damage, see include/attackinc.h 843bitfield which decides the attacktype of the damage, see include/attackinc.h
79 844
80=item dam <integer> 845=item I<dam> <number>
81 846
82amount of damage being done with the attacktype 847amount of damage being done with the attacktype
83 848
84=item item_power <level> 849=item I<item_power> <level>
85 850
86the itempower of this weapon. 851the itempower of this weapon.
87 852
88=item name 853=item I<name>
89 854
90the name of the weapon. 855the name of the weapon.
91 856
92=item level (internal) 857=item I<level> (internal)
93 858
94The improvement state of the weapon. 859The improvement state of the weapon.
95If this field is greater than 0 the 'name' field starts with the 860If this field is greater than 0 the I<name> field starts with the
96characters name who improved this weapon. 861characters name who improved this weapon.
97 862
98=item last_eat (internal) 863=item I<last_eat> (internal)
99 864
100seems to be the amount of improvements of a weapon, 865This seems to be the amount of improvements of a weapon,
101the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 866the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
102 867
103 ((who->level / 5) + 5) >= op->last_eat 868 ((who->level / 5) + 5) >= op->last_eat
104 869
105=item last_sp 870=item I<last_sp>
106 871
107the weapon speed (see magic description) 872the weapon speed (see magic description)
108 873
109=item food <integer> 874=item I<food> <number>
110 875
111addition to food regeneration of the player 876addition to food regeneration of the player
112 877
113=item hp <integer> 878=item I<hp> <number>
114 879
115addition to health regeneration 880addition to health regeneration
116 881
117=item sp <integer> 882=item I<sp> <number>
118 883
119addition to mana regeneration 884addition to mana regeneration
120 885
121=item grace <integer> 886=item I<grace> <number>
122 887
123addititon to grace regeneration 888addititon to grace regeneration
124 889
125=item gen_sp_armour <integer> 890=item I<gen_sp_armour> <number>
126 891
127the players gen_sp_armour field (which is per default 10) is added the <integer> amount. 892the players I<gen_sp_armour> field (which is per default 10) is being added the
128gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 893<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
129is multiplied: gen_sp *= 10/<integer> 894do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
130meaning: values > 10 of gen_sp_armour limits the amout of regenerated 895I<gen_sp_armour> limits the amout of regenerated spellpoints.
131spellpoints.
132 896
133generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 897Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
134sp regeneration. 898I<sp> regeneration.
135 899
136=item body_<body slot/part> 900=item I<body_BODYSLOT>
137 901
138the part of the body you need to use this weapon, possible values should be 902The part/slot of the body you need to use this weapon, possible values for
139looked up in common/item.C at body_locations. 903C<BODYSLOT> should be looked up in common/item.C at body_locations.
140 904
141=item resist_<resistnacy> <integer> 905The value (in the range C<-7..7>) gives the number of those body slots
906used up by the item (if negative) or the number of body slots this object
907has (if positive, e.g. for monsters or players). The special value C<0>
908indicates that this object cannot equip items requiring these body slots.
909
910=item I<resist_RESISTANCY> <number>
142 911
143this is the factor with which the difference of the players resistancy and 100% 912this is the factor with which the difference of the players resistancy and 100%
144is multiplied, something like this: 913is multiplied, something like this:
145 914
146 additional_resistancy = (100 - current_resistanct) * (<integer>/100) 915 additional_resistancy = (100 - current_resistancy) * (<number>/100)
147 916
148if <integer> is negative it is added to the total vulnerabilities, 917if <number> is negative it is added to the total vulnerabilities,
149and later the total resistance is decided by: 918and later the total resistance is decided by:
150 919
151 'total resistance = total protections - total vulnerabilities' 920 'total resistance = total protections - total vulnerabilities'
152 921
153see also common/living.C:fix_player 922see also common/living.C:fix_player.
154 923
155=item patch_(attuned|repelled|denied) 924=item I<path_(attuned|repelled|denied)>
156 925
157this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 926this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
158for the pathes. 927for the pathes.
159 928
160=item luck <integer> 929=item I<luck> <number>
161 930
162this luck is added to the players luck 931this luck is added to the players I<luck>
163 932
164=item move_type 933=item I<move_type>
165 934
166if the weapon has a move_type set the player inherits it's move_type 935if the weapon has a I<move_type> set the player inherits it's I<move_type>
167 936
168=item exp <integer> 937=item I<exp> <number>
169 938
170the added_speed and bonus_speed of the player is raised by <integer>/3. 939the added_speed and bonus_speed of the player is raised by <number>/3.
171if <integer> < 0 then the added_speed is decreased by <integer> 940if <number> < 0 then the added_speed is decreased by <number>
172 941
173=item weight 942=item I<weight>
174 943
175the weight of the weapon 944the weight of the weapon
176 945
177=item magic 946=item I<magic>
178 947
179the magic field affects the amounts of the following fields: 948the I<magic> field affects the amounts of the following fields:
180 949
181 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 950 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
182 951
183 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 952 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
184 953
185 - dam: the players dam is adjusted by: player->dam += (dam + magic) 954 - dam: the players dam is adjusted by: player->dam += (dam + magic)
186 955
187 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 956 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
188 (minium is 0) 957 (minium is 0)
189 958
190=item ac <integer> 959=item I<ac> <number>
191 960
192the amount of ac points the player's ac is decreased 961the amount of ac points the player's I<ac> is decreased when applying this object.
193 962
194=item wc <integer> 963=item I<wc> <number>
195 964
196the amount of wc points the player's ac is decreased 965the amount of wc points the player's I<wc> is decreased when applying this object.
197 966
198=back 967=back
199 968
200=head4 Player inherits following flags from weapons: 969=head4 Player inherits following flags from weapons:
201 970
202 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, 971 FLAG_LIFESAVE
203 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD 972 FLAG_REFL_SPELL
973 FLAG_REFL_MISSILE
974 FLAG_STEALTH
975 FLAG_XRAYS
976 FLAG_BLIND
977 FLAG_SEE_IN_DARK
978 FLAG_UNDEAD
979
980=head3 B<GRIMREAPER> - type 28 - Grimreapers
981
982These type are mostly used for monsters, they give the
983monster the ability to dissapear after 10 hits with AT_DRAIN.
984
985=over 4
986
987=item I<value> <number>
988
989This field stores the hits the monster did yet.
990
991=back
992
993=head3 B<CREATOR> - type 42 - Object creators
994
995Once a creator is activated by a connection it creates a number of objects
996(cloned from it's inventory or a new object derived from the archetype
997named in the other_arch slot).
998
999If FLAG_LIVESAFE is set the number of uses is unlimited.
1000
1001=over 4
1002
1003=item I<hp> <number>
1004
1005If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
1006be used.
1007
1008=item I<speed> <float>
1009
1010If I<speed> is set the creator will create an object periodically,
1011see I<speed> and I<speed_left> fields in the general object field description
1012for more details.
1013
1014=item I<slaying> <string>
1015
1016If set the generated object's name and title will be set to this.
1017
1018=item I<other_arch> <string>
1019
1020If the inventory of the creator is empty new objects will be derived from the
1021archetype named by <string>.
1022
1023=item I<connected> <identifier>
1024
1025See generic object field description.
1026
1027=back
1028
1029=head3 B<SKILL> - type 43 - Skills
1030
1031This type is basically for representing skills in the game.
1032
1033=over 4
1034
1035=item I<subtype> <skill number>
1036
1037=item I<skill> <string>
1038
1039The skill identifier used by other items, usually the skill name
1040
1041=item I<level> <percentage>
1042
1043not used?
1044
1045=item I<exp> <number>
1046
1047Base amount of experience in a skill, for skills not starting at zero.
1048
1049=item I<expmul> <float>
1050
1051Experience is multiplied by this factor.
1052
1053=back
1054
1055=head3 B<DRINK> - type 54 - Drinkable stuff
1056
1057See B<FOOD> description.
1058
1059=head3 B<CHECK_INV> - type 64 - Inventory checkers
1060
1061This object checks whether the player has a specific item in his
1062inventory when he moves above the inventory checker. If the player has
1063the item (or not, which can be controlled with a flag) a connection will be triggered.
1064
1065If you set I<move_block> you can deny players and monsters to reach the space where
1066the inventory checker is on, see I<move_block> description below.
1067
1068The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1069So matching one of those conditions is enough.
1070
1071=over 4
1072
1073=item I<move_block> <move type bitmask>
1074
1075If you set this field to block a movetype the move code will block any moves
1076onto the space with the inventory checker, IF the moving object doesn't have
1077(or has - if I<last_sp> = 0) the item that the checker is searching for.
1078
1079=item I<last_sp> (0|1)
1080
1081If I<last_sp> is 1 'having' the item that is being checked for will
1082activate the connection or make the space with the checker non-blocking.
1083If I<last_sp> is 0 'not having' the item will activate the connection
1084or make the space with the checker non-blocking.
1085
1086=item I<last_heal> (0|1)
1087
1088If I<last_heal> is 1 the matching item will be removed if the inventory checker
1089activates a connection and finds the item in the inventory.
1090
1091(A inventory checker that blocks a space won't remove anything from inventories)
1092
1093=item I<hp> <number>
1094
1095If this field is not 0 the inventory checker will search for an object
1096with the type id <number>.
1097
1098=item I<slaying> <string>
1099
1100If this field is set the inventory checker will search for an object that
1101has the same string in the I<slaying> field (for example a key string of a key).
1102
1103=item I<race> <string>
1104
1105If this field is set the inventory checker will search for an object which
1106has the archetype name that matches <string>.
1107
1108=item I<connected> <identifier>
1109
1110This is the connection that will be activated. The connection is
1111'pushed' when someone enters the space with the inventory checker,
1112and it is 'released' when he leaves it.
1113
1114See also the description of the I<connected> field in the generic object
1115field section.
1116
1117=back
1118
1119=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1120
1121speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1122changes.
1123
1124 (based on value that last_sp takes):
1125 0: 'furious' Makes all monsters aggressive
1126 1: 'angry' As above but pets are unaffected
1127 2: 'calm' Makes all monsters unaggressive
1128 3: 'sleep' Puts all monsters to sleep
1129 4: 'charm' Makes monster into a pet of person
1130 who triggers the square. This setting
1131 is not enabled for continous operation
1132 5: 'destroy mons' destroy any monsters on this space
1133 6: 'destroy pets' destroy friendly monsters on this space
1134
1135=head3 B<FLESH> - type 72 - Organs and body parts
1136
1137See B<FOOD> description.
1138
1139=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1140
1141A type for any object that has no special behaviour.
1142
1143=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1144
1145This type of objects multiplies objects that are above it when it is activated.
1146You can even multiply by 0, which will destroy the object.
1147
1148=over 4
1149
1150=item I<level> <number>
1151
1152The multiplicator, if set to 0 or lower it will destroy the objects above it.
1153
1154=item I<other_arch> <string>
1155
1156The archetype name of the objects that should be multiplied.
1157
1158=item I<connected> <identifier>
1159
1160See generic object field description.
1161
1162=back
1163
1164=head3 B<HOLE> - type 94 - Holes
1165
1166B<HOLE>s are holes in the ground where objects can fall through. When the hole
1167opens and/or is completly open all objects above it fall through (more
1168precisely: if their head is above the hole).
1169
1170When the B<HOLE> is activated it's speed is set to 0.5.
1171
1172These holes can only transfer the one who falls through to other coordinates
1173on the same map.
1174
1175=over 4
1176
1177=item I<maxsp> (0|1)
1178
1179This field negates the state of the connection: When maxsp is 1 the pit will
1180open/close when the connection is deactivated. Otherwise it will open/close
1181when the connection is activated. This field only has effect when the
1182connection is triggered. So if you put a closed hole on a map, and the
1183connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1184connection was triggered once.
1185
1186=item I<connected> <identifier>
1187
1188This is the connection id, which lets the hole opening or closing when
1189activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1190at which connection state the object is activated.
1191
1192For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1193the connection is released.
1194
1195=item I<wc> <number> (internal)
1196
1197This is an internal field. If it is greater than 0 it means that the hole is not
1198yet fully open. More preciesly: this field is the animation-step and if it is
1199set to the 'closed' step of the animation the hole is closed and if it is on
1200the 'open' animation step (I<wc> = 0), the hole is open.
1201
1202=item I<sp> <number>
1203
1204The destination y coordinates on the same map.
1205
1206=item I<hp> <number>
1207
1208The destination x coordinates on the same map.
1209
1210=back
1211
1212=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1213
1214This type is doing the actual damage to the ones who were attacked
1215via AT_POISON (or drank B<POISON>).
1216
1217The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1218there for details).
1219
1220=over 4
1221
1222=item I<dam> <number>
1223
1224Each time the poisoning is proccessed (which is determined by the I<speed> and
1225I<speed_left> fields, see the general object fields description above) it hits
1226the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1227simply hit the player with no strings attached).
1228
1229=item I<food> <number>
1230
1231Just a note: The posioning is removed if I<food> == 1 and not if
1232the whole I<duration> is up, because the B<POISONING> code has to remove
1233the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1234deletes the B<POISONING> object.
1235
1236=back
1237
1238=head3 B<FORCE> - type 114 - Forces
1239
1240Forces are a very 'thin' type. They don't have much behaviour other than
1241disappearing after a time and/or affecting the player if they are in his
1242inventory.
1243
1244Forces only take effect on the player if they have FLAG_APPLIED set.
1245
1246Whether the I<duration> field is processed or not per tick is controlled by the
1247I<speed> and I<speed_left> fields. Look above in the generic object field description.
1248
1249NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1250interpreter like described in the description of the FLAG_IS_USED_UP flag.
1251BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1252will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1253removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1254have good semantics on forces, try to avoid it.
1255
1256=over 4
1257
1258=item I<duration>
1259
1260While this field is greater than 0 the force/object is not destroyed. It is
1261decreased each tick by 1.
1262
1263If it reaches 0 the force/object is destroyed.
1264
1265This field can have this meaning for B<any> object if that object has
1266FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1267what happens then.
1268
1269=back
1270
1271=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1272
1273This object is generated by the B<POTION> code when the potion is a resistance
1274giving potion. It has mainly the same behaviour as a B<FORCE>.
1275
1276The specialty of the potion effect is that the resistancy it gives is absolute,
1277so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1278fire.
1279
1280Multiple potion effects only give you the maximum of their resistancy.

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