… | |
… | |
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 | =item no_drop (0|1) |
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100 | |
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101 | Sets the flag FLAG_NO_DROP. |
|
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102 | See Flags section below. |
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103 | |
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104 | =item applied (0|1) |
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105 | |
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106 | Sets the flag FLAG_APPLIED. |
|
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107 | See Flags section below. |
|
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108 | |
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109 | =item is_used_up (0|1) |
|
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110 | |
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111 | Sets the flag FLAG_IS_USED_UP. |
|
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112 | See Flags section below. |
|
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113 | |
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114 | =item auto_apply (0|1) |
|
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115 | |
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116 | Sets the flag FLAG_AUTO_APPLY. |
|
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117 | See Flags section below. |
|
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118 | |
|
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119 | =item activate_on_push (0|1) (default: 1) |
|
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120 | |
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121 | Sets the flag FLAG_ACTIVATE_ON_PUSH. |
|
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122 | See Flags section below. |
|
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123 | |
|
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124 | =item activate_on_release (0|1) (default: 1) |
|
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125 | |
|
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126 | Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
|
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127 | See Flags section below. |
|
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128 | |
|
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129 | =item editable (more than deprecated) |
|
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130 | |
|
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131 | This field had a special meaning for crossedit, which used parts |
|
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132 | of the server code for editing. Wherever you see this attribute being |
|
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133 | set in an archetype ignore it and/or remove it. No code interprets this |
|
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134 | field anymore. |
|
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135 | |
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136 | =back |
|
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137 | |
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138 | =head3 Flags |
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139 | |
|
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140 | Here are the effects of the flags described. |
|
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141 | |
|
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142 | =over 4 |
|
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143 | |
|
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144 | =item FLAG_NO_DROP |
|
|
145 | |
|
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146 | An object can't be picked up and dropped. |
|
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147 | |
|
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148 | =item FLAG_APPLIED |
|
|
149 | |
|
|
150 | This flag mostly states whether this object has been 'applied' by the player. |
|
|
151 | For objects that are applied by the code or have this flag set in the archetype |
|
|
152 | it mostly means 'this object is active'. |
|
|
153 | |
|
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154 | For example the player adjustments of the hp/sp/grace fields and inheritance |
|
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155 | of flags from objects in his inventory is toggled by this flag. |
|
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156 | |
|
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157 | =item FLAG_IS_USED_UP |
|
|
158 | |
|
|
159 | This flag controls whether an object is 'used up'. If it is set the 'food' field |
|
|
160 | of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha |
|
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161 | it is removed. |
|
|
162 | |
|
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163 | If also the flag FLAG_APPLIED is set, the 'duration' field controls whether |
|
|
164 | this object is removed or not, see the Force type below for the meaning |
|
|
165 | of the duration field in this context. |
|
|
166 | |
|
|
167 | If FLAG_APPLIED is not set the object is destroyed. |
|
|
168 | |
|
|
169 | =item FLAG_IS_A_TEMPLATE (internal use) |
|
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170 | |
|
|
171 | This flag is set on the inventory of generators like CREATORs and CONVERTERs, |
|
|
172 | or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
|
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173 | |
|
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174 | =item FLAG_AUTO_APPLY |
|
|
175 | |
|
|
176 | This flag has currently only meaning for the TREASURE type, see below. |
|
|
177 | |
|
|
178 | =item FLAG_ACTIVATE_ON_PUSH |
|
|
179 | |
|
|
180 | This flag has only meaning for objects that can be linked together |
|
|
181 | with the 'connected' field and controls wether the object should |
|
|
182 | be activated when the connection is 'pushed' or it is 'released'. |
|
|
183 | |
|
|
184 | This flag is by default on. |
|
|
185 | |
|
|
186 | =item FLAG_ACTIVATE_ON_RELEASE |
|
|
187 | |
|
|
188 | This flag has only meaning for objects that can be linked together |
|
|
189 | with the 'connected' field and controls wether the object should |
|
|
190 | be activated when the connection is 'pushed' or it is 'released'. |
|
|
191 | |
|
|
192 | This flag is by default on. |
55 | |
193 | |
56 | =back |
194 | =back |
57 | |
195 | |
58 | =head2 Description of type specific attributes |
196 | =head2 Description of type specific attributes |
59 | |
197 | |
60 | The beginning of the headers of the following subsection |
198 | The beginning of the headers of the following subsection |
61 | are the server internal names for the objects types, see include/define.h. |
199 | 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 |
200 | |
63 | target, please consult include/define.h in doubt :-) |
201 | =head3 TRANSPORT - type 2 - Player transports |
|
|
202 | |
|
|
203 | This type is implemented by the transport extension and has currently no special |
|
|
204 | attributes that affect it. |
|
|
205 | |
|
|
206 | =head3 ROD - type 3 - Rods that fire spells |
|
|
207 | |
|
|
208 | Rods contain spells and can be fired by a player. |
|
|
209 | |
|
|
210 | =over 4 |
|
|
211 | |
|
|
212 | =item level <number> |
|
|
213 | |
|
|
214 | This attribute is used for calculating the spell level that can be fired |
|
|
215 | with this rod, it's also the maximum level of the spell that can be fired. |
|
|
216 | The level of the spell that is being fired depends mostly on |
|
|
217 | the 'use magic item' skill level of the player and 1/10 of the level of the |
|
|
218 | rod is added as bonus. |
|
|
219 | |
|
|
220 | =item hp <number> |
|
|
221 | |
|
|
222 | The amount of spellpoints this rod has left. |
|
|
223 | |
|
|
224 | =item maxhp <number> |
|
|
225 | |
|
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226 | The maximum amount of spellpoints this rod has. |
|
|
227 | |
|
|
228 | =item skill <skill name> |
|
|
229 | |
|
|
230 | This field determines which skill you need to apply this object. |
|
|
231 | |
|
|
232 | =back |
|
|
233 | |
|
|
234 | =head3 TREASURE - type 4 - Treasures |
|
|
235 | |
|
|
236 | This type of objects are for random treasure generation in maps. |
|
|
237 | If this object is applied by a player it will replace itself with it's |
|
|
238 | inventory. If it is automatically applied |
|
|
239 | generate a treasure and replace itself with the generated treasure. |
|
|
240 | |
|
|
241 | Chests are also of this type, their treasures are generated by |
|
|
242 | the auto apply code on map instantiation. |
|
|
243 | |
|
|
244 | =over 4 |
|
|
245 | |
|
|
246 | =item hp <number> |
|
|
247 | |
|
|
248 | The number of treasures to generate. |
|
|
249 | |
|
|
250 | =item exp <level> |
|
|
251 | |
|
|
252 | If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
|
|
253 | and the difficulty for the treasurecode only depends on the maps difficulty, |
|
|
254 | otherwise the exp field has the following meaning: |
|
|
255 | |
|
|
256 | If this field is not 0 it is passed as the difficulty |
|
|
257 | to the treasure generation code to determine how good, how much |
|
|
258 | worth a treasure is or what bonuses it is given by the treasure code. |
|
|
259 | |
|
|
260 | If this field is not set or 0 the difficulty of the map is passed to the treasure |
|
|
261 | generation code. |
|
|
262 | |
|
|
263 | =item randomitems <treasurelist> |
|
|
264 | |
|
|
265 | The treasurelist to use to generate the treasure which is put in the |
|
|
266 | treasure objects inventory. |
|
|
267 | |
|
|
268 | =back |
|
|
269 | |
|
|
270 | =head3 POTION - type 5 - Potions for drinking and other nastynesses |
|
|
271 | |
|
|
272 | These objects contain a spell and will emit it on apply, which most |
|
|
273 | of the time has the meaning of 'drinking'. |
|
|
274 | |
|
|
275 | If no resistancy field, stat field or attacktype is set and no spell |
|
|
276 | is put in the potion by the sp field or the randomitems the |
|
|
277 | potion will become an artifact and the artifact code decides which kind |
|
|
278 | of potion will be generated. |
|
|
279 | |
|
|
280 | If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
|
|
281 | will yield an explosion and hurt the player. |
|
|
282 | |
|
|
283 | =over 4 |
|
|
284 | |
|
|
285 | =item Str, Dex, Con, Int, Wis, Cha, Pow <number> |
|
|
286 | |
|
|
287 | These stat fields determine how many stat points the player gets |
|
|
288 | when he applies this potion. |
|
|
289 | |
|
|
290 | If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
|
|
291 | |
|
|
292 | =item sp <number> |
|
|
293 | |
|
|
294 | If this field is set and the randomitems field is not set |
|
|
295 | the field is interpreted as spell number, please look the right |
|
|
296 | number up in common/loader.C. |
|
|
297 | |
|
|
298 | If this field is set the randomitems field will be unset by the |
|
|
299 | map loading code. |
|
|
300 | |
|
|
301 | =item attacktype <attacktype> |
|
|
302 | |
|
|
303 | This field has some special meaning in potions, currently the |
|
|
304 | bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
|
|
305 | restoration potion or improvement potion. |
|
|
306 | See include/attackinc.h for the bits of these types. |
|
|
307 | |
|
|
308 | If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
|
|
309 | will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
|
|
310 | set the player will be drained a random stat by inserting an ARCH_DEPLETION |
|
|
311 | into him. |
|
|
312 | |
|
|
313 | If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
|
|
314 | When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
|
|
315 | |
|
|
316 | =item resist_<resistancy> <number> |
|
|
317 | |
|
|
318 | If this stat is set and no spell is in the potion the potion |
|
|
319 | will create a force that give the player this specific resistancy. |
|
|
320 | The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
|
|
321 | and the potion will last 10 times longer than the default force archetype |
|
|
322 | FORCE_NAME (at the moment of this writing spell/force.arc). |
|
|
323 | |
|
|
324 | =item randomitems <treasurelist> |
|
|
325 | |
|
|
326 | The inventory/spell of the potion will be created by calling the treasure code |
|
|
327 | with the treasurelist specified here. (I guess it's highly undefined what |
|
|
328 | happens if there is not a spell in the potions inventory). |
|
|
329 | |
|
|
330 | =item on_use_yield <archetype> |
|
|
331 | |
|
|
332 | When this object is applied this object will be created. |
|
|
333 | This field is also used by FOOD and POISON. |
|
|
334 | |
|
|
335 | =item subtypes <potion subtype> |
|
|
336 | |
|
|
337 | see include/spells.h for possible potion subtypes, there are currently 4: |
|
|
338 | |
|
|
339 | =over 4 |
|
|
340 | |
|
|
341 | =item POT_SPELL |
|
|
342 | |
|
|
343 | Unused, default behaiour of a potion. |
|
|
344 | |
|
|
345 | =item POT_DUST |
|
|
346 | |
|
|
347 | This potion can be thrown to cast the spell that it has in it's inventory, |
|
|
348 | the behaviour is not defined if there is not a spell in the inventory and the |
|
|
349 | server will log an error. |
|
|
350 | |
|
|
351 | =item POT_FIGURINE |
|
|
352 | |
|
|
353 | Unused, default behaiour of a potion. |
|
|
354 | |
|
|
355 | =item POT_BALM |
|
|
356 | |
|
|
357 | Unused, default behaiour of a potion. |
|
|
358 | |
|
|
359 | =back |
|
|
360 | |
|
|
361 | =back |
64 | |
362 | |
65 | =head3 WEAPON - type 15 - Weapons |
363 | =head3 WEAPON - type 15 - Weapons |
66 | |
364 | |
67 | This type is for general hack and slash weapons like swords, maces |
365 | This type is for general hack and slash weapons like swords, maces |
68 | and daggers and and .... |
366 | and daggers and and .... |
… | |
… | |
75 | |
373 | |
76 | =item attacktype <bitmask> |
374 | =item attacktype <bitmask> |
77 | |
375 | |
78 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
376 | bitfield which decides the attacktype of the damage, see include/attackinc.h |
79 | |
377 | |
80 | =item dam <integer> |
378 | =item dam <number> |
81 | |
379 | |
82 | amount of damage being done with the attacktype |
380 | amount of damage being done with the attacktype |
83 | |
381 | |
84 | =item item_power <level> |
382 | =item item_power <level> |
85 | |
383 | |
… | |
… | |
104 | |
402 | |
105 | =item last_sp |
403 | =item last_sp |
106 | |
404 | |
107 | the weapon speed (see magic description) |
405 | the weapon speed (see magic description) |
108 | |
406 | |
109 | =item food <integer> |
407 | =item food <number> |
110 | |
408 | |
111 | addition to food regeneration of the player |
409 | addition to food regeneration of the player |
112 | |
410 | |
113 | =item hp <integer> |
411 | =item hp <number> |
114 | |
412 | |
115 | addition to health regeneration |
413 | addition to health regeneration |
116 | |
414 | |
117 | =item sp <integer> |
415 | =item sp <number> |
118 | |
416 | |
119 | addition to mana regeneration |
417 | addition to mana regeneration |
120 | |
418 | |
121 | =item grace <integer> |
419 | =item grace <number> |
122 | |
420 | |
123 | addititon to grace regeneration |
421 | addititon to grace regeneration |
124 | |
422 | |
125 | =item gen_sp_armour <integer> |
423 | =item gen_sp_armour <number> |
126 | |
424 | |
127 | the players gen_sp_armour field (which is per default 10) is added the <integer> amount. |
425 | 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() |
426 | gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
129 | is multiplied: gen_sp *= 10/<integer> |
427 | is multiplied: gen_sp *= 10/<number> |
130 | meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
428 | meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
131 | spellpoints. |
429 | spellpoints. |
132 | |
430 | |
133 | generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
431 | generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
134 | sp regeneration. |
432 | sp regeneration. |
… | |
… | |
136 | =item body_<body slot/part> |
434 | =item body_<body slot/part> |
137 | |
435 | |
138 | the part of the body you need to use this weapon, possible values should be |
436 | 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. |
437 | looked up in common/item.C at body_locations. |
140 | |
438 | |
141 | =item resist_<resistnacy> <integer> |
439 | =item resist_<resistnacy> <number> |
142 | |
440 | |
143 | this is the factor with which the difference of the players resistancy and 100% |
441 | this is the factor with which the difference of the players resistancy and 100% |
144 | is multiplied, something like this: |
442 | is multiplied, something like this: |
145 | |
443 | |
146 | additional_resistancy = (100 - current_resistanct) * (<integer>/100) |
444 | additional_resistancy = (100 - current_resistanct) * (<number>/100) |
147 | |
445 | |
148 | if <integer> is negative it is added to the total vulnerabilities, |
446 | if <number> is negative it is added to the total vulnerabilities, |
149 | and later the total resistance is decided by: |
447 | and later the total resistance is decided by: |
150 | |
448 | |
151 | 'total resistance = total protections - total vulnerabilities' |
449 | 'total resistance = total protections - total vulnerabilities' |
152 | |
450 | |
153 | see also common/living.C:fix_player |
451 | see also common/living.C:fix_player |
… | |
… | |
155 | =item patch_(attuned|repelled|denied) |
453 | =item patch_(attuned|repelled|denied) |
156 | |
454 | |
157 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
455 | this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
158 | for the pathes. |
456 | for the pathes. |
159 | |
457 | |
160 | =item luck <integer> |
458 | =item luck <number> |
161 | |
459 | |
162 | this luck is added to the players luck |
460 | this luck is added to the players luck |
163 | |
461 | |
164 | =item move_type |
462 | =item move_type |
165 | |
463 | |
166 | if the weapon has a move_type set the player inherits it's move_type |
464 | if the weapon has a move_type set the player inherits it's move_type |
167 | |
465 | |
168 | =item exp <integer> |
466 | =item exp <number> |
169 | |
467 | |
170 | the added_speed and bonus_speed of the player is raised by <integer>/3. |
468 | 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> |
469 | if <number> < 0 then the added_speed is decreased by <number> |
172 | |
470 | |
173 | =item weight |
471 | =item weight |
174 | |
472 | |
175 | the weight of the weapon |
473 | the weight of the weapon |
176 | |
474 | |
… | |
… | |
185 | - dam: the players dam is adjusted by: player->dam += (dam + magic) |
483 | - dam: the players dam is adjusted by: player->dam += (dam + magic) |
186 | |
484 | |
187 | - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
485 | - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
188 | (minium is 0) |
486 | (minium is 0) |
189 | |
487 | |
190 | =item ac <integer> |
488 | =item ac <number> |
191 | |
489 | |
192 | the amount of ac points the player's ac is decreased |
490 | the amount of ac points the player's ac is decreased |
193 | |
491 | |
194 | =item wc <integer> |
492 | =item wc <number> |
195 | |
493 | |
196 | the amount of wc points the player's ac is decreased |
494 | the amount of wc points the player's wc is decreased |
197 | |
495 | |
198 | =back |
496 | =back |
199 | |
497 | |
200 | =head4 Player inherits following flags from weapons: |
498 | =head4 Player inherits following flags from weapons: |
201 | |
499 | |
202 | FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, |
500 | FLAG_LIFESAVE |
203 | FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD |
501 | FLAG_REFL_SPELL |
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502 | FLAG_REFL_MISSILE |
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503 | FLAG_STEALTH |
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504 | FLAG_XRAYS |
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505 | FLAG_BLIND |
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506 | FLAG_SEE_IN_DARK |
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507 | FLAG_UNDEAD |
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508 | |
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509 | =head3 HOLE - type 94 - Holes |
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510 | |
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511 | Holes are holes in the ground where objects can fall through. When the hole |
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512 | opens and/or is completly open all objects above it fall through (more |
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513 | precisely: if their head is above the hole). |
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514 | |
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515 | Trapdoors can only transfer the one who falls through to other coordinates |
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516 | on the B<same> map. |
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517 | |
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518 | =over 4 |
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519 | |
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520 | =item maxsp (0|1) |
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521 | |
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522 | This field negates the state of the connection: When maxsp is 1 the pit will |
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523 | open/close when the connection is deactivated. Otherwise it will open/close |
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524 | when the connection is activated. This field only has effect when the |
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525 | connection is triggered. So if you put a closed hole on a map, and the |
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526 | connection is deactivated, and maxsp is 1 the hole will remain closed until the |
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527 | connection was triggered once. |
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528 | |
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529 | =item connected <connection id> |
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530 | |
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531 | This is the connection id, which lets the hole opening or closing when |
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532 | activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
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533 | at which connection state the object is activated. |
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534 | |
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535 | For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
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536 | the connection is released. |
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537 | |
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538 | =item wc <number> (internal) |
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539 | |
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540 | This is an internal flag. If it is greater than 0 it means that the hole is not |
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541 | yet fully open. More preciesly: this field is the animation-step and if it is |
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542 | set to the 'closed' step of the animation the hole is closed and if it is on |
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543 | the 'open' animation step (wc = 0), the hole is open. |
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544 | |
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545 | =item sp <number> |
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546 | |
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547 | The destination y coordinates on the same map. |
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548 | |
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549 | =item hp <number> |
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550 | |
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551 | The destination x coordinates on the same map. |
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552 | |
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553 | =back |
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554 | |
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555 | =head3 FORCE - type 114 - Forces |
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556 | |
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557 | Forces are a very 'thin' type. They don't have much behaviour other than |
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558 | disappearing after a time and/or affecting the player if they are in his |
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559 | inventory. |
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560 | |
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561 | Forces only take effect on the player if they have set FLAG_APPLIED. |
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562 | |
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563 | Whether the duration field is processed or not a tick is controlled via the |
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564 | speed and speed_left field. Look above at the generic description of these |
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565 | fields. |
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566 | |
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567 | =over 4 |
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568 | |
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569 | =item duration |
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570 | |
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571 | While this field is greater than 0 the force/object is not destroyed. It is |
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572 | decreased each tick by 1. |
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573 | |
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574 | If it reaches 0 the force/object is destroyed. |
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575 | |
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576 | This field can have this meaning for B<any> object if that object has |
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577 | FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
|
|
578 | what happens then. |
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579 | |
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580 | =back |
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581 | |
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582 | =head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
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583 | |
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584 | This object is generated by the POTION code when the potion is a resistance |
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585 | giving potion. It has mainly the same behaviour as a FORCE. |
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586 | |
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587 | The specialty of the potion effect is that the resistancy it gives is absolute, |
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|
588 | so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
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589 | fire. |
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590 | |
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591 | Multiple potion effects only give you the maximum of their resistancy. |